Jump to content
Create New...


Don't Like the Ads? Upgrade your experience to remove the ads for only $20.00 per year.


Don't Like the Ads? Upgrade your experience to remove the ads for only $20.00 per year.

All Activity

This stream auto-updates

  1. Today
  2. The first playthrough of Control Resonant is built around discovery: learning how the world behaves, shaping your build, and understanding what your version of Dylan can become. For those who want to return, New Game Plus offers a different way to experience that journey again – building on what you’ve already learned and unlocked. New Game Plus in Control Resonant allows you to start a fresh playthrough while carrying over much of what you’ve already earned. Your Aberrant upgrades, health and combat ability resource improvements, unlocked supernatural combat abilities, talents, and artifacts all persist into the next run. What does not carry over are traversal abilities, as those remain tied to story progression and how the world unfolds. Rebuilding your approach One of the goals for New Game Plus is to give players more room to experiment with builds that weren’t possible during the first playthrough, as you cannot unlock everything in your arsenal in one go. As you progress, you’ll unlock new talent nodes, expanding how your abilities and Aberrant attacks work together in combat. In addition, New Game Plus introduces new flexibility in how abilities are combined. You’ll be able to equip multiple different combat abilities from the same boss, opening up new combinations and synergies that change how encounters play out. It’s not just about becoming stronger; it’s about becoming more precise in how you play. Customization systems working together One of the ways you can shape your build in Control Resonant is Artifacts, a system we haven’t explored in detail before. Artifacts are equippable items with passive modifiers that allow you to fine-tune your build. They can affect survivability, combat performance, exploration, or the resource economy – and some come with conditions or trade-offs. Rather than being purely additive, they encourage you to tailor your setup for specific situations. You can equip up to three artifacts during your first playthrough. In New Game Plus, a fourth slot unlocks, allowing for more complex combinations. Artifacts are also tied to the crafting loop in the game. You’ll discover untapped artifacts throughout the world, which can be crafted into usable artifacts in the Gap. As your collection grows, so do your options for adapting your build. A world that pushes back Returning to Manhattan also means facing a more demanding version of it. As you progress through Control Resonant, the world itself evolves. Enemies grow more dangerous, encounters shift, and even familiar fights can take on new dimensions. Some bosses may surprise you with new behaviors, forcing you to rethink strategies that once worked. A fight you handled one way before may require a completely different approach the next time you face it. New Game Plus continues that escalation. While you return with more tools and knowledge, the world keeps pushing back – reshaping encounters and raising the stakes as you move forward. It’s not just about becoming more powerful. It’s about adapting to a world that refuses to stay the same. This is where the depth of your build really matters. The game supports different approaches, but success comes from understanding how those pieces fit together. ​​ Going back in Control Resonant is built to reward returning players, and not everything is necessarily found in a single run. It’s an opportunity to revisit World Quests, bounties, and collectibles you may have missed, or see different outcomes in certain side stories and conversations. New Game Plus is for players who want to spend more time with the systems and world of Control Resonant. The first playthrough already offers a wide range of options and experimentation. Returning to the game allows you to build on that foundation, try different approaches, and take on new challenges with a more complete toolkit. We’re looking forward to seeing how players approach their second run – and what new combinations they discover along the way. Control Resonant releases on PlayStation 5 in 2026. View the full article
