Bestimmt möchtet ihr bei den meisten Spielen, zum Beispiel God of War Ragnarök, nicht auf den großartigen Soundtrack verzichten. Wenn ihr aber beim Spielen lieber eure eigene Playlist hören möchtet, dann könnt ihr das auf PS5 ganz einfach auch machen. Wir stellen euch vor, wie ihr die Spotify-App einrichtet oder eure eigene Musik über einen USB-Datenträger auf der Konsole abspielt.
Spotify-App installieren und einrichten
1. Geht auf dem Startbildschirm oben links auf den Reiter Medien. Drückt einmal nach unten und es werden euch alle verfügbaren Apps angezeigt. Gleich in der ersten Reihe findet ihr Spotify. Geht auf das Symbol und startet den Download der App.
2. Startet die App und meldet euch mit einem vorhandenen Spotify-Konto an oder erstellt direkt vom Startbildschirm der App aus einen neuen Account. Ihr könnt euch mit Benutzername und Passwort anmelden oder einen Code anzeigen lassen, der euch auf eurem Smartphone bequem durch den einmaligen Anmeldungsprozess führt.
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3. Ihr müsst nun bestätigen, dass euer Spotify-Konto mit eurem PlayStation Network-Konto verbunden werden darf. So werdet ihr automatisch mit Spotify verbunden, wenn ihr euch auf eurer PS5 mit dem PSN-Konto anmeldet. Diese Verknüpfung lässt sich über [Einstellungen]-[Konto-Verwaltung]-[Mit anderen Services verknüpfen] jederzeit bearbeiten. Akzeptiert die Vorgaben und ihr könnt auf eure Playlists über die App zugreifen, euch euren eigenen Soundtrack zusammenstellen oder einen Podcast hören.
4. Verlasst ihr die Spotify-App, wird die Musik weiterhin abgespielt. Möchtet ihr ein anderes Lied hören oder eine andere Playlist aufrufen, macht ihr das am besten über das PS5-Control Center. Drückt einmal kurz auf die PS-Taste auf dem DualSense Wireless-Controller und die Symbolleiste des Control Centers erscheint am unteren Bildschirmrand.
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Wählt hier das Icon für Musik und in einem separaten Fenster öffnet sich eine Übersicht mit dem aktuell abgespielten Lied und weiteren Optionen. Mit L1 und R1 springt ihr zwischen den Titeln einer Playlist, ihr könnt das Lied pausieren, zufällige Wiedergabe aktivieren oder die Lautstärke einstellen.
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Möchtet ihr gerne Apple Music als Quelle nutzen, dann ladet euch die passende App analog der Spotify-App über den Medien-Tab herunter.
Eigene Musik von einem USB-Datenträger abspielen
Keine Lust auf Werbung bei einem kostenfreien Spotify-Konto oder ihr habt alle eure Lieblingslieder als MP3-Datei? Kein Problem, ihr stellt euch alternativ ganz einfach euren eigenen Soundtrack zusammen und spielt die Musik auf eurer PS5 ab.
1. Ihr braucht nur einen USB-Datenträger, zum Beispiel einen gängigen USB-Stick, mit genügend Speicherplatz. Dieser muss aber zwingend zwei Bedingungen erfüllen:
Der USB-Datenträger muss im FAT32 oder exFAT-Format vorliegen, was meistens bereits beim Kauf der Fall ist. Habt ihr einen Stick vorher an einem PC genutzt und ist dieser vielleicht deswegen im Format NTFS eingerichtet, müsst ihr ihn neu formatieren, wobei natürlich alle vorhandenen Daten gelöscht werden. Wenn ihr nicht wisst, wie man das macht, schaut euch unseren Blogpost zu dem Thema an.
Es muss ein Stammverzeichnis mit der Bezeichnung Music existieren. Erstellt dieses Verzeichnis und kopiert dort eure Musikdateien rein. Ihr könnt auch problemlos weitere Unterverzeichnisse erstellen, wichtig ist nur: Das erste Verzeichnis muss Music mit einem c genannt werden.
2. Verbindet den mit euren Musikdateien gefüllten USB-Datenträger mit eurer PS5 und ruft das Control Center auf. Geht auf das Symbol für Musik und der Datenträger wird in der Liste der Quellen angezeigt.
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In diesem Beispiel haben wir einen Kingston Traveler USB-Stick genutzt. Geht auf den Eintrag, wählt gegebenenfalls ein Unterverzeichnis und spielt eure Musik ab.
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Mehr Tipps und Tricks
Wenn ihr Interesse an weiteren Tipps, Tricks und Tutorials für eure PS5 habt, dann schaut euch doch auch mal die folgenden Artikel an:
Das Jahresende 2022 steht vor der Tür. Angesichts all der fantastischen Gaming-Momente, die wir mit euch geteilt haben, möchte das PlayStation.Blog-Team euch für eure Unterstützung im Verlauf des Jahres danken.
Wir sind jedoch nicht allein, wenn es darum geht, euch in Weihnachtsstimmung zu versetzen! Unsere talentierten Freunde und Kollegen aus der ganzen Branche haben eine Reihe von Weihnachtskarten entworfen, die ihr euch bei einer Tasse heiße Schokolade zu Gemüte führen könnt. Auf ein weiteres tolles Gaming-Jahr!
Vorfreude ist einfach die schönste Freude: Wenn ihr eine PS5 möchtet, dann haben wir hier die perfekte Aktion, die ihr auf keinen Fall verpassen solltet:
Vom 1. bis 22. Dezember* kann die PlayStation 5 im Bundle mit God of War Ragnarök bei teilnehmenden Handelspartnern vorbestellt werden. Die Lieferung erfolgt dann bis spätestens Januar 2023. Erhältlich sind die Bundles mit der Disc- und der Digital Edition der PlayStation 5**.
Einen Überblick über alle Vorbestellungs-Möglichkeiten findet ihr auf dieser Webseite:
Liste der teilnehmenden Händler
Deutschland
Media Markt / Saturn
Amazon
GameStop
Otto
Euronics
Expert
Alternate
Electronic Partner
Österreich
Media Markt
Libro
Electronic4You
Electronic Partner
Schweiz
Media Markt
Interdiscount
World of Games
Digitec
PlayStation 5
Überzeugt euch von der überwältigenden Geschwindigkeit dank der Power einer speziell konzipierten CPU und GPU und genießt ultrakurze Ladezeiten mit einer blitzschnellen SSD. Erlebt mit PS5 eine realistischere und atemberaubende Spielerfahrung durch haptisches Feedback, adaptive Trigger-Tasten und 3D-Audio sowie eine völlig neue Generation einzigartiger, exklusiver PlayStation-Spiele.
Tipps, Tricks und Fakten: Alles, was ihr über PlayStation 5 wissen müsst, findet ihr auf unserem PS5-Hub.
God of War Ragnarök
Kratos und sein Sohn Atreus, der mittlerweile zu einem jungen Mann herangereift ist, haben sich in God of War Ragnarök in die Wälder Midgards zurückgezogen und erleben die eisige Kälte des dreijährigen Fimbulwinter. Was laut den uralten Prophezeiungen danach folgt, ist an Schrecken nicht zu überbieten. Ragnarök naht, eine unerbittliche Schlacht zwischen Göttern, Zwergen, Elfen und Riesen, die unweigerlich zu einer Apokalypse und somit zum Ende aller Welten führen wird. Kratos macht sich große Sorgen, was mit seinem Sohn geschehen wird und geht mit Atreus auf eine epische und emotionale Reise durch alle neun Welten, um noch eine Möglichkeit zu finden, Ragnarök zu verhindern.
Dabei treffen sie nicht nur auf einzigartige mythische Kreaturen und die zornigen Götter Asgards, sondern auch auf alte Bekannte und Verbündete, wie die meisterhaften Zwergenschmiede Brok und Sindri oder Mimir, der klügste Mensch aller Zeiten, der sie auf ihrer Odyssee mit seiner nie versiegenden Weisheit unterstützt. Eines ist sicher: Es wird das Verhältnis von Vater und Sohn auf eine harte Probe gestellt, wenn Atreus seine Rolle in Ragnarök verstehen will und Kratos loslassen muss, um nicht die schrecklichen Fehler der Vergangenheit zu wiederholen.
*Aktion vom 01.12. – 22.12. vorbehaltlich Verlängerung. Nur bei teilnehmenden Handelspartnern im Aktionszeitraum und solange der Vorrat reicht. Informationen zu den Reservierungsmodalitäten sind bei den jeweiligen Handelspartnern erhältlich. Das Bundle enthält einen digitalen Gutscheincode für God of War Ragnarök (Internetverbindung und PSN-Konto für die Einlösung erforderlich).
Danke an alle, die beim letzten Share of the Week mitgemacht haben, der Gewinner wird in den kommenden Tagen gezogen und verständigt.
Unter den Hashtags #PSPhotomode und #PSBlogDE auf Twitter und Instagram findet ihr wie gewohnt alle Einsendungen. Hier sind die Highlights dieser Woche: Egal ob Elch oder Katze, mit euren DualSense Wireless-Controllern darf jeder spielen!
Sucht auf Twitter oder Instagram nach den Hashtags #PSPhotomode und #PSBlogDE, um weitere Beiträge zum Thema dieser Woche zu finden. Ihr möchtet beim nächsten Share of the Week dabei sein?
Das Thema der nächsten Woche lautet Endgegner! Zeigt uns die schwersten, unbezwingbarsten und bedrohlichsten Videospiel-Gegner, die ihr je besiegt habt!
After four years in the making, we are finally celebrating the release of God of War Ragnarök!
With the success of God of War (2018) came tremendous pressure to give fans a sequel worthy of its predecessor. That meant new characters and enemies, new realms and creatures, and most excitingly for the PlayStation Studios Music team, an epic new score.
If you have found yourself humming the incredible God of War Ragnarök theme non-stop since the game released last week, then we’ve got a very special announcement for you!
Earlier this year, while production on God of War Ragnarök was in full swing, the PlayStation Studios Music team and game director Eric Williams put together an internal soundtrack listening party as a fun and unique way to share the game score with the Santa Monica Studio development team.
We selected some of our favorite tracks and brought together a few Music Production team members to give a behind-the-scenes look at how the music is recorded and transformed into interactive moments that become emotional memories for the players.
The Santa Monica Studio team went wild hearing Bear McCreary’s beautifully composed score for the first time. Just as the music elevates the gameplay, these iconic themes provided a boost of kinetic energy that helped carry the team the rest of the way through the production.
Based on the team’s enthusiastic reaction, we knew that we could not keep this experience within the confines of the studio walls.
This is something that we want to share with you – the fans!
God of War Ragnarök Soundtrack Listening Party Stream
We’ve teamed up with our soundtrack release partner, Sony Masterworks, and are thrilled to announce the God of War Ragnaröksoundtrack listening party!
You can join our 90-minute livestream on the PlayStation Twitch and YouTube channels on Thursday, November 17 at 4:00 PM PST / 12:00 AM GMT, with a pre-show beginning at 3:30 PM PST / 11:30 PM GMT.
Our show will have three amazing speakers, each with their own expertise and insight to offer into the tracks that we’ll play.
Bear McCreary, Composer
Bear McCreary is a prolific composer with notable credits spanning across movies, television, and video games. He first joined the Norse saga in God of War (2018) and makes an epic return to the series in God of War Ragnarök. A masterful storyteller with music, Bear has a keen ability to weave a rich authenticity into his interactive score that transports and immerses players into the Nine Realms. Each thoughtful note is constructed to make hearts pound with intensity and swell with emotion throughout the odyssey of God of War Ragnarök.
Eric Williams, Game Director
Eric Williams has been an integral part of Santa Monica Studio since 2005. His expertise and passion have made him a pillar of the God of War franchise since its inception. Eric has taken the helm in God of War Ragnarök, guiding the SMS team towards the final installment of the Norse saga. Eric collaborated closely with Bear and the team to ensure each musical moment within the game hits the right emotional chord with players.
