Which PS4 Games Don’t Work On PS5? Here’s The Full List So Far

The PS5 supports backwards compatibility with the PS4, and Sony says the vast majority of PS4 games will be playable on the new system. However, there are a select few games that will not be compatible, and we now know exactly what they are.

A support page on the official PlayStation website lists 10 games that will not be playable on PS5. The list includes some VR content, and it doesn’t feature any enormous titles. The games you’ll likely want to keep playing when you get your PS5 will still work.

PS5-Incompatible PS4 Games

  • DWVR
  • Afro Samurai 2: Revenge of Kuma – Volume One
  • TT Isle of Man – Ride on the Edge 2
  • Just Deal With It!
  • Shadow Complex Remastered
  • Robinson: The Journey
  • We Sing
  • Hitman Go: Definitive Edition
  • Shadwen
  • Joe’s Diner

All you need to do to play the game on the PS5 is put it into the disc drive and potentially download an update. If it’s a digital game, Sony says you’ll be able to use WiFi data transfer, but it didn’t specify how this will work. Should there be a PS5 upgrade available, Sony also detailed that process.

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How To Upgrade Your PS4 Games To PS5

Sony and some third-party developers are offering free upgrades from the PS4 to PS5 versions of games, but without a snazzy branded feature like Xbox’s Smart Delivery. It hasn’t been entirely clear how players will be able to claim these upgrades, but Sony addressed it with detailed instructions in advance of the console launch next month.

The instructions, part of a PS5 support page, come in two varieties based on whether you’re upgrading a disc or digital game. To upgrade a disc game you’ll need the higher-priced PS5 that includes a disc drive, for obvious reasons. Digital games can be upgraded on either version of PS5.

The instructions look fairly straightforward. For a disc version, just make sure you’re signed in on your PS5 console, insert the game disc, and then select to upgrade on the game hub. That will download the PS5 version, which will be associated with that game disc. From then on you can play the PS5 version as long as the PS4 disc is in the drive. For a digital game, just find the game in the PlayStation Store or game hub and select upgrade.

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How Star Wars: Squadrons Captures the Spirit of Classic Star Wars Flight Games

Star Wars: TIE Fighter, the incredible 1994 dogfighting space sim, opens with a mission in which you’re given the task of inspecting incoming bulk freighters after The Battle of Hoth, while also keeping your eyes peeled for anything unusual. Despite how mundane a task that sounds, it does a great job of teaching you TIE Fighter’s complex control system while perfectly communicating the unnecessary bureaucracy of Empire life as a newbie pilot before, of course, the Rebels engage your TIE and a fight begins.

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What I wasn’t expecting however, is that more than 20 years in the future, Star Wars: Squadrons would contain a very similar version of that very same mission, connecting these two games from very different times in a surprisingly intimate way. In fact, Star Wars: Squadrons is, for me, a spiritual successor not just to TIE Fighter but to an entire lineage of classic Star Wars flight games.

The connections started even before that mission, however, before I’d even entered my own ship. Upon starting Star Wars: Squadrons I was greeted with the option of customizing both my Imperial and Rebel pilots names. And then I saw it. Ace Azzameen? Azzameen. Now there’s a name I’ve not heard in a long, long time.

It’s not a randomly selected name for a Rebel pilot but a knowing nod to the protagonist of 1999’s Star Wars: X-Wing Alliance, and it immediately put me at ease. Knowing that a developer shared a love as deep as I do for the forefathers of Star Wars flight games was a comforting feeling, (although sadly this doesn’t mean Ace is now canon.)

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After a couple of minutes spent customizing the characters I was about to play, my newly created Imperial Navy pilot loaded into the Star Destroyer Overseer for the first time and, in VR, it was a beautiful sight to behold. Gone were the 2D point-and-click slideshows of TIE Fighter. With virtual reality, the very guts of this flagship are there to soak in, and aren’t just a copy of what I’ve seen before but a true successor.

