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Unforgettable stories and characters, outrageous combat, and some hilarious mini-games – the acclaimed Yakuza / Like a Dragon series has a massive following for all the right reasons. With Yakuza Kiwami 3 & Dark Ties’ launching on PlayStation 5 February 12 next year – and to celebrate the franchise’s 20th anniversary, with the first game Yakuza launching on PS2 20 years ago this month – it’s only fitting to mark the moment with some of the developers who know these hard-hitting titles best. So we sat down with Executive Producer Masayoshi Yokoyama, Chief Director Ryosuke Horii, and Chief Producer Hiroyuki Sakamoto to talk about their thoughts on the series’ 20th anniversary, its journey so far, and the upcoming Yakuza Kiwami 3 & Dark Ties. Play Video How is the studio celebrating the milestone? Yokoyama: We envisioned the 20th anniversary to be similar to a ‘coming of age,’ reflecting on the history of Like a Dragon as one might look back on the years from birth to adulthood. We have various events and special footage planned that celebrate this journey, and in addition to the currently running ‘The Four Ceremonies of Life Exhibition’ in Tokyo, more initiatives are scheduled to roll out beyond December 8. We hope to continue celebrating with fans until December 7 of next year, so that the series will remain in the hearts of many for years to come. When you compare how the series and the studio are now to when the franchise began, what are the things you’re most proud of? Yokoyama: Maybe people can finally say they enjoy the Like a Dragon series more openly (laughs). In the past, it wasn’t something you could really say out loud; its reputation and brand image made it hard to talk about publicly. Back in the early days, even some of the studio developers kept their involvement a secret from their parents or girlfriends. But about ten years in, more staff began proudly acknowledging their work on the series. There was even a case where being part of the project helped someone gain approval for marriage from their partner’s parents. That’s when it really sank in how much the series’ presence and perception in the world had evolved. Now that RGG Studio is growing into a recognized brand, we want to continue nurturing it with care so that it remains something our staff, partners, cast and fans can all be proud of. Play Video The series has evolved drastically since 2005, how would you say other modern releases have impacted your development approach? Would you say you always do your own thing, or are you influenced by current trends? Yokoyama: I don’t consciously chase trends, but my environment today is vastly different from what it was 20 years ago, so my creative approach has naturally evolved. A major reflection of that change is our growing exposure to global culture. With the rise of streaming platforms like YouTube and Netflix, we now encounter diverse cultures from around the world on a daily basis. This was unimaginable when the series first began in 2005. Back then, our development studio was about 90% male and almost entirely Japanese. Today, more than 10% of our team members are from abroad, and the gender ratio is nearly an even 50:50. We went through a dramatic transformation in the past two decades, and I believe this evolving environment has naturally influenced our creative output. Looking ahead, we’ll continue to embrace these changes, trust in who we are now, and keep creating in our own way. Play Video You’ve also earned quite the reputation for turning around games very quickly, with a very consistent release schedule – how do you maintain such a development pace and keep the quality so high? Sakamoto: I believe this is thanks to the workflow we’ve perfected over many years of working on the series. Our team takes pride in refining quality while eliminating unnecessary tasks and consistently pursuing the most efficient approach to development. This strong awareness of quality, scale, time, and cost makes our achievements possible. Yakuza/Like a Dragon games have become quite renowned for changing with the times, mostly taking place in their year of release – have there been titles in which that’s proved a challenge, or perhaps even advantageous? Sakamoto: Entertainment districts like Kamurocho have changed drastically over the past 20 years. So, when working on the mainline titles set in the present day, we need to research the current landscape, which presents its own challenges. On the other hand, spin-off titles have more freedom since they allow for a certain level of creative freedom. Play Video Since Y7 effectively passed the baton to Ichiban, were you surprised the audience liked him so much? Shifting away from Kiryu as the series’ main protagonist must have been a little nerve-wracking. Sakamoto: Personally, I was never worried. I trusted that by the time players reached the end of the story, they’d grow to like Ichiban. The same goes for characters from past titles; if players can truly connect with the characters’ personalities, anyone can take the lead. That’s the kind of strength this series has. There’ve been some amazing minigames across the series. What’s the creative process for those? Horii: The heart of the Like a Dragon series lies in its drama, so every project begins by defining the story’s concept and choosing the setting that works best for it. From there, we craft side content that aligns with both the theme and the concept of the game. For instance, in Yakuza: Like a Dragon, Kasuga’s theme revolved around ‘rising to the top,’ which led us to develop the business management feature. In Like a Dragon: Infinite Wealth, the Hawaiian setting inspired the ‘Dondoko Island’ resort-building minigame. Each piece of content is designed to deepen the player’s immersion in the story and setting, and that is at the core of our creative process. Practically speaking, we start by presenting the concept to the minigame development team, such as outlining the experience we want to deliver and the nuances we hope to capture. From there, the team goes through weekly cycles of trial and error. The most important thing is preserving the signature Like a Dragon humor. Whether it’s turning an ‘apology’ into a finishing move during a shareholders’ meeting or letting players build multiple cabarets on Dondoko Island, we put great care into capturing those playful, humorous moments and making sure every detail lands just right. Play Video The series has featured some seminal arcade titles within its Club Sega recreations – how early does the conversation in picking which titles should feature in a game’s arcade begin during development? Horii: Our studio’s technical director, Itō, is well versed in retro games, so he leads the discussions on the lineup. Since we’re dealing with older titles, it’s not as simple as including whatever we want. Each game comes with its own unique challenges, whether that’s the difficulty of porting, licensing concerns, or other technical hurdles. Taking all of that into account, we select games that we love, that are feasible within our timeframe and technical limits, and that we genuinely want today’s players to experience. Many of us, myself included, are passionate about retro games, so our biggest priority is choosing titles that are crafted with care, and those we truly respect and want to play again. Play Video Yakuza Kiwami 3 & Dark Ties is billed as an “extreme” remake of the original, plus all-new content. What has shaped the decisions to so extensively retool the title, and do you feel that’s the ideal approach for any future adaptations of past works? Yokoyama: For now, we haven’t made any concrete decisions about remaking additional past titles. At RGG Studio, our ongoing mission is to create games that are fun to play in the present moment. Our philosophy, ‘do whatever it takes to make it happen,’ will continue to guide us moving forward. That same mindset is reflected in Yakuza Kiwami 3 & Dark Ties. These titles also feature significant elements that point toward the series’ future direction, so we hope fans who have already played Yakuza 3 will give it a try as well. What can players of the original Yakuza 3 look forward to in Kiwami 3 – how is it different? Similarly, what can players new to the franchise expect? Horii: The changes and evolution in Kiwami 3 as a game go far beyond what most people might imagine compared to the original Yakuza 3. While the core story remains the same, we’ve added many new cut scenes, characters, and voice lines. With the addition of major side content like ‘Life at Morning Glory’ and ‘Legendary Baddie, Bad Boy Dragon,’ the game’s overall design, pacing, and structure have been completely reworked. It’s a title that truly stands on its own as a brand-new release from RGG Studio. Whether you’re experiencing it for the first time or returning after playing the original, you’ll find a fresh and exciting experience that feels entirely new. Can players brand-new to Like a Dragon games enjoy Kiwami 3’s story without knowledge of the wider series? Horii: Absolutely. There’s a story recap feature for previous titles, and the game is designed so that even newcomers can jump right in, so we’d be delighted if new players gave it a try. That said, playing the earlier games will help you connect more deeply with the characters and story, so if you have time before the release of Kiwami 3, we’d love for players to play Yakuza 0, Kiwami 1, and Kiwami 2 as well. Play Video What are your thoughts and future goals as you celebrate the 20th anniversary? Horii: I never imagined the series would continue for 20 years, nor that I would end up spending nearly half my life making Like a Dragon. Each entry in the series, I’ve poured everything into it, thinking that it could be the last one, without worrying about what comes next. Looking back, I think that approach has served me well. All forms of entertainment will come to an end someday. I don’t know when that will be, but I have no intention of simply wishing for the series to continue. I’d rather stick to a forward-looking mindset that even if it were to be the last one, I’d have no regrets. From here on, we’ll keep moving forward in our own way, fuelled by our love for the characters and deep pride in our craft. Sakamoto: It’s hard to believe it’s already been 20 years. We’ve devoted ourselves completely to each game, so there’s been almost no time to reflect on the past. To push the Like a Dragon IP even further, we need to keep evolving and embracing new challenges in the years ahead. Yokoyama: To be honest, I don’t feel particularly sentimental about it. For the past 20 years, my focus has always been on looking ahead and creating games every day, so I rarely find myself reflecting on the past. That said, through the events celebrating the series’ 20th anniversary, I had a rare opportunity to look back on the history of Like a Dragon, almost from the same perspective as our fans. It gave me a renewed appreciation for the lasting appeal of the series. I hope to carry the lessons and emotions I’ve gained from that reflection and channel them into creating something exciting moving forward. Yakuza Kiwami 3 & Dark Ties hits PS5 on February 12 so there’s not long to wait before you can reclaim these mean streets. But if you’re itching for action right now, join the crew via PlayStation Plus Game Catalog, where you can enjoy a selection from the series, including Yakuza: Like a Dragon and Like a Dragon Gaiden: The Man Who Erased His Name*. *Available on PlayStation Plus Game Catalog at time of publish. View the full article
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Where to start? It’s a familiar mantra to those of us who have ridden into the lavish landscapes of Ghost of Yōtei’s Ezo. With a rediscovered home behind, and a world filled with revenge, myths and secrets ahead, it’s proven a wonderful dilemma to have. And every corner explored, each tale told, and duel won leading to further questions, one of which kept recurring throughout: how did this all come together? To answer, we reached out to ask two people who can speak to Ezo’s secrets best: the game’s creative directors Jason Connell and Nate Fox. Sitting down with them, and a whole game to unpack, came the now-familiar refrain: where to start? The answer to that: begin at the end. A word of warning then: this interview strays deep into spoiler territory. First, mark every member of the Yotei Six off your list, and discover every hidden corner of Ezo. The following chat charts game design choices, key side missions, the game’s conclusion and more. Spoilers below Note: This version of the interview is condensed for clarity and brevity. The full conversation will be available on PlayStation Podcast later today. PlayStation Blog: The game’s final duel is a battle with Lord Saito. It really feels like it’s all been leading up to this moment, not just for Atsu, but also the player and that Saito throws practically every challenge you’ve learned to face at you in one single duel. Can you tell us a bit about how you approach the mechanics of this fight? Jason Connell: We wanted the ending to be an emotional moment, one that brought together all of her journey of overcoming trauma. And it’s both about kind of figuring out that there’s something better to live for, but also to kind of celebrate the ways that the player has, through their efforts, kind of improved Atsu, made her more capable. And in Ghost of Yotei, that’s about mastering weapons, becoming more confident, more capable. And so, Saito himself will attack you with every weapon that you will need to counter with weapons that you’ve learned throughout your journey. This is a chance to celebrate your mastery and understand how to counter and deal with that. Ultimately, in the final battle, where it’s Katana versus Katana, it’s bringing it back down to that simple sword that your father forged in celebration of his two children, and that’s the weapon that you finished the battle with. The Storm Blade story. It’s a fascinating one in so much that it reveals the fate of Jin Sakai. Can you tell us about how you approach the creation of this mission? Is there any concern about talking about the protagonist of the previous title in Ghost of Yotei, or confirming a relatively sad end to such a beloved character? Nate Fox: I would say about a year or two into production, we had some ideas of where that might be and how we might be able to honor that character. We always knew it was going to happen. But then when we started placing it in the world, we just found this wonderful spot that really felt like it could be his spot, you know, and we could celebrate all aspects, whether it’s the tree or the Pampas grass or the or the Suzuki grass or the blade. Things you identify with his story and his legacy, and make it like a shrine / mission for him. We wanted it to be in the right spot in the game. Like if you come out right out the gate, and it’s right there on your right, that doesn’t seem right. That doesn’t seem like it’s fitting. But putting it in the appropriate time space where you’ve sat with this game well enough, and you understand what this game is, and when you find it, it’s a gem, especially if you were a fan of the previous game. And getting the timing right was it was a big part of that too. Was the intent always to make Takezo The Unrivaled the hardest encounter in the game. Or would you designate that as the hardest encounter in the game? I’m curious to know if the studio