Alex Moukala, Music Producer & Host
Alex Moukala is a music producer who is well-known for his enthusiastic involvement in the gaming community. As a content creator with a natural talent for engaging with his audience, Alex brings his perspective as a fan and a music professional to steer the conversation.
Together, all three of our guests will take us on a journey through the musical landscapes of the realms and examine how we use music to bring the story of God of War Ragnarök to life.
Make sure you join us on November 17, starting at 3:30 PM PT / 11:30 PM GMT! Our host will be taking questions from viewers throughout the show.
Get ready for a new era of competition with the arrival of Season 01 of Call of Duty: Modern Warfare II and Call of Duty: Warzone 2.0, releasing November 16. Deploy to Al-Mazrah in the next iteration of the free-to-play Battle Royale, visit reimagined versions of the Shoot House and Shipment Multiplayer maps, team up for an additional Special Ops mission leading up to the first Raid episode, and much more.
Season 01 launches on PlayStation on November 16. Read on for all the highlights coming to both Modern Warfare II and Call of Duty: Warzone 2.0.
Call of Duty: Warzone 2.0 — New Map and Innovations
The city of Al-Mazrah within the United Republic of Adal will be your first map for Warzone 2.0. You may have already explored some of its regions in Multiplayer maps like Al Bagra Fortress, Embassy, Zarqwa Hydroelectric, Taraq, Sariff Bay, and Sa’id.
Call of Duty: Warzone 2.0 includes a wide variety of new features and mechanics, including the following highlights:
Loadouts Remain: Get your Custom Loadouts through Loadout Drops deployed later in the match or by clearing a Stronghold or Black Site. You can also use Cash at the in-match Buy Station to purchase only the Primary Weapon from created Loadouts.
Looting Mechanics: In the new DMZ mode, Operators will utilize a backpack system to further organize their items and equipment. Battle Royale will use a streamlined version of this new system.
Enter the New Gulag
The new Gulag is a 2v2 environment where randomly paired Duos must coordinate to take down the opposition. All players will receive a predefined Loadout with highly effective weaponry and gear placed toward the map’s center.
In the middle of the match, the Gulag Jailer will jump in to interfere. Defeating the Jailer returns all four Gulag prisoners back into the match. Will you work together or go for the elimination victory?
AI Combatants
In addition to the Gulag Jailer, there are two other places where players will run into AI combatants — Strongholds and Black Sites. Both are clearly labeled on the in-game Tac Map.
In Strongholds, fight off AI opponents while attempting to locate and disarm a bomb within the time limit. Black Sites offer an even greater danger but provide a permanent Weapon Blueprint reward and valuable in-match items for those who can successfully complete them. To access a Black Site, you’ll need the Black Site Key, given to the first squad to clear out an active Stronghold.
Further Innovations: Aquatic Combat, New Vehicles and Fuel System, and More
Circle Collapse: In Battle Royale modes, there can be up to three circles within the collapse, which will ultimately reconverge for the final showdown. Prepare to adjust your strategies accordingly, as this feature is randomized in each match.
Proximity Chat: Got something to say? Comms are now open, so any in-game chatter can be picked up by any other squad.
Interrogation: In squad-based modes, intel is everything. Reveal enemy locations by successfully shaking down player-controlled enemies while they are downed.
New Vehicles: Call in the aerial powerhouse known as the Heavy Chopper, which can hover in the air without a pilot, or use the all-electric supertruck GMC Hummer EV, a versatile means for the squad to quickly cover serious ground.
New Fuel System: No more unlimited fuel sources — all vehicles use fuel over time, and when it runs out, that vehicle is no longer usable. Vehicles can be refilled either with Gas Cans found around the map or at Gas Stations.
Gas Stations can also repair body damage and tires, thereby restoring vehicle health. However, Operators can also perform flat tire repairs anywhere in the world by interacting with individual tires.
Aquatic Combat: Whether by boat or breaststroke, Operators can navigate waterways, rivers, and the open sea as part of their overall victory strategy. Remember: only Sidearms, melee weapons, and Throwing Knives can be used while you’re submerged.
The Shops: A new version of the Buy Station contains a unique set of items for purchase in limited quantities, including Killstreaks, Armor Plates, and more. You can see these offerings and can buy back fallen squadmates within a new interface.
DMZ — A New Battle Royale Experience
In addition to traditional Warzone modes — Battle Royale Solos, Duos, Trios, and Quads — Call of Duty: Warzone 2.0 will launch with a brand-new experience known as DMZ.
DMZ is an open-world, narrative-focused extraction mode where Operators have free rein to complete faction-based missions, take on additional side objectives, engage with enemy Operators or AI combatants, and search for valuable items, all while fighting to survive toward exfiltration.
Third-Person Playlists: Get a new perspective with third-person Playlists, set to be introduced into the Battle Royale weekly rotation later in Season 01. Modern Warfare II owners can get a taste of the third-person experience now through the game’s Multiplayer.
PlayStation Exclusive — Season 01 Combat Pack
Gear up with the exclusive Season 01 Combat Pack, free for PlayStation Plus members for use in Call of Duty: Warzone 2.0 and Modern Warfare II. Included in this Combat Pack are the “Oni Tactical” Operator Skin for Oni, the “Oni Revenger” SMG and “Oni Oracle” Pistol Weapon Blueprints, plus the “Sony Oni” Calling Card, “Welcome Death” Sticker, “Fractal Demon” Emblem, and the “Demon Fang” Charm.
Relaunch — Call of Duty: Warzone Caldera
Shortly after Call of Duty: Warzone 2.0 launches on November 16, the original Call of Duty: Warzone will relaunch as Call of Duty: Warzone Caldera. This is a separate experience and will retain all player progression, Battle Pass content, Store Bundles, and other in-game purchases.
Modern Warfare II Overview
Season 01 is bringing two reimagined Multiplayer maps, the competitive CDL Moshpit, and more co-op focused Special Ops content.
Shoot House (Launch): Situated in the jungle south of Las Almas, Shoot House’s new home was built for training cartel hired guns with the same level of intensity as Mexican Special Forces Operators.
Shipment (Mid-Season): Set on a cargo ship taking on water in a storm-ridden part of the Atlantic Ocean, a new Shipment is ready to bring back the chaos that only an ultra-compact map can provide.
Get Competitive with the CDL Moshpit: Prior to the official launch of Ranked Play in Modern Warfare II, the CDL Moshpit offers the perfect testing grounds to warm up your competitive skills. The Playlist will use the Call of Duty League’s standard rules, restrictions, and map rotation across the three official game modes: Hardpoint, Search & Destroy, and Control.
Special Ops — New Mission at Launch, Raid Episode 1 Mid-Season
Special Ops is getting a new mission and the first episode of Raids during Season 01.
High Ground: Successfully find and destroy enemy communication servers to locate and extract three hard drives with vital enemy intel. One Operator will be tasked with piloting an Attack Chopper to clear out dangerous land mines, while the other works with AI allies as part of a Ground Assault Team to infiltrate the buildings that contain enemy equipment.
Raid Episode 1: Continuing the story of the Modern Warfare II Campaign, Raids will be the ultimate challenge for Trios with a mix of stealth, resource management, all-out action, and puzzle-solving objectives. Arriving later in the season.
Season 01 General Overview
New Battle Pass: Experience a brand-new Battle Pass system giving players more agency than ever before. Replacing the linear stream of tiers from previous titles will be a multi-Sector map. Unlock items across the map using earned Battle Pass Tier Tokens. Each map has at least 20 Sectors with five items each; tokens can be used to either unlock adjacent Sectors or earn more items within an unlocked Sector.
New Weapons
Season 01 brings the opportunity to earn four new weapons, which can then be used in Multiplayer, Special Ops, and Call of Duty: Warzone 2.0. Two of them are earned for free within the Battle Pass:
Victus XMR Sniper Rifle: A hard-hitting, bolt-action sniper rifle with .50 cal BMG ammunition. Its tungsten sabot-tipped bullets are fast and powerful but require precise shots over long distances.
BAS-P SMG: An aggressive fire rate and modular frame make the BAS-P perfect for the discerning Operator who wants to customize their weapon. Subsonic ammo hides kill skulls from the enemy team.
Two other weapons can be earned later in the Mid-Season either by purchasing a Store Bundle or by completing a weapon unlock challenge:
Chimera Assault Rifle: With an integrated suppressor and slow, high-energy .300 BLK rounds, the Chimera is adept at close-quarters combat. Subsonic Ammo hides skulls from the enemy team.
M13B Assault Rifle: The M13B features a short-stroke pistol system that allows for a high rate of fire and low recoil.
New Operators
Zeus (Launch): Born in the South Niger Delta, Zosar Kalu is the eldest of three children, helping to raise his younger siblings while his parents pursued political aspirations. Following his year of military service shadowing a Nigerian Army Special Forces Battalion, he enlisted and rose through the ranks.
After losing his family to local Al Qatala soldiers, Zeus established the “Thunder” Corps, a counterterrorism group dedicated to hunting AQ wherever they hide and bringing them to true justice. Unlock Zeus automatically with purchase of the Season 01 Battle Pass.
Klaus (Mid-Season): A member of Denmark’s Elite Special Forces, Klaus Fisker can almost be considered a living legend among Operators. His legend was made one night on the Urzikstan border, where he carried a wounded comrade 18 miles to the nearest base using the lessons taught by his father.
Gaz (Mid-Season): Price’s right-hand man, Gaz became legend in 2019 when his valiancy during an attack on Piccadilly Circus grabbed the attention of the formidable SAS Bravo Team captain. He ultimately joined Price’s elite unit, known as Task Force 141.
Obtain Klaus and Gaz in Bundles to be featured during the Mid-Season Update.
Squad Goals: Modern Warfare FC Kicks Off In-Season
During the Modern Warfare FC event, you can sign three of the world’s greatest athletes to your Operator roster by picking up special, limited-time Bundles: the fearless Neymar Jr., who will debut on November 21; Paul Pogba, set to debut on November 25; and Leo Messi, who will complete the Operator hat trick on November 29.
More details will be shared in-season.
Persistent Prestige: This year, leveling up past Rank 55 will allow you to earn a persistent Prestige Rank across all seasons, rather than having it reset at the end of each season. Beginning in Season 01, reaching Rank 56 will unlock Prestige 1. This will grant an Emblem, additional rewards like a Battle Pass Token, and a set of challenges — complete those challenges to unlock an exclusive Calling Card. Rank up to Prestige 5 for greater rewards.
C.O.D.E. Bowl, Call of Duty League Major to Kick Off Mid-Season
This year’s C.O.D.E. Bowl will be held during the first Call of Duty League Major, taking place right after the Season 01 mid-season update from December 15 to 18 in Raleigh, North Carolina. This event will also host the first Call of Duty Challengers Open.
During Season 01, we are celebrating an early return to the Call of Duty League with a special launch pack for the 2023 season. We are also releasing Team Packs for all 12 of the League’s teams.
Season 01 of Modern Warfare II Launches November 16
Purchase Modern Warfare II to get a premium Warzone 2.0 experience – access to 14 additional Operators to use across both games, as well as accelerated Weapon and Level Progression. As a Modern Warfare II owner, receive bonus XP at the end of each match when you play Warzone 2.0, ensuring that you level just as quickly in both titles.
God of War Ragnarök is almost here! Tomorrow on November 9, you will finally be able to step back into the Nine Realms with Kratos and Atreus as they prepare for the coming war.
To ensure you can hit the ground running, we’ve put together a list of our top ten tips to aid hero progression! God of War Ragnarök has a ton of new features and updates to many of the returning ones from God of War (2018), so make sure you check them out below!
All equipment is legendary
For God of War Ragnarök, we’ve ditched our old rarity system when it comes to equipment.
Previously, on God of War (2018), most Armors and Weapon Attachments could only be upgraded a few times, so would inevitably get left behind as you increased your Power Level.
In this title, any equipment that has a Power Level can be upgraded all the way to Level 9! This opens a world of possibilities and combinations, allowing a much higher variety of playstyles at every Power Level.
