Schlagwort: english

  • Share of the Week: Rainbows

    Share of the Week: Rainbows

    Reading Time: 3 minutes

    Last week, we asked you to share the bright sights of rainbows and colorful corridors in the game of your choice using #PSshare #PSBlog. Here are this week’s colorful shares: 

    Sarokeye shares Chloe and Nadine driving the jeep past a rainbow in Uncharted: The Lost Legacy.

    call_me_xavii shares Aloy wading in a pool of water filled with colorful oil in Horizon Zero Dawn.

    coalabr14 shares Sam riding past a distant rainbow in Death Stranding.

    ForgottenJasmin shares a hug against a soft rainbow-colored backdrop in Gris.

    scottoka1 shares Ellie walking down a rainbow paved street in The Last of Us Part II.

    Sefwick shares the dancer in Bound posing against a muted color-striped background.

    Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week? 

    THEME: Ghostwire Tokyo
    SUBMIT BY: 11:59 PM PT on October 19, 2022

    Next week, we’re headed back to the spooky streets of Ghostwire Tokyo, which just got a major Photo Mode update. Share thrilling moments using #PSshare #PSBlog for a chance to be featured.

    Website: LINK

  • Dead Space hands-on details – Upgraded and expanded horror gameplay

    Dead Space hands-on details – Upgraded and expanded horror gameplay

    Reading Time: 5 minutes

    Isaac Clarke tapped into a deep well of courage and engineering skill to survive the waiting horrors aboard the Ishimura. Similarly, the talented team at Motive are showcasing a bold and technically impressive approach with its remake of Clarke’s fraught mission aboard the doomed spaceship in sci-fi horror masterpiece Dead Space. In addition to visual and performance enhancements, Motive is incorporating subtly expanded gameplay elements to draw players deeper into the nightmare.

    Even with thoroughly exploring the corridors of the Ishimura on original release, my recent hands-on with the remake – incorporating Chapters 1 through 3 as Isaac attempts to reactivate the tram system and repair the ship’s engines – was full of unexpected discoveries. Reconfigured gameplay shocks, difficult choices, new locations. Let’s dig in. 

    New gameplay features

    Isaac is fully voiced: Isaac speaks up this time around, like yelling his teammates’ names when they’re in trouble or explaining his plans to fix the Ishimura’s Centrifuge and fuel lines. Hearing him take an active role in the team’s mission makes the entire experience feel more filmlike and authentic.  

    Interconnected immersion: There are no loading sequences when Isaac hops aboard the Ishimura’s tram to quickly travel between destinations like Cargo and the Medical areas. This is all part of Motive’s goal for an immersive, connected setting.

    Zero G freedom: In the original Dead Space, zero-gravity sections let Isaac leap across platforms using special boots. In the remake, you have the freedom to float in 360 degrees, lending to the spacewalk fantasy. Isaac also now has a propulsion boost, which is handy for dodging necromorphs lunging through space.

    Intense new moments: During chapter 2 Isaac must obtain higher security clearance off the dead Captain’s Rig. The Captain’s corpse is attacked by an Infector, causing him to turn into a necromorph. In the 2008 sequence, players watch the change safely behind glass. In the remake, Isaac experiences this horrifying transformation up close and personal, harkening back to the dramatic real-time necromorph transformation at the beginning of Dead Space 2.

    Circuit breakers: New junction boxes require Isaac to reroute power between different Ishimura functions. In one scenario, I needed to reroute power to a refueling station, and I could choose between cutting the lights or oxygen supply to make this happen. Situations like this allow players to pick their poison when need be – I chose to play in the dark rather than risk suffocation.

    Big moments feel bigger: The vivid lighting and visual effects make dramatic moments feel even more impressive. Later in chapter 3 Isaac restarts the Ishimura’s centrifuge. A combination of effects explode into action as the giant machinery kicks online – giant pieces of the machine rumble violently, sparks fly as metal grinds, the huge swinging arm casts large shadows against the orange auxiliary power lights. It’s a feast for the senses and draws you in deeper to the experience. 

    Incentivized exploration: Locked doors and loot containers have been added to the Ishimura, which Isaac can access after acquiring upgraded security clearance. This incentivizes players to return to previously cleared areas to uncover resources and upgrade materials. One locked door even involves a new side quest revealing a bit more about Isaac’s missing partner, Nicole. 

    Intensity director: But don’t let your guard down just because you’re returning to known territory. Motive keeps players on their toes with the Intensity Director, which will ratchet up suspense with creepy noises like creaking vents, surprised like bursting pipes, and unexpected necromorph attacks.

    Expanded weapon upgrade paths: What good is hunting for bonus resources without a place to invest them? New weapon upgrade items can be attached to the Plasma Cutter, Pulse Rifle, and more to add extra upgrade paths to spend nodes. It’s to be determined if this incorporates new weapon mechanics, or simply additional enhancements to damage, reload speed, ammo capacity, etc.

    Familiar, yet enhanced

    Enhanced visuals: A rich layer of visual polish has been applied to the entire experience. Small details set the mood, including floating dust particles, ominous fog hanging above the floor, dripping blood stains, and dingy lighting. 

    Small details enhance narrative: Isaac builds his Plasma Cutter out of composite parts at a workbench instead of simply picking it up, signaling his engineering background. Similarly, when Isaac collects his Statis Module, he first picks up the severed limb it’s attached to, its previous owner likely having been dismembered by a nearby malfunctioning door. These micro storytelling moments drew me in.

    Tested gameplay: Combat packs the same satisfying familiarity, but with added smoothness. Flicking the Plasma Cutter to vertical and horizontal aim modes while blasting off necromorph limbs is fluid and fast.

    Stasis strategy: Isaac’s handy slo-mo field is still a charm with crowd control. In one encounter, I used stasis to freeze an enemy near an explosive cannister, then waited until another enemy approached before shooting it and blowing both monsters to bits.

    Upgrade your way: The Bench remains a fun way to customize Isaac to fit your playstyle using precious nodes hidden around the Ishimura. This time, I invested in suit upgrades that boosted my Statis Module’s area of effect to help coral more enemies at once. You can also upgrade your weapon’s damage, ammo capacity, and reload speed.

    In-universe UI: Back in 2008 Dead Space’s projected user interface was ahead of its time, and today it still feels futuristic. Bringing up Isaac’s projected menu in real-time preserves the immersion and immediacy. Plus, the menu text and icons look even more crisp and clean in 4K.

    Resources matter: I know the 2008 Dead Space well and admit I was feeling a bit cocky during my playthrough. I sold a few ammo stacks early on for credits and to make inventory space. I paid the price later in chapter 2 when I ran dry on ammo during an intense sequence in the morgue, with an Infector running rampant generating fresh necromorphs. The sequence forced me to make careful use of stasis and melee to survive. I eventually succeeded using stasis to slow the Infector’s spread and stomp out the threat before it got out of hand. My reverence for preserving ammo was renewed throughout the rest of my playthrough. 

    Gory details: Every blast of Isaac’s weapons tears away flesh, muscle, and eventually shatters bone. More than a gnarly visual effect, the detailed damage offers feedback about how close players are to snapping off a limb and downing a necro.

    Your survival mission aboard the Ishimura begins when Dead Space launches January 27, 2023 on PS5.

    Website: LINK

  • Marvel’s Spider-Man: Miles Morales is coming to PC on November 18

    Marvel’s Spider-Man: Miles Morales is coming to PC on November 18

    Reading Time: 4 minutes

    Get ready to experience the rise of Miles Morales as a new Spider-Man, coming to PC! In just over a month, Marvel’s Spider-Man: Miles Morales will release on PC on November 18, 2022. Today I’m excited to share all the details on the enhancements the team at Nixxes Software has been working on, and to tell you more about pre-purchase bonuses.    

    Marvel’s Spider-Man: Miles Morales is coming to PC on November 18

    Similar to the PC version of Marvel’s Spider-Man Remastered we released earlier this year in close collaboration with Insomniac Games, Marvel Games, and PlayStation, Marvel’s Spider-Man: Miles Morales on PC features many enhancements, customizable settings and support for a broad range of hardware configurations, all the way from high-end PCs to portable PC gaming devices.

    The game features options for ray-traced reflections with a variety of quality levels and newly added ray-traced shadows for outdoor light cast by the sun and the moon. This enables realistic shadows with natural gradients in softness and further enhances the visual fidelity of Marvel’s New York.

     

    The game is fully optimized for ultra-wide gaming and supports ultra-wide aspect ratios of 21:9, 32:9 and even 48:9 when using triple monitor setups. Similar to what our team did for Marvel’s Spider-Man Remastered, the cinematics in Marvel’s Spider-Man: Miles Morales on PC are adapted to be fully viewable in aspect ratios up to 32:9.

    Marvel’s Spider-Man: Miles Morales supports the latest performance enhancing upscaling technologies, like NVIDIA DLSS 3. This technology for GeForce RTX 40 Series GPUs combines DLSS Super Resolution, DLSS Frame Generation, and NVIDIA Reflex to boost your frame rate to new heights. NVIDIA DLSS 2, NVIDIA DLAA, and NVIDIA Reflex will also be supported.

     

    In the graphics menu, you’ll find many customizable features, presets, and quality levels to choose from. These include texture quality and filtering, level of detail, crowd and traffic density, field of view, windowed, full screen and exclusive full screen rendering modes, and many other options.

    With the wide range of graphical settings and features, we want to ensure that gamers with the latest hardware can push their high-end rigs, but also make the game scale to less powerful systems. Below is an overview of the recommended specifications for a variety of graphical presets.

    Minimum Recommended  Very High  Amazing Ray Tracing Ultimate Ray Tracing 
    Average Performance 720 @ 30 FPS 1080p @ 60 FPS 4K @ 60 FPS 1440p @ 60 FPS (4K @ 30 FPS) 4K @ 60 FPS
    Graphic Presets Very Low 1080p @ 60 FPSMedium  Very High  High Ray Tracing High High Ray Tracing Very High
    GPU NVIDIA GeForce GTX 950 or AMD equivalent NVIDIA GeForce GTX 1060 6GBor AMD Radeon RX 580 NVIDIA GeForce RTX 3070or AMD Radeon RX 6800 XT NVIDIA GeForce RTX 3070 or AMD Radeon RX 6900 XT NVIDIA GeForce RTX 3080or AMD Radeon RX 6950 XT
    CPU Intel Core i3-4160 or AMD equivalent Intel Core i5-4670or AMD Ryzen 5 1600 Intel Core i5-11400 or AMD Ryzen 5 3600 Intel Core i5-11600Kor AMD Ryzen 7 3700X Intel Core i7-12700Kor AMD Ryzen 9 5900X
    RAM 8 GB 16 GB 16 GB 16 GB 32 GB
    OS Windows 10 64-bit Windows 10 64-bit Windows 10 64-bit Windows 10 64-bit Windows 10 64-bit
    Storage 75 GB HDD 75 GB SSD 75 GB SSD 75 GB SSD 75 GB SSD

    *Use of performance enhancing upscaling like NVIDIA DLSS is recommended when using both ray-traced reflections and ray-traced shadows.

    The game also features extensive customizable control options for mouse and keyboard and controllers. When using a PlayStation DualSense controller on a wired USB connection, you’ll get the full DualSense controller experience, including adaptive trigger feedback and haptic response. And with Steam Input support, you can use a variety of peripherals and get innumerable remapping options.