  3. When it was first announced that Hitman: World of Assassination developer IO Interactive was taking on the James Bond franchise with 007: First Light, it sounded like the perfect match of license and studio. The Hitman games focus on stealth, cunning, planning, and improvisation — a perfect fit for the legendary spy. I recently went hands-on with 007: First Light across three missions, and saw first-hand how IOI has created a Bond game that combines action with a more thoughtful spy experience. Bond from the beginning Unlike the Bond film series, 007: First Light tells a new story, set in the modern era, that delves into Bond’s origins. When we first meet IO’s take on James Bond, he’s serving in the Royal Navy, a crewman on a mission in Iceland. Suddenly, missiles hit the two helicopters on the mission, and they crash on a nearby coastline. Bond makes it to shore and immediately finds himself sneaking past hostile mercenaries as they search for any survivors. Before long, Bond is contacted via radio by an MI6 operative, and with no one else left, he’s pressed into service to retrieve some mysterious item. The mission gives a sense of Bond’s capabilities — even at this early point in his career, he’s able to keep his cool and analyze the situation thoughtfully, quickly donning a parka to disguise himself among the mercenaries and gather information. But we also see that this younger Bond isn’t easily swayed from his convictions, and that he can be impatient and maybe a bit reckless. He eventually ignores his new MI6 handler and risks his life to save other operatives who’ve been captured by the enemy soldiers. After a harrowing trip through the camp to save the captives, the mission culminates in an action-packed chase as everyone escapes. Welcome to MI6 Despite disobeying orders, Bond’s performance in Iceland got him noticed. After First Light’s take on Bond film opening credits, we headed to Malta for MI6 training. Bond’s goal here is to make it past a group of soldiers patrolling ruins while his instructors look on. You can use stealth, staying behind cover or hiding in tall grass, or go loud with your fists and any weapons you find along the way. You’re also outfitted with Q gadgets, which provide lots of ways of dealing with enemies, both in and out of combat. Holding L1 activates your Q Lens, which lets you see enemies through walls and highlights devices you can hack by hitting the X button to create distractions. Your watch can also fire a laser with Square to do things like cut ropes or explode devices to injure nearby enemies. If you are spotted, you can take on enemies with Bond’s fists. Throwing punches is done with the Square button, and you can block and parry blows with Circle or sidestep with X. Timing those moves correctly is essential — even on the easier difficulty settings, First Light’s enemies are brutal fighters, especially when they gang up. Luckily, Bond’s good at finding ways to gain an advantage. You can bounce enemies off hard surfaces to stun them, or grab nearby objects with Triangle to bash them. Holding L1 also gives you access to all your gadgets during fistfights and gunfights, so you can use your Q Watch’s laser to blind opponents or hack something to knock them off balance, before you come in with a haymaker. With an enemy off-balance, you can execute a takedown to finish them off by pressing X and Circle buttons together. In the training mission, I felt Hitman’s influence on 007: First Light in its mix of stealth and action, its emphasis on improvisation, and its freedom to approach problems from multiple angles. But 007 stands apart with how many ways you can put together different actions to get out of trouble, and how quickly Bond can switch between all of them. The fun is in chaining together options on the fly to beat enemies down or just slip out of sight. Practicing the craft The third mission, Kensington, showed how you’ll need to use Bond’s fast thinking, spy capabilities, and charm as much as his fists and his marksmanship skills. The level starts with Bond returning to his apartment after a mission, only to be attacked by assassins. After a tough fight, gunfire explodes through a window, forcing you to scramble over rooftops, staying behind cover and hacking distractions, to reach the shooter. He escapes, but Bond manages to track him across London to a gala at a museum. The gala is where 007: First Light drew most from Hitman in my preview, opening up into a “wide-linear” level with lots of options. To find a way into areas off-limits to guests, you can eavesdrop on conversations and talk to characters to gain information. You can also use your gadgets, including a poison dart that temporarily makes whoever it hits feel sick, to distract people so you can pick their pockets or sneak by. I overheard a public relations director talking about a journalist she was supposed to meet and opted to impersonate him to get past security. But while Bond is a smooth talker, you still have to listen closely; the director had actually mentioned two names, and I had to choose one. I picked the journalist she’d seemed less annoyed with, and she happily directed me past security to the press room — but when I used the same name at the press room, the woman handing out credentials said he’d already checked