Transmog unlocks at equipment Level 9
Speaking of Power Level caps, there is a surprise waiting for people diligent enough to upgrade their equipment to Level 9!
The ability to “transmog” equipment was one of the most requested features and we’re happy to share that in God of War Ragnarök we’ll have it!
Once your equipment reaches Level 9, you’ll be able to apply any appearance currently in your inventory. Don’t be afraid to experiment with different pieces because you like the way something looks. Find the perk of your dreams and combine it with the look you want once you reach Level 9!
This feature applies to Kratos’ core Weapons and Armors.
Don’t be afraid to go off the path
The Player Investment Team at Santa Monica Studios is responsible for both Player Progression and Exploration content, so we made sure to put some of the best equipment in our optional areas to reward those of you who take some extra time to poke around!
Don’t be afraid to say “yes” when you hear the call to explore, or you feel like things are getting a little too difficult. Completing Favors and exploring the Nine Realms is a surefire way to stay ahead of the curve.
If you’re the type of player that wants to experience the main story before diving back into the side quests and exploration, don’t worry! Quests never expire and exploration content will always be there waiting for you.
Auto-Equip
If min/maxing stats isn’t really your game, we make things simple for you with Auto-Equip feature.
Simply press L3 from the Weapons or Armor tabs and then choose which stat you want to prioritize. Auto-Equip will automatically equip the highest Power Level items and favor the selected stats if you have multiple pieces at equal level.
Old resources will be on sale in the Shop
A note for all you hoarders out there – old crafting resources can eventually be purchased in the Shop.
Captured on PS5
Most of your equipment will eventually start looking for an alternate resource to upgrade on your road to Level 9. Around the time you start finding those new resources, the old ones will appear in the SPECIAL ITEMS tab under RESOURCES in any shop.
No need to hoard that precious Forged Iron if your main Armor hits a soft cap. Use that as an opportunity to level up something else and try something new. You might just like it!
Pay special attention to the Skill Labors in your Skills Tree
Once you unlock a new Skill, be sure to use it!
If you look closely at the info tab, for many Skills you’ll see a counter that tracks your usage for that Skill.
Keep grinding to level it up to Gold Tier and you’ll unlock a Skill Mod Slot that allows you to apply some customization to your favorites. Add enough Skill Mod Tokens to truly become a force to be reckoned with!
Captured on PS5
XP – it’s not just for Skills
For those who played God of War (2018), you might remember that you could spend XP to upgrade your various Runic Attacks.
That feature returns for God of War Ragnarok, but also expands to include Spartan Rage and Relics.
Captured on PS5
Make sure to navigate to the WEAPONS tab and drill into individual Runic Attacks, Spartan Rage Modes, and Relics to upgrade your favorites. Each one has two additional levels to unlock!
Make sure to visit Niflheim
Hey, Odin’s Ravens are back!
In God of War Ragnarök we took major steps to ensure hunting down the All-Father’s spies is worth the effort, so be sure to visit the Raven Tree in Niflheim at your first opportunity.
You may see some of familiar feathers with the fifty-one ravens that attempted to elude Kratos in God of War (2018) on the branches to mark the location. Under the Raven Tree is where you can collect your rewards for finding the new ravens in God of War Ragnarök through a set of chests. At certain thresholds, a chest will unlock – make sure you check back in periodically to see what you’ve earned!
Who knows, maybe there’s even a little something that happens when you’ve found all forty-eight in God of War Ragnarök!
Also make sure you check out the Training Arena in the same location if you need to brush up on your combos!
The Amulet of Yggdrasil: Enchantments and Attunement Bonuses
You will no longer slot Enchantments into individual pieces of Equipment. Instead, you must find the Amulet of Yggdrasil to slot Enchantments in God of War Ragnarök.
To increase the number of slots available, you will have to locate the Jewels of Yggdrasil. A few you’ll get by playing the main story, but the rest you’ll find by exploring different areas of the realms.
Many Enchantments have an innate realm attunement. You’ll know which ones these are as they have the realm they are attuned to in their name, for example the enchantment Midgard’s Endurance has a realm attunement to, you guessed it, Midgard. If you slot three or more from the same Realm Set, you will unlock Perks that power up with your stats.
All Realm Enchantments provide stat boosts – even if you don’t equip a complete set.
Realm Enchantments are not necessarily found in the realm in which they are attuned, so be sure to keep an eye out!
Armor Set Bonuses
Most Wrist and Waist Armor pieces have Perks that increase in power if you equip both pieces from a matching set. Equip both the Wrist and Waist from a single set for a more powerful perk or opt to mix and match pieces from different sets for more variety.
The choice is yours!
That’s it for our top tips from the God of War Ragnarök development team – you are now ready to jump right at launch time tomorrow!
We have truly felt all the excitement and support you’ve shown for this game throughout our entire pre-launch. From everyone at Santa Monica Studio, thank you to all the God of War fans across the world!
In celebration of the release of God of War Ragnarök Santa Monica Studio donates $100,000 to Black Girls Code
Today, Santa Monica Studio is happy to announce a donation of $100,000 to Black Girls Code. We’re excited to support Sony Interactive Entertainment’s Social Justice Fund portfolio as we continue our collective effort to drive change – locally, nationally, and globally.
Black Girls Code builds pathways for young Women of Color to embrace the current tech marketplace as builders and creators by introducing them to skills in computer programming and technology. The organization is devoted to showing the world that Black girls can code and do so much more. Black Girls Code is committed to creating stronger economies and more equitable societies—ultimately realizing the true potential of democracy through diversity and inclusion.
Black Girls Code is one of the many nonprofit organizations SIE supports whose efforts are focused on strengthening educational and career opportunities for historically disadvantaged communities. This is just another step as we’ll continue our efforts to make Sony Interactive Entertainment and the video game industry more diverse, inclusive, and accessible.
My name is Blair Lachlan Scott, Writer & Producer at Coin Crew Games. I’m stoked to tell you about how our design approach evolved to bring you an exciting new experience in our first DLC: Escape Academy: Escape from Anti-Escape Island!
Evolving our design
After completing the base game, we looked inward at our processes to set some goals on how we wanted to evolve as a studio for our first DLC. It needed to be bigger, better, and unexpected. After some teamwide introspection, we defined three core principles in an attempt to outdo our last offering.
Avoiding repetition
The last thing we wanted after players experienced twelve school-themed levels was to have the DLC feel just like a rehashed Escape Academy. We wanted to see how far we could push our universe by taking players away from campus and still keeping the world tied to our academic backdrop. Threading the needle between these two goals, we landed on a single theme: summer vacation.
Taking the Escapists on vacation unlocked a completely new batch of environments and opened the door to dramatic new room premises. Having our players land themselves on ‘Anti-Escape Island’ also introduced a juicy dichotomy between ‘tropical island locale’ and ‘mysterious scientific facility.’ Combining these elements both in the art design and the level concepts bred some of our most exciting, and wacky, rooms to date.
Deepening the narrative
In Escape Academy, we were very cautious of having the narrative get in the way of the puzzles. We designed the story in such a way that it was able to be engaged with at various levels of depth, without missing any context for in-level elements. What we found upon release was that players craved a narrative that was more enmeshed with the gameplay and puzzles.
This response led us to building the DLC around a contained, linear story-arc where the level premises and the story were more integrally linked. While our rooms will always be playable start-to-finish without narrative context to keep the game approachable, our hope is that marrying the level design and narrative more tightly will result in more palpable stakes and deeper investment in our story, characters, and world.
Cranking up the difficulty
Prior to Escape Academy, directors Wyatt Bushnell and Mike Salyh designed real-world escape rooms and arcade cabinets. There, a critical piece of the development process was rigorous playtesting, something we carried over to the development of Escape Academy. This process was invaluable in streamlining gameplay minutiae and refining the user experience, but it did leave one critical element exposed. As people progressed through the entirety of the game, they got really good at it. This resulted in some players being able to tackle the higher difficulty levels without feeling the ramp-up we were anticipating and left them desiring a more challenging experience.
There are lots of levers to pull when tweaking the difficulty in a puzzle game. We needed to be tactical about which ones we pulled to maintain a satisfying experience for our players.
Complexity: How many steps does it take to complete the puzzle itself? There’s a fine line between gratifying complexity and having a puzzle or puzzle sequence lose its thread.
Quantity: Another ‘easy’ lever to pull in theory, but it requires finesse. Our designers are very intentional with how puzzles are sequenced and take people through the environment. Injecting too many puzzles into a level can be disruptive.
Obtuseness: How difficult is it to figure out what you’re supposed to do with a given puzzle? This is the trickiest to nail down as it involves grappling with the immense difference in thought processes throughout the player base. For some people, a certain puzzle clicks instantly while for others, it may be the hardest of the game.
So… Which lever did we decide to pull?
All of them!
Escape From Anti-Escape Island’s levels are filled to the brim with complex puzzles and intricate room flows that are a natural step forward in the evolution of our game design. Consistent playtesting was instrumental in balancing the DLC. Our hope is that it results in a challenging, satisfying, and surprising experience for players.
More to come
And once again, we at Coin Crew Games find ourselves trying to define ways to push things further as we set our sights on our next major update. We can’t wait for you to play Escape From Anti-Escape Island, and we’re all looking forward to keeping you on your toes with all-new puzzles.
Escape Academy: Escape from Anti-Escape Island is available on PS4 & PS5 on November 10, 2022.
Experience Need for Speed Unbound at 60fps and 4k resolution on PS5, feel every bump in the road through haptic feedback, and immerse yourself in the world of Lakeshore, a street racers’ playground!
Recently we debuted the reveal trailer for our latest Need for Speed. Unbound is an all-new street racing thrillride in development by Criterion Software and is due out next month. As teased in the video above, your goal is to reach The Grand, Lakeshore’s ultimate street racing challenge by taking on weekly qualifiers (and outsmarting the cops!). Along the way, you’ll have the opportunity to build out a garage filled with custom rides.
Today, we’re going to dig into how PlayStation 5’s features will immerse you even further. Let’s dive in.
Race against time, outsmart the cops, and take on weekly qualifiers to reach The Grand, Lakeshore’s ultimate street racing challenge when Need for Speed Unbound releases on December 2, 2022.
Pack your garage with precision-tuned, custom rides and light up the streets with your style, exclusive fits, and a vibrant global soundtrack that bumps in every corner of the world. Check out how PS5 features take street racing to a whole new level in Need for Speed Unbound.
60fps and 4k Resolution
The most realistic looking cars in Need for Speed history are paired with a vibrant graffiti-inspired art style to deliver high-energy visual and sound effects as you’re tearing through the streets of Lakeshore. Enjoy every detail thanks to the power of the PS5 unlocking 4k resolution, a 60fps framerate and 60Hz simulation rate that brings more responsive visuals and handling in the moments you need it most.
A richer world and more detailed car models
What’s the use in having a fresh new custom if no one’s around to see it? Lakeshore’s a popping city, and the PS5’s CPU allows for a higher density of traffic and pedestrians to deliver a more living world. When you’re testing out the latest upgrades on your ride, Lakeshore’s streets will be booming with other city dwellers taking care of business. That means plenty of cars to weave in and out of or scrape alongside… depending on your skill behind the wheel.
Richer car simulation also allows for a more in-depth handling model, creating an intuitive driving experience. Anyone can get in the seat but mastering the roads and earning a spot in The Grand is a completely different challenge that requires skill, bravery, and a trunk load of flair.
Haptic feedback
Feel the tyres on the road as the DualSense controller fires direct feedback to your fingertips. Don’t be afraid to get dirty too. Take your shiny custom off-road, collide with the competition, or spin out in spectacular fashion and feel every moment. Do what it takes to get ahead.
Richer audio
An immersive audio experience enables a deeper connection to NFS Unbound’s world and the cars living in it. Whether you’re rocking a Crown Vic or a souped up Hellcat, hear the roar of the engine bounce back off the walls of the city’s tallest buildings whilst the A$AP Rocky and AWGE-led soundtrack bumps in the background.