defeated him on Lethal difficulty, and how quickly you defeated him on that setting. Jason Connell: Takezo was not in anyone’s plans at the beginning of the game. It was a great idea, put forward by one of the folks who makes missions, that we would keep to Takezo as a sort of ultimate battle after you’d finished the Atsu’s journey. And I couldn’t be happier that it represents this, you know, the hardest challenge in the entire game. In the most epic location. Our combat team set it to what many of us thought was impossible, until I saw one of the gameplay coders effortlessly beat it without all the upgrades. He said that he got it on his fourth try. Now, these people have been playing the game, programming the combat, for years! So that’s what you’re up against, if you’re having a hard time and you think this is impossible. The way to get better is just to simply make the game for many years and work in the combat team, and then suddenly it will all be easier. So past the intro encounter with The Snake, the game’s designed to let you choose which of the Yōtei Six to hunt and in what order. This can shape your play style, such as The Kitsune path expanding your stealth options, or bring a deeper connection with the world, like the Oni’s, leading you to encounter Jubei. How do you design the game to accommodate those different play styles that result? Jason Connell: Well, when we set out to make this game, when it was just Nate and I, you know, dreaming up what it would be, something we talked about was just really leaning into what we saw fans really love about playing in the open world, having the freedom to kind of sort of do what they want to do. So from the very beginning, we were like, okay, let’s go real hard at this. Let’s invest in design and tech that allows us to give a little bit more freedom, even from the beginning. And so that has wrinkles, you know, it can get challenging to tell a really solid story that needs a beginning, middle and end. So some of our first stabs at this were way too open, right? Like, you can just go after any of the Six. And in that process, Nate pointed out, like, how hard that might be to have that beginning, middle and end, and we need that, because that’s Atsu’s story: that’s the structure. Really early on, you definitely get this kind of choice. It’s not just a narrative choice. We added weight to that, by giving it a mechanical sort of choice. If you like role playing, if you like being a stealth- like character, or you like playing games that have ninja-like abilities, then you know, this area up here might be more for you. Or maybe you’re intrigued by this over here, which has got more of a traditional big castle and some cool fire weapons and a spear, and we kind of hint you with a little bit of it. So if it’s not just the story that motivates you, or that you’re intrigued by that narrative seed that we’re giving you, maybe it’ll be sort of the mechanics, and we’re giving you a number of ways you might be able to be influenced to make an informed decision. Briefly talking about weapons, the Sensei quests clearly indicate which weapons they’ll unlock from the start, but the conditions to unlock the rifle and gun in comparison isn’t as obvious. Why was that? Jason Connell: Well, we knew that the hand to hand weapons were a great source of pleasure for players. They loved getting them. They loved mastering them, and it adds a lot of diversity to your experience of fighting enemies. And that combat, the lethal precision inside of the game, is something that is sort of dead center of the experience. So we wanted to make sure players knew that they were out there and make it pretty easy to find them, because they’re such a driver of joy in the game. Range weapons are not as core. So the firearms, we didn’t want to make them totally apparent where to go, so that you would have some of the pleasure of discovering them for yourself, whereas the melee weapons we knew were just too important to let anyone miss out on. They are optional, so you could miss out on them, but we didn’t want just sort of missing their presence to be the issue. We wanted to be a choice on the player’s part to say, I don’t want to bother with that. There are some wonderful smaller encounters in the game, such as the guy who disappears – poorly, I will say – in a haze of smoke bombs… or the fight with a ronin that, I think he’s labeled as “Irritating Ronin”, that elicits an angry response from Atsu once she’s defeated him. Can you touch upon how these came about? Nate Fox: Just really early on we had people that would work on the main story, then we have people fleshing out the world. Some of those smaller bits just come from, “hey, how would people operate in this place?” How can we give this place a little bit of personality that you might be intrigued and interested to hear about these people. They’re just flavors in the world. Which, you know, honestly, we didn’t have a ton of time to do in the last game. So it was nice to be able to sort of try some of those unique flavors early on. That smoke bomb guy might have been one of the very first ones that we created in the game. We went through a bunch of iteration to make him who he is, but that might have been the first six months of the project. And I’m happy to see some of those make it through to the end, because there’s plenty that do not [laughs]. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image It is a beautiful world. There are numerous moments in which, say, a cliff climb or turning the road leads to a picturesque scene that is worth photographing. How intensive was it to get those moments to hit the sweet spot? Did it mean the immediate environment, how to be continually reshaped, to have the camera angles hit just right? Nate Fox: One of the challenges of making an open world that’s as big as this and also trying to make a game that is artistically powerful and potent, that people step in the world and they feel the weight of the art… That is super hard to do. The fact that we cannot control what you’re looking at makes it tremendously harder, right? Like, we have no idea where you’re looking. We have no idea what you’re doing. We have a clock that kind of moves when you’re in the open world. So we don’t know if you’re in day or night. Certainly, in some cases, we’ve specifically put you in areas where special times of day exist, like the Spider Lily mission. But it is such a testament to the environment art team to be able to construct an environment with such beauty that no matter if I look that way, or that way, whether it’s daytime or it’s night time, shockingly, looks pretty good. That is very hard to do. Open World visual design: incredibly hard. Now they definitely know that you’re going to be coming up over this ledge during a Shrine climb. You’re going to be coming up over this ledge, and they might position those rocks to be, and that shrine, to look to the point where you know you’re going to be looking generally in this direction. They’ll definitely do that. And they do a wonderful job constructing what they think that you’ll do. But because we don’t know, we have to get a couple things right. We have to get the atmosphere right. We have to get lighting right. We have to get color. The pacing of the visual noise, and how much noise you have on the screen. All these things are just constructed in the open world DNA of the visual design. And we hope that we can guide you to areas where it just kind of puts a magnifying glass on that and makes it, you know, really pop in those moments. A very few amount of people on the team really get to contribute exactly to this, and I think they do a wonderful job bringing it to life. If you want more Ghost of Yōtei, New Game Plus is available as a game update, while cooperative multiplayer DLC Ghost of Yōtei Legends launches in 2026. View the full article
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Hello, Proxies! Greetings from the Zenless Zone Zero dev team. I’m Zhenyu Li, the producer of Zenless Zone Zero. As our exploration of Waifei Peninsula deepens, the culminating chapter of Season 2 finally sheds light on long-buried secrets. I am excited to share that Zenless Zone Zero Version 2.5 “To Be Fuel for the Night” will arrive on December 30, bringing abundant content, optimizations, and rewards. Unraveling the secrets hidden within the Hollow’s expansion During past battles, the legendary Qingming Sword resonated strangely deep within the Lemnian Hollow, implying its primordial power has a profound connection to the Hollow. After borrowing this strength to overcome formidable foes, Ye Shunguang now faces the inevitable cost of wielding such extraordinary power. Meanwhile, mysterious white flowers — previously seen only within the Hollows — have begun blooming in Failume Heights, casting a foreboding shadow over the district. Amid the rising tension, Zhao of the Krampus Compliance Authority arrives with alarming news: the Lemnian Hollow has expanded. Proxies will join Ye Shunguang and Zhao to venture into the ruins of the Lumite Mine to investigate anomalies, delve deeper into the conspiracy of the Exaltists, and face the ultimate battle in Waifei Peninsula. Rise of Void Hunter Ye Shunguang After forging countless cherished memories with Ye Shunguang and fighting alongside her to awaken Ye Shiyuan, Proxies will once again join forces with this young senior disciple of Yunkui Summit. As the game’s first dual-form Void Hunter, Ye Shunguang, an S-Rank Honed Edge Attack Agent, can unleash fluid strikes and explosive burst phases with the Qingming Sword, delivering intimidating attacks that can make a significant impact in intense battles. A familiar Agent accompanying us on this adventure is Zhao. Despite her adorable appearance, Zhao holds the legacy of the unbeaten legend of Krampus Compliance Authority. As an S-Rank Ice Defense Agent, Zhao will bring immense power to the battlefield and provide crucial support to Ye Shunguang. Enhanced experience with a multitude of events and optimizations With rich events and ongoing optimizations, Version 2.5 brings enhanced game experiences and a more vibrant Proxy Outpost community feature. The long-awaited multiplayer combat is coming in the form of the limited-time event Joint Investigation: The Divine Maze. Players can form three-member squads to tackle cooperative challenges, putting their teamwork and coordination to the test in dynamic combat encounters. In addition to upgrades to Shiyu Defense and Deadly Assault, a new addition, the Proxy Outpost, will help to foster community interaction. Through the in-game forum, Proxies can create or join interest-based outposts to share passions, post commissions, and accept tasks. At the same time, a new quick-sweep function will be introduced to Combat Simulation, allowing players to use Ether Batteries to quickly obtain agent promotion materials and Drive Discs. Altogether, these free up time for relaxation and leisure in New Eridu. The enhanced experience also extends to our valuable companions in the Hollows. To allow our previous Agent friends to better adapt to the harsher battlefield, we will gradually enhance all agents in the permanent Stable Channel in the near future. In Version 2.5, agents including Soldier 0 – Anby, Ellen, Soldier 11, Grace, and Burnice will be the first to receive refinements to their combat mechanics and performance boosts, marking the second wave of enhancements for Soldier 0 – Anby and Ellen. Ring in the new year with exclusive rewards To embrace the upcoming new year, Zenless Zone Zero is gearing up to welcome both new and returning Proxies. All players can dive directly into the intriguing story of Version 2.5 through the Advance Screening function, claim a free S-Rank Agent Zhao and agent promotion materials, and obtain Jane Doe’s new outfit through the Today’s Outfit section of the Store. In addition, to celebrate Zenless Zone Zero winning the Grand Award at the PlayStation Partner Awards 2025, an additional 1,000 Polychromes will be distributed as a token of appreciation for all Proxies’ support. The expansion of the Lemnian Hollow and the emergence of the mysterious white flowers signal a pivotal moment in the story of New Eridu. With powerful new allies, adrenaline-fueled co-op combat, and community-driven features, Version 2.5 invites you to embark on this thrilling adventure with us. Thank you for your unwavering support. We look forward to sharing this new chapter with you on December 30, and wish you all the best in 2026! View the full article
- Yesterday
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Today, we reveal how your votes shaped the PlayStation Blog Game of the Year awards for 2025. This year’s voting saw nearly 1.5 million votes cast across the awards’ 19 categories, with your choices, and your choices only, deciding which games would earn the coveted top spots and accompanying trophies. As with every year, the awards are a chance for you to help highlight the experiences that made your gaming year, and by extension, the creatives who have crafted those games. And as with every year, there was an abundance of titles to select from, leading to some tough choices. Before we dive into the category winners, a thank you to all the creators whose collaborative work has brought PlayStation players so much enjoyment the world over these past 12 months. And without further ado, the games which received the most player votes in each category are… Best New Character View and download image Download the image close Close Download this image Platinum Trophy: Atsu (Ghost of Yōtei) View and download image Download the image close Close Download this image Gold Trophy: Hornet (Hollow Knight: Silksong) Silver Trophy: Maelle (Clair Obscur: Expedition 33) Bronze Trophy: Hinako (Silent Hill f) The category acknowledges the careful amalgamation of multiple creative disciplines, from concept design, through in-game modelling, to motion capture and voice work, that result in captivating characters. And 2025 was rich with iconic protagonists. That included Silent Hill f’s Hinako, with players unearthing her story as she faced horrors that corrupted and twisted her quiet hometown life. The tag-team delivery of Sandfall Interactive’s artistry and Jennifer English’s performance that etched Expedition 33’s Maelle in such vivid detail. The quiet confidence of Silksong’s Hornet, and the sublime animations that defined her every leap and strike. Yet it was Ghost of Yōtei’s Atsu that caught the most attention. Striking design, a growing, multi-disciplined combat style that thrilled the senses, and a deeply personal, fully-formed character arc that carefully interwove revenge and redemption across a dense open world rich with stories. Sucker Punch Productions and voice actor Erika Ishii, take a bow. Best Story View and download image Download the image close Close Download this image Platinum Trophy: Clair Obscur: Expedition 33 View and download image Download the image close Close Download this image Gold Trophy: Ghost of Yōtei Silver Trophy: Death Stranding 2: On the Beach Bronze Trophy: Silent Hill f Silent Hill f’s small town horror. Death Stranding 2: On the Beach’s sweeping narrative. Ghost of Yōtei’s complex quest for revenge. All demanded dissection, but it was Clair Obscur: Expedition 33’s whose endings quickly became essential post-game discussion, a sign a story has found a cultural echo. Beyond its disarmingly authentic dialogue and some incredible bits of wisdom (whee whoo whee whoo), perhaps the game’s