in. Bond smoothed over the flub with some flirting, and I used a dart to get the woman to leave so I could steal what I needed. All kinds of improvisation Tracking down the assassin in the museum’s basement led to an intense boss fight. Since Bond was unarmed, I stealthily used Bond’s gadgets to hit the assassin with traps, like dropping a chandelier on him. After some developments in First Light’s story, I spent the rest of the mission trying to escape the museum. When machine gun-armed mercenaries streamed into one art exhibit with walls covered in display panels, I combined all of Bond’s tricks — stealth, fistfighting, gadgets, and improvisation — to take them on. I thinned them out by dropping more chandeliers and blowing up the panels, confusing and disabling them. They eventually caught up with me, but a takedown on one let me grab his gun. I dodged from cover to cover as I shot at the mercenaries, before detonating a fire extinguisher with my watch laser to distract them as I slipped out the door. The mission eventually ended with the 007 theme music ramping up as Bond hijacked a garbage truck, with mercenaries in hot pursuit. I plowed through buildings, ran mercenary cars into walls, and eventually smashed through a mall to escape. The three missions in the preview highlighted how IOI’s combination of action, improvisation, and freedom captures not only the action of the Bond franchise, but the experience of being a smooth and savvy spy, too. You can earn your 00 status when 007: First Light hits PlayStation 5 on May 27. View the full article
  4. A new teaser trailer has revealed the first terrifying look at Resident Evil, director and writer Zach Cregger’s ode to the beloved horror franchise. We had the chance to sit down with Cregger to dive into how he’s crafting an original story that stays true to the series. Play Video PlayStation Blog: What is your earliest memory of Resident Evil as a series? Zach Cregger: My earliest memory of Resident Evil had to be playing [Resident Evil] 2. I think I played 2 before I played 1, and I don’t think I played anything like it, it’s the first survival horror game that I remember playing. I definitely played it before Silent Hill, and I just loved this new mechanic of resource conservation. You had to be completely aware of how many bullets you had, and how many healing items you had. You’d make these tough decisions about – what am I going to carry with me? What am I going to leave behind? It was such a unique mechanic. And it felt for me, with all the Resident Evil games, or with most of them, some of them get a little too arcade-y for my taste, but I really like the survival horror mechanics of moving slow and with deliberation. That was something that was really important to me to bring into the movie. Everybody has a favorite moment from the games just jumping out of their skin terrified. What is your favorite scare in the Resident Evil series? Now, I have to say I was playing it in VR, so I’m gonna put that out there, but it was in [Resident Evil] Village. It’s when you go into the doll house, and you go down in the basement, and you’re assembling that giant doll on the table, and you get hunted by this giant baby. There was something about the sounds that baby made, and the lights cut out, and you’re running through these halls and you have to hide under a bed. It was the only time playing a video game I’ve ever actually just noped out and taken a break. I was just like, “This is too intense.” I took the headset off, I had a cup of coffee or something, went back in and finished it later. But I mean, that really got me, it’s honestly terrifying. What initially sparked your interest to create a Resident Evil film? I wanted to do a movie that was following a character from point A to point B, because that’s what those games do so well. You go on this crazy journey, and you go through all these different environments, and things just seem to be escalating and escalating. That feels so cinematic to me. So I wanted to tell a story that could take place in the Resident Evil world, but wasn’t telling a story that the games had already told. To me, I would feel like there’s kind of no winning there if I were to tell Leon’s story, because the games do such a great job. It would just be kind of redundant, and ultimately, I think, disappointing. So I would rather just kind of celebrate everything I love about the games by telling the story that could exist on the sidelines of one of the games. So the world of [Resident Evil] 2 is kind of where this takes place, even though I’d make a couple of little shifts for dramatic license. It’s just following a different person who’s on a mission in this horrible night when things are going wrong in Raccoon City, and they’ve got to get something from point A to point