Discover Need for Speed Unbound Palace Edition
Street style is everything in Lakeshore. Pre-order* Need for Speed Unbound Palace Edition and get ahead of the crowd with three days early access plus exclusive Palace branded content including:
Ratchet & Clank turns 20 today! Did someone tamper with The Great Clock? It’s almost hard to believe, but it’s true! Insomniac Games launched the original game in 2002, sparking two decades of grand adventures through space, time, and dimensions. Since its humble beginnings on the PlayStation 2 console, the franchise introduced us to a variety of beloved characters, a host of iconic weapons and gadgets, multitudes of eccentric alien worlds, and much more.
So, beginning today, we’re kicking off our Ratchet & Clank celebrations – #Ratchet20 if you will, by dropping a few surprises and briefly looking back at the franchise.
Let’s get straight to the good stuff: we’re thrilled to announce Ratchet & Clank: Rift Apart will receive a 20th Anniversary Armor Pack TODAY in honor of #Ratchet20, which will be available via a game update at no extra cost. * The pack includes five armors inspired by games throughout the franchise’s history – and we have an awesome selection:
Commando Armor inspired by Ratchet & Clank: Going Commando
Holoflux Armor inspired by Ratchet & Clank Future: A Crack in Time
Quest Armor inspired by Ratchet & Clank Future: Quest for Booty
Marauder Armor inspired by Ratchet: Deadlocked
Clank rmor to celebrate the greatest of pals
That’s not all. We are also excited to announce more of the Ratchet & Clank franchise coming to PlayStation Plus Premium on November 15.** This includes:
Currently on PlayStation Plus Premium:
Ratchet & Clank Future: Quest for Booty (PS3)
Ratchet & Clank Future: A Crack in Time (PS3)
Ratchet & Clank: All 4 One (PS3)
Ratchet & Clank: Full Frontal Assault (PS3)
Ratchet & Clank: Into the Nexus (PS3)
Coming to PlayStation Plus Premium on November 15:
Ratchet & Clank (PS3)
Ratchet & Clank: Going Commando (PS3)
Ratchet & Clank: Up Your Arsenal (PS3)
Ratchet & Clank: Deadlocked (PS3)
Ratchet & Clank Future: Tools of Destruction (PS3)
Now that we’ve gotten the new stuff out of the way, let’s revisit aspects of the franchise that made it an iconic PlayStation staple for the last 20 years. We’ve also invited Insomniacs to share some of their memories!
Hey there, Fuzzball….
After three mystical dragon-filled adventures, it was time to venture deep into the cosmos and explore a brand-new galaxy of opportunities. The premise was simple: a fuzzy-eared alien and a tiny robot trek from planet to planet, collecting weapons and gadgets, and save worlds in the process. Cue Ratchet and Clank. One, a Lombax with a penchant for mechanics and a desire to explore beyond his desert planet Veldin. And another, a robot, an intelligent and logical being with an earnest heart and a desire to do good. These titular underdogs would establish a footprint beyond their planets and into our hearts.
“When we were in early production on the original Ratchet & Clank in 2001, we were trying to find the right tone for the story. Brian Hastings had come up with the core concept for the game and we had moved quickly into prototyping. The tricky part was finding the right comedic flavor for our scenes.
As someone who’s incapable of writing humor, I was waiting anxiously to see if Brian, John Lally and Oliver Wade who had been collaborating on the scripts could thread the needle and find something that was laugh-out-loud funny without being slapstick.
I remember a bunch of us crowded around an old CRT TV watching our first test cinematic. It was the ad for Al’s Roboshack where Captain Qwark (voiced by the great Jim Ward) states in his typically snarky tone “There’s nothing worse than staring down a Blargian Snagglebest…from the inside”. Even though I knew the script by heart, after watching the scene I laughed out loud. The lines, the delivery, the animation, the subtle social commentary – everything fit. To me, that ended up being the scene that set the comedic tone for the entire franchise.”“
– Ted Price, President of Insomniac Games
Naturally, over 16 games, we’ve crossed paths with an incredible roster of characters: the lovable and brawny Captain Qwark, the evil Dr. Nefarious, the philosophical Plumber, the courageous and tenacious Talwyn, and of course Rivet, a rebellious Lombax and our breakout star in Ratchet & Clank: Rift Apart.
Download the image
Weapons and Gadgets…
Beyond its characters, Ratchet & Clank is known for its wild arsenal of weapons. I mean, who could forget those live action commercials during the PS2 era? From Up Your Arsenal’s Shock Blaster to Tools of Destruction’s Groovitron, unleashing a full-frontal assault on your enemies is key to Ratchet & Clank’s gameplay experience. Let’s not forget the gadgets that also aid you in adventures: the Swingshot! The Helipack! Hooverboots! Hologuise! Hydrodisplacer! Magneboots!
20 years is a lot of time for designing weapons, upgrading them, and testing out new ones. Blasters, canons, melee weapons, deployables, blades, Morph-o-Rays, rocket launchers, wrenches, hammers,…. There’s a weapon for everyone and we’re always eager to see where our community’s favorites stack up! (ahem: comment below!)
“I remember the first time I did a hoverboard half-pipe jump on a spherical world and saw the tiny planet receding in the distance below me. That was midway through development of the first Ratchet game, and it was one of many moments that made me think “wow, we’ve got something really special here.” Funny thing is, as amazing as the spherical worlds were, we ended up deciding to save them for the sequel.
Two other favorite moments that did make the cut: sucking up a whole nest of sandsharks with the Suck Cannon and blasting them back out at each other, and the first reveal of Metropolis on Kerwan when you walk through the tunnel and see the sprawling city and rivers of air cars in front of you. But there are at least a hundred other unforgettable moments from the making of that first game I could pick. That first year was a magical period of time where every day somebody was adding something new and incredible into the mix.“
– Brian Hastings, Head of Creative Strategy at Insomniac Games
…Not fit for this world!
Iconic planets set the stage for grand adventures. From the sprawling skylines of Metropolis to the murky pirate coves of Hoolefar Island in Quest for Booty, each locale is littered with bolts to collect, gadgets to unlock, weapons to buy, and secrets that yearn to be discovered. Aesthetically, worlds range from the imposing Battleplexes of DreadZone, industrial sectors of Megacorp facilities in Going Commando, and lush tropical resorts on Pokitaru – ensuring every world is distinct and compelling as you move ahead in your galactic travels!
“I started at Insomniac when we were making ‘Ratchet and Clank: Going Commando’ for the PS2. We used to name all the assets by number, so there were no letters in any of the asset names. Artists would write long lists of numbers with a description of what the asset was for their own reference.
When you wanted to share an asset, you’d ask the artist for the number or use a copier machine to make a copy of their asset lists for your own use. Designers also made level maps in Illustrator that artists would print out on large rolls of paper to use as guides for building levels. Concept art was done on paper and handed to the artists. Needless to say, artists’ desks were covered with piles and piles of paper even though we were modeling in 3D.“
– Jacinda Chew, Sr. Art Director at Insomniac Games
In Ratchet & Clank: Into the Nexus, our team even explored spookier environments, from haunting orphanages to destroyed space stations, which gave the game an identity of its own. Visually, Nexus is a personal favorite of mine because of how much it leans into this aesthetic and tone!
“Seen any good holofilms?”
The PlayStation 2 unlocked new capabilities beyond the original PlayStation, among them the power to create fully fledged cutscenes that rivaled high budget films of the era. Our animation team upped the ante in later years, truly bridging game design and visual storytelling into one.
Animation is core to our storytelling and gameplay. The final moments of Ratchet & Clank Future: A Crack in Time are a testament to our team’s work: a rollercoaster ride of animated storytelling, complete with emotional impact and wholesomeness that left a lot of us in tears!
Looking a little more recently, the 2016 reimagining of the first game provides us with a direct before-and-after between modern Ratchet & Clank and the original’s visuals. When it comes to animation, it’s a substantial leap and a showcase of our team’s years of experience bringing Ratchet & Clank to life.
““Call it the “screenshot heard around the world…”
It was December of 2014, just a few days before our annual winter office closure, when I got an email from one of our European producers at SIE. The subject read “Milestone update” and the body, a single question mark.
For what it’s worth, this is exactly the sort of thing you’d expect to hear from a producer just before a milestone. Especially one as important as the one we were working toward: our first playtest for Ratchet & Clank on PS4.
The build included the first few levels but more crucially, it included cuts from the Ratchet & Clank feature film blended with our new work-in-progress cinematics. For the first time, we’d find out if our approach to a reimagined R&C origin story would land with players.
As we were approaching milestone delivery, I had a million things going on and cheekily responded to the producer with a screenshot that someone of the team had recently circulated:“
Download the image
“Initially, he thought I’d sent him a shot from the feature film as a joke. Then he thought I’d sent him a shot from one of our pre-rendered cinematics. Eventually, though, he got it: it was an in-game frame captured on the PlayStation 4 console.
The producer was so amazed by what he saw that he forwarded the screenshot to folks within SIE Europe, who in turn forwarded it to others. Pretty soon, word spread that Ratchet & Clank (2016) wasn’t a remaster but instead, something completely new.
RCPS4 would go on to become our most successful title in years and reinvigorated the Ratchet & Clank franchise within the PlayStation community!“
– Shaun McCabe, Head of Technology at Insomniac Games
Fast forward to June 2021, our latest entry, Ratchet & Clank: Rift Apart, set a new standard for the franchise: huge spectacles, heartfelt moments, and combat animations that bring you closer to the action and blends our craft with the power of the PlayStation 5 console. Here’s my shameless plug: you can read our blog deconstructing the impeccable animation of Ratchet & Clank: Rift Apart to learn more!
And that concludes our brief retrospective. We hope you’re as excited as we are about the 20th Anniversary Armor Pack coming to Ratchet & Clank: Rift Apart today and returning to beloved classics on PlayStation Plus Premium. On behalf of Insomniac Games, thank you for joining Ratchet and Clank on their adventures for the last 20 years. As always, we would love to hear about your favorite Ratchet & Clank memories, so please tag us on social media (@insomniacgames) and use hashtag #Ratchet20 in celebration of the franchise’s 20th anniversary!
Play the latest title in the Ratchet & Clank franchise, Ratchet & Clank: Rift Apart, available now on PS5… Now with a free 20th Anniversary Armor Pack ft. five new armors inspired by past games in the series!
*Game update v.1.004 requires internet connection. **Availability of games vary by country/region. PlayStation Plus recurs until cancelled. Age restrictions apply. Full terms: play.st/PSPlusTerms.
Last week, Final Fantasy XVI Producer Naoki Yoshida and Director Hiroshi Takai debuted the game’s newly released trailer, entitled Ambition. In that PS Blog post, they touched briefly on the game’s lore as well as sharing more information about two newly revealed characters.
After that reveal, we had yet more questions. So today, they’re going to dig a little deeper into the world of Valisthea, the Dominants and Eikons. Joined by Creative Director Kazutoyo Maehiro and Localisation Director Michael-Christopher Koji Fox, this interview covers the creators approach to its story, worldbuilding, key players’ motivations, and more.
“The world of Final Fantasy XVI may not be particularly kind or gentle. Still, I think we’ve managed to portray how its people live without abandoning hope – how they struggle, how they stand firm, and how they keep on living.”
– Hiroshi Takai, Main Director
PlayStation Blog: What did you want to achieve in this story that hadn’t been done in a Final Fantasy before?
Hiroshi Takai, Main Director, Final Fantasy XVI: I would say that, in the beginning, the Final Fantasy series set out to create pure fantasy worlds and tell rich stories about the inhabitants of those worlds. The series has gradually built out from that starting point, sometimes trying out elements closer to sci-fi, and delving more deeply into the coming-of-age stories of its youthful characters. As we come to Final Fantasy XVI, just as our players seem to have grown up, the years have taken their toll on us developers, too. The world hasn’t always been kind, and we’ve learnt that you can’t expect everything to turn out well for you. And things don’t always turn out well in the world of Valisthea, either – in many different senses of the word. Its inhabitants all carry their own burdens. That was the kind of world we wanted to show. And so, the world of Final Fantasy XVI may not be particularly kind or gentle. Still, I think we’ve managed to portray how its people live without abandoning hope – how they struggle, how they stand firm, and how they keep on living. So I really want as many people as possible to experience the world of Valisthea. (And of course, it’s not all doom and gloom!)