The Overseer is an imtidiating environment. Cold, sharp and devoid of any personality, unlike what you might expect to find within a Rebel Mon Calamari Cruiser. With Stormtroopers patrolling about, Imperial Shuttles coming and going and Navy Officers chatting away, it’s a weird feeling. It’s hard to explain the tremendously awesome scale of an Imperial Hanger, along with all the trimmings included, until you’re left standing in one.

But this isn’t Star Wars: Loiter Squadron, I had a TIE to fly and I was eager to get going. But as I began my pre-flight checks, I was immediately taken back to those stressful days within the claustrophobic 2D cockpit of old. As a six-year-old, having to micro-manage between my laser cannon recharge and engine power, all whilst keeping an eye on my rear sensor in case an X-Wing decides to cut my career short, was a lot to handle!

[poilib element=”quoteBox” parameters=”excerpt=As%20I%20began%20my%20pre-flight%20checks%2C%20I%20was%20immediately%20taken%20back%20to%20those%20stressful%20days%20within%20the%20claustrophobic%202D%20cockpit%20of%20old.”]Pushing aside immediate threats like that, what I hadn’t seen in-game due to the visuals (or lack of), my imagination sure did a great job of filling in the blanks. For every low-poly craft I went up against in TIE Fighter, in my head at least, I knew there was some story behind that pilot. There always is in Star Wars, the Expanded Universe has made sure of that.

Back in Squadrons however, it was a whole other experience. Every cockpit is filled with excruciating detail, and now that Squadrons is a part of the Star Wars canon, so are the cockpits as well. Sure, we’ve seen glimpses of what the innards of a TIE Fighter or X-Wing looks like in the films, but Squadrons has now set the absolute standard for how they should look going forward.

And with my pre-flight checks now complete, I locked onto my Squadron leader and began my journey into a galaxy far, far away. Once in space, I started a self-guided tour around my TIE’s cockpit. What stuck out to me, almost immediately, is how spacious a TIE Fighter actually is. That sense of scale wasn’t apparent back in those older games but, to be fair, why would anyone tell you about the ridiculous amount of space you’ve got in the back anyway? Despite how brutally sharp and clean a TIE Fighter may be, it certainly feels luxurious to fly – the pride of the Empire. In VR, being able to get up close and personal to every cockpit instrument is a treat, not to mention being able to spin around and take a peek outside the rear view window, or look directly above through the four slits where your escape hatch is. All of these details are something you just couldn’t experience on the same level back in the original TIE Fighter.

As I came to understand the controls while flying in formation along my squad mates, I realised the implications VR will have in terms of how Star Wars: Squadrons will actually be played. Gone are the days of constantly switching back and forth between potential threats with my combat multiview display. Now, all I have to do is simply look around for myself. Such a change almost feels like cheating at times, like a tactical advantage I feel dirty for using, but this is war and I’ve got a Rebellion to crush.

Which brings me back to those rather boring bulk freighters I mentioned earlier. To clarify, these fairly vanilla looking ships aren’t anything special, in fact, they’re quite boring to look at, but to any hardcore fans of the X-Wing or TIE Fighter games, they’re instantly recognizible. A mark from the developers, acting as comfort for those familiar with a genre of Star Wars games long thought to be dead.

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And by the time it took to scan my first freighter, just like I did all those years ago in TIE Fighter, I felt like I was back home. After putting 15 hours into Star Wars: Squadrons exclusively in VR, it’s clear that adding virtual reality support not only takes the Star Wars experience further but it connects these games to a realm previous titles could never have reached.

With the added benefit of full HOTAS support as well, thanks to my trusty Thrustmaster T.16000M, this galaxy has never felt more believable. Unlike a mouse and keyboard or controller setup, having the added privilege of using a HOTAS whilst flying just added to my enthusiasm for doing so. As I darted across space, going from freighter to freighter, I was slamming the throttle to max power, all while yanking the flight stick sideways just to see if I could handle it without getting motion sick. A lot has changed in 20 years but despite the weird insert of self-punishment, I wanted to see how far this TIE Fighter and myself could go.