    If you want to be ready to play Marvel’s Spider-Man: Miles Morales the moment it releases on November 18, 2022, you can pre-purchase now on both Steam and in the Epic Games Store for $49.99 / €49.99 If you pre-purchase ahead of the game’s launch you’ll unlock the following game content early:

    ●       Two-suit pack, including the T.R.A.C.K. Suit, and Into the Spider-Verse Suit

    ●       Early access to the Gravity Well gadget

    ●       Three Skill Points to unlock some abilities from the start of the game

    Marvel's Spider-Man: Miles Morales coming to PC November 18, 2022. Pre-purchase now for early unlock bonuses The T.R.A.C.K. Suit, Into the Spider-Verse Suit, Gravity Well Gadget, and Three Skill Points

    Since the release of Marvel’s Spider-Man Remastered last August on PC, the teams at Nixxes and Insomniac have been amazed and humbled by the enthusiastic response of PC gamers worldwide. Our heartfelt thanks go out to all of you, and we can’t wait to get the explosive powers of Miles Morales into your hands.

    Website: LINK

  • Skate like the wind in OlliOlli World’s final expansion

    Skate like the wind in OlliOlli World’s final expansion

    Reading Time: 3 minutes

    Welcome back to OlliOlli World! After a wild and wacky journey across the treetops and skyscrapers of Radlandia, and a zany adventure into outer Space with the out-of-this-world Void Riders, we figured it was time to bring OlliOlli back down to earth – we wanted to do something a bit more grounded and sensible and… nah, just kidding! This one’s set in the clouds.

    There she blows!

    High above the familiar cities, deserts, and forests of Radlandia, the wind is in control – as you skate through the skies, prepare to use the new Windzones to propel yourself forward over obstacles, bounce you backward onto hidden routes, and take yourself out with newer, faster, sillier slams than ever before. Then get back up and do it all over again – it’s a mechanic that compliments everything you’ve learned throughout the main game, and gives you brilliant new chances to pull off more tricks and achieve higher scores.

    A new way to plan your route

    Was the main path through the level too easy? Gnarly route left you wanting more? Well, now there’s a route for that! Burly routes offer a substantial challenge to players who… you know what? Those routes are for players who are better than me at this game. Please tell me what you find up there, and how it is you’re all getting those next-level high scores…

    The friends you take with you

    You’ll be joined on your journey into the skies of Radlandia by the infamous Radmospheric Three – fellow explorers seeking adventure above the clouds. The grizzled sea-dog Captain Squid, the prim and proper Professor Planks, and the mystically inclined Christopher Licht all have their own reasons for wanting to find Radlantis City, but they’re united by one goal- they want to be the first ones there! Beat Radlandia’s most morally dubious businessfrog, B.B. Hopper, to the map scraps scattered throughout the atmosphere, and who knows what discoveries might await beyond the clouds?

    Explore above the clouds

    Travel the skies with an all-new crew on a fantastical floating boat as you join The Radmospheric Three on their quest for the hidden city of Radlantis. Soar above the familiar sights of Radlandia, from the spooky clifftops of Wuthering Flights (are there really ghosts up there?) to the grease-laden clouds above industrial Sketchside (they call it OilyOily World). Adventurous travelers who make it to the fabled city of Radlantis will have a chance to meet the legendary Gail Force, and compete before the Skate Godz themselves for the Radlantis Rivals Cup.

    Travelling trendsetter

    Obviously, thrilling new mechanics, lovingly hand-designed new levels, and a fantastic new crew are fun – but how are you going to show off your new high scores and best combos online without a stylish new outfit to set the whole thing off? Luckily, this expansion comes with a whole host of new customization items, so you’ll be able to strut your stuff (skate your stuff?) right up to the windiest, highest-up stage in Radlandia – Radlantis City itself.

    The team has all worked amazingly hard on this, and I know I’m not alone in saying that I can’t wait for you all to get your hands on these awesome new levels. We’ve been totally blown away (pardon the pun) by how friendly, vibrant, and supportive the OlliOlli community has been, so I want to say a big thank you to everyone who’s played the game so far, and to all of you who are excited to play Finding the Flowzone.

    OlliOlli World: Finding The Flowzone will be available on PS4 and PS5 on November 2.

    Website: LINK

  • PlayStation Plus Game Catalog lineup for October: Grand Theft Auto: Vice City – The Definitive Edition, Dragon Quest XI S: Echoes of an Elusive Age, Assassin’s Creed Odyssey

    PlayStation Plus Game Catalog lineup for October: Grand Theft Auto: Vice City – The Definitive Edition, Dragon Quest XI S: Echoes of an Elusive Age, Assassin’s Creed Odyssey

    Reading Time: 8 minutes

    A bumper crop of PlayStation titles make up October’s PlayStation Plus Game Catalog lineup. All these games will be available to play starting Tuesday, October 18. Without further ado, let’s dive in. 

    PlayStation Plus Extra and Premium | Game Catalog

    Grand Theft Auto: Vice City – The Definitive Edition | PS4, PS5

    Play the genre-defining classic of Grand Theft Auto: Vice City updated for a new generation, now featuring across-the-board enhancements including brilliant new lighting and environmental upgrades, high-resolution textures, increased draw distances, Grand Theft Auto V-style controls and targeting, and much more, bringing this beloved world to life with all new levels of detail.

    Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition | PS4

    Explore a massive world as you embark upon an epic RPG adventure as The Luminary: the chosen one in a world that vows to hunt him down. The Luminary and his unique band of loyal companions work together to survive an onslaught of ne’er-do-wells and overthrow the dark forces that plot to plunge the world of Erdrea into chaos. 

    Assassin’s Creed Odyssey | PS4

    Write your own legendary Odyssey and live an epic adventure in a world where every choice matters. Sentenced to death by your family, embark on a journey from outcast mercenary to legendary Greek hero and uncover the truth about your past. Customize your equipment and master new special abilities, tailoring your character’s skillset to your play style. Fight your way across Greece, engaging in visceral battles both on land and sea, to become a legend. Assassin’s Creed Odyssey runs at 60 FPS on PS5. 

    Dragon Quest Builders | PS4

    Gather materials, craft items, and build everything imaginable as you explore a sandbox world made of blocks and packed with memorable characters and dangerous monsters. Use the power of creation in battle against the reigning Dragonlord and restore peace to the shattered realm.

    Dragon Quest Builders 2 | PS4

    This block-building role-playing game includes a charming single player campaign and a robust multiplayer building mode that supports up to four players online. Set off to revive a forsaken world alongside a mysterious companion named Malroth. Then, take your builder online and join your friends to collaborate and create something truly magnificent.

    Dragon Quest Heroes: The World Tree’s Woe and the Blight Below | PS4

    Venture forth on an all-new action RPG adventure. In the peaceful kingdom of Arba, man and monster live side by side. But when the monsters suddenly snap and go on the rampage, it’s up to our heroes to fight back against wave after wave of their former friends! As either the hero Luceus or the heroine Aurora, the player joins forces with a cast of fan favorites from previous Dragon Quest titles to bring the rampaging hordes of monsters to their senses and restore order to the kingdom.

    Dragon Quest Heroes II: Explorer’s Edition | PS4

    This hack-and-slash, field-roaming action RPG sends players on adventures to restore order in a once peaceful world filled with monsters and battles of epic proportions. Featuring a cast of playable characters each with unique moves and abilities – including a host of familiar faces from the Dragon Quest series and four brand new heroes. Up to 4 players can band together in cooperative multiplayer to conquer swarms of enemies and defeat challenging boss monsters.

    Inside | PS4

    Hunted and alone, a boy finds himself drawn into the center of a dark project. This dark, narrative-driven platformer combines intense action with challenging puzzles. It has been critically acclaimed for its moody art style, ambient soundtrack and unsettling atmosphere.

    The Medium | PS5

    This third-person psychological horror game features innovative dual-reality gameplay. Explore the real world and the spirit world at the same time. Use your psychic abilities to solve puzzles spanning both worlds, uncover deeply disturbing secrets, and survive encounters with The Maw – a monster born from an unspeakable tragedy..

    Naruto to Boruto: Shinobi Striker | PS4

    Multiplayer competitive combat is the name of the game as two teams of four face off on the battlefield to prove who the best group of ninjas are! Build a 4 player team, selecting from fan favorite Naruto characters, and go online and join up with friends to compete against other teams for 8-way ninja clashes. 

    Assassin’s Creed Chronicles: China | PS4

    Exact Shao Jun’s vengeance on the Chinese Emperor in stunning 16th century China with fresh 2.5D stealth gameplay and a stunning art style that evokes traditional brush paintings. Use Shao Jun’s stylish and empowering combat arsenal: close-combat martial arts, a powerful Kian Sword and her hidden Shoe Blade, then sneak and hide to avoid detection and fool enemies using whistles and disguises. 

    Assassin’s Creed Chronicles: India* | PS4

    Embody Arbaaz in his quest for retribution through a colourful depiction of Colonial India in 2.5D stealth gameplay. Experience the thrill of a stealthy assassin with a unique set of skills and weapons such as the double kill moves and the chakram, then discover a brand new mode with stealth, speed and assassination rooms. 

    Assassin’s Creed Chronicles: Russia* | PS4

    Dive into the aftermath of the Red October revolution in a 2.5D reimagining of the Assassin’s Creed universe set in 1918 Russia.  Play as the Assassin Nikolaï Orelov or Anastasia and discover their powerful abilities and versatile tools.

    Assassin’s Creed III Remastered | PS4

    Relive the American Revolution in Assassin’s Creed III Remastered, with enhanced graphics and improved gameplay mechanics. Plus, Assassin’s Creed Liberation Remastered and all solo DLC content are included. 1775: The American Colonies are about to revolt. As Connor, a Native American Assassin, secure liberty for your people and your nation. From bustling city streets to the chaotic battlefields, assassinate your foes in a variety of deadly ways with a vast array of weaponry. 

    Assassin’s Creed Syndicate* | PS4

    London, 1868. In the heart of the Industrial Revolution, play as Jacob or Evie Frye, brash and rebellious young twin Assassins and lead your underworld organization and grow your influence to fight those who exploit the less privileged in the name of progress. 

    Hohokum | PS4

    Explore extraordinary worlds. Become a curious flying kite-like being as you travel to colourful worlds just waiting to be explored. Interact with eclectic characters, wacky toys and peculiar environments to uncover some very strange secrets… or simply roam at your own pace and be totally amazed and amused at the surprises that unfold in front of your eyes.

    *Available on PS4 only. 

    PlayStation Plus Premium | Classics

    Yakuza 3 Remastered | PS4

    Kazuma Kiryu had earned his retirement. Yet he’s ripped from his new life as caretaker of an orphanage when a shadow from his past threatens to entangle his new life with that of his old clan and the political world. Adventure through the sleepless city of Kamurocho, Tokyo and the tropical lands of Okinawa to help rescue his new wards. 

    Yakuza 4 Remastered | PS4

    The Yakuza story expands as the first time in the series you’ll control multiple protagonists, four souls – a loan shark, a death-row inmate, a corrupt cop and legendary former yakuza Kazuma Kiryu –  are drawn together to solve a murder. Unravel a hidden battle over money, power, status, and honor as well as the mysterious woman at the center of it all.

    Yakuza 5 Remastered | PS4

    Multiple perspectives once again shape a sprawling story as peace between the Tojo Clan and Omi Alliance disintegrates. Play as five different characters, including Kazuma Kiryu, across five major cities whose stories are interwoven as the yakuza organizations go to war. 

    Limbo | PS3 

    Uncertain of his sister’s fate, a boy enters Limbo. This unsettling, 2D puzzle platformer was created by PlayDead, the studio behind the equally critically acclaimed Inside, which is also included in the Game Catalog this month. 