Can you walk us through the earliest stages of concepting this world? Do you start with the iconic elements you want to include, such as Crystals and Summons, then explore unique takes on those with the Dominants, then that leads organically to warring nation states etc?
Kazutoyo Maehiro, Creative Director & Original Screenplay, Final Fantasy XVI: From the very start of the project, we had decided that Final Fantasy XVI would focus on the Eikons. Summons are an important element of the Final Fantasy series as a whole, so I thought that if we were going to show the Eikons, we should make sure they were properly woven into the story instead of merely being spells or skills.
That was what led me to start thinking about the question, “Say there was a world where Eikons actually existed – what kind of world would that be?” It would have to be a world where it would be natural to see a giant Summon with your own eyes, and it would have a corresponding history.
The next steps are mostly about how I personally approach the creation of a story. I started by creating the world map, and from there, I built up the environment of the world: establishing the flow of the winds and rivers, the ocean currents, and the placement of cities. With this as my base, I added in the iconic elements from the Final Fantasy series – including the crystals – and other elements unique to Final Fantasy XVI that arose from its overall structure, writing the history of the world as I went. Once all this is complete, we finally arrive at the starting line for the story. After that, I created a narrative that would always keep Clive (= the player’s avatar) at its nexus. I took care to ensure that he really feels like the protagonist, not just one character among multiple storylines.
“Yoshida-san’s core design concept for XVI has always been a “rollercoaster,” so a mixture of slow, building ascents, followed by thrilling freefalls is a good way to describe how we’ve tried to deliver the narrative.”
– Michael-Christopher Koji Fox, Localization Director
Are there any learnings from structuring and writing FFXIV’s Heavensward storyline and characters that you’ve brought to building out FFXVI’s?
Michael-Christopher Koji Fox, Localization Director, Final Fantasy XVI: Yes and no.
First and foremost, the FFXIV Warrior of Light being a silent protagonist greatly affected how scenes could be written. As a result, most XIV cutscenes involved OTHER people talking TO you, the burden to relay important information falling almost solely on NPCs. For XVI, having Clive be an active part of every conversation changes a lot about how we are able to relay info to the player. Cutscenes are definitely more dynamic in that sense. Also, the addition of high-quality facial capture to a lot of scenes allow us opportunities to relay emotion and meaning via expression rather than actual dialogue.
Differences in genre also affected our approach.
With an MMO such as XIV, it is all about creating a story that you can extend over the two+ years of an expansion cycle. With a standalone game, the resulting narrative needs to be a little more compact and streamlined. When that standalone game is heavily action focused (as opposed to a traditional slower-paced RPG), narrative tempo becomes doubly important. While political intrigue can be exciting, it tends to be complex, and require a lot of explanation which can slow things down. Leaning too much on intrigue and complexity sometimes causes you to lose sight of the bigger picture, and the game can suffer because of it. As we are creating something that is interactive, we wanted there to be a good balance. Yoshida-san’s core design concept for XVI has always been a “rollercoaster,” so a mixture of slow, building ascents, followed by thrilling freefalls is a good way to describe how we’ve tried to deliver the narrative.
That Dominants are viewed differently depending on their home nation – be they venerated or forced into being weapons of war – makes for rich storytelling potential. What informed your development and choice of how each nation viewed and used their Dominants?
Koji Fox: Making each nation’s attitude towards Dominants different gives us the opportunity to explore how certain things are perceived when viewed through different lenses—something especially relevant in an age where a tendency is to compartmentalize things as either black and white, right or wrong. Because ultimately the Dominants are living, breathing human beings, how they are employed by their respective nations becomes a fairly accurate reflection of how those nations treat their own populace. A nation that treats its Dominant like a pawn, most likely also sees its people as pawns, to be sacrificed in order to save the more important pieces. A nation that fears its Dominant is one that is likely to lash out against all magic users (Dominants and Bearers), whereas a nation that reveres its Dominant is more likely to view its people as equals.
“The way in which the Dominants act according to their human will even after manifesting the Eikons might be something that’s quite distinct about Final Fantasy XVI.”
– Hiroshi Takai, Main Director
Bahamut and Odin are two iconic figures in Final Fantasy mythology who have been interpreted in different ways in previous games. How is the team making FFXVI’s versions distinct from past titles?
Takai: This doesn’t just apply to Bahamut and Odin, but I would say one distinct aspect of Final Fantasy XVI when compared to past installments of the series is the way that humans (Dominants) manifest the Eikons into themselves. Dion, who is Bahamut, and Barnabas, who is Odin, each carry their own burdens in the story, and I think one of the fascinating things about Final Fantasy XVI is how the monstrous forms manifested by the Dominants come to somehow resemble the human characters when you look at them. For the actual appearance of the Eikons, instead of creating a completely new design, we’ve intentionally gone with forms that could be easily imagined from previous iterations. Thinking about it, the way in which the Dominants act according to their human will even after manifesting the Eikons might be something that’s quite distinct about Final Fantasy XVI.
The Eikons may be all-powerful, but their actions are at the behest of their Dominants, and by extension, the nations they fight for. All characters (not just Dominants) believe what they are doing is right. How do you approach fleshing out morally complex characters?
Maehiro: Not everyone treats the Dominants in the same way. Being humans, there are lots of differing thoughts and beliefs. In one country, Dominants may be treated with great respect, like stately guests of honour – while in another, they are treated as slaves. And while there are those who fight for justice, there are those who will only act for their own personal benefit, as well as those who are being coerced to serve against their will for some reason or other. You might think that the Dominants should be able to do whatever they want with the immense power of the Eikons, but using this power comes with the drawback of petrifying the Dominant’s body. This gives rise to turmoil faced by Dominants who cannot act as they wish, as well as shaping the relationships they have with their aligned countries and the people surrounding them. The character of each Dominant has been created by depicting the situation they find themselves in, their personal will and ideology, and the conflict that arises from these factors.
“When [FFXVI composer] Masayoshi Soken heard the sung lines, he and his team decided to handcraft a background lute part for each one…despite the extra work that meant for them because we had recorded the songs acapella and tempo and pitch were all over the place.”
– Michael-Christopher Koji Fox, Localization Director
Who has been your favorite FFXVI character to write and why?
Naoki Yoshida, Producer, Final Fantasy XVI: There are lots of characters in the game, and they all have their own life and destiny – so it’s very difficult to pick one… I imagine this will be the same answer as for Mr. Maehiro, who was in charge of the script, but I would have to say that Clive, the protagonist, is uniquely special. Being our protagonist, the whole development team is united behind pushing Clive forward with all our might. How are we going to shine the spotlight on him? How are we going to give his words weight? Together with Mr. Maehiro, I’ve checked every individual part and made repeated requests for things to be tweaked. As a result, I’m particularly attached to Clive.
Takai: He hasn’t been announced yet, but I like the character of Byron, who appears partway through the story. He’s a character with an extremely likable personality: very cheerful and magnanimous. So I expect a lot of players will end up liking him, just as I do! Unfortunately, I can’t go into too much detail, since it’ll enter spoiler territory, but the scene where he first appears makes me really emotional. When I was initially carrying out the cutscene checks, I found myself tearing up despite myself. I imagine he’ll be announced in future promotional material, so when you see him in the game, think back to this interview, haha.
Maehiro: My favorite character would have to be the main character, Clive. Of all the characters I’ve written thus far, he’s really the character I’ve poured the most feeling into – so much so, I’m not sure I’ll ever be able to write a better character. There are actually lots of characters in the game that I really like but can’t talk about at this point. If I have another interview opportunity after the game has been released, I’ll mention them in my answers, haha.
Koji Fox: There are so many unique characters in XVI, it’s hard to choose (even more so when I can’t actually talk about most here because it would spoil the story). So coming in a, let’s say, close fourth after [redacted], [redacted], and [redacted] would have to be the bard who sings of Clive’s exploits. Originally this NPC was simply supposed to recite vague poems depending on where Clive happened to be in the main scenario, but we thought it would be fun to have him sing the lines in true spoony bard fashion, so we reached out to a talented voice actor who also happened to have professional training in the bardic arts (bardic arts?) and had him do two versions of each—a spoken one, and one expertly crooned in “ye olde” style—assuming that we’d probably just end up using the former. However, when Mr. Soken (Final Fantasy XVI’s composer) heard the sung lines, he and his team decided to handcraft a background lute part for each one…despite the extra work that meant for them because we had recorded the songs acapella and tempo and pitch were all over the place. The result, however, was so good that all the other voiced languages (Japanese included) decided to follow suit, recrafting their lyrics to fit the melodies and hiring talented singers to nail the parts. And all this for a random NPC that some players may never even speak with once in the game!
Hello everyone, my name is Ryota Nozoe, Lead Visual Effects Artist on Forspoken.
This expansive new action RPG puts you in control of Frey Holland, a young woman who is transported to the mysterious world of Athia! This land may be beautiful, but it’s dangerous too – a phenomenon called ‘the Break’ has corrupted the people and creatures… and turned them into hideous monsters.
Fortunately, Frey is able to call upon a wide range of magic spells to defend herself, from harnessing the elements to manipulating nature itself. You can get a close look at the exciting combat in our latest deep-dive video:
As you can see, magic is varied and visually spectacular! Read on, and I’ll tell you a little about how we achieved it:
Defining the ‘look’ of Forspoken’s magic
We put a great deal of time and thought into how we visualise the spells in Forspoken.
First and foremost, we wanted to stay away from having things like fire or rocks just suddenly appearing out of nowhere. While that certainly would have been fine, and wouldn’t have caused any issues, doing that felt too expected and boring – especially for a game so focused on magic.
We decided that every spell would share a common rule – it would start with magic energy, and transition into natural phenomena like the afore-mentioned fire and rocks. Then, when the spell is cast, it would revert back to magic energy before fading away.
We also wanted to stay away from using auras or summoning circles when Frey was using spells – this would lack originality. Early in development, we decided that magic energy in Forspoken would be represented by geometric patterns.
This informed the visual design of all of the game’s magic, and ensured we kept a consistent visual style throughout the game.
Each spell in the game was the result of a team of visual artists, game designers and programmers all working very closely together. To give you an example of this, here are three spells you can use in the game – and what went into bringing them to life!
Burst Shot
Burst shot fires explosive lumps of rock that deal area damage.
It’s an explosive earth-based spell that deals area damage, so we thought it would feel appropriate and magic-like to conjure a large rock that quickly protrudes in four directions.
This is the first spell that Frey gets – and the first one we worked on – so we made sure it was pretty straightforward!
Because Burst Shot was the first spell we took to completion, it became a guideline for all the magic in Forspoken. While we were making it, we used it to perfect the common rule of geometric patterns turning into rocks and turning back into geometric patterns before disappearing.
So, while it may not be the most visually impressive spell, it’s certainly special as it served as the departure point for all the others in the game!
Cataract
Cataract spins up a watery vortex that sucks in enemies, damaging them as it does so. If you hold the button, you can send out pillars of water out to attack enemies, and if you hold it even longer, you can send out more pillars of icy water to freeze foes solid!
During development, we came up with the idea of having streams of water converge and cause a big icy explosion. We challenged ourselves to visually express how water changes into ice – only if we could achieve that, would the spell be complete.
Of course, that was easier said than done! For example, this is a spell that has different levels – at level two it’s only an explosion of water, and at level three, the explosion of water turns to ice. Getting that explosion of water and freezing it was extremely difficult – we essentially had to develop it as two separate spells, which meant double the work!
It’s worth it though, because we were able to find a way to express that concept of water turning into ice. We were also very particular when it came to developing the shaders we used for these substances – I think Cataract is one of those spells that looks beautiful, even at a quick glance.