Star Wars: Squadrons connects to classic Star Wars flight games in many, many ways. It recaptures so much of what I fell in love with as a child – but in VR it becomes something more than I could have imagined when I was playing TIE Fighter and the like. As I approach those bulk freighters again, just like I did all those years ago, VR turns this into so much more than an imitation of a lost series of games. It’s a true next step – the first, I hope, of many.

For even more Star Wars: Squadrons, why not check out our campaign review, multiplayer review or some VR gameplay? The choice is yours, it’s a big galaxy out there!

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Xbox Series X Isn’t Much Hotter Than Xbox One X, Exec Says

Though we’ve heard early Xbox Series X previewers say the console was giving off a tremendous amount of heat through its top vents–and making the expansion card on the back hot to the touch–Microsoft has denied it runs any warmer than the Xbox One X.

Responding to a question on Twitter, Xbox games marketing GM Aaron Greenberg said that the temperature isn’t “significantly different” for the Xbox Series X’s exhaust compared to the Xbox One X. He added that he hasn’t experienced significant heat with the console he has at home, either.

Though Jeff Bakalar of GameSpot’s sister site CNET said on the Giant Beastcast that it was “toasty,” he clarified that he did not actually burn himself touching it.

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IGN UK Podcast #560: A Crispy Slice of Heaven

Joe’s reviewed I Am Dead, Annapurna’s new lightly puzzle-filled island game about slicing up objects. It sounds very odd, but very nice. It’s that time of the year again where Cardy is knee-deep in FIFA so expect some football related chat. Also, Matt’s been getting stuck into some new RPGs with Baldur’s Gate 3 and Genshin Impact, both of which he’s enjoying quite a bit.

There’s also plenty of time to talk all things sausages, bread and ham.

Remember, if you want to get in touch with the podcast, please do: ign_ukfeedback@ign.com.

IGN UK Podcast #560: A Crispy Slice of Heaven

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Star Wars: Squadrons Devs are Working on ‘Several’ New Projects

Motive Studios, fresh off the release of its first full-fledged title Star Wars: Squadrons, announced that the studio has a new mission statement and with it an unannounced video game project. Several unannounced projects, according to Motive general manager Patrick Klaus.

Klaus spoke with IGN ahead of the announcement of Motive’s new mission statement — which is “To empower players to create, experiment, live and share their unique stories.” The idea of developing games that are player-focused came up in our discussion.

“We have several projects in the works. Unfortunately, they are undisclosed so there’s very little I can share right now,” says Klaus. “What I can tell you is there is a lot of ambition going on the early success of [Star Wars: Squadrons] in the studio, a lot of appetites to innovate”

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When asked if these new projects are going to be original IP or based on franchises like Star Wars, Klaus revealed that the projects are a mix of both. “What I would say is it’s a mix of innovation and fan-favorite brands. A lot of what we’re trying to have is balance in our product range. On top of that, I want to say one of the key ingredients for us… is very much on creating some experiences that are going to empower players through gameplay to experiment.”

Motive was founded in 2015 under Jade Raymond, who’s since moved on to work at Google. Klaus took over in 2018 following Raymond’s departure and says the new projects are mostly newer ideas, not inherited from any previous management. “I would say it’s on the new side,” Klaus says and that EA is “all-in” on Motive establishing a name for itself and its ideas.

And Motive’s future is very much the focus of Klaus’ new blog which discusses the studio’s future following the release of Star Wars: Squadrons.

“I’m so proud and want to congratulate the team for shipping its first full standalone game, especially in times as challenging as these,” Klaus writes. “It was a true passion project and wasn’t easy, but it was an honor to see us pull together and deliver a game that fans and critics are enjoying[.]”