B. And as they go, they encounter all of the same sorts of things you would encounter in the games. I wanted to keep true to like [in the games], you start with a pistol, you graduate to a shotgun, and then eventually you find an MP5. You’re always worried about how many bullets you have, and you’re getting injured and all those things. So it was such a fun challenge for me to try and write a game as a movie. As you mentioned, this is not a retelling of the games, this is something set in the world of it. What would you say is essential to the world of Resident Evil? Well, the world of Resident Evil is that this T-virus that the Umbrella Corporation is responsible for has caused a terrible zombie mutant breakout. And so things are going completely amok everywhere you look, and that’s a fun playground for me. We’ve seen the heroes in Resident Evil games – Leon, of course, is tactical, he has training, he knows what he’s doing. But we’ve had newer characters like Ethan Winters (Resident Evil 7 and Village) and Grace (Resident Evil Requiem) in the games that are sort of dropped in this world and they don’t know what they’re doing. Is Austin [Abrams, who plays lead character Bryan] following that tradition of trying to figure out what to do? Austin is very much like an avatar for me, or what I expect the average video game player would react if they were thrust into the game themselves. So he’s just a normal guy. He’s not particularly good at combat in any way, shape, or form. He’s athletic, but he’s not an athlete, he’s just a guy. He’s just a good natured, hapless dude who gets sucked into a nightmare. And so it was really fun to just think, how would I react authentically if I saw a mutant dog attack me? What would that gamut of emotion look like? And Austin’s just so fun to watch, he’s perfect for it. In the Resident Evil games, the environments themselves feel like a character. What are some of the environmental setups that you feel are going to be the most important for a movie like this? I think the key for the environment to make a movie out of Resident Evil, is it has to keep changing. Even though, [Resident Evil] 2 famously, most of it takes place in one location, the police station. Still, you’re always kind of unlocking new areas within and then you eventually go down into the parking garage, and then you go to other places. So the environment has to keep changing, and you have to be able to keep discovering new places. That’s something that this movie really leans into. You’re on a journey, and you really don’t spend too long in any one spot. And every new location that you go to harbors a new, unique danger. As you mentioned, this movie is something that exists outside of the games. But did you feel a call to include easter eggs from the games? Yeah, there’s a lot of easter eggs for the games, and that goes beyond things like the weapon progression and the resource management. [Resident Evil] 4 is probably the game I played the most, so I took a lot of healing items, I mimicked them exactly, I put them in the film. I don’t want to say [too much], gamers will see it and they’ll recognize it. But there’s a lot of little visual things and thematic things, there’s lots of the games in there, for sure. Is there anything that you would like to say to fans before the movie comes out? I feel so sensitive about talking about the movie on behalf of the game fans, because I think some of the fans are only going to be happy if I tell the story of the games. And I’m not doing that, because I feel like I wouldn’t do it justice. I feel like the games do such a great job of telling that story. If you were personally stuck in the world that you have created, which Resident Evil gaming character do you wish was there to help? Oh, well, that’s easy. If I was stuck in my movie and I could pick any Resident Evil character, I would bring Leon because I would just bear hug myself around him, close my eyes, and just let him protect me. Zach Cregger’s Resident Evil movie hits theaters September 18. View the full article
  5. Yesterday
  6. Get ready to Run! Today, our team at Play by Play Studios is excited to drop our first gameplay trailer and to let PlayStation fans know NBA The Run will be releasing this June. Play Video Today, we wanted to break down some different parts of the game fans have been asking about, so let’s get to it: Knockout tournaments Every game in NBA The Run throws you into a four-round knockout tournament, played on iconic streetball courts around the world. Games are short, quick burst rounds that keep you on your toes with randomized rulesets that will force you to change up strategy on the fly, game to game. How many Trophies can you stack? ​​ In the zone This is a momentum-based system that unlocks powerful, signature abilities