Genesis
Genesis summons barbed branches, which fire out in front of you and skewer foes over a wide area. If you hold the button, it hits harder and over an even area, and if you hold the buttons even longer, it also strikes and poisons your enemies!
The ‘genesis’ of this spell actually came from one that we were experimenting with during the early stages of development. Very early on, we decided that Frey would be able to manipulate nature, and I thought it would be fitting and visually impactful if she could conjure a large tree from the ground!
The original design saw the tree grow and attack enemies, but as we got further along in development, we reworked the design to better match the game’s systems.
We were testing this spell even while we were still in pre-production. It’s a pretty extravagant concept – a tree grows from the ground and flowers would bloom, then an even larger tree impales everything in sight!
It took an enormous amount of trial and error to show plants being created at such a scale. Showing trees growing from the ground was especially challenging. We tested a lot of different methods, and we had to start over many times.
Then, once we thought we had completed it, it became a spell with multiple levels, so then we had to figure out how to differentiate levels 1-3, which was quite trying!
I’m delighted with how it turned out though – I think we were able to achieve something wonderful!
As you can tell, we’ve worked incredibly hard to make the combat in Forspoken look good – and also feel good to play. We can’t wait for you to see all the amazing spells we’ve created – but you’ll have to wait until the game is out for that!
Forspoken releases January 24, 2023 for PlayStation 5, and is available to preorder now.
With just over a week away from the highly anticipated release of God of War Ragnarök, Kratos and Atreus continue their journey through the Norse realms, while building a stronger bond together as father and son. This inspiring journey made us wonder: can all parents relate to the relationship challenges facing Kratos and Atreus?
Luckily, we found a few parents who relate all too well with how tough parenting can be. Bonded by the reality that no parent gets it right all of the time, these three star-studded families show that we can all relate to the dynamic relationship between Kratos and Atreus – especially when you wear the costume.
Here’s how each father found paternal inspiration in God of War Ragnarök:
Ben Stiller: Putting on the Kratos beard and makeup felt very empowering. The war paint really is useful in terms of letting people know you mean business. I found the beard made me feel wiser…though [my son] Quin didn’t seem to feel that at all.
LeBron James: Something about having the Leviathan Axe in your hand transports you to a different world. We all play the games on the screen, but being able to bring those moments to life and connect in a different way is a pretty cool thing.
John Travolta: Similar to Kratos and Atreus, the balance of ‘holding on and letting go’ is a dynamic many parents can relate to. There’s no better feeling than seeing your child grow and mature into the best versions of themselves.
Experience Kratos’ parenting skills in action when God of War Ragnarök arrives on PS5 and PS4 November 9.
This was sometime late in 2015, but he’s still there today. 7 feet tall. A larger-than-life and surprisingly accurate recreation of the psycho from Until Dawn, complete with blue overalls and the ghastly mannequin mask we’d spent months concepting to get as scary as we possibly could. We’re all used to him now, but he still gets a reaction from new hires and visitors.
The psycho watched everything. A group of us were sitting in the plush chairs of the cinema in the Supermassive offices, while CEO Pete Samuels laid out his plans for a new concept: the Dark Pictures Anthology. A series of branching cinematic games that would explore different sub-genres of horror. The games would be 4-5 hours, short enough to play in one sitting. Each game would feature two multiplayer modes – an online connected mode where you could play the entire game with a friend, and a couch co-op where a group of friends could get together and play a horror movie.
It was a simple, compelling idea. But it was also extremely ambitious. To create a new franchise from scratch is no small thing, but the two-player co-op was also really daunting – no-one had done it before.
I remember very clearly thinking, ‘I must work on that.’
And I did get to work on that.
I was lucky enough to be the game director on spooky ghost-ship story Man of Medan. And now I’m lucky enough to be the game director on brutal serial-killer story The Devil In Me. And it’s been a fantastic ride.
Between those games we’ve had the psychological and historical horror of Little Hope, set in the eponymous New England town, and we’ve had the pumping action-horror of House of Ashes, fighting hordes of terrifying clicking vampire monsters buried deep beneath the desert.
There’s another psycho in The Devil in Me. It’s the story of a crew making a documentary about the American serial killer HH Holmes, who get trapped in a ‘murder hotel’ by a serial killer who is inspired by… HH Holmes.
Looking back on our first four games, there are many series highlights and it’s difficult to pick a favourite. Is it Conrad being chased through the rusting corridors of the WWII freighter by a living manifestation of his worst desires and fears? Or the stunning character design of the demons in Little Hope, each inspired by a vicious, long-forgotten killing? Or maybe it’s the touching, charged relationship between Jason and Salim, mortal enemies finding mutual respect and brotherhood in the blood-soaked monster-infested caves? Or is it one of the gruesome and over-the-top deaths in The Devil in Me?
For me, the most exciting thing is that we found an audience for these games, and they found us. Cinematic horror with an emphasis on relationships and storytelling is an acquired taste, but those who like it, love it.
And we loved watching our growing community obsess over fan art, tier lists, theoretical romantic character combinations (Jalim, Conbrad, Johngela!), the hints that we’ve sprinkled liberally through the games, the crazy fan theories (some of which are scarily accurate). It sometimes seems like the community know our characters and games better than we do. They love what we do, and we love them for it.
We’re always looking to improve the Dark Pictures formula. We’ve developed new ways of telling stories, overhauled how we capture performance, and improved our art pipeline so that textures and lighting are more grounded and realistic.
And with each game we’ve introduced gameplay improvements and tweaks: 3rd person cameras, difficulty levels, QTE warnings, accessibility options. Quality of life improvements that make it easier and more fun to enjoy the experiences we make.
For The Devil In Me, we’re introducing a number of significant gameplay enhancements.
There is a suite of new exploration actions – climbing, jumping, vaulting, crouching, crawling, shimmying and balancing – which allow the player to be more active as they explore the terrifying environments we’ve created. Players will also be able to run, to explore at the own pace. And when danger is present, they can hide from it – if they can find somewhere safe.
We’re also introducing a simple inventory, with tools that the characters can use to help them survive the horrors of the murder hotel. Players will be able to use items that the film crew carry with them, but can also find other tools in the environment. And sometimes, those tools can be upgraded, broken, or lost.
And there will be puzzles to confound and confuse the player. Fuse boxes to be rewired, hidden codes to be found, objects to be moved around to create new paths through the world.
All of this will be packed into a new run time of over 7 hours. One of the things we’ve learned on this journey is that we sometimes benefit from a bit more time with our characters to tell the story we need to tell.
So, from The Devil In Me team, we hope you enjoy your stay at the murder hotel. We hear that some of the rooms are to die for. We’re proud of what we’ve made, and we can’t wait for you to play it.
But before I sign off, I’ll turn things over to other members of our team to talk about what’s come before, and what’s next.
“Season 1 of the Dark Pictures has been an absolute blast. We have the most fun as an audio team working out how we can make the soundscape for each game as wildly different and fresh compared to the others. We’ve had the opportunity to create completely different audio experiences for newcomers and horror fanatics alike, while of course delivering on the horror audio tenets, because the game designs, narratives and subgenres are so varied.
Musically, working closely with Jason Graves, we started off with Man of Medan and an entire score in ¾ to reflect the movement of the waves; through Little Hope researching the late 17th century instruments of New England, constructing an entire soundtrack around choral chants, broken pianos and detuned gurdys; into House of Ashes switching instrumentation from orchestra to synths as the narrative exposition leaps into act 3, timelessly connecting extremely different universes across the wider narrative arc with a single pitching motif like a consistently dreadful reminder of an imminent threat; and now The Devil In Me, a soundtrack inspired by Bernard Herrmann scores, mixed with classical and operatic pieces by Schubert, Pergolesi and Rossini juxtaposing tragic deaths, all wrapped in an aleatoric orchestral horror underscore.
Authenticity is vital and we ventured out to capture the key environments from an audio perspective for every title in the anthology. From steel hulled military ships, smaller vessels experiencing squalls in the open ocean, to deep forests and more recently a stately home, like characters in the game we capture all of their sounds, the doors, switches, footsteps, engines, hull slaps, water splashes and most importantly we impulse the spaces so that we can identically replicate the acoustic, materials and reflections unique to those spaces for all in game diegetic sound. It is a huge team effort between all of the audio subdisciplines and combining this work with a full spatial audio implementation, we’ve been able to bring an unparalleled hyperreal immersion to the cinematic experience.
Using the haptic feedback features on the PS5 controller to further immerse the player in the environments, the action and the scares is incredible in The Devil In Me. The improved subtlety allows us to bring the weather, wind and rain closer to the player experience through uniquely authored haptic assets, giving the feel of actually being there. We infiltrate the players personal space to enhance rising dread and scares, adding strength to these key areas of horror with carefully timed haptic feedback, playing with strength, timing and frequency adding another layer of immersive content to the experience, and the subtlety allow the player to differentiate between all of the unique haptic cues we are sending to them.”
– Barney Pratt – Audio Director
“As the first season of the Dark Pictures Anthology draws to a close, we feel an overwhelming sense of achievement as a studio. We started this series to tell stories – ghastly, monstrous stories that refused to be buried in our slush pile. Now that our first four games have crawled up into the land of the living, it’s amazing to look back and see how they developed from concept through to release. Our talented teams breathed life into our dormant ideas and unleashed them on the public. And the public asked for more! We started this journey with eight games in mind, but new stories are clambering up that pile faster than ever. As series creative director, I can’t wait for you to see where we’re headed in season 2, and beyond. We have such sights to show you. “
Get ready to forge new frontiers and experience Sonic the Hedgehog like never before in Sonic Frontiers! Sonic’s upcoming open-zone, action-adventure platformer is set to launch November 8 and marks a massive leap forward into the future of 3D action Sonic games.
With the return of fan-favorite characters like Sonic, Tails, and Amy, as well as the introduction of the mysterious new character, Sage, one major question comes to mind: How does Sonic Team create new characters in the Sonic universe with plans to fit them into the future of the franchise?
Sonic Frontiers Producer Sachiko Kawamura and Art Director Yoshitaka Miura answered a few of our questions about the new characters and enemies we’ve seen from the highly anticipated title so far, shedding light on the design process that goes into introducing new friends and foes to Sonic’s universe.
How does Sonic Team approach creating brand-new characters that fit into the long-running series?
Sonic Team: While Sonic has a very long history, there are differences in the themes and worlds for each title, as well as the image we have in mind for each character. From a variety of ideas, the team chooses the best character design after sketching the game’s world, making sure the new character fits with the setting and the cast we need in the game. We also want to make sure we are honoring the series’ history and core identity.
How much does Sega consider past character designs and types when creating new characters?
Sonic Team: The main rule for creating new characters is to ensure the character design does not feel out of place when it is in the same world as existing characters – even if the design style is different for each title. It’s also important to create a design that is both simple and impressive to our fans. We try to avoid combining past character aspects together to be on par with our simple and straightforward character designs.
How does the open-zone nature of the game impact character design?
Sonic Team: In past games, where Sonic races through a timed, linear stage from start to finish, players would often attack the enemies head-on, so we would prioritize how they look from the front. With the new enemies you see in Sonic Frontiers, we paid close attention to how each enemy, and their silhouettes, looked from various directions as the player can choose which direction they approach the enemy from and see them from any angle.
In addition, with the new combat system, there are now many enemies you can’t defeat with just one homing attack. Given that it takes more effort to fight foes, we had to revise the enemy designs many times to make each battle visually appealing but functional.
Can you dive deeper into new character design/mythology details on a single character?
Sonic Team: We can’t say much about the new character, Sage, as she is central to the mysterious story and setting. However, we did a lot of trial and error with the design of her as a young girl that was both mystical and mysterious, while adjusting her proportions to make sure she fit in to the world of Sonic. We paid attention to how she would be perceived from her design and in cutscenes, as she is on the opposing side, trying not to give her too much of a mythical or religious meaning.
Sonic Frontiers is available for pre-order now starting at $59.99 on PlayStation 5 and PlayStation 4 consoles.
Time to pack in the pumpkins as October has come and gone, and with it some amazing games! Which new release will take the Players’ Choice crown? Vote in the poll below to help decide!