most striking achievement is how elegantly it maintains the delicate balance between darkness and light: levity and warmth cutting through the heavy existential themes with precise, intentional timing. Clair obscur, if you will. Best Graphical Showcase View and download image Download the image close Close Download this image Platinum Trophy: Ghost of Yōtei View and download image Download the image close Close Download this image Gold Trophy: Death Stranding 2: On the Beach Silver Trophy: Battlefield 6 Bronze Trophy: Arc Raiders With each passing year, creators turn growing familiarity with PS5 hardware to craft increasingly detailed depictions of worlds that edge towards photorealism. Despite danger hidden in every stairwell and creek, Arc Raiders players couldn’t help but take time to soak in the quiet, unsettling beauty of its many devastated battlegrounds. Equally Battlefield 6’s upped the franchise’s appetite for destruction, making it hard to ignore the wider spectacle even as you focused on survival. Plenty of you showed your appreciation of Death Stranding 2’s potent mix of evocative landscapes, sci-fi design and outstanding character models. But it was Ghost of Yōtei’s jaw-dropping foliage density, stunning use of ray tracing and rich detail with every aspect of life in Ezo that saw the most support as players named it the most graphically impressive PlayStation title of 2025. Best Art Direction View and download image Download the image close Close Download this image Platinum Trophy: Ghost of Yōtei View and download image Download the image close Close Download this image Gold Trophy: Clair Obscur: Expedition 33 Silver Trophy: Hollow Knight: Silksong Bronze Trophy: Silent Hill f The diverse work of the Best Art Direction’s top four spoke to creators with strong visions when fashioning their respective virtual worlds. Silent Hill f wrapped the horror franchise’s hooks with the myths and culture of 1960s Japan, turning a peaceful small town into a labyrinth of terror. Team Cherry conceived an entirely new, equally captivating insect kingdom in Silksong’s oppressive Pharloom, making every corner and denizen – dangerous or otherwise – a must-see. Clair Obscur: Expedition 33’s painterly look drew inspiration from multiple art styles to dazzling effect, and made a great excuse to fire up the game’s Photo Mode. Yet it’s Ghost of Yōtei you voted on to take the top spot. Sucker Punch, building on successes of Ghost of Tsushima and an ever-growing confidence in utilizing PS5 hardware, who fashioned an evocative snapshot of the rural wilderness of 1600s Japan that demands to be explored. Best Audio Design View and download image Download the image close Close Download this image Platinum Trophy: Ghost of Yōtei View and download image Download the image close Close Download this image Gold Trophy: Death Stranding 2: On the Beach Silver Trophy: Battlefield 6 Bronze Trophy: Hollow Knight: Silksong Great audio design solidifies the world around you, combining SFX, 3D audio, music and more, making you feel relaxed, elated or fearful in an instant. Your picks for category winners are exemplary at this. The sound of a distant chant helps give you direction through an unexplored corner of Pharloom in Silksong. Picking out the stomp of approaching threats amidst a symphony of destructive explosions and crackle of gunfire in Battlefield 6. The roar of a sandstorm or the howls of BTs twisting your gut in Death Stranding 2. And for Platinum winner Ghost of Yōtei, it’s how Sucker Punch brought the sounds of Japan to life. Not just wildlife and fauna, but the crunch of swords, or the twang of the shamisen reverberating out of the DualSense controller’s speaker, and the sound of the wind whipping around you that make the Ezo feel like a real place waiting to be explored. Best Soundtrack View and download image Download the image close Close Download this image Platinum Trophy: Clair Obscur: Expedition 33 View and download image Download the image close Close Download this image Gold Trophy: Ghost of Yōtei Silver Trophy: Death Stranding 2: On the Beach Bronze Trophy: Hollow Knight: Silksong Plenty of great music caught your ear in 2025, with strong contenders – and voting – in this category. Ultimately your choices landed on four distinct scores. Christopher Larkin returned to Hollow Knight’s underworld for another acclaimed atmospheric score that helped define Silksong’s sprawling areas and its cast. Similarly Ludvig Forssell, alongside a star-studded lineup of artists, returned to Death Stranding 2 to define its soundscape once more. Composer Toma Otowa kept Ghost of Yōtei’s soundtrack powerfully authentic with Japanese instrumentation (and a nod to the low-fi beats produced for the game’s Watanabe Mode in collaboration with Cowboy Bebop’s Shinichirō Watanabe). Yet it was Lorien Testard’s work on Clair Obscur: Expedition 33 that caught most ears. Its music showcased an impressive range, from unapologetically funky character themes to stripped-back spoken word, sweeping orchestral arrangements, and Alice Duport-Percier’s soaring vocals. Expertly woven through the game, it’s a score that you decided most deserved this year’s Platinum. Best Accessibility Features View and download image Download the image close Close Download this image Platinum Trophy: Ghost of Yōtei View and download image Download the image close Close Download this image Gold Trophy: Battlefield 6 Silver Trophy: Assassin’s Creed Shadows Bronze Trophy: Split Fiction Developers continued to emphasize accessibility features in 2025 in myriad ways, and your votes showed your appreciation for creators’ efforts in this area. Battlefield 6 added controls for tinnitus-like sounds, Assassin’s Creed Shadows included tone indicators for its subtitles, and Split Fiction allowed players to skip difficult combat and platforming sections. But taking the win this year is Ghost of Yōtei, which took all the great features from Ghost of Tsushima and added in even more – from visual assists to help attacks stand out, to alternate-input options for touch and motion controls. Best Use of DualSense View and download image Download the image close Close Download this image Platinum Trophy: Ghost of Yōtei View and download image Download the image close Close Download this image Gold Trophy: Death Stranding 2: On the Beach Silver Trophy: Clair Obscur: Expedition 33 Bronze Trophy: Battlefield 6 Developers flexed their growing familiarity with PS5’s unique hardware features in 2025. Battlefield 6’s weapons felt distinct thanks to adaptive triggers translating trigger pull and recoil to the players’ hands, while you felt the impact of explosions with the DualSense controller’s haptic feedback. Similar feedback immersed you in the rhythm of Expedition 33’s combat, while Death Stranding 2 transported you into Sam’s shoes, mimicking the trudge through snow or mud, the pull of heavy cargo, and more. All that said, voters threw the majority of their weight behind Ghost of Yotei’s DualSense controller implementation. Be it quality-of-life shortcuts, interactive moments such as camping, or the clash of steel during combat, hats off to Sucker Punch for another title cleverly tapping into unique PlayStation features. Best Rerelease (Remaster) View and download image Download the image close Close Download this image Platinum Trophy: The Elder Scrolls IV: Oblivion Remastered View and download image Download the image close Close Download this image Gold Trophy: Days Gone Remastered Silver Trophy: Tomb Raider IV–VI Remastered Bronze Trophy: Final Fantasy Tactics – The Ivalice Chronicles A tight race for the coveted Platinum prize saw The Elder Scrolls IV: Oblivion Remastered ultimately take the crown. This enhanced version of the seminal 2006 RPG benefitted from massively upgraded visuals and polish, as did Bend Studios’ update to fan favorite Days Gone. Tomb Raider IV-VI Remastered and Final Fantasy Tactics – The Ivalice Chronicles also saw strong support in Game of the Year Awards voting. Best Multiplayer Experience View and download image Download the image close Close Download this image Platinum Trophy: Battlefield 6 View and download image Download the image close Close Download this image Gold Trophy: Arc Raiders Silver Trophy: Marvel Rivals Bronze Trophy: Split Fiction Battlefield 6’s action-packed, large-scale multiplayer battles struck a nerve with PS5 players, earning a big Platinum trophy for Battlefield Studios. Hotshot Arc Raiders also saw strong support in the polls, with gamers appreciating its fresh take on the extraction shooter genre. Marvel Rivals and Split Fiction took the Silver and Bronze prizes, demonstrating the robust depth and breadth of multiplayer experiences released over the past year. Best Ongoing Game View and download image Download the image close Close Download this image Platinum Trophy: Genshin Impact View and download image Download the image close Close Download this image Gold Trophy: Marvel Rivals Silver Trophy: Fortnite Bronze Trophy: Honkai: Star Rail Best Ongoing Game recognises those games whose original launch may be years past, but who continue to delight players with huge new content packs and seasonal updates to keep gameplay fresh and fans guessing what’s next. Launched only last year, young buck Marvel Rivals has already made its mark on the multiplayer landscape, rubbing shoulders with established titan Fortnite, which continued to produce fantastic crossover events with big name IPs and expanded its gameplay offerings. In the end, publisher MiHoYo pulled off that rarest of wins, earning two trophies in one category, thanks to your votes for two of their ongoing titles: Bronze for Honkai: Star Rail, and Platinum for Genshin Impact. Best Expansion View and download image Download the image close Close Download this image Platinum Trophy: Lies of P: Overture View and download image Download the image close Close Download this image Gold Trophy: Helldivers 2: Heart of Democracy Silver Trophy: Assassin’s Creed Shadows: Claws of Awaji Bronze Trophy: Indiana Jones and the Great Circle – The Order of Giants While many expansions continue the adventures of core characters, Platinum trophy winner Lies of P: Overture took a different approach, in the form of a sizable prequel that fills in the story prior to the events of the main game. That slimmer frame still boasted a complete package, distilling down what made the main game enticing, including a cavalcade of new challenging bosses to further sharpen your combat-honed skills on. Your votes went to other deserving winners as well: Helldivers 2 surprised players by putting them on backfoot as they fought on (and for) the streets of Super Earth in Heart of Democracy. Indy’s adventure in Rome expanded to fold in another ancient mystery by way of The Order of the Giants expansion, while Claws of Awaji sated Assassin’s Creed Shadows players eager for more ninja and samurai action. Best Sports Game View and download image Download the image close Close Download this image Platinum Trophy: Sonic Racing: CrossWorlds View and download image Download the image close Close Download this image Gold Trophy: Forza Horizon 5 Silver Trophy: EA Sports FC 26 Bronze Trophy: Rematch The all-star cast and reality-bending courses of Sonic Racing: CrossWorlds took the checkered flag this year, with fellow racer Forza Horizon 5 not far behind. EA Sports FC and newcomer Rematch rounded out the list, with each representing different expressions of The World’s Game. Best Independent Game View and download image Download the image close Close Download this image Platinum Trophy: Clair Obscur: Expedition 33 View and download image Download the image close Close Download this image Gold Trophy: Hollow Knight: Silksong Silver Trophy: Dispatch Bronze Trophy: Ready or Not These smaller teams yielded big results! The majority of your votes weighed towards titles that included clever gameplay hooks or unique presentations to make for new and exciting experiences. From the vast world of Clair Obscur, to the superheroic drama of Dispatch, these imaginative indies prove the future of gaming lies in innovation and thoughtful iteration. Best PS VR2 Game View and download image Download the image close Close Download this image Platinum Trophy: Alien: Rogue Incursion View and download image Download the image close Close Download this image Gold Trophy: Hitman World of Assassination Silver Trophy: The Midnight Walk Bronze Trophy: Zombie Army VR Survios struck black goo with its virtuoso VR take on the iconic Alien series, which scored the Platinum award despite a tight race with IO Interactive’s Hitman: World of Assassination. The Midnight Walk’s moody adventure and Zombie Army VR’s red-meat combat also got recognized as being among the best of 2025’s PS VR2 offerings. Best PS4 Game View and download image Download the image close Close Download this image Platinum Trophy: Hollow Knight: Silksong View and download image Download the image close Close Download this image Gold Trophy: Elden Ring Nightreign Silver Trophy: Sonic Racing: CrossWorlds Bronze Trophy: Call of Duty: Black Ops 7 Recognised with Bronze, Silver, and Gold trophies across other categories, it’s in Best PS4 Game that Hollow Knight: Silksong claims the Platinum. Team Cherry’s utterly captivating and tensely challenging 2D platformer wasn’t without staunch competition, from FromSoftware’s multiplayer take on its acclaimed Elden Ring series, the fresh spin on arcade racing dynasty in Sonic Racing: CrossWorlds, and the heavyweight of Call of Duty returning to the PS4 frontlines with Black Ops 7. Best PS5 Game View and download image Download the image close Close Download this image Platinum Trophy: Ghost of Yōtei View and download image Download the image close Close Download this image Gold Trophy: Clair Obscur: Expedition 33 Silver Trophy: Death Stranding 2: On the Beach Bronze Trophy: Arc Raiders In a year full of acclaimed games, it’d be tough to pick a shortlist. And that proved true for Best PS5 Game, which saw your votes nearly evenly split throughout the whole period of the polls being open. It was only in the closing hours that the winning order was solidified. Though a later release this year, Arc Raiders quickly attracted plenty of heat, spawning numerous gameplay clips and stories by players detailing narrow wins and surprise betrayals. Death Stranding 2’s suite of new and retooled mechanics made Sam Bridges’ biggest challenges a joy for players to experience, while Expedition 33 found a unique groove in its take on turn-based combat, and combined it with a story and world that has electrified many of you. Following a tight race, in the end, the Platinum went to Ghost of Yōtei. Sucker Punch’s sophomore effort improved on every aspect of the first game, then layered on top of that new features, a new cast, and new story. Studio of the Year View and download image Download the image close Close Download this image Platinum Trophy: Kojima Productions View and download image Download the image close Close Download this image Gold Trophy: Sandfall Interactive Silver Trophy: Sucker Punch Productions Bronze Trophy: Team Cherry As we tally up the votes, it’s clear that several studios have left an indelible mark on 2025. Sandfall Interactive’s debut showcased their absolute confidence in their identity, while Sucker Punch and Team Cherry released hugely anticipated adventures to critical acclaim. However, it was Kojima Productions who claimed the Platinum trophy for Studio of the Year after the release of Death Stranding 2 and a ‘round the world’ tour to showcase their work. While the game reached new and existing fans alike, the studio tapped into pop culture, connecting them with their audience on a level few studios can achieve. Most Anticipated Game of 2026 and Beyond View and download image Download the image close Close Download this image Platinum Trophy: Marvel’s Wolverine View and download image Download the image close Close Download this image Gold Trophy: Resident Evil Requiem Silver Trophy: 007 First Light Bronze Trophy: LEGO Batman: Legacy of the Dark Knight In recent years, the Most Anticipated Game category has proven to be the most fiercely fought of the entire awards. This year was no different, with an extensive list of new games to look forward to, and you showing your excitement for all with votes cast far and wide, and the most write-in votes of the entire awards. Yet the race was particularly tight between the top two placements. The final result? Resident Evil Requiem earns Gold, but it’s Marvel’s Wolverine that takes the Platinum this year. View the full article