that vary depending on the player – think of it like activating an “ultimate” in a hero game or just like when your favorite NBA player heats up, takes over, and can’t be stopped. From blowing through defenders at the rim with Posterizer to clamping up on defense with The Shadow, these boosts can flip a game in a heartbeat. Make big plays to unlock it quickly, then time it right to swing the momentum of the game and take over. The Shop We know your time is valuable, and we wanted to create an unlock system that lets you prioritize which rewards you get for getting dubs. Win matches to earn Cred, our in-game currency used to unlock cosmetics like jerseys, advanced dunks, taunts, badges, and banners. From throwback NBA fits to 720 dunks, too small taunts, and more, there are plenty of ways to show off your own style. The ultimate prize for many, including us on the dev team, is Rookie Variants. From young Steph Curry in ‘09 to KD on the Super Sonics, we have 5 rookies of NBA All-Stars who not only look different, but play different too. Street legends The Shop isn’t the only way you unlock things in NBA The Run. Ranking up also gets you one of the most anticipated aspects of the game – our own streetball legends. These characters were with us since the start of development. They’re some of the best players in certain areas, but they also have huge, glaring weaknesses. We can’t wait to see how the community uses them. We’re excited to announce today that our own announcer, Bobbito Garcia, will be a playable legend – his sick handles are sure to break some ankles. We’ve said it from the very beginning that we’re building NBA The Run brick by brick with our player community. We built our last court going into the game at launch after a fan vote, we’ve taken their suggestions for advanced dunk animations, taunts and even some different ways to play, including adding a Shootaround mode for practice, and Knockout Friends, a private tournament mode that lets you play alone against AI, with friends against AI, or head to head against anyone you want to invite in (up to 48 players at launch). This is truly a dream project for all of us at Play by Play Studios. We’re a small team of industry veterans and lifelong hoop fans who grew up in a golden era of basketball games. We hope you and your friends can also join us on this epic run. Wishlist at PlayStation Store now. View the full article
  7. May’s PlayStation Plus Monthly Games lineup features three games available to all PlayStation Plus members*. Show your skills on the pitch in EA Sports FC 26, battle monsters in Wuchang: Fallen Feathers and fight your way across a 2D world in Nine Sols. All three titles will be available to all PlayStation Plus members from Tuesday May 5, and PlayStation Plus members can also enjoy additional exclusive content for EA Sports FC 26, Read on to find out more! View and download image Download the image close Close Download this image EA Sports FC 26 | PS5, PS4 The club is yours in EA Sports FC 26. Play your way with an overhauled gameplay experience powered by feedback from the FC Community, and choose between Authentic Gameplay and Competitive Gameplay presets. Put your dream squad to the test in Football Ultimate Team, with Tournaments and Live Events, as well as a refreshed Rivals and Champs experience. Enjoy unrivalled authenticity in EA Sports FC 26, featuring 20,000+ players across 750+ clubs and national teams, in over 120+ stadiums and 35+ leagues. PlayStation Plus members also receive a EA Sports FC 26 PlayStation Plus Icons Pack** as a special add-on entitlement, redeemable during the game’s PlayStation Plus Monthly Games residency. View and download image Download the image close Close Download this image Wuchang: Fallen Feathers | PS5 In this Soulslike action RPG, female pirate warrior Wuchang awakens in the tumultuous final years of China’s Ming Dynasty with no memories of her past. The land of Shu is plagued by warring factions and a mysterious phenomenon known as Feathering that is causing people to mutate into hideous monsters. Now herself afflicted with Feathering, Wuchang must explore this vast, interconnected world while battling cruel and twisted enemies. Master various fighting styles, discover hidden weapons and ancient firearms, harvest new skills from defeated foes and even embrace the power of Feathering to discover the truth at the heart of the chaos. View and download image Download the image close Close Download this image Nine Sols| PS5, PS4 Nine Sols is a lore-rich, hand-drawn 2D action-platformer with Sekiro-inspired, deflection-based combat. Face off against ancient deities, explore a land once ruled by an ancient alien race, and follow a vengeful hero on a quest to slay the 9 Sols—the powerful rulers of this forsaken realm. View and download image Download the image close Close Download this image Last chance to add April’s PlayStation Plus Monthly Games to your library PlayStation Plus members have until Monday May 4 to add Lords of the Fallen, Tomb Raider I-III Remastered, Sword Art Online Fractured Daydream to their game library. *PlayStation Plus Monthly Games lineup may differ by region. Please check PlayStation Store on release day for more information. **EA FC 26 PlayStation Plus Icons Pack can be redeemed via its product page on PlayStation Store, with the content then available in-game. View the full article