How does it work? At the end of every month, PlayStation.Blog will open a poll where you can vote for the best new game released that month. Soon thereafter, we’ll close the polls, tally your votes, and announce the winner at PlayStation.Blog. PlayStation Store will also showcase some top Players’ Choice winners throughout the year.
What is the voting criteria? That’s up to you! If you were only able to recommend one new release to a friend that month, which would it be? In keeping with our long tradition in the Game of the Year Awards, remastered or re-released games won’t qualify. Ambitious, larger-scale rebuilds and remakes like Demon’s Souls and Crash Bandicoot N. Sane Trilogy will.
How are nominees decided? The PlayStation.Blog and PlayStation Store editorial teams will gather a list of that month’s most noteworthy releases and use it to seed the poll. Write-in votes will be accepted.
When the team at Firaxis Games was first approached with the chance to create a new game with Marvel Entertainment, we were obviously super excited! We knew we wanted to create a game featuring tactical combat as we had a lot of experience creating those types of games with XCOM.
However, we quickly discovered that designing a Super Hero game is very different from creating a game about soldiers combating an alien invasion. Today, I’m excited to talk to PlayStation players about our journey to design a brand-new heroic combat experience, why we landed on using cards to represent hero abilities, and how that system works in Marvel’s Midnight Suns.
The theory behind cards
To understand why we use cards, it’s important to break down what makes a tactics game fun in the first place. All tactics games are essentially puzzles, and our job as designers is to find the right balance between that puzzle being too easy and obvious, or nearly impossible and insanely complex. Our goal is to find the sweet spot where the answer isn’t immediately obvious, but the player understands the mechanics and tools to manipulate the game and reach the solution. However, over time seasoned players will learn the optimal way to use those tools and quickly overcome any obstacle. That’s where randomness comes in.
Randomization is an important design element in tactics games, as it offers a way to make the game unpredictable even when a player has mastered the core mechanics. It requires players to constantly adapt to new situations and keeps the puzzle fresh and surprising. And it’s how you end up with those amazing moments in XCOM, like hitting a clutch 25% shot… but also how you end up missing those 95% point-blank rounds!
Another critical element of tactics games is fulfilling the player fantasy. In Marvel’s Midnight Suns we have an awesome roster of heroes from across the Marvel Universe, ranging from the cosmic-powered strength of Captain Marvel and brilliant mind of Tony Stark to the mystic arts of Doctor Strange and vampire-hunting prowess of Blade. Our early prototypes put these characters into XCOM-style combat with elements like percentage hit chance and cover – And while the mechanics worked fine, the game didn’t feel right. These are Super Heroes, after all! Iron Man doesn’t miss shots with his Repulsor Blasts, and Captain Marvel isn’t going to take cover for protection when things heat up.
As we removed more of those XCOM elements, particularly the percentage hit chance, the game began to feel more heroic…but the combat puzzle quickly became too simple. It was easy to repeat the same powerful attack with a hero each turn until the mission was over. We needed to reintroduce randomness to keep the combat puzzle engaging while still making you feel like a Super Hero. That’s when we had the idea to represent our hero abilities as cards.
Cards are great because they are commonly used in games and players are familiar with key “mechanics” like a deck, draw, and discard. Drawing a hand of cards each turn gave us the perfect amount of randomness for our combat experience. Our heroes feel super-powered in combat because their abilities never miss and always do exactly what they say, but there is still strategy required to solve the combat puzzle based on which cards are in your hand.
Fight and think like a Super Hero
In Marvel’s Midnight Suns, every hero has a unique set of abilities which you use to form a deck of 8 cards. When heroes are brought into combat, their decks are shuffled together and at the beginning of each turn you draw up to a hand of 6 cards. During your turn, you have three Card Plays that represent how many times you can use your abilities, along with two Redraws to swap out abilities you don’t want to use. You can also Move a hero of your choice anywhere you want once per turn.
Regarding the abilities themselves, we separate them into three categories: Attacks, Skills, and Heroics. Attack cards are used primarily to deal damage. Some Attacks have Knockback which forcefully repositions an enemy by throwing them back in a targeted direction – You can deal additional damage by throwing them back into objects, other enemies, or even your allied heroes!
Skill cards are used for support, often providing a variety of benefits to the player or debuffing the enemy. While these cards don’t deal damage, they can be used to draw cards, heal characters, grant positive status effects, and much more.
Heroic cards are incredibly powerful abilities which deal significantly more damage or provide stronger effects on the battlefield. Marvel fans will be delighted to see many iconic hero abilities represented with these cards. Heroic cards require a resource called Heroism, which is generated by playing Attack or Skill cards. Heroism is also required to use objects on the battlefield in Environment Attacks which don’t require a Card Play to use. If you’ve got the Heroism, you can knock down light poles, explode barrels…even pick up a stack of newspapers and smack your foes in the face, all without spending a single Card Play.
Combat in Marvel’s Midnight Suns is uniquely accessible and easy to pick up and play. There is no movement grid or cover system, and heroes will automatically reposition to reach their targets. Playing abilities is as simple as selecting an ability card from your hand, selecting the target enemy or area, and that’s it – There goes Captain America sprinting across the battlefield to knock out a Hydra goon!
After mastering the basic rules, combat can also be surprisingly deep and complex. There are so many factors which adjust the tactical puzzle on every mission, turn, and action.
What abilities do I have in my hand?
What heroes are on this mission, and how do their abilities interact?
Which enemies are the biggest threats? Are there dangerous villains to handle?
Should I spend my Heroism on a Heroic ability, or utilize the environment?
Can I use Knockback abilities and the terrain to maximize damage output?
And if that isn’t enough, we also have eight difficulty options for you to pit your tactical brilliance against. Are you just looking to get a great supernatural Marvel story? Pick the Story difficulty. But if you’re looking to agonize over every single decision? Ultimate III will be the way to go.
I can’t wait to see how you solve the tactical combat puzzle once Marvel’s Midnight Suns is out on PlayStation 5 on December 2, 2022!
Horror fans, let’s face it. Sci-fi horror has been done to death, and it takes immense talent and bold creativity to stand out from the pack. So creating a new AAA sci-fi horror game in the year 2022 and hoping to make an impact seems crazy, right?
Well, based on my recent hands-on session with the PS5 version of The Callisto Protocol, developer Striking Distance Studio is brimming with the right kind of crazy. My trek through a level titled Habitat picks up a few hours into the game, packing intense combat, chilling atmosphere, and white-knuckle moments.
Keep reading for a rundown of gameplay highlights from the preview, including details about visceral melee combat, life-saving ranged weapons, enticing customization, the terrifying biophage mutating threat, and much more.
Immersive Visuals
Setting the mood – Black Iron Prison is a visually compelling yet appropriately unnerving setting. Steam bursts from pipes and blankets of fog float above the ground. The sounds of clinking chains and muted moans fill the air. Dingy floor lights flicker sporadically, vaguely suggesting a path forward. Every inch of the prison feels considered and hums to life with impressive visual fidelity.
Devilish details – The camera is pulled in tight behind Jacob during gameplay, resulting in an appropriately claustrophobic feeling and sets up big jump scares. One benefit of the intimate camera is a good, close look at Jacob’s character detail. Beads of sweat form on his face and catch the light, which he then wipes away. The creases of his coveralls are authentically dirty and wrinkled. Jacob also moves with the labored, weighty movements of a person surviving a horrible ordeal. All this coalesces into a film-like level of detail that heightens immersion and tension.
High-stakes melee
Your enemy, the biophage – Black Iron Prison is crawling with grotesque, infected humanoid monsters called biophage. These enemies range from freshly turned creatures still wearing guard uniforms to skittering, wall-climbing freaks with optical camouflage capabilities. Their movements are erratic, unnerving, and pack surprising lethality. Never let your guard down and prepare to learn some hard lessons.
Melee matters – Unlike the last-resort melee weapons of some horror games, Jacob’s electrified baton is a cornerstone for survival. Delivering light blows with R1 and heavy attacks with R2 feels meaty, and is key when setting up…
Skill shots – Successful melee combos trigger “skill shots” – a circular reticle that appears on part of an enemy’s body. Quickly tapping the L2 button causes Jacob to auto-aim at the weak spot for a critical hit dealing heavy damage. This is key for surviving encounters and saving ammo.
DualSense controller haptics – When Jacob equips his baton, the PS5 controller haptics emulate a weighty “thunk” as it unfolds, along with a crackle of electrical power across your fingertips. The weightiness of this melee weapon extends into satisfying feedback during close-quarters fights.
Defend and dodge – Enemies are fast and aggressive, but Jacob doesn’t need to take hits like a chump. Moving the left stick down lets Jacob block attacks, while pressing left or right lets him dodge in either direction. These defensive options are critical for saving your skin and setting up a new melee combo.
Stomp ‘em all – No fight feels complete without a cathartic stomp to the fallen biophage. Not only does this help finish off fallen foes, but is necessary to make loot drop including ammo, health, and credits.
Fun with gravity – The GRP gravity weapon allows Jacob to pickup enemies and objects. The GRP is great for crowd control, flinging enemies to create space, and even finding loot stashed out of reach. Each use of the GRP expends a battery, so choose carefully.
Environmental kills – The most gruesome and handy use of the GRP involves flinging your enemies into nasty hazards like spinning meat grinders and razor-sharp fan blades. Even when those types of dangers were unavailable, I found success chucking enemies off ledges and walkways into the darkness below.
Counting your bullets
Ranged weapons – Melee is great for conserving ammo, but you’ll inevitably be outnumbered and low on health with your back against the wall. That’s when it’s time to unholster one of Jacob’s powerful firearms.
BI-55 Pistol “Hand Cannon” – Jacob’s trusty handgun packs a wallop. I found the slow, powerful pistol best for blasting enemies’ legs out at a distance, slowing their pursuit and giving me time to strategize. It bears repeating that ammo is at a premium, so marksmanship matters.
Skunkgun shotgun – Later in Habitat I discovered schematics for a new weapon. The next time I visited a shop kiosk, the 3D printer manifested a stout shotgun with incredible power. Starting with a capacity of only two shells, the Skunkgun appears best for sweeping crowds and dropping tough enemies fast.
Gear upgrades – Callisto credits scattered around the prison can be exchanged at shop kiosks for ammo, health, and invaluable gear upgrades. During my hands-on I invested in a baton upgrade that allowed me to sweep enemies’ legs after blocking. Enhancements for the hand cannon included stability, damage, ammo capacity, and enticing explosive projectiles. GRP upgrades include increased recharge rate, maximum energy capacity, and launch strength.
Mutating menace – Tentacles sometimes erupt from biophage, an evolution of the virus that causes them to mutate into bigger, badder enemies. Watching biophage flesh ripple, grow, and change shape in real-time is an impressive visual effect, but you’ll want to nip it in the bud ASAP. Mind your ammo or brace for a sinking feeling when you take aim at sprouting tentacles only for your hand cannon to click dry…
Deliberate healing – Injectors are scattered around Black Iron Prison, but don’t expect to pop med kits and heal up in the heat of combat. Jacob must stop, take a knee, and slowly inject himself until the meter on the back of his neck fills with green. To survive one particularly intense encounter, I launched an enemy away using the GRP, buying me precious seconds to heal up. The added tension feels right at home in The Callisto Protocol.
Rewarding exploration –Scavenging for resources like ammo is important, and Striking Distance rewards player curiosity. In one sequence I needed to move a large box to gain access to a vent. Instead of forging ahead, I used the box to climb up to a platform containing extra ammo. In another example Jacob mutters to himself about following a red pipe to his objective. Instead, I immediately ventured down a separate path and found a supply room with credits and health, then unlocked a door looping back to the main path.