    Ultra Street Fighter IV | PS3

    A hulking roster of 44 world warriors, featuring Street FighteR legends Ryu, Ken and Blanka, now includes five newcomers − Elena, Hugo, Poison and Rolento from Street Fighter X Tekken, along with the notorious Russian assassin, Decapre. Train hard and learn the moves and combos to expertly inflict a devastating Tiger Knee, Sumo Smash or Whip of Love to your friends, enemies and online foes.

    Castlevania: Lords of Shadow | PS3

    This third-person action adventure is a dark and vivid re-imagining of the Castlevania mythology that sees the holy knight Gabriel Belmont strike out to battle the evil forces of darkness in revenge for this death of his beloved wife. 

    Everyday Shooter | PS3

    Everyday Shooter is an album of games exploring the expressive power of abstract shooters. Play through different levels each with a completely unique musical, graphical, and gameplay style. Shoot to trigger musical sounds and riffs that combine to form the final soundscape of the game. Use points earned in the game to unlock extra lives, shuffle mode, and different visual filters.

    Website: LINK

  • How Dragon Ball: The Breakers adapted the fighting franchise into an asymmetrical survival game

    How Dragon Ball: The Breakers adapted the fighting franchise into an asymmetrical survival game

    Reading Time: 8 minutes

    The Dimps team is no stranger to Dragon Ball games. They have been at the forefront of development for several titles such as the Dragon Ball Xenoverse series, Dragon Ball Z Budokai Tenkaichi series, and Super Dragon All Heroes series. From the fighting game genre to the TCG genre, they understand the power of the Dragon Ball universe in so many forms and now they have stepped up to the new challenge of creating an asymmetrical multiplayer survival game!

    Dragon Ball: The Breakers is the newest game to be developed by the Dimps team and it will release for PS4 on October 14. Ahead of the launch, we wanted to give Dragon Ball fans and Survival game fans a chance to hear more about the behind-the-scenes development with an exclusive interview with the Dimps team and our very own Bandai Namco Entertainment producer, Ryosuke Hara!

    How Dragon Ball: The Breakers adapted the fighting franchise into an asymmetrical survival game

    Thank you for joining us for an interview at such an exciting time for Dragon Ball: The Breakers! Please introduce yourselves and your role on the game.

    Ryosuke Hara: Hello, I am Ryosuke Hara, the producer at Bandai Namco Entertainment Inc.

    Yoshiya Otsuka: Nice to meet you. I am Yoshiya Otsuka, the developer at Dimps Corporation.

    We’re excited to have you part of the interview! As you work to produce several Dragon Ball titles, we would like to ask what excites you most about working on Dragon Ball: The Breakers?

    RH: From a larger perspective, the fact that we are taking on the challenge of developing a Dragon Ball game that has never been done before is exciting in itself. While there are challenges because of the unprecedented nature of the project, at the same time we are able to experience a level of fun that past Dragon Ball game producers have never experienced. From a smaller perspective, as a Dragon Ball fan myself, I really enjoy the time I spend thinking about what kind of Raiders and Survivor character skins to add, and what skills to include to make it more interesting. Every time I do this, I realize that the charm of Dragon Ball is unfathomable and that we have yet to fully tap into it.

    It is an amazing track record for Dimps to have over 20 years of experience developing Dragon Ball games. What excites you most about working on Dragon Ball: The Breakers?

    YO: What excites me is that this is a game which breaks the rule of the past Dragon Ball games. Dragon Ball games have traditionally been one-on-one games, or games in which players fight in teams of the same number of players. However, this game is an asymmetrical one-on-seven action game that challenges the genre in a way that has never been attempted before. In addition, instead of controlling the main characters such as Goku and Vegeta, players control ordinary people in the Dragon Ball World, such as Bulma and Oolong, who have not been playable in previous Dragon Ball games. We hope that our customers will enjoy the Dragon Ball world that they have not been able to experience in previous Dragon Ball games.

    We’re very excited to be able to ask you both some questions to learn more about the development process. To start, what were some of the considerations that had to be at the top of your mind when developing an asymmetrical multiplayer survival game with 7 survivors working to escape from 1 super strong Raider?

    RH: The concept is the “overwhelming difference in strength” that is unique to Dragon Ball.  There are many asymmetrical fighting games in the world today, but I don’t think there is a game in the world where characters from the same universe have such a large difference in strength than Dragon Ball.

    YO: The balance to make an asymmetrical game of 1 vs 7, while producing the “overwhelming power difference unique to Dragon Ball” was one of the elements we have been careful with. At first glance, it may sound contradictory as we wanted to achieve an overwhelming difference in strength and yet maintain balance, but if this balance is not achieved, the game will not work. Even now, we are still adjusting the balance through testing right before the launch. As we will continue to operate the game after launch, constantly adjusting balance while adding new characters will be an ongoing matter.

    How Dragon Ball: The Breakers adapted the fighting franchise into an asymmetrical survival game

    In a match, survivors may run into one of three Raiders – Cell, Frieza, or Majin Buu. As the match begins, the Raider starts with its first form and then evolves as the time progresses. This is such a fun and dynamic element unique to the survival game genre because it allows the player who is the Raider to also evolve their strategy throughout the match. It also creates such a sense of urgency among the remaining Survivors! How did your team implement concepts of each form into each of the Raiders?

    RH: Briefly summarizing, we differentiate our play styles in the following ways: 

    • Cell : “All-rounder type” with fast growth speed and stable search skills
    • Frieza: “Technique type” in which the key is the use of his search skills
    • Buu: “High-risk, high-return type” that evolves slowly but hunts down Survivors at once in the latter half of the game. 

    What Raider was your personal favorite to design and why?

    RH: I like Frieza better. I can place Zarbon and Dodoria anywhere on the map with my skills, and I can place them well to have hidden Survivors come out, or place them in front of down Survivors to prevent them from being revived by other Survivors. This Raider is fun to use because it offers a wide range of strategies.

    YO: I would say Cell.  When you select Cell and the game starts with the larva, that is the moment when you feel this is something you can only experience in this game. In a sense, Cell is a character that symbolizes the game, so I hope that you will become Cell and strive to go from the larva to the final form.

    Caption: Not gameplay footage. 

    The Breakers has such a unique twist to the survival game genre as the main goal for survivors is to escape rather than focus on battling. What was the reason for this element of the game?

    RH: BNE has produced numerous Dragon Ball games. Most of these games have focused on battles and the retelling of the original story. While I felt that this was to be expected, since that is the image of Dragon Ball and what many people find appealing about it, I also wondered if that was really the only appeal of Dragon Ball, and at the same time, I have always had a vague feeling that this was not the case. I came up with the idea that the threat of battles between super warriors could be more strongly felt by viewing them not from the perspective of strong characters, but from the perspective of ordinary people, taking a hint from the existence of unique characters such as Bulma and Oolong, who do not have super powers and do not participate in battles. Furthermore, the “asymmetrical battle” game genre was already well known in the industry, and the development of this title began from the point of view that the combination of this game genre and asymmetrical battles could create new IP value and synergy.

    In The Breakers, there’s a game mechanic called Dragon Change where Survivors can borrow the powers of Z fighters, but it’s generally used as a means to escape rather than to battle. This is a bit different from other Dragon Ball games where the main focus is on the fights. How was it designing survivor characters who are essentially powerless?

    YO: In order to produce the concept of “the overwhelming power difference that can only achieve in Dragon Ball”, which was given by Hara-san, the “escape game” matched the concept well instead of previous battle-based games that was developed. On top of it, by having ordinary people in Dragon Ball world such as Bulma and Oolong becoming part of the game, it resulted in an experience that has never seen in a game while basing on the original story.

    In what other ways does this game bring in elements of the Dragon Ball franchise to make it a recognizable part of the universe? (Specifically what are some iconic Dragon Ball elements and story moments players can look out for when going through the different matches and maps?)

    RH: This title has a different perspective from the previous Dragon Ball games, with elements that symbolize the original story scattered throughout the game. The most obvious examples are Bulma, Oolong, and the Farmer, who do not have super powers. Their characteristics and skills would not be utilized in previous battle games, but this title is designed in such a way that they can be used to their full advantage. On the Raider’s side, the process of evolution, destruction of areas, defeating civilians, and other experiences of roaming the map as an enemy character are all new original story experiences. There are many other elements to the game, such as summoning Shenron by collecting 7 Dragon Balls, using various skills, Dragon Changes, etc., but I hope that you will experience them for yourself when you play the game.

    Lastly, it would be great to end with some fun advice for the players! What are some of your tips for being a Raider and being a Survivor? 

    RH: We believe that the shortest way to defeat Survivors is for Raiders to use their own eyes and ears to search for survivors, in addition to utilizing their skills and special moves. In particular, the ears tend to be neglected, so we hope that you will wear headphones and search for Survivors efficiently. It is important for Survivors to simulate in advance what they will do when they are attacked by Raiders. At first, they may try to escape by simply running, but of course Raiders will soon catch up, so we would like you to customize your own way of escaping after understanding the characteristics of your skills.

    YO: Survivors will enjoy cooperating with other players in order to escape, but there are many elements for players to communicate with each other, such as stamps, emotes, and signals, so we hope that you will enjoy the game while making use of these elements. We hope that you will enjoy the game as much as we do. Raiders also have custom voices that allow them to speak the lines of Cell and Frieza at any time from the original story. The ability to speak the lines of Cell and Frieza in battle situations similar to those in the original story is another way to enjoy the game! These items will be added to the game in the future, so we hope that you will continue to enjoy the game long after its release.

    Thank you so much for taking the time to discuss Dragon Ball: The Breakers in detail as we get ready to launch the game on PS4 this October 14, 2022!

    Website: LINK

  • Official PlayStation Podcast Episode 442: Virtual Galaxy

    Official PlayStation Podcast Episode 442: Virtual Galaxy

    Reading Time: 2 minutes

    Email us at PSPodcast@sony.com!

    Subscribe via Apple Podcasts, Spotify, or RSS, or download here


    Howdy! This week the team celebrates 30 years of Mortal Kombat, plus an interview with Jose Perez III and Ronman Ng from ILMxLAB on Star Wars: Tales From The Galaxy’s Edge – Enhanced Edition, in development now for PS VR2.

    Stuff We Talked About

    • Sports games!
    • Mortal Kombat series
    • God of War
    • Gotham Knights
    • Star Wars: Tales From The Galaxy’s Edge – Enhanced Edition (interview starts at 17:13)
    • The Last of Us Part I
    • Resident Evil 4

    The Cast

    Sid Shuman – Senior Director of Content Communications, SIE

    Tim Turi –  Manager, Content Communications, SIE


    Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music.

    [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

    Website: LINK

  • Ed Boon talks 30 years of Mortal Kombat

    Ed Boon talks 30 years of Mortal Kombat

    Reading Time: 8 minutes

    Ed Boon is practically gaming royalty. He’s been a working designer since the late 80s, starting with pinball and quickly moving to arcade games. And then he and three other folks created Mortal Kombat, and the rest is history.

    The legendary fighting series hits the big 3-0 tomorrow, a date that marks the release of the original Mortal Kombat arcade cabinets on October 8, 1992. And Boon has worked on Mortal Kombat for every one of those 30 years, a highly unusual feat in video game design.

    To celebrate the occasion, I caught up with the affable creator, now Chief Creative Officer for Mortal Kombat & NetherRealm Studios, to talk about his deep roots with the series, reminisce on his career developing MK, and try to get a sense of where it goes from here.