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It’s once again time to come a’Reckonin’ o’er the hill and vale, Helldivers–the Festival of Reckoning’s upon us*! This is a time to reinvigorate our hearts with a commitment to spreading peace and Managed Democracy throughout the galaxy, and we’ve got a special celebration lined up to help. Play Video The Festival of Reckoning is a celebration of love, family, peace and the pursuit of peace using any means necessary. The Reckoning Fund, which finances the yearly event, is bursting with credits, and so this year’s festival is even longer and more joyously explosive: The 2025 Festival of Reckoning begins in Helldivers 2 on December 18 2am PT / 10am GMT / 11am CET / 7pm JST and runs until December 31 14.59pm PT / 10.59pm GMT / 11.59pm CET / 7.59am PT (Jan 1) We’re getting you into the spirit with holiday Major Orders that grant you limited-time access to a host of stratagems to celebrate the event in grand fashion. No stratagem is off-limits, either–meaning we will even be letting you try out some stratagems from our Premium Warbonds. During the festival, you will see in-game dispatches will go out to let you know which celebratory Major Order is active, and which mandatory celebration stratagems are available for temporary festive use. Let’s light up the skies with the fires of our peaceful and democratic seasonal happiness, Helldivers! *Gameplay requires internet access and paid for PlayStation Plus membership (sold separately) on PS5. PlayStation Plus membership subject to recurring subscription fee taken automatically until cancellation. Age Restrictions apply. Full terms: play.st/psplus-usageterms. View the full article
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Fast versus slow. This varying approach to depicting zombies in film, television, and video games has been going on for decades. The Zekes in World War Z are known for their speed and relentless aggression, stacking on top of each other in a frenzied bloodlust to seek out their next meal. But as we pondered this concept, we found ourselves asking, “Why not both?” The idea of transforming gameplay with Walkers became the crux of our partnership with AMC to bring a crossover episode of The Walking Dead into World War Z. Play Video Maps will still be similarly-sized as to what you’ve experienced in World War Z so far, but we’ve made the routes that you traverse more narrow and claustrophobic. You’ll be forced to take down tougher and deadlier herds as they slowly shuffle towards you, with a constant threat of being overwhelmed. Our special Zekes (Bulls, Bombers, etc.) will remain a part of the mixture of enemies, but we’ve also added in a new special – the Spiked Walker. He’s got an armored head and can cause players to bleed if they get too close to him. As you may have guessed, melee is a bad idea — at least initially. You should take down the Spiked Walker from range, forcing it to go prone, then finish it off with a coup de grace for the most efficient kill. If you don’t kill it while it’s down, it will get right back up and keep coming for you. But the Walkers are not the only content in this crossover DLC… This new campaign episode brings to life three separate but thrilling chapters starring legendary characters from AMC’s The Walking Dead – Rick Grimes, Daryl Dixon, Negan, and Michonne. Andrew Lincoln, Norman Reedus, and Jeffrey Dean Morgan have reprised their roles, providing the voiceover to bring these fan-favorite characters to life. The Walking Dead’s heroes won’t be coming empty-handed, either. Rick brings along a new weapon skin for his trusty Revolver, while Daryl sports a new skin for his lethal Crossbow. Michonne and Negan will each wield completely new melee weapons – Michonne with her iconic Katana and Negan with his one and only Baseball Bat, “Lucille”. As for the stories themselves, Chapter 1 begins at The Prison, where Rick, Daryl, Michonne, and Negan battle their way through the correctional facility that the band of survivors previously used as a base, then abandoned when it was overrun. What begins as a rescue mission quickly becomes a life and death struggle to survive against an army of the dead. In Chapter 2, the four return home to Alexandria, only to discover that the town is on fire and overrun with Walkers. A series of problems make it more and more difficult to ensure the safety of the survivors within. It may take some ingenuity to salvage that which remains… Finally, in Chapter 3, the crew travels to Grady Memorial Hospital to retrieve life-saving medication for their community. Atlanta, however, is more walker-infested than the last time they were there, so they have to be extremely cautious as they make their way through the hospital. If they succeed, it could mean saving many lives. We hope that this crossover of post-apocalyptic universes proves once and for all that both slow and fast zombies can indeed coexist, albeit delightfully un-peacefully. World War Z x The Walking Dead DLC launches on PS5 and PS4 in January 2026. View the full article
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Inhyuk Park here from Project Cloud Games and it gives me great pleasure to share more details on our team’s unique approach to The Relic: First Guardian. But first of all, I have some very exciting news. Alongside publisher Perp Games, we are excited to announce that The Relic First Guardian will launch on the PS5 on May 26, 2026. Play Video The Relic: First Guardian is a journey that follows forgotten voices in a mysterious world. Every trace you encounter is the final record of someone who once lived here. In this world, you are not a legendary hero; you are the one who restores memory and a keeper of stories. A world that flows like a folktale From the beginning, we wanted this game to feel like an old folktale told by a grandfather to a child; gentle, lingering, and quietly profound. Stories that settle deep inside you. Tiny objects that hold enormous tragedies. Even outside of combat, you will see the gouges left on a broken wall, a half-burned letter on the floor, a small pinwheel turning quietly atop a hill and imagine the lives that once existed here. At the heart of this world lie the stories of those who vanished. Combat – freedom in attack, intensity in survival We redefined our combat system to match this emotional direction. Stamina is never consumed when attacking. In The Relic, attack is freedom. To preserve the player’s creativity, rhythm, and style, stamina has been removed from all offensive actions. Stamina exists only for survival. Defense, dodging, and the brief moments where life and death split apart are the only times stamina decreases. Skills consume no resources and operate entirely on cooldowns. This ensures a seamless combat flow where players can freely express the style they want. Five weapon styles – battles shaped by emotion At the start of the game, players choose from five distinct weapon types. Each weapon is designed around a different emotional theme and creates a completely unique combat rhythm. Beyond that, each weapon style includes twelve exclusive skill trees, allowing players to mix and match abilities to form a class that exists nowhere else but within their own playstyle. Equipment that exists only once in this world The Relic departs from the traditional RPG loot structure. Here, there are no “similar swords” or “slightly better armor variations.” Every weapon and piece of armor in this world exists only once. A sword may be the final blade of a knight who defended hundreds. A shield may be the vow a family protected for generations. A greatsword may carry the last hope of someone who never returned home. You do not simply acquire equipment, you inherit the story it has lived through. Grow without levels and become stronger through memory There are no character levels in this world. Instead, players grow through memory. At the center of this system are Relics (Runes) fragments imbued with the emotions and wishes of those who lived before. Each Relic carries over 70 unique passive effects. They reshape skill behavior, alter combat tempo and dramatically enhance specific weapon styles. By equipping these Relics, players build the kind of Guardian they wish to become. Growth is not measured by numbers, but by the accumulation of the experiences you gain in this world. Bosses – The final echoes of lost voices More than 70 bosses appear in The Relic. They are not simple obstacles; each is a standalone folktale. A father who became a monster after starving. A cursed rage left behind by a broken promise. A soul consumed by the Void, having forgotten even its own name. Their stories reach completion only when players confront them. The First Guardian – An ancient promise carried by the wind In The Relic, the player is not a hero remembered for great deeds, but someone who gently restores fading memories to life. A child turning a pinwheel while waiting for a father who never returned, a brief letter left for someone who could no longer read it, and countless footsteps lost to the scars of war. All of these stories quietly reappear as the player moves through the world. And the one who gathers these fragments of memory, weaving them back together, is the First Guardian. You walk a journey that exists only once in this world. You gather memories, piece stories back together, and return forgotten voices into the wind. And someday, someone may retell your story like a folktale whispered beneath the night sky. See you May 26. View the full article
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“I wouldn’t go in there,” warns traveling storyteller Ugetsu, as Atsu approaches two large and looming wooden doors. “Because you may not return.” It’s a caution many Ghost of Yōtei players loved to ignore. As the trigger point for revered side-quest The Spider Lily General, that ominous gate is the start of a haunting mythological adventure that lingers long in memory after its completion. Only fitting for a game that launched so close to Halloween. I spoke to Creative Directors, Nate Fox and Jason Connell, to find out the inspiration and secrets behind The Spider Lily General, and how they felt about the optional quest’s popularity. But, similar to Ugetsu, I must warn you – there are spoilers ahead. You might want to play this mission before venturing any further… The quest’s origins “The Spider Lily General was actually one of the earliest missions in the game and one of the first Mythic Tales we created,” reveals Jason. “It came from one of our designers and writers, and we dissected what makes a great Mythic mission, how they’d look and feel.” View and download image Download the image close Close Download this image Verify your age to view this content. Verify your age to view this content. View and download image Download the image close Close Download this image While these particular side-quests can be inspired by historical figures, The Spider Lily General was crafted as an original tale to represent the trauma of war. The titular warrior’s battle prowess and armour turned him into a legend, but after retiring, the General accidently injures his daughter during a sparring session. Seeing his child die from a wound he inflicted poisons the General with unrelenting grief, leading to him haunting the forest. And now looters hunt for his armour, often dying by the ghost’s sword. “We knew we wanted the story to maybe have some tragedy associated with it,” says Jason. “And at some point the writer suggested it could be a point of reflection for Atsu, who helps him heal. She’s fighting him, but understands his trauma.” But why spider lilies? Was there some specific symbolism in their use, given the myth says they sprouted wherever the General spilled his victims’ blood? “They’re actually toxic, and in real life they’re planted in graveyards to keep away animals,” explains Nate. “So they represent death, as well as connecting to emotional relationships. They also had a functional in-game purpose – early playable feedback suggested it was a bit hard to understand where to go and what to do in the mission because the area is so large. So the lilies made it clearer how to move through the mist.” Developing horror The practical use of the lilies were just one of many mechanical aspects Sucker Punch had to consider for a quest which took on such an eerie feel in contrast to much of the main game. “We don’t have a lot of experience with that sort of horror tone,” says Nate. “So there were specific ways to make it feel like the world is not as you know it. The little maze, a music stinger, and hearing people wailing in the distance. Or reaching a bunch of enemies before a mist rolls in and you then find them all slaughtered. “There’s also the use of negative space, like when you start the quest and go up a staircase with the mist coming down and the spider lilies going up, with old corpses present… but nothing is attacking you. That long walk is simply there to immerse you in the tone.” View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Early development concepts of the Spider Lily mission by Sucker Punch. “We were inspired by elements from past survival horror games,” explains Jason. “The prototypes explored weird camera angles. It was really challenging, but even if we didn’t use them it set the vibe for what we were trying to achieve. The atmosphere is one of the biggest tools we have. You paint the whole scene with mood. We made the spooky moon a little bigger and changed the lighting and colour grading to get the right black level. Sound design is a big thing, too, as well as the music, like the special track during the duel.” View and download image Download the image close Close Download this image Verify your age to view this content. Verify your age to view this content. Its influence on the wider game Similar to the impact The Spider Lily General had on players, its early inclusion to Ghost of Yōtei’s development helped set a high bar not just for the other Mythic quests, but also for the entire adventure. “The mission paved the way to ensure that the rest of the game had that level of quality and majesty,” says Jason. “A lot of the core parts of what makes the atmosphere and visual style of a Ghost game distinct got re-pioneered in that moment – and it reminded us of how important it is to use really great visual attractions to draw the player in.” “That’s one of my favourite things about the mission,” agrees Nate. “When you’re riding your horse in this expansive field, the player has the choice of where they want to go. But when you look at the forest, it’s got a little bit of mist on it and you see this beautiful pagoda popping up out of the top, and it really excites your curiosity. The player discovers the story under their own power. It’s a powerful experience.” The impact of myth on players… and the studio The work and thought gone into The Spider Lily General is reflective of the entire game, but the team is happy with how players have responded to this particular mission, especially given how invested the studio was in creating the Mythics. “Nate and I were pretty excited about the way they came out in Ghost of Tsushima,” says Jason. “So we knew that we wanted to build them again in their own new way for Ghost of Yōtei. And it’s cool to see people really enjoy The Spider Lily General. It’s got a lot of the hallmarks of a Ghost game in its roots. So as creators it’s really joyful to see people take photos and talk about why they like that mission.” “We set out to make a game that is an anthology of stories where the player is invited to really wander, and follow their curiosity,” says Nate. “And The Spider Lily General is a great example of the kinds of things you can discover by going out there and exploring, in its own self-contained short story. “It has a really strong beginning, middle, and end, with characters you get to know. Everyone in the team is very proud of how it came together.” Ghost of Yōtei is available for PS5 now. View the full article