Unforgettable horror stories
Hallway of doom – At one point, I entered a dark hallway with a brightly lit door on the other end. Foolishly, I began running towards the light thinking it was a beacon of refuge. My optimism was violently dashed by a biophage ambush. While the encounter only required me to work through about three foes, it felt like a true litmus test of the game’s systems. Eventually, I learned the importance of moving slowly, relying on melee and dodging, and executing skill shots to save ammo
In the walls – During another tricky encounter I attempted to evade a pursuing enemy by hiding behind a nearby door. I waited, hand cannon trained on the door expecting it to open and provide an easy shot at the biophage. Instead, I heard a fast-scuttling sound above and suddenly the enemy had ensnared me from behind. It was a humbling reminder to stay paranoid.
Water slide – Striking Distance flexes its water effects muscle in a thrilling sequence where Jacob is flushed into a massive drainage tube. Water sloshes convincingly against the twisty turns of the tube and splashes the camera when Jacob plummets off a steep drop. When I wasn’t worrying about dodging metallic obstacles on the slide, I couldn’t help but think “weeee!”
Mind games – One of the most startling encounters involved a dark narrow hallway, flashing lights, and a spider-like biophage crawling quickly along the walls and ceiling. The strobing effect of the lights offered flashbulb glimpses of the horrifying creature as it grew closer and closer. I had encountered this foe several times before, but this intimidating ambush made me stop in my tracks.
Rise and grind – Towards the end of the level, Jacob enters a room with a pillar of spinning, spiked cylinders. Like a giant meat grinder. I delighted at the opportunity to wield the GRP and fling monster after monster into the big blender. My batteries ran dry before I could toss the final enemy, who I instead blasted in the leg with the hand cannon. To my surprise and delight the monster attempted to stumble away from my attack and unwittingly plunged itself headfirst into the grinder, disintegrating instantly. The effect was surprising, hilarious, and empowering.
These are just a taste of the memorable, enticing moments from my few hours with The Callisto Protocol. I went into the hands-on session with neutral curiosity around Striking Distance Studios’ visually impressive sci-fi horror project and emerged with sweaty palms and a new most-wanted game of 2022. I’ll be prioritizing my trip back to Black Iron Prison when it hits PS5 on December 2.
Hi, I’m Bannon Rudis. I’m one of the directors over at WayForward. WayForward does those Shantae and River City Girls games, among many other things. I have personally been making River City games for almost a decade now alongside Arc System Works. I started by reverse-engineering River City sprites and animations and trying my hardest to figure out how to animate. This pushed me towards my path of game development. But I know you are not here for me. Marian, one of the new playable characters in River City Girls 2, is the main attraction of this article, so let’s jump right into it.
Marian has a long and storied career as a damsel in distress. For many decades she was either publicly assaulted on the streets, kidnapped by a shadowy gang of criminals, held hostage in exchange for magical stones, or straight up gunned down (though she was later resurrected). Needless to say, she’s had it pretty rough. Oh yeah, I almost forgot to mention that her friends, Billy and Jimmy, fought to the death over who got to date her. It’s a bit much.
Marian’s final production art, along with concept art showing her heavy-hitting moves in action.
Times have changed and so has Marian. No longer is she the helpless victim to these street thugs, villains, and maniacal skeleton wizards. Over the years, Marian has trained her body to reject the kind of physical and mental abuse she has unwillingly received over the past several decades. Unsolicited punches to her gut were merely a faint memory of the old Marian.
Two of Marian’s many expressions. Something mysterious seems to be afoot!
Marian learned the ways of boxing and wrestling. She didn’t want to be pigeonholed as the “slow but powerful wrestler” type. Her quick barrage of punches and grappling moves makes her a very unique fighter, but at the same time very familiar.
This is Marian as she appeared in the first River City Girls. By popular demand, she’s grown from humble shopkeeper into playable character in RCG2!
Marian’s current River City Girls design showed up in the first River City Girls game in 2019. Players and fans of the series instantly gravitated towards this new interpretation of Marian. She was a fan favorite and the obvious choice for one of the new playable characters in the sequel. Marian also bridges the narrowing gap between the Double Dragon and River City series. We ran this by Arc System Works, who are the license holders, and they were very much on board with the decision.
A frame-by-frame exploration of one of Marian’s mighty moves, the KO Cutter!
Even though she is a grappler, she is not necessarily slower than other characters and she has various moves that makes her incredibly versatile. She is the only playable character that has command grabs. These moves are great for doing damage to a single enemy, plus they also have plenty of splash damage to take out a crowd near her.
Marian unleashes a combo that launches her enemy into the air, then drives him back to Earth with the Air Pancake.
She also has some high-flying moves that can help launch her into a crowd of enemies from above using her Party Crasher Move. This move can quickly launch her forward to get the drop on enemies that are far away, or be used as an anti-air spinning attack, or if you wait until the last second as she stops spinning, you can drop her Elbow Piston special air attack on unsuspecting foes below her.
Another special is a command grab that only works if she is in between two enemies in range. The Mind Meld is done by Marian grabbing an enemy on each side of her and smashing them face first into each other. If she uses the move on a single enemy, she will instead Irish Whip them (that silly move in pro-wrestling where an opponent can’t stop running after being pushed into the ropes). This will allow Marian to attack them while they are vulnerable.
Marian proves that two heads are better than one with the skull-splitting Mind Meld, followed by the KO Cutter!
And finally, there’s her KO Cutter. This move is a dashing straight punch that can take out several enemies in front of her. Or, if you time it right, the move can be charged by holding down the Special button until it’s automatically unleashed. This will do more damage and have the added benefit of bouncing enemies off walls back to you.
Another useful move in Marian’s arsenal is the Carousel Toss, which not only damages the thrown enemy, but also any foes unlucky enough to get in the way!
Marian is very different from the other playable characters in the game, but she should be easy enough for anyone to pick up and feel comfortable with right away. Both our new characters, Marian and Provie, were such fun characters to play as that it made me personally feel the original characters needed an overhaul to their playstyle so they could keep up with how cool the newcomers are. I hope you enjoy playing as Marian, Provie, and our returning characters (who all got a glow up in the sequel) as much as we do when it arrives on PlayStation 4 and PlayStation 5.
Hello, Travelers! Your Genshin Impact dev team is here to meet you again. After two months in the Nation of Wisdom, the next update is now confirmed to arrive on November 2. With Version 3.2 “Akasha Pulses, the Kalpa Flame Rises,” we will finally come to the very moment where Sumeru’s fate will be decided. Team up with Nahida, Layla, and more reliable allies to find out more!
Beyond the Archon Quest, a series of fun events will take place, including “Fabulous Fungus Frenzy” where Travelers can catch and train Fungi. Besides, we’d like also like to announce that Genshin Impact will include Italian and Turkish subtitles starting from Version 3.3! We can’t wait to see more players from diverse backgrounds joining us in the future!
The Dendro Archon and the Man-Made God
After experiencing the Sabzeruz Festival samsara and surviving the journey through the desert, we will finally reach the end of the Sumeru Archon Quest arc. Picking up right where we left off, Nahida has been confined in the Sanctuary of Surasthana by The Doctor. As the Dendro Archon, the Akademiya and the Grand Sage, two Fatui Harbingers, desert-dwellers, and all other important players enter the scene, the final chapter will push the story to the climax.
Although the Traveler will receive support from many allies, including insiders like Cyno, the General Mahamatra, and Alhaitham, the path to save Nahida and Sumeru will be fraught with difficulties, as will the epic fight against The Balladeer. Different from The Balladeer we’ve encountered before, the third Fatui Harbinger boss that we are destined to fight comes in the form of a massive mechanical-looking puppet crafted by the Akademiya and The Doctor. To defeat this boss, you will have to survive two combat phases. In the first phase, The Balladeer’s upper body will take the stage with gigantic mechanical arms, along with several types of elemental powers and abilities, including attacks that create huge Hydro tornadoes, Electro beams, and burning or freezing fields.
But you will not fight alone. A floating device will accompany you throughout the combat and help turn the tide in the second phase. After The Balladeer transformed into this massive form, your regular attacks will no longer do any damage. The floating little helper will be the only one capable of breaking through his defenses and attacking the boss’ weak points.
The end of the Archon Quest does not mean the end of our journey in Sumeru. Whether it’s the mysteries from the past or changes in the future, there are still lots to be uncovered.
More Allies From Sumeru
After accompanying the Traveler on their long journey, Nahida is finally ready to join the cast as a playable five-star Dendro catalyst user. Meanwhile, Layla, an Akademiya student with an unusual ability, will be joining as a four-star Cryo sword user.
Since her birth, Lesser Lord Kusanali, also known as Nahida, has yet to set foot in the outside world. All the knowledge she possesses is like pieces of scenery she has never seen with her own eyes. But now, we get the chance to show her around, and even spend more time with the young Archon in her Story Quest upon finishing the Sumeru Archon Quest.
In combat, Nahida can cast a unique viewfinder-ish skill by holding her Elemental Skill, dealing AoE Dendro Damage as she marks and links opponents with the Seed of Skandha. When marked opponents take damage from Dendro Cores or have Elemental Reactions triggered on themselves, Nahida will unleash a powerful Tri-Karma Purification dealing Dendro Damage. Another amazing use for her Elemental Skill is to collect harvestable items directly from a distance. With her Elemental Burst, Nahida will manifest the marvelous Court of Dreams and expands the Shrine of Maya. Within the Shrine of Maya, a Pyro member will increase the DMG of Tri-Karma Purification, an Electro member will shorten the interval between each Tri-Karma Purification, and a Hydro member will increase the duration of the field.
The second new playable character is Layla, an astrology student with the ability to sleepwalk. Looking tired and anxious most of the time, Layla suffers from severe sleep deprivation as a result of her relentless struggle with her studies and lack of confidence. However, her unique talent to sleepwalk allows her to reveal her true personality, regain her self-confidence, and complete all unfinished papers.
Layla’s sleepwalking ability also defines her combat style. When she casts her Elemental Skill, Layla appears to be asleep in a lunar shield. The shielded character can not only gain protection, but also accumulate a Night Star whenever they cast their Elemental Skill. Once four Night Stars are accumulated, they will transform into homing Shooting Stars. With her Elemental Burst, Layla will unleash a Celestial Dreamsphere that constantly fires Starlight Slugs at opponents within its AoE while also generating Night Stars for Layla’s shield. In addition, Layla has a chance to receive double the product when crafting Character Talent Materials.
Nahida and Yoimiya’s rerun will be featured in the early part of Version 3.2’s Event Wishes, and we will see Layla’s debut in both Yae Miko and Tartaglia’s reruns in the latter half. The new 5-star weapon, “A Thousand Floating Dreams” will be available in the new Weapon Event Wish.
A Fun and Frenetic Frenzy of Challenges
A series of fun events will also take place in Teyvat, though some may sound a bit strange. Have you ever thought of catching and training some Fungi? “Fabulous Fungus Frenzy” is a Fungus competition organized by certain researchers. You can catch various Fungi with a special gadget called “Wisdom Orb,” feed and train them with different abilities, and battle local competitors’ Fungi teams. The competition has even attracted Layla and a special guest from another nation. Once you reach a certain phase of the event, you can even summon the great and almighty merchant, Dori to join your team!
The Adventurers’ Guild in Mondstadt is also preparing some challenges in the upcoming “Adventurer’s Trials” event, and you can only pass those tests with provided characters. For example, you need to knock Slimes into the Vine Goal by triggering an Overloaded reaction with Yanfei’s and Klee’s attacks, or dodge Giant Pinballs with Yelan’s Elemental Skill. You can also team up with friends in Co-Op Mode to have fun together.
With Version 3.2, the last member of the Hypostasis family, Dendro Hypostasis will finally land in Sumeru. Not only does it serve as a new open-world boss, it is also a part of the challenge in the “Hypostatic Symphony” event. If you want something casual, don’t forget to visit Liben in “Marvelous Merchandise” and check out the “Outside the Canvas, Inside the Lens” events.
Last but not least, we’d like to introduce the long-awaited “Replication System” to the Serenitea Pot system! With the new function, you will be able to share the layout of your realm, and implement others’ design in your teapot! And that’s all for today’s sharing. Next time, we will bring you more information on Genshin Impact’s first-ever card game – Genius Invokation!
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