    Ed Boon talks 30 years of Mortal Kombat

    PlayStation.Blog: Where does 2022 find Mortal Kombat?

    Ed Boon: Well, it finds it celebrating 30 years of being around, being in the public eye. Obviously…we haven’t made the last one. I guess that’s probably the closest I can say without revealing too much. 

    The biggest surprise for me is that players have come along and stayed with us for so long. And so the fact that they’ve stuck with us all this time really invigorates us with each iteration of the game.

    PSB: With Mortal Kombat turning 30, are you reflecting on your life and how it intersects with the series?

    EB: Not so much of my life, but certainly on my career making games. Mortal Kombat is kind of like different forms of school for me now. The arcade days were like grade school, and the 3D games were, you know, middle school or high school. 

    And now the most recent games — Mortal Kombat 9, MKX, and MK11 — are kind of like college or graduate school. I think of my career as different chapters because it’s been so long. And we’ve been doing the games pretty consistently, over those 30 years, right? We didn’t stop and take a 10-year break and then come back. 

    Scorpion performs his iconic spear move in Mortal Kombat 11

    PSB: Are there other anniversaries that you celebrate, outside of the first game’s original arcade release date? 

    EB: I certainly celebrate the arcade game release. But there are different anniversaries. For instance, 1991 is when we started working on the game, when it was a Van Damme game and all that. 

    And then next year will be the 30th anniversary of Mortal Monday, the marketing campaign Acclaim created. They did an amazing job, really elevated Mortal Kombat to a new level of exposure. And I think it’s been 20 years since Mortal Kombat: Deadly Alliance, right? I think for the next several years we’re going to be having a round number anniversary for some version or another of Mortal Kombat.

    Raiden successfully hits Johnny Cage with his Torpedo move in the original Mortal Kombat

    PSB: If you could travel back in time and give yourself one piece of advice while you were working on the original Mortal Kombat, what might it be?

    EB: Don’t work so many hours? When you’re in your twenties you have almost unlimited energy. But at the same time, I don’t think I would have listened to myself back then. We were so driven. We were so motivated to do something special. And with each new thing that we saw, that we put into the game, and seeing people react to it… that just charged us that much more so there was no, there was no stopping us at that point. We were self-motivated. We were just on a mission.

    PSB: And that original Mortal Kombat arcade game came together in less than a year, right?

    EB: Yes, about eight months total. Yeah. 

    PSB: Mortal Kombat co-creator John Tobias recently shared a look at the creation of the game’s famous dragon logo. Are there any stories about the series that you’ve wanted to tell, but somehow no interviews ever touched upon?

    EB: Definitely there are. And I’ve been trying to tell those stories on social media, showing some of the videotaping that we had done capturing the actors performing the moves. And there’s, you know… I’m certainly entertaining the idea of writing some kind of a book or something like that when I have time. Because there are hundreds of stories that have happened over the years. Every once in a while you remember one of them and you’re like, “Oh, that’s right!” You know? Because it’s been 30 years.

    Ed Boon talks 30 years of Mortal Kombat

    PSB: Sounds like a great book! What is it about Mortal Kombat, in your mind, that’s sustained it for 30 years? What’s the secret?

    EB: The secret, I believe, is just the hard work and the consistent new releases that we do. We didn’t take a break for 10 years and then come back to it. And we’ve managed to do something new with each game. If you look at Mortal Kombat 1 or Deadly Alliance, or Mortal Kombat 3, Mortal Kombat 9, Mortal Kombat X… they don’t play the same, they don’t look the same. They all bring something new to the table, to the fight mechanic that none of the other games had done. And so there’s always a freshness in terms of the play. 

    The graphics obviously have taken dramatic leaps forward. So I think a persistent new version coming out somewhat regularly has really contributed to it. There have also been things outside of the games that have really expanded its horizon: the movies, the animation, all the merchandising… Everybody’s really just keeping it in the public eye.

    PSB: There’s probably not much you can say, but how is the movie sequel coming along? I saw it was reported in the press…

    EB: Well, it’s good, I would say. [chuckles] I guess I shouldn’t say too much. But I’m happy to be involved with it. And Mortal Kombat Legends: Snow Blind is a great entry too, and so we’ve really got a lot of stuff cooking.

    PSB: If you traveled back to 1991 and told your prior self that, in the future, there would be three or four movies and TV shows and animation based on Mortal Kombat… what would have been your reaction, do you think?

    EB: Disbelief. I… It’s funny. With each one of those big tentpole Mortal Kombat events that have kind of broadened its reach, the two that come to mind are when Acclaim decided to put $10 million on an advertising campaign and created Mortal Monday and you know, the kids yelling “Mortal Kombat!” in the street. I remember them showing me that video and saying to them, “you guys are going too far, this isn’t gonna be that big.” And I couldn’t have been more wrong. 

    And the same thing when they decided that they were going to do a movie based on it. I was like, you know, “you guys are putting too many eggs in one basket.” ….So I’m always a little bit more cautious or maybe pessimistic. But I never [assume] “oh, it’s gonna be the biggest thing in the world.” That’s always been a surprise to me, to everybody working out on the game that it’s gotten so big.

    Jin Kazama catapults Kazuya Mishima skyward with a powerful fist strike in Tekken 8Guile launches Ryu into the air with a Sonic Kick in Street Fighter 6

    PSB: Do you get much of a chance to catch up with other folks like your peers in the fighting game development world?

    EB: Not very often. I’m a huge fan of the games. I love Tekken, I love Street Fighter and play those games every new version that comes out. The, you know, obviously the Guilty Gears and Samurai Showdowns and all that are great, I love them.

    But a lot of them live and develop their games in Japan, and I’m not in Japan very often. So every once in a while, we’ll cross paths at maybe an E3 or something like that. But I don’t get that opportunity too often.

    PSB: What are your thoughts just more broadly on the fighting game scene now? Is it healthy?

    EB: I’m very positive. For instance, Mortal Kombat, Street Fighter, Tekken, I think are very mainstream games, right? They’re not niche games that a few people play. They have broad appeal, and they’re very different. 

    I think all of them have realized that you can’t be too complex, or you need to have some layer that’s accessible to the general public that doesn’t count frames…. they have become aware of that but maintain the kind of deeper element that the hardcore players are really going to kind of devour. So I’m very excited over, especially, the next couple of years. We’re going to have a lot of high-profile big hitters coming to bat.

    PSB: What do you think pushes evolution in the fighting genre?

    EB: Technology does, obviously. Every game that comes out has new, better graphics. Online play is a big one, too. As games play better online, it just naturally creates a broader audience, a bigger scope of opponents to play against. And then, exposure: Events like EVO certainly are growing in popularity, and demonstrate what you can do with these games. So a lot of players become inspired by seeing professionals play.

    A clash on Dhalism’s Street Fighter II stage sees Ken fire off a Hadoken as Guile winds up a Sonic Boom

    PSB: Street Fighter also has an anniversary this year, it’s turning 35. Going back in time, again to 1991. What was it like to see Street Fighter II for the very first time?

    EB: The thing that struck me in Street Fighter II, was how big the characters were. For their time, they were huge on the screen. And that was a lot of fun, and really inspired us to make our characters even bigger on the screen. 

    Arguably, you could say Karate Champ really started the genre. Street Fighter II pushed it into, you know, a phenomenon. Some people credit Street Fighter II and the fighting games that followed with saving arcades while they were really taking a dip. 

    PSB: Playing any good games lately?

    EB: No….My days are just completely booked. There’s a number of games that I do want to play and have seen glimpses of, for sure. So I have like a stack of games that I’m certainly going to be trying, but I haven’t played something all the way through in a long time. 

    I’m always looking forward to the new God of War game. That’ll be a lot of fun to check out as well. 

    PSB: And circling back to Mortal Kombat — where does the series go from here?

    EB: You know, you could have asked me that same question 10 years ago, 20 years ago. One of the things that’s great about working on Mortal Kombat games for so long is that we have team members now who weren’t even born when Mortal Kombat came out. 

    And so we always have such a wide range of players, experiences, ages, different diversity and backgrounds. So there’s never a shortage of new ideas. And while I don’t think I can predict them… I have 100% confidence that we will be able to always provide something new with each iteration of Mortal Kombat. 

    That’s one thing that I can very confidently say. Mortal Kombat will continue to feel fresh, to feel new, and to push boundaries with regards to certain aspects of game design.

    Note: This interview was condensed for brevity and clarity.

    Website: LINK

  • Share of the Week: Customization

    Share of the Week: Customization

    Reading Time: 3 minutes

    Last week, we asked you to share your best character and weapon customizations using #PSshare #PSBlog. Here are this week’s custom highlights:

    gamingbyframe dons some heavy duty total coverage armor in Ratchet & Clank: Rift Apart.

    MrNeverNeverman shares Ellie wearing a Jak and Daxter set of goggles and a God of War t-shirt in The Last of Us Part I.

    tian__chris_jnx shares Aloy striking a playful pose in armor and body paint in Horizon Forbidden West.

    coalabr14 shares Eivor wearing some intricate armor in Assassin’s Creed Valhalla.

    justinphotomode shares Kena posing with new heavier armor in Kena: Bridge of Spirits.

    TheFourthFocus shares an original creation in Concrete Genie.

    Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week? 

    THEME: Rainbow
    SUBMIT BY: 11:59 PM PT on October 12, 2022

    Next week, we’re looking for a bright splash of color. Share frames filled with color, or snap a literal in-game rainbow from the game of your choice using #PSshare #PSblog for a chance to be featured.

    Website: LINK

  • No Man’s Sky WayPoint Update (4.0) Overhauls Gameplay Fundamentals

    No Man’s Sky WayPoint Update (4.0) Overhauls Gameplay Fundamentals

    Reading Time: 3 minutes

    Hello, 2022 has been one of the busiest years for No Man’s Sky on PlayStation with the release of the Sentinel, Outlaws, Leviathan and Endurance updates as well as several more large expeditions, all free to PlayStation 4, PlayStation 5 and Playstation VR owners.

    That’s not all though. We are pleased to announce that our 4.0 update, Waypoint, is available to download today.

    Waypoint brings an overhaul of design and balance, including inventories, milestones, cataloging and game modes. It also introduces hundreds of community-favorite quality of life improvements, both macro and micro.

    Inventories have been overhauled, with ships, weapons and players having their level cap greatly increased. Survival, crafting, combat and controls can now all be customized to cater for travellers’ unique play styles.

    Relaxed mode brings a new focus on sandbox exploration for travellers’ old and new. Meanwhile returning players are welcomed by a new information portal with a summary of their goals and progress.

    For long-term players, a new milestone system, new collectibles and improved mission content brings new long term goals and challenge. With new streamlining and balance, Waypoint allows players to enjoy twenty major updates as a more cohesive whole.

    This is hopefully the best time to be a No Man’s Sky player, whether you are a new explorer who benefits from our Relaxed Mode, a returning player who is welcomed back by a more cohesive gameplay experience, or a core player who is excited for the increased level cap and hundreds of quality of life improvements.

    The leap from version 3.0 to 4.0 is perhaps our biggest generational jump so far. It’s an exciting moment, and marks a solid foundation for future updates. We can’t wait for players to experience Waypoint on PlayStation 4, PlayStation 5 and PlayStation VR from today.

    Our journey continues.