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As we continue sharing more from the world of Saros, today we’re stepping behind the scenes to highlight one of the pillars of this new universe: its characters. This latest trailer marks the first time we’ve shown a deeper look at our ensemble cast: the faces, voices, and performances anchoring the story of Saros. What you’ll see in the trailer is more than motion capture and dialogue. It’s months of collaboration, interpretation, and trust between our directors, our actors, and the entire studio. Below, our team shares what it meant to bring these characters from script to screen. Play Video Crafting an ensemble with heart and tension For Game Director Gregory Louden, this trailer was an opportunity to reveal more than action: “We wanted to explore a lot more of our storytelling and show off our ensemble cast of NPCs. We have a phenomenal cast. They’ve brought such authenticity and reality to the characters.” That authenticity becomes the emotional thread of Saros. Each character brings their own mix of hope, dread, and resilience. Narrative Designer William Shaughnessy explains: “The more the characters learn, the more the sense of dread grows. The friction within the crew increases, and each handles that in different ways.” This tension, human vulnerability set against an alien world is at the heart of the story. Performance, trust, and bringing characters to life Art Director Simone Silvestri shared his admiration for the performances that shaped the cast. Speaking about the actor behind Arjun, he says: “Oh man, he’s cool. The way he’s acting for Arjun is just fantastic.” Arjun is one of the characters who undergoes the most significant transformation over the course of the story. Greg adds: “He goes on quite an arc in the game. It’s exciting seeing him dedicate himself and really lose himself in the role to make sure players get the best story, and the best character to examine.” The cast’s deep dedication allowed us to push the emotional resonance of Saros further than ever before. The return of Jane Perry Fans of our previous work will immediately recognize a familiar presence. Greg shares the surprise: “I’m really excited for everyone to see that Jane Perry is back. She plays Sheridan Bouchard, commander of Echelon Four, and as you can see, she does not muck around.” Jane has become part of the Housemarque family, and Simone emphasizes the importance of that ongoing relationship: “It’s very important to build trust with actors who can bring performance to the screen. They give their own spin to the characters we make. Having Jane back is awesome.” For many on the team, seeing Jane across from Rahul Kohli in key scenes was a career highlight. A new era of cinematics at Housemarque Cinematic Artist Khalil Osaimi reflects on one of the first scenes the team shot: “Seeing Greg and Brandon working with them on set was a revelation moment for me: what we can achieve nowadays in storytelling.” He explains the delicate balance between cinematic storytelling and gameplay flow: “There’s a fine line we have to walk. But with the talent we have here and the capabilities… we’re going to the next level now.” For Housemarque, Saros represents a leap not just in action gameplay, but in narrative ambition. Close-up characters, real subtlety Technical Director Martin Contel speaks candidly about the challenges of bringing human emotion into a world known for high-intensity combat: “We’re doing, for the first time, cinematics with characters in your face. We’re not afraid to bring the camera close. But animating a human face is incredibly difficult: one wrong muscle and a happy expression can become a smirk or something unintended.” Achieving the nuance these characters demand has pushed our animation, performance capture, and rendering systems further than ever. From paper to performance William concludes with a reflection on seeing the scenes come to life: “There are three phases to the game; in your mind, on paper, and in software. These scenes were once just words on a page, a hope that they’d look great. And they look amazing.” For him, and for the entire team, seeing the cast’s interpretation and the studio’s execution has been deeply rewarding. What comes next The latest trailer revealed at The Game Awards marks just one step in unveiling the story of Saros. As we continue development, we’re excited to share more about the characters, the world they inhabit, and the mysteries that bind them. Thank you for following us on this journey. More is coming soon, and we can’t wait to show you what’s next. View the full article
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Let me tell you how a PlayStation in a Welsh recording studio sparked a three-decade journey into the rhythm-action genre. This is the birth of our upcoming game, Aaero2: Black Razor Edition, which is available now on PS5.. As the 90s came to an end, my band had just signed our first record deal and we were living at a recording studio in Wales, recording our first EP. One evening, with my guitar parts, the bass and drums already in the bag, the drummer and I noticed a PlayStation under the TV in the lounge. There were two games; Colin McRae Rally and PaRappa the Rapper. We played a lot of Colin McRae before deciding to give the other odd-looking game a go. That’s where it all started for me and rhythm games. I’ve been obsessed with video games since I was little. The revelation that playing music and playing video games had a crossover point was huge. Play Video Entering the games industry After relentless hustling and following the least orthodox route imaginable (Musician > Engraver > Tattoo Artist > Architectural 3D Artist > Video Game Artist) I landed my first game job as an environment artist at Codemasters. It was at Codemasters – the home of Colin McRae Rally – that I first worked with Dan. A brilliant programmer and I’m struggling to find the right words. Let’s go with ‘enigmatic eccentric’. The PlayStation 2 was brand new and the bleeding edge of gaming. It was such an exciting time to be making games. B-Boy, PSP, and the music/game connection In 2002, a group of six guys broke away from Codemasters and Rare to form a new studio called FreeStyleGames. They were working on an exclusive game for PlayStation 2 and PSP called B-Boy. The connection of music and gaming was irresistible. Dan and I migrated over. In addition to art, the B-Boy project and smaller team structure allowed me to get involved in the music/audio side of things as well as game design. Guitar Hero and the golden age of rhythm gaming Keeping with the Hip Hop vibe, we went on to make a DJ game which caught the attention of Activision and became DJ Hero. They asked if we could help make content for Guitar Hero. Yes. Yes I can! I hired a team of absolutely incredible musicians and designers. Some musicians at the time scoffed at Guitar Hero and suggested people should play a real guitar instead of wasting time on games, but we disagreed. It was introducing people to music they otherwise may not hear and letting them appreciate it on a whole new level. The birth of Mad Fellows and Aaero Dan and I left FreeStyleGames in 2013 to form Mad Fellows. While people often mention Rez when describing Aaero, and it was indeed one of my favourite games, it wasn’t the biggest influence. It was actually most inspired by Gitaroo Man. The use of analog sticks to trace the music comes from my love for iNIS’ timeless classic. I still keep my PSP to hand so I can have a blast through the songs every now and then. Meeting Wired Productions While showing an early version of Aaero in 2015 at EGX in London, we first met the guys from Wired Productions. As a massive fan of Arcade Paradise, I had been talking to Leo (Managing Director of Wired Productions and co-founder of Black Razor Records) about how much I loved the soundtrack. The authentic 90s tracks really captured the vibe of the era, and the opportunity to bring this music into Aaero2 as the Arcade Paradise Music Pack was a dream come true. The Lania Kea Music Pack just naturally flowed on from that, and at that point we realised Aaero2 had evolved into something new. Full circle Aaero2: Black Razor Edition represents the culmination of many years of experience in music games from both Mad Fellows and Wired Productions. Its release on PlayStation feels like a huge milestone in a three-decade-long personal journey as a gamer and game developer. Aaero2: Black Razor Edition Is out now on PS5. View the full article
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mayetorz joined the community
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Behind the scenes the team here at Bungie has been incredibly hard at work on Marathon, our brand-new PvPvE extraction shooter* – where the dark sci-fi world of Tau Ceti collides with tense survival FPS gameplay. In Marathon, players scavenge the lost colony of Tau Ceti IV as a bio-cybernetic Runner while surviving against hostile UESC security forces, rival Runners, and unpredictable environments to seek their fortune. Today’s ViDoc shares a new look at Marathon’s gameplay and immersive sci-fi setting. The team also explores updates since Alpha, like improved visual fidelity, proximity chat, solo play, and a new Runner shell: Rook. Play Video Captured on PC On Tau Ceti, death is the first step. Your journey begins in the proving grounds of Perimeter, where you’ll get your cybernetic legs under you and learn the basics of how to extract alive. Then, the anomaly-scarred Dire Marsh ups the ante and takes you to the remains of the human colony that’s filled with more danger and bigger rewards. As you grow your vault and survival skills, you’ll make your way to Outpost, the UESC’s forward base of operations with patrols, locked rooms, and loot that will have you tempting fate at each turn. But, all of that leads up to the endgame. Hanging high above Tau Ceti is the looming UESC Marathon, which houses the Cryo Archive – the first deck you’ll be able to explore aboard the derelict colony ship. Solve raid-like security measures to unseal frozen vaults and pillage the artifacts within. Every cramped corridor forces you into conflict with fully-geared enemy crews racing for the same prize. Breach the seventh vault to challenge an entity that even the UESC fears. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Captured on PC Unsteady truces, unforgiving worlds, and unforgettable experiences await you on Tau Ceti IV. With huge thanks to our incredible community, we’ve been able to playtest and gather feedback to ensure that we’re building Marathon with our players in mind. We’ve made several improvements, including: Proximity chat, to make on-the-fly alliances – or break them – in the field Rook, our solo scavenger experience Solo Runner queue, so you can test yourself against Tau Ceti’s most challenging odds Updates to visual fidelity across the board, to further immerse you in the world Whether you were with us back in April for our first Alpha or you’re just joining us now, there’s a rich world full of lore and loot for you to discover when your cybernetic biosynthetic shell takes its first steps into our new world. Captured on PC We’ve built Marathon to shine on PlayStation 5, with the goal of delivering smooth, intense combat – whether you’re playing with your crew for a night full of runs, going it solo, or filling into teams of up to three. The PS5’s hardware is perfectly suited for us to bring this dark and gritty world to life, and we can’t wait for you to get your hands on it. Marathon releases in March 2026 at the target price of $39.99/€39.99/£34.99, with additional regional pricing to be announced. Keep up with the latest news from our team at Bungie by wishlisting Marathon for PlayStation right here. If you want to join in on the discussion and chat with the dev team, make sure to head over to the Marathon Official Discord! We’d love to hear your stories, get your feedback, and share what’s coming next as we chart the path forward. We can’t wait for you to join us on Tau Ceti soon. *Bungie.net account and internet connection required. Paid for PlayStation Plus membership (sold separately) required on PS5. PlayStation Plus membership subject to recurring subscription fee taken automatically until cancellation. Age restrictions apply. Full terms: play.st/psplus-usageterms. View the full article