“It’s been tough, I’m not going to lie” Klaus revealed to IGN when asked about how the COVID-19 pandemic affected development on Squadrons. “This pandemic has hit all of us really hard and we had to adapt. We’ve been working from home since mid-March. The entire dev team has been working from home — still working from home.”

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Klaus shared that EA has put safety first and that the dev team continues to work from home. “We put a lot of effort into making sure the fundamental needs of our teams take place. So hardware, dev kits, software, everything that was needed for our teams to continue to perform almost business as usual even though it isn’t business as usual.”

Check out Klaus’ full blog and read IGN’s review for Star Wars: Squadrons.

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Matt T.M. Kim is a reporter for IGN.

Outriders Delayed To February, Free PS5 And Xbox Series X/S Upgrades Coming

Outriders developer People Can Fly has announced that its sci-fi co-op shooter will be slightly delayed from its original December 2020 release date and will instead launch on February 2 for current and next-gen systems. In a blog post, community manager Toby Palm explained that the COVID-19 pandemic had affected development on Outriders, but that the core game had been completed.

“COVID-19 has certainly affected our operations over the past months, but the teams have all worked extremely hard to adapt to changing circumstances,” Palm explained. “While the core game is now in a largely complete state, our testing operations were unfortunately among the most affected by the work-process-restructuring caused by the novel coronavirus. To that end, we need a bit more time to get it right and ensure that the Outriders experience will be as smooth and issue-free as it possibly can be when we launch.”

There is a silver lining to this delay, as players will be able to upgrade the game forto free on their respective next-gen systems. Xbox One users will be able to play Outriders on Xbox Series X and Series S through Smart Delivery, while PS4 owners of the game will also receive a free cross-play update on PS5. If you’d prefer to experience Outriders on the cloud, it’ll also be available on Google Stadia, or you can grab it on PC via Steam and the Epic Games Store.

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First Xbox Series X Ad Is A Psychedelic Dreamscape (Featuring Master Chief)

Xbox Series X and Series S are launching in just over a month, and Microsoft has put out the first ad for the new hardware. The Xbox Series X and Series S ad is light on the gameplay imagery and instead sells the Xbox as a gateway to fantasia. It features Academy Award-nominated actor Daniel Kaluuya (Get Out, Black Panther).

In the ad titled “Us Dreamers,” a young man comes home, puts on his headset, and is transported to a variety of locales. Those include hovering over a Viking naval battle, facing some kind of monstrous world-eater, and becoming/meeting Master Chief, who then grows larger than the planet he’s standing on. This may have been in production before Halo Infinite, which was to be the Series X’s big launch game, was delayed into 2021.

The accompanying tweet emphasizes the “dream” aspect, though it leans less on psychedelia and more on “blazing fast speeds” and “high visual fidelity with higher frame rates.”

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Prime Day 2020: Get An Early Look At Nintendo Switch, Smart TV, And Tech Deals

Ahead of Prime Day 2020, Amazon has unveiled a portion of the deals shoppers can take advantage of during the annual blowout sale. The list of deals includes some noteworthy Nintendo Switch discounts and a bunch of Amazon devices for low prices. Prime Day 2020 kicks off October 13 at midnight PT / 3 AM ET, so it won’t be long before you can start saving big on a wide assortment of gaming, tech, and entertainment products.

On the gaming front, Amazon has only revealed deals pertaining to the Nintendo Switch. Shoppers can save 36% on a bundle including a 12-month Nintendo Switch Online family membership and a SanDisk 128GB microSD card. Amazon didn’t provide specifics, but we assume the microSD card is the officially branded Nintendo model. If that’s the case, you’ll be able to grab this bundle for $44.80, down from $70.

You’ll also be able to save up to 33% on select Nintendo Switch games. No specific game deals were provided, but we expect this to include first-party Switch titles for $40–this would line up with previous Prime Day/Black Friday pricing for Nintendo’s lineup of $60 exclusives.

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