    Website: LINK

  • Horizon Forbidden West OST: Physical pre-orders and a music video debut

    Horizon Forbidden West OST: Physical pre-orders and a music video debut

    Reading Time: 3 minutes

    Music plays an essential role in bringing the world of Horizon to life through your speakers. From working with stellar composers to fostering the creations of our own Sound Designers, we take great care in mixing atmospheric sounds, beautifully-written lyrics, and stunning voices to amplify the storytelling our teams create. Since we launched Horizon Forbidden West back in February, we’ve seen so many wonderful stories of people enjoying the tracks that bring so much drama and life to the game, immersing themselves into the world and joining Aloy on her captivating journey – and we are hugely grateful!

    With this in mind, we’re excited to announce that the music of Horizon Forbidden West is now available for pre-order in physical formats.  A comprehensive collection of over 130 tracks will come to CD this holiday season for $49.98*, while two editions are arriving for vinyl lovers. The Essential Collection, featuring some of the most iconic themes and tracks from Aloy’s journey west, is available for $39.98*. The Deluxe Edition, an extensive, 6-disc set covering the breadth of the musical landscape of the Forbidden West – from the choral serenity of Plainsong to heightened combat against Tiderippers and more – is a must for fans and collectors alike, priced at $169.98*. Both vinyl editions are expected to ship in spring 2023.

    Pre-order the Deluxe Edition vinyl: https://horizon.lnk.to/6LP

    Pre-order the Essential Collection vinyl: https://horizon.lnk.to/2LP

    Pre-order the CD collection: https://horizon.lnk.to/6CD

    To celebrate, today I want to highlight one song on the soundtrack that is particularly dear to us, because it was originally written by one of our very own Sound Designers, Lovisa Bergdahl. “In the Flood” was not originally written for the sequel, but Lovisa’s live demo convinced us that it would carry the game’s opening perfectly! She then teamed up with one of our composers, Oleksa Lozowchuk, to co-produce the track which now graces the opening sequence as Aloy gallops into the West (performed by Ariana Gillis). Lovisa’s original version can be enjoyed after completing the game, during the end credits.

    We are incredibly honored and excited to debut our first ever music video for “In the Flood (Lovisa’s Version)”! Watch as Lovisa showcases the song to stunning shots of Aloy and the world of Horizon:

    Horizon Forbidden West OST: Physical pre-orders and a music video debut

    Head over to the official Guerrilla Twitch channel at 7am PT / 4pm CEST where Lovisa will be joining our community team together with Music Supervisor Lucas van Tol to talk about the soundtrack, the making of the music video, and answer any questions you may have about creating the iconic melodies that accompany Aloy’s journey into the Forbidden West!**

    If you want to learn even more about our talented composer team, you can rewatch our Composer Spotlight which features behind the scenes footage and interviews about the creation of the Horizon Forbidden West soundtrack.

    Happy listening!

    *Recommended Retail Price. Actual Retailer Price may vary. For local pricing, please check the pre-order links. **If you can’t make the livestream, you can watch it back on Guerrilla’s YouTube channel on demand: https://www.youtube.com/c/guerrillagames/videos

    Website: LINK

  • PlayStation Store: September 2022’s top downloads

    PlayStation Store: September 2022’s top downloads

    Reading Time: 2 minutes

    Time to get the full download on September 2022’s Top Downloads charts! NBA 2K23 swept the court for top game in the US on PS5 and PS4, while FIFA 23 continues to score major download goals across both regions. 

    Drop your predictions for October in the comments, then check back early next month to see where your guesses land. 

    PS5 Games

    US/Canada EU
    1 NBA 2K23 FIFA 23
    2 FIFA 23 NBA 2K23
    3 The Last of Us Part I The Last of Us Part I
    4 Madden NFL 23 Cyberpunk 2077
    5 Cyberpunk 2077 Grand Theft Auto V
    6 Grand Theft Auto V Disney Dreamlight Valley
    7 Disney Dreamlight Valley Tom Clancy’s Rainbow Six Siege
    8 Saints Row 5 Assassin’s Creed Valhalla
    9 Tom Clancy’s Rainbow Six Siege F1 22
    10 JoJo’s Bizarre Adventure: All Star Battle R Saints Row 5
    11 Cult of the Lamb Construction Simulator
    12 Gran Turismo 7 F1 Manager 2022
    13 VALKYRIE ELYSIUM Cult of the Lamb
    14 Star Wars Jedi: Fallen Order Riders Republic
    15 Marvel’s Spider-Man: Miles Morales Steelrising
    16 Teenage Mutant Ninja Turtles Collection Among Us
    17 Steelrising Gran Turismo 7
    18 ELDEN RING FAR CRY 6
    19 Destroy All Humans! 2 – Reprobed Stray
    20 Assassin’s Creed Valhalla Resident Evil 3

    *Naming of products may differ between regions
    *Upgrades not included

    PS4 Games

    US/Canada EU
    1 NBA 2K23 FIFA 23
    2 FIFA 23 NBA 2K23
    3 Madden NFL 23 Grand Theft Auto V
    4 Grand Theft Auto V Minecraft
    5 Minecraft The Forest
    6 Red Dead Redemption 2 Red Dead Redemption 2
    7 Cyberpunk 2077 Dead Island: Definitive Edition
    8 Dead Island: Definitive Edition EA Sports UFC 4
    9 EA Sports UFC 4 The Witcher 3: Wild Hunt
    10 The Forest F1 22
    11 The Last of Us Part II Assassin’s Creed Origins
    12 Dragon Ball FighterZ Cyberpunk 2077
    13 Tom Clancy’s Ghost Recon Breakpoint Assassin’s Creed Odyssey
    14 Saints Row 5 Tom Clancy’s Ghost Recon Breakpoint
    15 Batman: Arkham Knight The Last of Us Part II
    16 God of War Riders Republic
    17 Dragon Ball Z: Kakarot Tom Clancy’s Rainbow Six Siege
    18 Teenage Mutant Ninja Turtles Shredder’s Revenge ARK: Survival Evolved
    19 Tom Clancy’s Rainbow Six Siege Tekken 7
    20 The Witcher 3: Wild Hunt A Way Out

    *Naming of products may differ between regions

    PS VR Games

    US/Canada EU
    1 Beat Saber Beat Saber
    2 Job Simulator Job Simulator
    3 SUPERHOT VR SUPERHOT VR
    4 Astro Bot Rescue Mission Sniper Elite VR
    5 Creed: Rise to Glory Swordsman VR
    6 Rick and Morty: Virtual Rick-ality Creed: Rise to Glory
    7 NFL ProERA ’22 Astro Bot Rescue Mission
    8 Swordsman VR Marvel’s Iron Man VR
    9 Sniper Elite VR The Walking Dead: Saints & Sinners
    10 Transformers Beyond Reality Rick and Morty: Virtual Rick-ality

    Free-to-Play (PS5 + PS4)

    US/Canada U
    1 Fortnite Rumbleverse
    2 Fall Guys Fortnite
    3 MultiVersus Fall Guys
    4 Rumbleverse eFootball 2023
    5 Call of Duty: Warzone MultiVersus
    6 Apex Legends Rocket League
    7 PSO2 NEW GENESIS Call of Duty: Warzone
    8 Rocket League Apex Legends
    9 Destiny 2 Genshin Impact
    10 eFootball 2023 Century: Age of Ashes

    Website: LINK

  • Gotham Knights: Four game experiences in one

    Gotham Knights: Four game experiences in one

    Reading Time: 7 minutes

    “What would Gotham be without Batman?” 

    It’s a question that feels almost sacrilegious, but is one Gotham Knights answers in thrilling detail – developer WB Games Montréal exploring what happens to a city stripped of its iconic protector.

    As shown in the first preview back when the game was first revealed, instead of taking on the mantle of the Caped Crusader, Gotham Knights puts you in the spandex-clad shoes of Batman’s protégés in single player or two-player online co-op. Play as Batgirl, Nightwing, Robin, or Red Hood as they join forces to mourn their mentor and keep the city safe. One will become the Defender of Gotham by the game’s close, but it’s up to you to choose which character that should be as you experience their journey of grief, duty, and… weightlifting. There’s a lot of gym work going on in the Belfry.

    Nightwing is definitely a gym fanatic. Harley Quinn doesn’t give him the nickname ‘Nightbutt’ for nothing.

    After visiting the WB Games Montréal studio for two hours of hands-on play, it’s fair to say that decision won’t be easy. The hands-on showcased a few areas of the game at different points in the story. Firstly, a look at the start of our crime fighters’ journey as they’re reeling from the loss of Batman and picking up the mysterious work he left behind, and then jumping to a few hours in for the start of Harley Quinn’s villain arc (and then later still for her boss battle), offering a better look at the powers these superheroes can wield. 

    You can switch between the four playable characters with a quick trip to the Belfry, aka Gotham Knights’ central hub, and while they all share a core control scheme when it comes to melee and ranged combat prompts, Gotham Knights does an admirable job of infusing each hero with their own distinct personality and unique abilities.

    Batgirl is a hacker specialising in one-to-one combat, with a fluid approach to movement and disarming enemies that feels not dissimilar to classic Batman. Armed with tech abilities such as overcharging enemy weapons for bioelectrical damage or using AR mode to hack into nearby devices, her combat feels powerful and precise, a testament to Bruce Wayne’s training that she’s honed into her own style.

    Nightwing can be your support figure with abilities that buff allies, but he also excels in acrobatic beatdowns and pinballing between enemies during battle. Playing as Nightwing is a more frenetic experience; he thrives when taking down large groups of enemies with lightning-quick movements, getting in before they can hit back – as well as the aforementioned Nest power that provides a defence bonus and healing to friendly figures for stronger teamwork.

    Then you’ve got the younger Robin – a master of stealth, utilising sneak attacks and pouncing from above, while completing the quaternity is Red Hood, an aggressive gunfighter who dishes out justice in a rain of bullets.

    Red Hood dominates with his twin pistols, but isn’t shy about delivering a hefty blow with his fists in closeup combat. Both his ranged and melee abilities are enhanced with spectral, otherworldly powers thanks to his backstory of coming back from the dead.

    These differences are made all the more spectacular thanks to Gotham Knights’ approach to Momentum, a combat mechanic where you fill up a bar with perfect dodges to unleash special moves that make use of each hero’s personal style. You can also fill up your Momentum bar with timed strikes, a precise press of the square button when you’re about to land an attack that makes it even more potent. It’s a satisfying, rhythmic beat in the combat that makes the fighting feel like dancing – it’s only if your character takes an errant fist to the face that the flow is broken. Understandably.

    Nightwing, for example, does an acrobatic leap that pings him off the heads of his enemies, while Batgirl releases a storm of vicious Batarangs – each move feels natural to the character you’re playing as. Branching skill trees facilitate a level of customisation that makes each character feel tailored to your unique style, with each character possessing three unique skill trees they can select powers to upgrade within through AP collected by completing missions.

    Each Knight can tap into elemental powers for extra damage, such as Batgirl’s Bioelectrical Elemental Effect that shocks enemies when their weapons are overcharged.

    For Batgirl these are Justice, Grit, and Oracle, reflective of combat, stamina, and hacking abilities respectively, whereas Red Hood has Marksman, Brawler, and Vengeance for shooting, melee, and damage. Every Knight also has a personalised knighthood tree to spend AP in that encourages their progression to taking on the late Batman’s now-empty position, replete with unique, powerful abilities – like each Knight’s traversal method (think the Flying Trapeze for Nightwing, and Spectral Platforms for Red Hood) across Gotham. This all works incredibly well to maintain a sense of individuality, which is important in two player co-op when both players can select the same member of the Bat Family. 