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Another year has come and gone, but we can’t help looking back at the incredible gaming memories made in 2025. The PlayStation Blog team wants to thank you for your support all year long, and wish you a happy holiday season. And we’re not alone! We gathered season greetings from our talented friends and studios from across the industry. So grab a cup of cocoa and, and enjoy this year’s collection of holiday greetings. Cheers to 2026! 2K Games (WWE 2K25) ❅ 505 Games ❅ Acquire Corp ❅ Activision ❅ Annapurna Interactive ❅ Arc System Works ❅ Arrowhead Game Studios ❅ Asobo Studio ❅ Astragon ❅ Bandai Namco Entertainment ❅ Behaviour Interactive ❅ Bend Studio ❅ Blizzard Entertainment (Diablo IV) ❅ Blizzard Entertainment (Overwatch 2) ❅ Bloober Team ❅ Bloober Team (Chronos: The New Dawn) ❅ Bluepoint Games ❅ Bokeh Game Studio ❅ Bungie ❅ Capcom ❅ Chrono Studio ❅ Clouded Leopard Entertainment ❅ Crystal Dynamics ❅ Dark Star ❅ Digital Extremes ❅ Dragami Games ❅ Enhance ❅ Enigmatrix ❅ Firaxis Games ❅ Firesprite ❅ Funcom ❅ Gearbox Software ❅ Gemdrops Inc. ❅ Gryphline ❅ Guerrilla ❅ GungHo Online Entertainment ❅ Hangar 13 ❅ HB Studios / 2K Games ❅ Housemarque ❅ Insomniac Games ❅ Inti Creates Co. ❅ Kalypso Media ❅ Klei Entertainment ❅ Koei Tecmo ❅ Konami ❅ Level 5 ❅ Media Molecule ❅ Midgar Studio ❅ Mintrocket ❅ Moon Hood ❅ Naughty Dog ❅ nDreams ❅ NetEase (Ananta) ❅ NetEase (MARVEL Rivals) ❅ NetEase (Naraka: Bladepoint) ❅ NetEase (Once Human) ❅ NetEase (Sea of Remnants) ❅ NetEase (Where Winds Meet) ❅ Nexon (The First Berserker Khazan) ❅ Nexon (The First Descendant) ❅ Nihon Falcom ❅ Nippon Ichi Software ❅ Nuverse ❅ Outerloop Games ❅ Outright Games ❅ Outright Games (Bluey: The Video Game) ❅ Pearl Abyss ❅ Pocketpair Publishing (Never Grave) ❅ Pocketpair Publishing (Palworld) ❅ Polyphony Digital ❅ Raw Fury ❅ RecRoom ❅ Red Candle Games ❅ Resolution Games ❅ Saber Interactive ❅ San Diego Studio ❅ Santa Monica Studio ❅ Sega ❅ Serenity Forge ❅ Shueisha Games ❅ SNK ❅ Spike Chunsoft ❅ Steel Wool Games ❅ Sucker Punch Productions ❅ Supermassive Games ❅ Team ASOBI ❅ Thatgamecompany ❅ The Game Bakers ❅ Tripwire Interactive ❅ Turtle Rock Studios ❅ XL Games ❅ ZA/UM ❅ Holiday card from Sucker Punch Productions Holiday card from Guerrilla Holiday card from Housemarque Holiday card from Insomniac Games Holiday card from Bloober Team Holiday card from Bungie Holiday card from NetEase (Marvel Rivals) br>Holiday card from Team Asobi Holiday card from Naughty Dog Holiday card from Activision Holiday card from Sega Holiday card from Santa Monica Studio Holiday card from Polyphony Digital Holiday card from Capcom Holiday card from Bend Studio Holiday card from Gearbox Software Holiday card from Bluepoint games Holiday card from Media Molecule Holiday card from Konami Holiday card from Koei Tecmo Games Holiday card from Firesprite Holiday card from San Diego Studio Holiday card from Mintrocket Holiday card from Bandai Namco Entertainment Holiday card from Tripwire Interactive Holiday card from Pocketpair Publishing (Never Grave) Holiday card from 2K Games (WWE 2K25) Holiday card from Crystal Dynamics Holiday card from Astragon Holiday card from Pearl Abyss Holiday card from NetEase (Where Winds Meet) Holiday card from Behaviour Interactive Holiday card from Blizzard Entertainment (Diablo IV) Holiday card from Funcom Holiday card from Hangar 13 Holiday card from 505 Games Holiday card from Firaxis Games Holiday card from Outright Games (Bluey: The Video Game) Holiday card from Arc System Works Holiday card from SNK Holiday card from The Game Bakers Holiday card from Enigmatrix Holiday card from Chrono Studio Holiday card from NetEase (Ananta) Holiday card from Annapurna Interactive Holiday card from Digital Extremes Holiday card from Enhance Holiday card from Asobo Studio Holiday card from nDreams Holiday card from Gemdrops Inc. Holiday card from Acquire Corp Holiday card from Gryphline Holiday card from Inti Creates Co. Holiday card from Spike Chunsoft. Holiday card from Kalypso Media Holiday card from Blizzard Entertainment (Overwatch 2) Holiday card from Raw Fury Holiday card from Bloober Team (Chronos: The New Dawn) Holiday card from NetEase (Naraka) Holiday card from Klei Entertainment Holiday card from Level 5 Holiday card from Nexon (The First Descendant) Holiday card from Supermassive Games Holiday card from Midgar Studio Holiday card from Saber Holiday card from Moon Hood Holiday card from Thatgamecompany Holiday card from Nexon (The First Berserker Khazan) Holiday card from HB Studios / 2K Games Holiday card from Nihon Falcom Holiday card from Clouded Leopard Entertainment Holiday card from Nuverse Holiday card from Outerloop Games Holiday card from RecRoom Holiday card from NetEase (Once Human) Holiday card from ZA/UM Holiday card from Serenity Forge Holiday card from Pocketpair Publishing (Palworld) Holiday card from GungHo Online Entertainment Holiday card from Resolution Games Holiday card from NetEase (Sea of Remnants) Holiday card from Shueisha Games Holiday card from Outright Games Holiday card from Steel Wool Studios Holiday card from Turtle Rock Studios Holiday card from Dragami Games Holiday card from Bokeh Game Studio Holiday card from XL Games Holiday card from Red Candle Games Holiday card from Dark Star Holiday card from Tencent View the full article
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On December 16 we will release a content update for S.T.A.L.K.E.R. 2: Heart of Chornobyl with a brand new storyline which will bring: 8 quests that can take hours to complete 7 locations to explore 6 characters with their own backgrounds and stories A unique weapon A hub to create All of this — completely free for all owners of the game. Christmas arrived earlier in the Zone. Let’s get into it. What’s S.T.A.L.K.E.R. all about? S.T.A.L.K.E.R. 2: Heart of Chornobyl gives you a chance to jump into the Chornobyl Anomalous Zone. A place frozen in time since 1986, but re-emerged after the second explosion caused by secret scientific experiments. It is an abandoned area, surrounded by a massive perimeter wall to protect the outside world from what was left inside after horrific experiments. Now, this place is full of mysteries, buried secrets, horrific mutants, anomalies, artifacts, and… people. Play Video Those are called stalkers. Caring only about themselves or their close group. Each and every one with the intention to get something from the Zone — money, fame, answers to the deepest personal questions and God knows what else. You are one of them. So what is this new quest? Strange things start happening near the Malachite on the western part of the map. The research groups sent by scientists were reporting a signal interfering with their usual PDA communications. After listening to it, stalkers were suffering from headaches, nose bleeds, and hallucinations. Professor Medulin witnessed everything with his own eyes. While being good at scientific research, he didn’t know enough about the radio signal and what to do to figure out what was happening. That’s where Banzai steps in, a radio enthusiast, who also joined the investigation, but something went wrong. You may hear their emergency transmission almost anywhere in the Zone. Pay close attention to the Red Forest Region on your map, and from here on, your intuition, rationality and choices will lead you down the rabbit hole to see how deep it is. Never forget about your gear No stalker embarks on an expedition unprepared. That’s where the new weapon comes in handy. The GP37V2 is a modified version of the GP37 rifle, crafted for the most tactically proficient players. It features a pre-installed suppressor and a low-magnification scope. The trigger group has been modified to support single and burst fire modes only. The cost of failure is higher, but in the hands of a skillful operator, the GP37V2 can reward you with its precision and power. And even if that somehow doesn’t sound like the best fit for your playstyle — you still have 30+ weapons (plus attachments) in S.T.A.L.K.E.R. 2 to choose your favorite from. New locations and places As a bounty hunter, you need to explore, loot, and survive. Believe us when we say that the Fairy Tale Pioneer Camp and the Old Mine in Red Forest are worth your time. If you have already travelled the Zone south-to-north and east-to-west, you’ll see some familiar locations are now re-inhabited by stalkers. The story will lead you through Car Dump, Army Warehouses, City Boiler Room, Rail Depot near Malachite, and Volkhov SAM. Your choices may also lead you to completely uncharted places. Trust your instincts to see how it pays off. New hub in the Burnt Forest region Your choice matters in S.T.A.L.K.E.R. 2 — and it literally shapes and changes the Zone. It stays true in this new story, as one of the outcomes is a whole new hub appearing in a not-so-populated area of Burnt Forest. Technician, trader, medic, guide — everyone will be there. Of course, including a place to take a nap, and your stash! Jump into the story This is a content update for S.T.A.L.K.E.R. 2: Heart of Chornobyl that will be available to all play on December 16, 2025. Grab your permit to enter the Zone and dive into the massive open world, full of mysteries, secrets, and dangers unknown to humanity. Take your time in this big and atmospheric adventure, lose yourself in the ultra-realistic, stunning and haunting Zone — created with photogrammetry to serve as a digital museum of a real place. DualSense features, 3D Tempest Audio, haptics and gyro aiming — available exclusively on PlayStation 5 — will complement the extreme immersion of this atmospheric dive into the unknown. View the full article
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Last week, asked you to step back and take in the view, sharing zoomed out moments using #PSshare #PSBlog. Here’s this week’s highlights: marcospnabz shares Sam at the top of a mountain peak in Death Stranding 2: On The Beach JarrinWasHere shares Bayek sliding down a pyramid in Assassin’s Creed Origins FrameCaptured shares Wander taking in the vast landscape of Shadow of the Colossus. AkiraAoyama_VP shares Amicia walking through a field in A Plague Tale: Requiem Chimychingles shares Atsu approaching a clifftop shrine in Ghost of Yōtei SwayamGaikwad25 shares Gustave gazing out at the Paintress in Clair Obscur: Expedition 33 Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week? THEME: Microsoft Flight Simulator 2024 SUBMIT BY: 11:59 PM PT on December 17, 2025 Next week, we’re taking to the skies. Share aerial feats using #PSshare #PSBlog for a chance to be featured. View the full article
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Greetings to all the PlayStation fans! Did you get a chance to watch The Game Awards 2025? Alongside celebrating the standout titles of the year, the show saw a wave of exciting new game announcements. Capcom had three big reveals at the show: Pragmata’s release date, the unveiling of Mega Man: Dual Override, and the return of Leon S. Kennedy as the second protagonist of Resident Evil Requiem. Let’s review the details here in this PlayStation Blog. Play Video Pragmata launches April 24, 2026 View and download image Download the image close Close Download this image Pragmata is a sci-fi action-adventure game that follows spacefarer Hugh Williams and an android girl Diana in a futuristic lunar setting. The game offers a unique gameplay system that seamlessly blends puzzles and action, earning widespread acclaim at multiple game shows around the world. The release date for Pragmata has officially been announced for April 24, 2026! Pre-orders are also open today. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image In addition to the Standard Edition, a Deluxe Edition will also be available, featuring exclusive skins for Hugh and Diana, a starting weapon skin, remixed BGM, a Diana emote set, and special development art materials. Pre-ordering the physical edition or digital edition comes with an exclusive pre-order bonus: Hugh’s “Neo Bushido” costume and Diana’s “Neo Kunoichi” costume. Make sure to pre-order now to get your hands on these bonus items! Play Video Mega Man: Dual Override arrives in 2027 View and download image Download the image close Close Download this image Mega Man: Dual Override arrives in 2027, the same year the series will celebrate its 40th anniversary. We look forward to sharing more information in the future, but in the meantime, we hope you take note of Mega Man’s new look and the familiar whistle at the end of the video. Please wait a little longer for more information about the Blue Bomber’s next adventure. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Leon S. Kennedy returns in Resident Evil Requiem Last but not least, Resident Evil Requiem. Along with FBI analyst Grace Ashcroft, it has been announced that Leon S. Kennedy will be joining as the second protagonist of the game. Play Video Step into the world of terror with FBI analyst Grace, then embrace the thrill of survival alongside veteran agent Leon. Their contrasting gameplay styles and intertwined stories deliver a dual experience that will be sure to chill players to their very core. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image To prepare for the release on February 27, 2026, a Deluxe Edition featuring additional downloadable content, such as character costumes, is available for preorders. Don’t miss this opportunity to get your hands on the special costumes. I hope you enjoyed the three big announcements made by Capcom. Capcom is also planning a Resident Evil Showcase early next year to share more information about the game before its release, so make sure you mark your calendars. Thank you very much for reading to the end. We hope your year-end and New Year are packed with fun and unforgettable gaming moments! View the full article
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Speaking for everyone involved in the development and release of Clair Obscur: Expedition 33, we want to thank you, every single one of the fans, for what an unimaginable year of success our game has had in 2025. As a show of thanks, we’re dropping a major content update to the game on PS5 right now (for free!). The largest inclusion here is a brand-new level, “Verso’s Drafts”, featuring new environments to explore, battles to fight, and plenty of surprises to discover. The biome has a very childlike, wonderland-style aesthetic, inspired by Verso’s childhood, but you’ll see more cutscenes that elaborate on this in the update. It goes without saying that Lorien Testard’s musical magic is back too, with new tracks added for the level. Take a look at the Thank You Update Trailer, featuring Verso’s Draft here: Play Video You’ll find a plethora of unlockables in Verso’s Drafts too. There’s 13 new weapons to unlock, some having a similar vibe to the child-like environments in the level (candy scythe, anyone?). 16 additional Luminas are also available to unlock – adding even more customization and options to your combat. There’s also a bunch more costumes and hairstyles for each character, some look very chic, and some… intentionally goofy – I won’t spoil it here, but you might want to try the running animation in some of them. Fans will be delighted to know, after many many requests, that we finally added a photo mode in the game! Not to brag, but it’s a pretty in depth one too you can add filters (33, to be exact) and effects, change the angles, field of view, color grading, and even change the location and colors of the lighting (with 10 fully customizable lights!). Our Senior Gameplay Programmer, Florien Torres, shares his insight: “You will be able to use this during cinematics, which we expect people will get very creative with. With the photo mode camera, you can travel an infinite distance without collision – basically, the team wanted to go all in and give full access to the player, meaning they could access weird locations, even below the map and sort of ‘backstage’.” We’re extremely excited to offer this to our fans and see what masterpieces they will create with these new tools. This isn’t everything of course, there’s many QoL features added that players will appreciate, including adding filters when searching for Lumina’s, being able to save preset Lumina loadouts, and having the option to abandon battles (if you want, no judgement here). We’ve also added more text language support, so the game is more accessible, the new language additions include: Czech, Ukrainian, Mexican Spanish, Turkish, Vietnamese, Thai, and Indonesian, bringing the total number of supported languages to 19, with more planned for the future. You might also catch at the very end of the trailer; an extra challenging surprise awaits! And it won’t be the only challenge for players to overcome – you can expect to find a slew of new boss battles for late-game players within the Endless Tower. Parrying your way up the tower will reward players with all new Pictos, costumes, and a bunch of other gear. We can’t express our gratitude enough, but we hope this update helps express it in some way. Fans can play Verso’s Drafts as part of the new Thank You Update available now on PlayStation 5! View the full article
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Ninjas and Samurais gear up! The new demo for Team Ninja’s dark Sengoku action RPG, Nioh 3, is scheduled to be available Thursday, January 29, 2026. To celebrate the news, we released an action-packed new trailer which showcases some heart-pounding battles with formidable yokai while also teasing a couple of new bosses who are sure to take down players a few (hundred!) times. Play Video As you play through the demo, please note that the demo version’s save data can be transferred to the full game. In addition, the demo version contains online multiplayer mode with up to three players, enabling ninjas and samurai worldwide to invite friends to experience the demo’s deadly action before the game’s official full version release. Additionally, new exclusive bonuses for players who will receive the early purchase bonus have been revealed. These players will receive bonus armor sets inspired by the protagonists from the previous titles, the “Youngblood Armor (Samurai)” worn by William in Nioh and the “Lone Wolf’s Armor (Ninja)” worn by Hiddy in Nioh 2. These items will be obtained by redeeming the early purchase bonus “Hellfrost Armor Set” in game. View and download image Download the image close Close Download this image Nioh 3 is scheduled to be released on Friday, February 6, 2026. We hope everyone enjoys the latest installment in the Nioh series. With its deeply evolved open-field exploration and a playstyle that combines ninja and samurai elements, we feel this is the best game in franchise history and can’t wait to see everyone’s reactions once they finally get the chance to play. Conquer the crucible! View the full article
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Today, I am stoked to share more about our story, ensemble cast, action gameplay and world building in Saros, coming to PlayStation 5 and enhanced for PlayStation 5 Pro in 2026. We loved having Rahul present Saros at The Game Awards today and in case you missed it you can watch our new trailer below: Play Video Pre-orders for Saros are now live on PlayStation Store. Our story will haunt you Saros is the ultimate evolution of the Housemarque gameplay-first experience. In our trailer at The Game Awards we focus on our mysterious and monstrous story and show how we are taking things to the next level. This is our biggest and most ambitious story yet at Housemarque. Saros is the haunting story of a lost off-world colony on Carcosa under an ominous eclipse. You play as Arjun Devraj, a powerful Soltari Enforcer who will stop at nothing to find who he is looking for. You may have noticed a mysterious corridor and bedroom which you will need to explore. In the interest of protecting our mystery I will let the trailer share what we want to share about our story so you can discover it ahead. Arjun Devraj is performed by the brilliant Rahul Kohli, but he is not alone. We have an incredible ensemble cast of NPCs that deepen Carcosa’s world with their own perspectives and personalities for you to discover. Our ensemble cast pulls you into the world of Saros View and download image Download the image close Close Download this image For fans of Selene Vassos from Returnal, the one and only Jane Perry is back as Sheridan Bouchard. Jerome Jackson is performed by fellow Aussie Ben Prendergast (Tyr in God of War: Ragnarok), Sebastian Torres is performed by David DeSantos, and you can hear the fantastic Adriyan Raye (South of Midnight) and Shunori Ramanthan in our trailer too. We have even more amazing cast members to share, they have all been exceptional. You will meet our ensemble cast of NPCs in the Passage, our hub where you start each run, or in the world where you explore and discover their haunting stories through conversations, Soltari Hologram logs or audio logs. Expect hard- hitting performances from our actors and narrative team at Housemarque to pull you into our new world with Saros. Our goal is to create an emotional, haunting, and powerful character study that explores the cost of what it takes to create a new future. Our Spectacular Bullet Ballet returns It would not be a Housemarque trailer without some bullet ballet. We hope you loved a sneak peak at Prophet and some action gameplay against Carcosan flora and fauna. As Arjun you will have to overcome a variety of hostile creatures and uncover their dark secrets by the end of our cinematic journey. We also showed off a new ability, Parry, where with perfect timing of R1 you can reflect certain projectiles back at enemies, destroying or staggering them. It feels awesome to use and it’s another way we are taking out action to the next level. Digital Deluxe & Pre-Order Editions. 48- hour headstart with Digital Deluxe View and download image Download the image close Close Download this image For players who want the deluxe Saros experience: you will be able to play Saros 48 hours before launch with our Digital Deluxe Edition. This stunning Digital Deluxe art shows some of the ancient murals found in the game and our worldbuilding. View and download image Download the image close Close Download this image For those playing with the Digital Deluxe edition, they will be able to play Saros with our PlayStation Studios celebration suits, featuring Returnal, God of War, and Ghost of Yotei inspired Enforcer suits for Arjun. Playing as Arjun with an ASTRA suit is awesome, and as a huge fan of Sony Santa Monica and Sucker Punch Productions, it’s an honour to have their worlds merged with ours for Digital Deluxe players. For players who pre-order Saros or Saros Digital Deluxe you can unlock the “Hands of Shore Armour”. Come Back Stronger in 2026 Following today’s deeper look at our storytelling, we also wanted to share an update on our launch timing. To make sure that Saros exceeds our vision, Saros will now release on April 30, 2026. We cannot wait to share more about our game, how we push the PS5 hardware, and more from everyone working on Saros. Expect more news next year as we get closer to our launch, with a focus on our “Come Back Stronger” systems, eclipse escalation, and more extended gameplay for you all to enjoy. Saros is the next single-player, cinematic action game from Housemarque and our amazing collaborators. A dream project made by a dream team. Thanks for reading. View the full article
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At The Game Awards, The Seven Deadly Sins: Origin revealed a new trailer offering the most detailed look yet at this original open-world action RPG inspired by the iconic anime and manga series. Built on Unreal Engine 5, the footage showcases high-fidelity visuals and cinematic storytelling captured through PlayStation 5. Play Video Exploring a multiverse reborn The latest trailer highlights the game’s distinctive multiverse narrative, presenting moments where Meliodas and Tristan glide across Britannia on flying pets. These scenes offer a glimpse into the game’s expansive traversal system and illustrate how players will seamlessly move between regions while uncovering new stories across multiple timelines. View and download image Download the image close Close Download this image Cooperative raid battles take center stage The trailer also introduces large-scale real-time cooperative raid battles, where players join forces to challenge formidable bosses. These encounters emphasize Origin’s direction as a multiplayer-focused open-world RPG, with teamwork, shared objectives, and synchronized combat playing a central role. Players can expect encounters that scale in intensity and require coordinated strategies to overcome. View and download image Download the image close Close Download this image A subtle hint at Escanor’s return The trailer features a brief shot of a character bearing Escanor’s signature tattoo, a fleeting moment that nonetheless leaves a strong impression. The imagery hints at a possible multiverse connection and has quietly fueled fan speculation and anticipation. View and download image Download the image close Close Download this image A sweeping look across Britannia The trailer concludes with an extended view of Britannia, from the royal capital of Liones to vast open fields that players will explore on foot, by mount, or through flight. These sequences highlight the world’s sense of scale and the freedom at the heart of the Origin experience. The Seven Deadly Sins: Origin is a free-to-play open-world RPG launching January 28, 2026, on PlayStation 5. Players can pre-register through the official website to receive the latest updates leading up to release. View the full article
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Your next adventures await. In collaboration with Amazon Game Studios and Crystal Dynamics, the legacy of Lara Croft continues with two new games coming to PlayStation 5. Join Lara for her biggest adventure yet in Tomb Raider: Catalyst (2027), plus a true reimagining of her debut adventure, Tomb Raider: Legacy of Atlantis (2026). At the heart of both adventures, Lara Croft, confident, complex, and extremely accurate with two pistols, will be voiced by the talented Alix Wilton Regan. Play Video Tomb Raider: Catalyst Coming 2027 When ancient secrets and mysterious guardian forces are unleashed by a mythical cataclysm, Lara races to uncover the truth beneath the fractured landscape of Northern India before the world’s most notorious treasure hunters can use its power for their own gain. As the ancient world collides with the present, Lara must decide who to trust among rivals and allies, prevent a catastrophe, and protect a secret that could reshape the future. Get ready to embark on the largest Tomb Raider adventure to date. Tomb Raider: Catalyst features a vertically rich platforming playground of seamless wilderness layered with hidden depths of discovery. Lara will explore dense jungles, scale towering mountains, and descend into mysterious ruins using her richly customized adventure tech. With unmatched wit alongside athletic prowess, there are no secrets she can’t overcome. Play Video Tomb Raider: Legacy of Atlantis Coming 2026 Some legends are destined to be retold. As Lara Croft, explore exotic locations lost to time — from the jungles of Peru to the ancient ruins of Greece, the deserts of Egypt, and a mysterious Mediterranean island shrouded in myth. Traverse treacherous landscapes, solve deadly contraptions, and face lethal predators as you hunt for the scattered pieces of the Scion, an artifact of immeasurable power. To celebrate the 30th anniversary of Tomb Raider in 2026, we’re honoring its origins for new players, while delivering even more of the engaging experiences longtime fans know and love — stylish acrobatics through lost tombs, discreet secrets scattered across alluring environments, and intricate puzzles filled with eureka moments that leave us yearning for discovery. Developed in partnership between Crystal Dynamics and Flying Wild Hog, Tomb Raider: Legacy of Atlantis is a true reimagining of Lara Croft’s 1996 debut game. Whether you’re a veteran raider or ready for your first adventure with Lara, Tomb Raider: Legacy of Atlantis instills a new sense of discovery to the original through modern game design, stunning graphics, and new surprises. Welcome to the next chapter of Tomb Raider View and download image Download the image close Close Download this image Want extra outfit options for Tomb Raider: Legacy of Atlantis? Sign up for an Amazon Games iD account and get the exclusive Mediterranean Wetsuit Outfit when you link your Amazon Games iD to your PlayStation Network account. The outfit will be available in-game at launch. Wishlist Tomb Raider: Legacy of Atlantis today at PlayStation Store and stay tuned for future updates. View the full article
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As Gotham City descends into chaos and villains run riot, only Batman – only you as LEGO Batman! – can bring order and justice back to the city in LEGO Batman: Legacy of the Dark Knight. To truly capture that Caped Crusader experience, we wanted to make sure combat was seamless and free-flowing. Play Video In our new trailer, you can see Batman disposing of a group of The Joker’s henchmen with ease. With the combat system, our goal has been to offer an experience that is different from previous LEGO and LEGO Batman games, while keeping the trademark LEGO movement and humor fans have come to love and expect. As groups of enemies grow larger and better-equipped, even Batman needs help. That’s where the other members of the DC Bat-Family come in. Detective Jim Gordon, Robin, Nightwing, Batgirl, and Catwoman will join Batman throughout the campaign. Each partner has unique gadgets and abilities showcasing their special skills and distinctive personality in combat. You saw Jim Gordon’s foam sprayer in action when we first announced the game at Gamescom in Germany. In this new trailer, you’ll see Robin using his circus training acrobatics, Batgirl with her hackarang to bypass security systems and take remote control of machinery, and Nightwing joins the party in with his battle staff. You’ll also notice Catwoman calling on her feline friends to distract and attack enemies and using her whip and cartwheel kicks to take out the baddies. View and download image Download the image close Close Download this image It’s good to see the Bat-Family come out in force to help the Dark Knight – as he does have a lot to contend with. Foes including The Joker, Ra’s al Ghul, Two-Face, Poison Ivy, The Penguin, Mr. Freeze, Bane, Firefly, and many more are out there looking for trouble. Gotham is a huge city – but our heroes have lots of travel choices. Batman can use his Batmobile, but not just one! Over the course of the game, you’ll develop and acquire new vehicles including Batmobiles as seen in movies such as Batman (1989), The Dark Knight (2008), and The Batman (2022), Batman (1989), as well as Batman: The Animated Series – to name a few. And other characters also have their own vehicles to keep up with Batman as they speed through the streets, including Nightwing with his Nightcycle seen in the trailer. View and download image Download the image close Close Download this image The new trailer also gives us a brief first look at the Batcave, complete with iconic giant penny made entirely of LEGO bricks. Here Bruce keeps a growing collection of Batsuits, including outfits inspired by the Bronze Age and Zero Year Batman comics, Batman (1989) and The Batman (2022) films, and many more – each one lovingly detailed to match film, TV and comic book reference. Not to be outdone, the entire Bat-Family also have outfit options. Overall, there are 100 suits and outfits to collect. LEGO Batman: Legacy of the Dark Knight launches for PlayStation 5 on May 29, 2026. Standard and Deluxe Edition pre-orders are available now and will receive The Dark Knight Returns Batsuit at launch, inspired by the acclaimed DC comic book series. Deluxe Edition pre-orders will also receive three-day early access to the game beginning on May 26, in addition to The Dark Knight Returns Batsuit. We can’t wait for you to dive into the game and take on the mantle, and legacy, of Batman! View the full article