    It’s not just within their skill trees these characters differ. Cinematic Director of WB Games Montréal, Wilson Mui, revealed Gotham Knights’ cinematics are designed with each individual protagonist in mind – meaning that often four completely different versions of the Knights’ reactions to the world around them have been voiced, mocapped, and scored to capture each character’s authentic personality in the moment.

    You’ve essentially got four different experiences in one, with the option to swap between characters each night you go out on patrol in the city, or stick to one favourite to see their storyline through in its entirety. Coupled with costume collections that make for a constantly customisable superhero look – with various parts of each full suit able to be changed up as you see fit – as you progress through the narrative, you’re spoiled for choice when it comes to shaping the game however you like.

    Playing as Robin whilst interacting with the villains of the game reveals just how new he is to the superhero business. This is reflected in his first uneasy encounter with Dr Quinn – unlike his more experienced counterparts that have a personal rapport.

    Ultimately the four protagonists have a common goal: to protect Gotham by taking down opportunistic criminals and piecing together clues to larger events, while uncovering insidious secrets buried deep in the city’s foundations. Traverse the five boroughs of open world Gotham on the end of a grappling hook or on the back of the Batcycle (which, crucially, comes with a dedicated wheelie button) as you pursue leads on the Rogue’s Gallery of villains.

    Of course, perhaps the most infamous of all these villains is Harley Quinn, who’s characterisation has been adapted from the manic pixie dream girl we’ve become familiar with in popular media to a more mature, somehow even more chaotic psychiatrist, one that can flourish in a city now devoid of Batman’s protection. Harley is allowed to stretch her wings as an independent being, which can mean only one thing: Gotham is about to get a whole lot messier. Luckily for us, she’s taking the Knights along for the ride.

    Mr. Freeze, Clay Face, and Harley Quinn all appear in Gotham Knights, grappling with how they exist in and interact with a Gotham sans Batman.

    Finding supervillains comes through detective work when patrolling the night-time streets of the city, taking down petty criminals in search of clues and information that lead to where they’re enacting their devious plans. Harley, however, we already know the whereabouts of thanks to some previous crime-busting shenanigans: Blackgate Penitentiary. This is where we first meet her in the hands-on, surrounded by rioting prisoners, flaming walls, and far too many party balloons for someone who should really be sitting quietly and thinking about what they’ve done.

    As it turns out, Gotham without Batman might seem strange, but the reality is an exciting deviation from the stories we’ve heard before. It’s an uncanny approach to the DC legend, fresh and familiar at the same time, but a new era of protagonists means a whole new world of opportunities to explore in turn.

    Gotham Knights launches for PlayStation 5 on the 21st of October, 2022.

    Website: LINK

  • Game developers explain what makes God of War (2018)’s combat tick

    Game developers explain what makes God of War (2018)’s combat tick

    Reading Time: 9 minutes

    Innovation is king when it comes to video games, especially when reinventing a beloved franchise. Developers are challenged with balancing what fans loved about the series’ origins while modernizing the experience and providing surprising gameplay enhancements that players didn’t even know they wanted. Few developers understand this task better than Santa Monica Studio, which reimagined Kratos’ mythological melee in 2018.

    The sequel God of War Ragnarök launches November 9. This new entry is poised to deliver more of the satisfying combat introduced in God of War (2018), including Kratos’ trusty Leviathan Axe and the Blades of Chaos, increased verticality in combat, versatile shield options to customize play, a host of new mythical beasts to battle, and more.

    Ahead of God of War Ragnarök’s release, we invited talented game developers from PlayStation Studios and third-party studios to reflect on God of War (2018)’s impactful combat. These creators dive into everything from Kratos’ crunchy, boomeranging Leviathan Axe to the intimate camera perspective, while also sharing their personal perspective on what makes for satisfying melee combat.


    “God of War 2018 was hugely inspirational. It took many aspects of action-focused games and merged them to establish a new standard that directly impacted how we approached combat when creating Ghost of Tsushima.

    For example, the yellow and red ‘rings’ in God of War that indicated required player actions were highly influential and inspired the blue and red ‘glints’ in Ghost of Tsushima for unblockable/parryable attacks.

    Valkyrie boss design was also a huge inspiration for us and had a major influence on the ‘Six Blades of Kojiro’ mission in Ghost of Tsushima, which involved tracking down and fighting duelists across the island. Each duelist had a unique move, but the final duel incorporated all of the various moves of the previous duelists, just like the Valkyries. I will say Sigrun the final Valkyrie kicked my butt more times than I would like, and my secret hope is that Kojiro in Ghost of Tsushima defeated many players in the same way!”

    – Ted Fishman, Lead Combat Designer, Sucker Punch



    “When players use heavier weapons [in Monster Hunter World] that have slower movement and attack speeds, it’s more difficult to hit monsters. An important part of designing combat for us is to create a mechanism that converts the stress of slow movement into a sense of accomplishment when the player successfully hits a target.

    There are a number of ways to achieve this, and it is obviously important to have a special move that feels satisfying when you hit the target because of its heavy weight. But what is even more important, is giving players the movement options necessary to precisely position themselves in order to land that hit. These can even be small things such as taking a few steps closer to attack/taking a step back after the attack.

    The combat in God of War (2018) is simple but profound. The basics of an action game are carefully implemented into this game, like your attacks becoming more effective if you respond appropriately to your opponent’s attacks. There are many options for what you can do to your opponent, such as directing projectiles and arrows even at long ranges, and switching to bare hands or [Spartan] Rage mode.

    In addition, you can switch to powerful attacks depending on the state of your opponent, like when they are stunned. The amount of controls doesn’t increase, but the reaction varies, so players don’t get bored. I am amazed at the careful work that has gone into the game.”

    – Yuya Tokuda, Director, Capcom



    “The Last of Us Part II had a unique challenge to keep the sense of weight and impact that Joel brought to the combat in part I but translate it to a now 19-year-old Ellie all while keeping the actions realistic and fidelity extremely high. We used techniques including tight camera work, camera shakes, controller vibration, geometrical blood effects, and more to get this right. This holistic set of feedback is required to achieve the weight, impact, and general brutality The Last of Us demands.

    God of War (2018) takes different approaches but is equally considered in all of these feedback vectors. One of the biggest contrasts is the different approach in camera work. God of War utilizes a further pulled back camera to enable greater field of view of the combat space. This allows the player to better track multiple targets. Camera shake is also significantly reduced. While this can hurt impact perception, it greatly improves legibility of targets and aids gameplay. What is reduced by these camera choices is made up for in audio and animation. Hit impact sounds are huge. Kratos’ axe doesn’t sound like it simply slices through, but rather has a brute force slam with lots of low end effort that ends with a high frequency slash. This is reinforced by the animation style. Swings have very large arcs with powerful follow throughs. Enemy reactions are allowed to break reality with huge pose changes, flips, and even air juggling is all used to sell the power fantasy. God of War also employs a rather subtle but powerful technique called ‘hit stop’ which on hit actually pops the target to the hit pose and holds both Kratos and the target in that first frame for a short duration. This is not realistic, but it strongly emphasizes the connection of the swing and can also simulate a sort of resistance on the follow through of the attack. And honestly, when you’re chasing weight and impact in your game, sometimes it just really helps when your protagonist is the Greek god of strength.”

    Christian Wohlwend, Principal Game Designer, Naughty Dog



    “What God of War (2018) has achieved is nothing short of spectacular and a lot has already been said about Kratos’ axe and how it came to fruition – mostly thanks to exemplary openness of Cory Barlog and the whole Santa Monica Studio about their design process. But aside from all of the neat tricks inspired  by Street Fighter and other beat ’em up games, the secret of God of War is hard work and relentless iteration. It’s the action-reaction loop ruthlessly polished till it’s absolutely golden. Kratos deserves nothing less and I’m sure God of War Ragnarök will deliver.

    Creating a good combat system is always a long bout against time and resources, but you’ll never land the triumphant final blow unless you invest all of your focus and attention to the feedback loop of hitting your enemy and him reacting to that powerful hit. [Similarly to God of War] we have spent a lot of time on fine-tuning every hit animation [in Dying Light 2], every weapon parameter to make sure it just feels right.”

    – Tymon Smektała, Lead Game Designer, Techland



    “God of War was always a franchise that gave players spectacle and a sense of power like nothing else out there. When the game returned in 2018, it managed to change up the formula while staying true to the pillars that originally made it great. Pushing the camera in brought a new perspective to the carnage Kratos dealt, and with it, new weapons, abilities, and a partner to help you along the way. New innovative ways to string together combos between the different pieces of your arsenal kept you feeling like the God of War while taking the time to master the game elevated the combat even further and showed the gods of Asgard that Kratos hadn’t missed a step with his time away.”

    – Adam Coriglione, Senior Combat Designer, Insomniac Games



    “I believe the key to designing close combat is all about tension and release. The player should experience tension while executing attacks and feel a sense of balance as well as foreshadowing from the motion on-screen. [In Resident Evil Village] we then look to release that tension and create a liberating feeling through animations and special effects when attacks connect successfully. Although this may be a general answer, simple and crisp design is what I emphasize when developing games.

    I thought it was wonderful how the melee and ranged combat elements [in God of War (2018)] were mixed together at a high level with the new Leviathan Axe weapon. This design allowed for two different approaches to the action. You can both take out enemies who are far away and execute strong attacks in close quarters utilizing the same weapon. This is something I felt was revolutionary combat design!”

    – Morimasa Sato, Director, Capcom



    “I loved the original God of War games, the flow and ferocity of the combat for me gave them hands down the best combat in any game developed outside of Japan. When the 2018 version came around, I was trepidatious – would this attempt to ‘remake’ the formula and screw that lovely combat up?

    It didn’t, of course, and instead delivered a fantastically crunchy third-person combat experience. Early in the game I knocked a bad dude off his feet with a deftly thrown axe, sent him flying into one of his horde buddies who got launched into the air too – a moment of true delight! and I knew the game was going to live up to expectations.”

    – Anna Marsh, Associate Game Director, Firesprite


     


    “Chivalry 2’s combat design paradigm is: Let players do the awesome thing. Full control over a weapon’s swing arc and the player character’s body positioning, alongside mechanics such as dodging, feinting from one attack type into another, or countering, allow players to perform dazzling symphonies of action.

    By comparison, God of War (2018)’s combat is forceful, kinetic, and bombastic. It is about giving players the opportunity to live out a clear power fantasy that feels rewarding and powerful. Lots of attention is paid to hit reactions and impact kinetics, and Kratos’ axe becomes a natural extension of the player’s hands. Animation responses and input handling ensure that every action feels rewarding in itself – and combined, they lead to combat sequences that would rival those of Hollywood blockbusters.

    God of War also leverages its nature as a single player game to expand the player’s toolset throughout the player’s journey, keeping the experience fresh and allowing players to define their own playstyle based on their preferences.”

    – Leif Walter, Design Director, Torn Banner Studios



    “God of War (2018) was an astonishing accomplishment. We can all likely agree (and discuss at length why) the Leviathan is amongst the greatest implementations of an axe in a video game, but for me it was the buddy combat behavior that really grabbed my attention.

    An initial concern was the game may be one giant escort mission but Atreus was never a burden and a rare shining example of a buddy companion who dramatically improved the combat experience. I did not expect Atreus to contribute so much to the core combat, but he was fully autonomous and never passive, able to instigate and encourage combat mechanics through crowd control, distraction and air juggles. My only gripe was the uncontrollable urge to punctuate every sentence with ‘BOY’ for the months following.”