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Hi everyone, I’m Mikael Kasurinen, Co-Creative Director at Remedy Entertainment. I’m really excited to finally share what our team has been working on: Control Resonant, the highly anticipated sequel to our critically acclaimed and fan-favorite Control from 2019. Check out the reveal trailer below, which debuted today at The Game Awards. Play Video It feels fitting to share this first look here, because Control found such an incredible audience on PlayStation, and your support has meant the world to us. Thank you for helping turn that strange, paranatural world of shifting architecture and impossible spaces into such a success. Now it’s time to return – to a very different kind of chaos. The first game told Jesse Faden’s story – her search for her missing brother Dylan inside the Federal Bureau of Control’s mysterious headquarters, the Oldest House. Resonant is Dylan’s story – the other half of that sibling tale. After years in confinement, Dylan is now being deployed by his former captors at the height of a supernatural crisis. The Federal Bureau of Control is struggling to contain a world-ending threat as Manhattan becomes the new battleground – a warped city where cosmic forces twist reality, bend gravity, and reshape the skyline into something unrecognizable. Dylan isn’t just fighting to save the world. He’s searching for redemption – and for Jesse – while trying to understand his own dangerous connection to the chaos consuming the city. Control Resonant is our boldest step yet in expanding the Control universe. It’s a third-person, open-ended action-RPG set in a modern yet paranaturally ravaged Manhattan. Players can explore expansive zones across the city, each hiding branching missions, encounters, and events to tackle in any order. This world is alive, strange, and replayable – full of discoveries that reward curiosity and exploration. View and download image Download the image close Close Download this image When we say action-adventure RPG, we mean freedom: the ability to shape how Dylan grows, fights, and survives. His supernatural powers and weaponry evolve through a deep progression system, allowing multiple combat styles and approaches to exploration. Whether you rely on raw force, manipulation of your surroundings, or precise timing and mobility, Resonant lets you play your way. At the center of it all is the Aberrant, a shapeshifting melee weapon that transforms on demand, from a heavy two-handed hammer to swift dual blades and more. Combined with Dylan’s evolving powers, it creates fast, physical, and unpredictable combat that feels distinctly Control. Every encounter is an experiment in chaos. Upgradeable weapons, abilities, and buffs allow you to customize your playstyle and take on otherworldly enemies in unexpected ways. You don’t need to have played the first Control to experience Resonant. It’s a new story and a fresh entry point into Remedy’s world of the Federal Bureau of Control – though returning players will recognize familiar echoes of Jesse’s path and the mysteries binding these two siblings together. Both games stand firmly on their own, like two siblings, featuring distinctive and independent journeys through a strange, ever evolving paranatural universe. Resonant can easily be your first step into the world of CONTROL. View and download image Download the image close Close Download this image Our goal with Resonant is to expand what Control can be: a more open, dynamic experience that blends action, exploration, and player choice – all while keeping the mystery, atmosphere, and tension that define Remedy’s storytelling. This is our chance to take the surreal, brutal beauty of Control and push it further – into a sprawling, reality-warping Manhattan full of danger, discovery, and paranatural wonder. Control Resonant is the biggest game we have ever made and will be released in 2026 for PlayStation 5. We can’t wait to share more about it in the months ahead. Things are going to get weirder. View the full article
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On behalf of Sony Interactive Entertainment (SIE) and Bad Robot Games (BRG), it is our pleasure to announce 4:Loop, a 4-player co-op shooter experience set in an original sci-fi universe. Our teams are thrilled to finally show you what we’ve been working on, and now you can catch a first glimpse of gameplay by watching the official gameplay reveal trailer that debuted at the 2025 TGAs. Check out the trailer below. Don’t forget to wishlist on PlayStation Store and Steam to keep up with all the latest 4:Loop secrets coming soon. Play Video We had the chance to sit down with Mike Booth and thought it would be best to ask a few burning questions about the game to give players a sneak peek on what he’s building. Q: How has your time on the Left 4 Dead series influenced the design of 4:Loop? Mike Booth: When I was building Left 4 Dead, the big risk at the time was whether random folks on the internet would actually co-operate to the degree we wanted them to – rescue each other from Hunters and Smokers, help downed players, save players dangling from ledges, and so on. Many of these game mechanics have now become well-known and expected, which allows us to push the boundaries in 4:LOOP even farther. For example, where the environments in Left 4 Dead were essentially linear paths to help shepherd the players together, the environments in 4:LOOP are wide open. It’s up to the players to improvise and manage their own risk/reward as events unfold in the game. Plus, you can actually pick up and carry a downed friend in 4:LOOP, which is something I always wanted to have in Left 4 Dead. Q: The game appears to have some roguelike/roguelite elements. What inspired that approach, and what kinds of combinations of equipment and skills are possible? Mike Booth: I’ve been a fan of roguelikes since the original Rogue, and they continue to be some of my favorite games. One of the things that attracts me to these games is the combinations of game mechanics that allow the player to be creative and come up with their own clever ways to win. Some runs even feel like you have such a great combination of tools that you “break the game”. Providing that kind of creative improvisation and especially replayability in an exciting world you can explore with your friends is very much the kind of game I love to create. That said, it is also very important to me that it’s frictionless to jump into a game session and just start playing. I don’t want to wrangle stats, build a deck, or visit a bunch of vendors when I start a game session with my friends – I just want to jump in and play! As for examples of equipment combinations, there are so many possibilities. But an example that comes to mind is when I was watching a recent internal playtest. One of the enemies in the game, The Enforcer, had arrived, and its lethal beam was chasing down a player. This normally means “scramble to the Escape Zone and get out ASAP before everyone dies and the run is over”. However, in this case, one of our very skilled testers saved the day in a very interesting way. Earlier, she had picked a Blink Berry from a Blink Root plant. These berries can be thrown like a grenade, and when they land, they pop and teleport everything nearby somewhere else on the map. They are great to send a rampaging Beast away, or maybe even save yourself from a squad of Killbots if you throw it at your feet. Back to the Enforcer example. Our clever tester was running away from the Escape Zone, with the Enforcer’s beam chasing her, which seemed crazy. But, just before the beam crystallized her, she used the Blink Berry to teleport herself away! She was then able to reach the Escape Zone herself before the beam could catch up again, which gave her teammates enough time for all of them to escape, too. I built both of those game mechanics and had never even considered that strategy. I’m excited to see how our gaming community “breaks the game” in other unexpected ways. Q: What, ultimately, is the game’s loop – and what am I working towards in the long run? Mike Booth: The goal of the players is to draw the attention of the Mothership by disrupting the alien’s global mining operation, and then somehow destroy it. Each time the four-player team succeeds in a mission, they make choices to improve their equipment, building out a unique kit to survive the epic boss battle at the end of the Act. If the team completes all three Acts, they defeat the Mothership and save the world. All of this is, of course, easier said than done. There are also various layers of meta-progression as well as lots of actual details to learn about how the world works (like Blink Berries), to give you an edge for your next run. Sign-Up for upcoming Closed Playtests We can’t wait to share more details in the coming months as this is only the beginning. Are you interested in being selected for our upcoming playtests? To learn more, please visit PLAY4LOOP.COM to score your spot! Get ready to squad up, dive in, and maybe fail a few times (it’s part of the fun)! View the full article
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Hi everyone! We are happy to share the Holiday Sale in the Philippines (https://www.playstation.com/en-ph/deals/playstation-holiday-gift-guide/) and it will feature discounts on PlayStation 5 Consoles, PS5 Peripherals and select PS5 Games, from December 18th till December 31st, 2025. Some of the highlight from PlayStation Holiday Sale are PS5 Consoles: PHP 5,600 off DualSense Wireless Controllers: PHP 900 off PULSE Explore Wireless Earbud: PHP 1,700 off PULSE Elite Wireless Headset: PHP 1,100 off Discounts on PS5 titles, such as DEATH STRANDING 2: ON THE BEACH, Astro Bot, Marvel’s Spider-Man 2 and Stellar Blade Now is the best time to have PlayStation 5, especially to play blockbusters that have come out in 2025: Monster Hunter Wilds, DEATH STRANDING 2: ON THE BEACH, Ghost of Yōtei, NBA 2K26, as well as upcoming titles, like Resident Evil Requiem, SAROS, MARVEL Tōkon: Fighting Souls and Marvel’s Wolverine. Holiday Sale 2025 promotion starts from December 18th till December 31st, just in time for holiday gifting season, in participating retailers in the Philippines: https://www.playstation.com/en-ph/local/retailers/. NOTE: While stocks last. Promotional price shown is available on selected PlayStation products on offer at participating retailers. Actual price and product availability varies by retailer. Offer starts on 18.12.25 and ends on 31.12.25. Please see below for full details of Holiday Sale 2025 in the Philippines. PlayStation 5 ConsolesOriginal SRPPromotion SRPPlayStation®5 NBA 2K26 BundlePHP 30,790PHP 25,190PlayStation®5PHP 30,790PHP 25,190PlayStation®5 console – Two DualSense™ Wireless Controllers BundlePHP 33,990PHP 28,390 PeripheralsOriginal SRPPromotion SRPPlayStation VR2PHP 24,990PHP 19,390DualSense® wireless controller (White, Midnight Black, Cosmic Red, Nova Pink, Galactic Purple, Starlight Blue, Gray Camouflage)PHP 4,290 PHP 3,390 DualSense® wireless controller (Volcanic Red, Cobalt Blue, Sterling Silver, Chroma Pearl, Chroma Indigo, Chroma Teal)PHP 4,590 PHP 3,690 Pulse Elite Wireless Headset (White, Midnight Black)PHP 8,390 PHP 7,290 Pulse Explore Wireless Earbuds (White, Midnight Black)PHP 12,490 PHP 10, 790 DualSense Edge Wireless Controller (White, Midnight Black)PHP 12,490PHP 10,790PlayStation Access ControllerPHP 5,090PHP 3,790 Game Titles (PS5)Original SRPPromotion SRPASTRO BOTPHP 2,990PHP 1,990Gran Turismo® 7PHP 3,490PHP 1,490God of War™ RagnarökPHP 3,490PHP 990Marvel’s Spider-Man 2PHP 3,490PHP 1,490Rise of the Ronin™PHP 3,490PHP 1,490The Last of Us™ Part II RemasteredPHP 2,490PHP 1,490The Last of Us™ Part IPHP 3,490PHP 1,490Ghost of Tsushima Director’s CutPHP 3,490PHP 1,490Until DawnPHP 2,990PHP 1,490Horizon Zero Dawn RemasteredPHP 2,490PHP 990LEGO Horizon AdventuresPHP 1,990PHP 990Stellar BladePHP 3,490PHP 1,990DEATH STRANDING 2: ON THE BEACHPHP 3,490PHP 2,490Lost Soul AsidePHP 2,990PHP 1,990Ratchet & Clank: Rift ApartPHP 3,490PHP 1,490 View the full article
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Attention, Helldivers! Helldivers 2 x Killzone is back and this time, it’s back for good! It seems fitting that a year after their initial launch, we bring back this iconic content but now in a new and improved format and pricing – yes, we totally heard you all! Along with our partners at Guerrilla, we’re pleased to announce Helldivers 2 x Killzone is now officially a Legendary Warbond*, costing 1500 Super Credits. We couldn’t just add the same stuff as before and leave it, where is the fun in that(?!), so we’ve even added some extra content to round out the package. Play Video Not only is the content returning with extra items, but we want to continue to do right by everyone who purchased Super Store content from last year, therefore a whole load of people will be able to unlock this Legendary Warbond at no extra cost. Check out if you’re eligible below. Who gets what and how does it work: Players who have previously purchased any (even one) of the Killzone items, will have the whole Helldivers 2 x Killzone Legendary Warbond unlocked at no extra cost! Additionally, there is no medal vacuum here! The items previously purchased (and those which were gifted last December) will be medal unlocked. So no need to spend medals on the items you already own! Players who received the gifted items in December 2024 but didn’t pay for any single item, will have to pay the 1500 Super Credits to unlock the full Legendary Warbond. Not to worry, if you do pay for the Warbond; the gifted items will also be medal unlocked. Players joining after the Helldivers 2 x Killzone items left the store in December 2024 can access the Warbond by unlocking it for 1500 SC, and then enjoy redeeming medals on their favorite items just as usual. Let’s recap all the items included and dig into those new items as well. Weapons and stratagems Arm yourself with some of the best weapons Stål has to offer. Beginning with the StA-52 Assault rifle the pride of the Stål armory, providing you with the strength to decimate your foes. It boasts a high-capacity drum mag, great for providing sustained fire. StA-11 SMG with a helical-feed magazine, which provides a higher ammo capacity whilst making it more front heavy. This close-range weapon is the nightmare of the enemies of freedom. PLAS-39 Accelerator rifle, a high precision burst-fire rifle that will banish your foes after a short charging period. Armors and capes AC-1 Dutiful/ The Strength in Our Arms cape This heavy armor boasts a breathing apparatus built in to help both soldiers and colonists thrive, even when assigned to planets with atmospheres rated “suboptimal”, “extreme”, and “character building”. AC-2 Obedient/ Defender of Our Dream cape The muted colors and relaxed, high mobility fit make this light armor a favorite among long-distance snipers and hide-and-seek champions alike. Acclimated passive The passive of these armors provides 50% resistance to fire, gas, acid, and electrical damage. The Defender of Our Dream and Strength in Our Arms player cards are also returning along with the Assault infantry player title. New patterns The latest additions to round out this Warbond are the Extrasolar Ash patterns for your Exosuits, FRV, Hellpods and Pelicans. So start saving your Super Credits for December 18 at 7am PT / 2pm GMT / 3pm CET when Helldivers 2 x Killzone Legendary Warbond will be available for purchase from wherever you enjoy our game! *Requires base game, paid purchase of Super Credits, and game progression to unlock. Please note you will not be able to claim the Helldivers 2 x Killzone Legendary Warbond with a Premium Warbond token. View the full article
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