    – David McMullen, Lead Systems Designer, Guerrilla



    “In the Nioh series, we wanted to convey the contrast of stillness and motion in samurai battles, so we designed the game such that the player and their enemy had stamina bars, and they would have to be aware of the timing of their offensive and defensive maneuvers. Additionally, being able to utilize a Ki Pulse after an attack in order to regain your stamina is something that is very distinctive of close quarters combat in the Nioh series.

    Fairness and the game having a unique feel to it is not only a feature of the Nioh series, but these are also points that Team Ninja puts the most importance on when creating close quarters combat in our games.

    [In God of War (2018)], the animation and sound effects were all very high quality, but the camera work was a step above everything else and it felt incredible. When designing close quarters combat, there is a dilemma that arises on how to set up the camera in such a way that the visuals and gameplay both equally have a lot of impact to them.

    However, the camera in God of War (2018) was very close to Kratos while also keeping the force of the attacks and allowing the players to feel the pain of their enemies. This was done all while the UI and effects had a lot of work put into them, without the player ever feeling the outrageousness of the camera work. The combo attacks with Atreus and the series’ staple QTEs also were implemented seamlessly, and the way this all came together was really astonishing. I am really looking forward to seeing how all of this evolves in God of War Ragnarök.”

    – Hiroyuki Nishi, Combat Designer, Team Ninja



    God of War Ragnarök launches on PS4 and PS5 on November 9, 2022. Brush up on your Norse mythology (by way of Kratos) with a look back at God of War (2018)’s story.

    Website: LINK

  • Players’ Choice: Vote for September 2022’s best new game

    Players’ Choice: Vote for September 2022’s best new game

    Reading Time: < 1 minute

    September 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.


    Website: LINK

  • All Hallows’: The Land of Lost Dreams is calling…

    All Hallows’: The Land of Lost Dreams is calling…

    Reading Time: 4 minutes

    Spooky season is nearly here – and what could be scarier than a purgatory dimension haunted by half-finished ideas and forgotten concepts? Our annual made-in-Dreams Halloween celebration is nearly ready to welcome you – and all of your cruelly abandoned WIPs, you monster – to The Land of Lost Dreams.

    This year, we asked the Dreams coMmunity to design strange and unusual glades for players to explore in our Forest of Gloom, and Cursed Trinkets that represent the essence of their creative energy. And oh boy, do they have a lot of that. Our eyes have seen some truly inexplicable things. The cosmic void will be eating well this year.

    ‘But when will we get to visit the cosmic void?’, we hear you cry and wail and gnash (you should really stop doing that, it’s terrible for your teeth). We’re delighted to reveal that All Hallows’: The Land of Lost Dreams will be live in Dreams and open to visitors from October 20th, 2022! (Internet connection required for online play.)

    What awaits you there? Here’s a quick look at some of the main attractions of the area…

    Tall Tales and Quirky Quests

    The Land of Lost Dreams is a curious place, with a rich and unnerving history to uncover. You’ll meet, and help out, plenty of odd characters on your main quest by sneaking around, solving puzzles and much more besides. Some faces may even be familiar to those who’ve been following Dreams’ development for a long time…

    The Forest of Gloom

    One of The Land of Lost Dreams’ most beautiful and unpredictable locales, this explorable wooded area contains all manner of interactive oddities made by the Dreams community. Take a stroll! See the sights! Don’t think too hard about what might be hiding in the bushes!

    Cursed Trinket Shrines

    Want to soak up some culture? Look no further than The Land of Lost Dreams’ fabulous collection of cursed trinkets, hand-crafted by dreamers. You’ll have to visit some odd-looking places to find them, but we’re assured that as long as you’ve had your tetanus shot, they’re probably safe to visit.

    We’re really just scratching the surface here – there’s even more to discover in The Land of Lost Dreams when it appears in Dreams next month. If only there were some kind of travel brochure for would-be visitors to read for more information, provided by a totally legit tourist board? Now that would be useful. Better keep an eye out for anything like that over on our editorial blog, The Impsider.

    Streams and Screams!

    We’ll also be running two Halloween-themed livestreams over on the official Mm Twitch channel to celebrate the season! The first will be our launch day stream for All Hallows’: The Land of Lost Dreams, at 9am PT / 5pm BST, 20th October, in which we’ll be playing through the full event and checking out plenty of the coMmunity-made goodness on display.

    The second stream at 9am PT / 5pm BST on 21st October will be a more general spooky session; we’ll be playing some of the scariest games available in Dreams so you can all have a good laugh at us yelling our heads off while we’re being chased by monsters. And yes – we’ll be wearing costumes.

    Not only that, but we’ll also be running our usual Halloween CoMmunity Jam throughout October. Dreams creators love their horror, so you can bet your sweet pumpkins that some terrifying stuff is going to come out of that one. The results will be playable during launch week of All Hallows’: The Land of Lost Dreams, so never fear: there’ll be no shortage of stuff to tickle your scary bone (that’s a thing now, we’ve decided) in Dreams next month.

    We’ve had a blast bringing All Hallows’: The Land of Lost Dreams to life, and we can’t wait for you to come and explore the place when the playable event launches in-game on October 20th. Unlike all those neglected ideas languishing in The Land of Lost Dreams, it’s sure to be… unforgettable.

    Website: LINK

  • Indies highlights coming to PS4 & PS5 in October 2022

    Indies highlights coming to PS4 & PS5 in October 2022

    Reading Time: 4 minutes

    It’s October, and you know what that means–freaks and frights are abounding! There’s no better time to dive deep into some wildly experimental and stylish survival horror than the Halloween spooky season, and this month’s PlayStation Indies delivers on that front. As for the “freaks”–well, we’ve got a gaggle of very strange creatures and some beastly brawlers straight outta the barnyard. Oh, and a geometric object so terrifying it makes alien apex predators tremble in fear. Let’s take a look at what you can look forward to on PS4 and PS5 this month.

    The Eternal Cylinder 

    The imaginative minds at developer ACE Team (Rock of Ages, Zeno Clash, Abyss Odyssey) have returned with an otherworldly adventure. A majestic planet exists far away in the universe, teeming with strange lifeforms all struggling for survival. Yet even in this harsh environment, one threat looms above all others: the crushing, destructive might of the Cylinder. 

    You take control of a Trebhum, an odd pack-traveling creature blessed with the power to transform and adapt to environments by eating. Explore four beautiful alien biomes–savannah, tundra, desert, and a freaky mutated infected sector–all while metamorphosing your herd of Trebhums to react to the dangers posed by the environments and other creatures. Grow extra legs to build your stamina, extendable eyes to get a better view of your surroundings, and bloat up your body for extra inventory space. Explore, evolve, and discover the Cylinder’s secrets before it destroys everything.

    Release Date: October 13 | Publisher: Good Shepherd | PS5

    Indies highlights coming to PS4 & PS5 in October 2022

    Them’s Fightin’ Herds

    Small, cute animals bring big-time rompin’, stompin’ action in this unorthodox one-on-one fighting game from Mane6. Made by and for fans of the genre, Them’s Fightin’ Herds is a beautifully animated, humor-filled critter combat game featuring character designs from acclaimed animation producer Lauren Faust. These fuzzy, scaly fighters might run on four legs, but they’ve got just as many slick fighting skills as their human counterparts, bolstered by magic energy that can be used for movement and offense skills that are unique to each character. If beating down the barn doors with your local buddies isn’t enough, you can battle hoof-to-claw with friends both on and offline, thanks to smooth rollback netcode. 

    Release Date: October 18 | Publisher: Modus Games | PS4, PS5

    Indies highlights coming to PS4 & PS5 in October 2022

    Saturnalia 

    Some historians theorize that the customs of the Roman holiday Saturnalia were absorbed into the Christmas holidays. But in the case of Saturnalia, a game from the acclaimed Italian indie studio Santa Ragione, Halloween is a far more appropriate season because this survival-horror roguelite is anything but festive. 

    You’ll travel to Sardinia, an island off Italy’s coast and home to the village of Gravoi, where a strange ritual takes place every winter solstice. As you take control of four different characters, you’ll explore disconcerting corridors and terrifying, twisting passages as you struggle to keep the ever-encroaching darkness from consuming you. 

    Saturnalia’s stunning and unique graphics, which blend bright colors with high-contrast pencil shading, perfectly enhance the disjointed, otherworldly atmosphere. The winding, maze-like structure of Gravoi also changes completely with every playthrough, giving a fresh set of scares every time you play. 

    Release Date: October 27 | Publisher: Santa Ragione | PS5, PS4

    Indies highlights coming to PS4 & PS5 in October 2022

    Signalis

    In the far-flung future at the edge of space, a ship crash-lands on a cold, barren planet. As the android technician Elster seeks out her missing crewmate, she discovers what appears to be an abandoned “reeducation” camp. As terrifying visions and unfamiliar memories flash through her mind, the answers to her many questions lie in strange radio transmissions. They point to something mysterious deep below the planet’s surface that Elster must journey to discover. 

    Signalis combines tense, terrifying survival horror combat and resource management with a blend of 3D polygons with 2D sprites that creates a unique, exceptionally detailed pixel-art look. Explore the planet’s moody, surreal environments in a top-down perspective as you piece together the twisting psychological thriller story. Can you overcome both seen and unseen malevolent forces long enough to reach the stunning conclusion?

    Release Date: October 27 | Publisher: Humble Games | PS4

    Website: LINK

  • Official PlayStation Podcast Episode 441: Virtual Walkers

    Official PlayStation Podcast Episode 441: Virtual Walkers

    Reading Time: < 1 minute

    Email us at PSPodcast@sony.com!

    Subscribe via Apple Podcasts, Spotify, or RSS, or download here


    Hey y’all! This week the team sits down with Amy Allison and Mark Lester of Skydance Interactive to chat about The Walking Dead: Saints & Sinners – Chapter 2: Retribution, currently in development now for PS VR2.

    Stuff We Talked About

    • The Last of Us on HBO Max
    • Valkyrie Elysium
    • A Plague Tale: Requiem
    • Destruction AllStars
    • The Walking Dead: Saints & Sinners – Chapter 2: Retribution (interview begins at 11:17)
    • Stellar Blade
    • Tunic
    • Sly Cooper series

    The Cast

    Website: LINK

  • Share of the Week: Robots and Machines

    Share of the Week: Robots and Machines

    Reading Time: 3 minutes

    Last week, we asked you to spin your gears and share robots, droids, and machines from the game of your choice using #PSshare #PSBlog. Here are this week’s highlights:

    RevolutionAndre shares Kit from Ratchet & Clank: Rift Apart in macho machine mode.

    sorathluna shares a Slitherfang coiling up in the desert in Horizon Forbidden West.

    HomuraChihiro shares the robot from Abzu staring out into an underwater city.

    Boargs shares the cat from Stray aboard a floating pallet with a robot that is fishing.

    coalabr14 shares a spider bot overlooking some hacking victims in Watch Dogs: Legion.

    Ringo_Danshaku shares the mech bunny protagonist of F.I.S.T.: Forged In Shadow Torch.

    Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week? 

    THEME: Customization

    SUBMIT BY: 11:59 PM PT on October 5, 2022

    Next week, it’s getting personal. Share armor, weapons, characters, or vehicles you’ve customized in the game of your choice using #PSshare #PSBlog for a chance to be featured.

    Website: LINK

  • Sackboy: A Big Adventure is coming to PC on October 27

    Sackboy: A Big Adventure is coming to PC on October 27

    Reading Time: 3 minutes

    That’s right! PlayStation’s iconic woolen hero is heading to PC! We’re so excited that a whole new audience of players is going to get the chance to join Sackboy on his big adventure.

    Today, we’re delighted to be able to reveal details of the new features and enhancements that you can look forward to when the game releases on October 27 . There is also some great pre-purchase content available, see below for more details!

    Sackboy: A Big Adventure is coming to PC on October 27

    The first thing to call out is the new visuals. We wanted this game to visually stunning on PC, so with that goal in mind here are some of the new graphical features we’ve added to make the most of your hardware:

    ·   4K with target @ 120FPS1. The stunning patchwork of Craftworld is rendered in beautiful 4K detail.
    ·   Deep Learning Super Sampling. NVIDIA DLSS2 increases graphics performance using dedicated processors found only on GeForce RTX GPUs, boosting frame rates with uncompromised image quality.
    ·   VRR. Variable refresh rate support makes Sackboy more responsive than ever.2

    • Wide screen! The game supports a wide range of display ratios, including ultrawide 21:9.3

    While we have added all these new graphical features for players with high-end machines, we’ve also worked hard to make sure that a range of different hardware is supported. Here are the details of the minimum and recommended specs:

      MINIMUM RECOMMENDED HIGH VERY HIGH ULTRA
    AVG Performance  720P @ 30FPS 1080P @ 30FPS 1080P @ 60FPS 1440P @ 60FPS 4K @ 60FPS
    Graphics Settings Low Medium High Very High Custom
    GPU NVIDIA GeForce GTX 660AMD Radeon R7 265 NVIDIA GeForce GTX 1060AMD Radeon RX580 NVIDIA GTX 1070 (8 GB)AMD RX 5600 (6 GB) NVIDIA RTX 2070 (8 GB)AMD RX 5700 XT (8 GB) NVIDIA RTX 3080 (10 GB)AMD RX 6800 XT (16 GB)
    CPU Intel Core i5-6400 @ 2.7GHzAMD FX-6300 @ 3.5GHz Intel Core i7-4770K @3.5GHzAMD Ryzen 5 1500X @3.5GHZ Intel i7-4770k (4 core 3.5 GHz)AMD Ryzen 7 2700 (8 core 3.2 GHz) Intel i7-7700k (4 core 4.2 GHz)AMD Ryzen 7 3700x (8 core 3.6 GHz) Intel i9-9900k (8 core 3.6 GHz)AMD Ryzen 9 3950X (16 core 3.5 GHz)
    RAM 8 GB DDR 8 GB DDR 8 GB DDR 16 GB DDR 16 GB DDR
    OS Windows 10 64-bit (version 1809) Windows 10 64-bit (version 1809) Windows 10 64-bit (version 1809) Windows 10 64-bit (version 1809) Windows 10 64-bit (version 1809)
    STORAGE 60 GB HDD(SSD Recommended) 60 GB SSD 60 GB SSD 60 GB SSD 60 GB SSD

    On top of these great visual features, we have also added a whole bunch of peripheral and customisation options. Full support for the DualSense controller heightens the immersion through haptic feedback and dynamic trigger effects.4 For those who prefer mouse and keyboard there is support for both during gameplay and in the UI. The game also supports achievements and cloud saves on both Steam and the Epic Game Store.

    So that’s a flavor of the great new enhancements we’ve added to the PC version. We’re also excited to announce that if you pre-purchase the game on Steam or the Epic Games Store ahead of its release on October 27  you will get access to four special PlayStation icon costumes and emotes with which to customize your Sackboy:

    • Jin
    • Sam Porter Bridges
    • Connor
    • Deacon St. John

    One final note, the game is great in single player, however when played in co-op a whole new level of chaotic multiplayer fun ensues! So, make sure you share the experience with your friends.

    We can’t wait for you to get your hands on Sackboy: A Big Adventure when it releases on PC on October 27.

    1 Compatible PC and display with HDMI 2.1 or DisplayPort 1.4 required
    2 Compatible HDMI 2.1 display device required
    3 Compatible PC and display device required
    4 Use wired connection to experience full set of DualSense controller features in game.

    Website: LINK

  • PlayStation Stars launches in Asia today, with additional markets coming soon

    PlayStation Stars launches in Asia today, with additional markets coming soon

    Reading Time: 4 minutes

    What an exciting moment for PlayStation!  Today marks the first regional launch of our new loyalty program – PlayStation Stars. I am pleased to usher in this new initiative for our PlayStation community, launching first in Asia, which celebrates our players’ achievements with fun and delightful campaigns and the ability to earn rewards such as points and digital collectibles.

    With this launch, we commence our global rollout for PlayStation Stars, and this is just the beginning.  We will continue to evolve the program by adding new features, rewards, benefits and ways to enjoy what you love about PlayStation.  

    Let’s take a look at some of the key details of the program.

    When is PlayStation Stars launching?

    Below are the following launch dates for PlayStation Stars:

    • Asia, including Japan: September 29 (local time)
    • North and South America: October 5 (local time)
    • Europe and Australia: October 13 (local time)

    What do I need to join PlayStation Stars? Is a PlayStation Plus membership required?

    PlayStation Stars is free to join. You’ll only need to have an adult account for PlayStation Network and accept the program’s Terms of Service. While you will earn certain benefits for being a PlayStation Plus member, a PlayStation Plus membership is not required to join PlayStation Stars.

    How can I access PlayStation Stars?

    The full PlayStation Stars experience is accessible through the PlayStation App on iOS and Android. You can also join PlayStation Stars via playstation.com.

    We have plans to expand to console devices in the future.

    How does the program work?

    With PlayStation Stars, you earn rewards by completing a variety of campaigns and activities. Our “Monthly Check-In” campaign simply requires you to play any game to receive a reward. Other campaigns will ask you to earn specific trophies, or even be among one of the first players to platinum a blockbuster title in their country/region. One of our first campaigns is called “Hit Play/1994” where members who correctly launch games that match song-based clues receive a special collectible.

    Campaigns are updated regularly so check the PlayStation App to see new campaigns. 

    What rewards can I earn?

    There are two types of rewards – loyalty points and digital collectibles. Points can be redeemed in a catalog that may include PSN wallet funds, exclusive digital collectibles and select PlayStation Store products. As an additional benefit, PlayStation Plus members enrolled in PlayStation Stars automatically earn points for purchases on PlayStation Store.*

    Digital collectibles are beautifully rendered, digital representations of things that PlayStation fans enjoy, including figurines of beloved and iconic characters from games and other forms of entertainment, as well as cherished devices that tap into Sony’s history of innovation. There will be new collectibles to earn regularly, ultra-rare collectibles to strive for, or something surprising to collect just for fun. 

    The digital collectibles you earn or acquire can be arranged on a display case within the PlayStation App.  You can also set the display case to be viewed by others, if you choose.

    At launch, by simply joining, all members will receive the Star Gazer Telescope.  We’ll have Punto the gondolier from Ape Escape 2, PocketStation, Toro and Kuro celebrating, and more, as some of the first digital collectables for members to earn or acquire. 

    Are digital collectables one-of-a-kind? Can I sell or trade my digital collectables?

    These digital collectibles are created just for our loyalty program, and while some can be rare, they are not one-of-a-kind nor does it leverage blockchain technology. They cannot be resold or traded. Digital collectibles can only be earned or acquired through PlayStation Stars. 

    How can I find out how rare a digital collectible is?

    A digital collectible’s rarity can be found on the campaign details screen and the collectible’s details page.

    How do I track and redeem my points?

    Your points balance can be found on PlayStation App under your Player Profile / PlayStation Stars Points History. Points can be used to redeem items in your Rewards Catalog, which may include digital collectibles, games, or digital PSN wallet funds.   

    To redeem your points, go to PlayStation App > Player Profile > Playstation Stars > Rewards Catalog.

    What benefits do I get for being a PlayStation Plus member if I join PlayStation Stars?

    A PlayStation Plus membership is not required to join PlayStation Stars. However, as a PlayStation Plus member, if you join PlayStation Stars you can earn points for purchases on PlayStation Store, including each subscription payment for your PlayStation Plus membership. Please note PSN wallet top ups are not eligible for earning PlayStation Stars points. 

    What are status levels?

    PlayStation Stars will have four status levels that reflect the milestones you reach.  They are based on the number of non-common trophies earned for gameplay as well as full game purchases from the PlayStation Store. The higher your level is, the more perks and benefits you can get. 

    How long will I get to stay at my status level?

    Once you reach a status level, you will stay there for the remainder of the calendar year plus an additional 13 months. For example, if you earned status level 2 in October, your Level 2 status would remain valid through that calendar year, and continue for the next 13 months from January 1 of the next year, through January 31 of the following year.  

    For more information, please visit the following webpage when PlayStation Stars launches in your region: www.playstation.com/playstation-stars 

    * You need to be signed into your account for PlayStation Network at the time of your purchase on PlayStation Store. Make sure you’re logged into the account for PlayStation Network you used to join PlayStation Stars, before you make your purchase.

    Website: LINK

  • PlayStation Plus Monthly Games for October: Hot Wheels Unleashed, Injustice 2, Superhot 

    PlayStation Plus Monthly Games for October: Hot Wheels Unleashed, Injustice 2, Superhot 

    Reading Time: 3 minutes

    Today we’re happy to reveal the PlayStation Plus Monthly Games lineup for October. There’s superhuman clashes in the form of Injustice 2, big racing thrills with tiny cars in Hot Wheels Unleashed and the electrifying strategic combat of Superhot. 

    PlayStation Plus Essential, Extra and Premium members can add these three titles to their game library from Tuesday, October 4 until Monday October 31. The PlayStation Plus Extra and Premium Game Catalog lineup for October will be announced later this month. 

    Let’s take a closer look at each of the Monthly Games.   

    Hot Wheels Unleashed | PS4, PS5 

    Collect, build and race in this fantastic arcade sim based on the Hot Wheels universe. Earn new vehicles then take them to the track to race side by side with friends in two-player split-screen, or face up to 12 opponents in online challenges. One you’ve raced, why not try and build your own course? Create amazing layout inside and outside the track editor. Ad loops, special boosters, obstacles and special elements to make an incredible amusement park for your races, then share your creation online for other players to try. 

    Injustice 2 | PS4 

    The creators of Mortal Kombat return to the DC universe with the biggest superhuman roster. Select from twisted versions of iconic heroes and supervillains and bring epic-scale battles to awe-inspiring locations across the globe. Take on other players locally and online, or immerse yourself in the story-driven single player campaign as Batman struggles against Superman’s regime. You’ll earn gear after every match to equip, customize and evolve your roster. 

    Superhot | PS4

    Blurring the lines between cautious strategy and unbridled mayhem, Superhot is the FPS in which time moves only when you move. No regenerating health bars. No conveniently placed ammo drops. It’s just you, outnumbered and outgunned, grabbing the weapons of fallen enemies to shoot, slice, and maneuver through a hurricane of slow-motion bullets. Superhot’s polished, minimalist visual language helps you concentrate on the most important – on the fluidity of gameplay and cinematic beauty of the fight.

    Last chance to download PlayStation Plus Monthly Games for September 

    PlayStation Plus members will have until Monday, October 3 to add Need for Speed Heat, Granblue Fantasy: Versus and Toem to their game library. 

    Also, check out our PlayStation Plus monthly games-inspired playlist on Spotify, which will be refreshed with new songs every month.

    Game library varies over time, region/country, and plan. PS Plus is subject to a recurring subscription fee taken automatically until cancellation. Terms apply: play.st/psplus-usageterms.

    Website: LINK