  8. Auroch Digital’s upcoming title Warhammer 40,000: Boltgun 2 is the sequel to their explosive retro shooter promising more – more enemies, weapons, and new ways to purge. Today Matt Bone, lead designer, and Mark Chambers, lead artist, share their favourite new enemies and provide some insight into their creation and role. There are a few exclusive reveals to discover too as you read on. Matt Bone: One feature of Warhammer 40,000: Boltgun 2 we’re really excited about is including all four Chaos god factions for the first time. That means players will be fighting against Nurgle, Tzeentch, Khorne, and Slaanesh enemies, as well as the returning Black Legion forces. Slaanesh: Daemonette Bone: For me Daemonettes are the quintessential Slaanesh unit, so it was not only vital we include them as a new enemy, but that we really spent time doing them justice. With the Slaanesh faction we’re leaning into themes of elusiveness, showing off, and disorienting the player. So, the Daemonettes have a bunch of ambitious abilities we’ve never done before in Boltgun. They perform huge arcing leaps around the battlefield, as if playing with their prey below, before rapidly closing the distance with a zigzagging phase attack. Up close, their beguiling presence causes a special screen effect at the same time they’re trying to claw you to death. They’re quite a handful. Mark Chambers: We wanted to make Daemonettes a visual spectacle, particularly when they’re performing these phase attacks, in which we’ve developed a freeze frame technique to capture a sprite trail across the screen. I’m also a fan of how we channeled the unsettling nature of Slaanesh into a horrific facial change when seen up close, and an underwater motion effect that’s been applied to details like hair animations. Khorne: Bloodcrusher Bone: The Bloodcrusher was another technical challenge for us. This is the first mounted unit we’ve done in Boltgun and was worth the effort in terms of gameplay. During combat, the Bloodletter rider can leap off the Juggernaut mount, meaning you now have two bloodthirsty Khorne enemies to deal with. I have a particular soft spot for the Juggernaut’s consume ability, where it gorges itself on any nearby corpses on the battlefield to regain health – sometimes including its former rider. Chambers: We really pushed the complexity of our animation rigs by combining two separate enemies into one. Not only is this an impressive visual feat, but the effects used on the charge ability in particular really emphasizes the unrelenting force bearing down on targets like a daemonic runaway train. The sheer height scale involved here also adds to the in-game presence, as these enemies tower above players on the battlefield. Nurgle: Blightlord Terminator Bone: It was important to us that if we were going to commit to including all four Chaos factions, we include Chaos Marine units for each. This meant adding Plague Marines and Blightlord Terminators to the Nurgle faction. I love the tabletop models for the Terminators especially, so it was a thrill to get them in the game. With Nurgle we’re leaning into area denial gameplay as well as emphasising the gloriously disgusting pox-ridden and pestilent nature of these enemies. Blightlord Terminators in Boltgun 2 are walking plague factories, launching blight grenades and slamming massive corrupt flails into the ground. Both of those attacks create a noxious hazard zone, really keeping the player moving. Chambers: Anything Nurgle is a joy to create art for as there’s so much detail to choose from. The Blightlord Terminators are no exception, and the sprite quality we’ve managed to capture is impressive to say the least. Boils, pustules, tentacles, slime, filth, it’s all there, and effects used adds to this glorious in-game corruption. The debris trails left in the wake of some of our ground attacks are particularly eye-catching, and the enemy death sequences also remind me of gigantic biological grenades going off. In a good way. Tzeentch: Scarab Occult Terminator Bone: I couldn’t resist showing off another terminator here. We’re also adding Rubric Marines to the Tzeentch faction, but I love playing against the Scarab Occult Terminators in particular. One has a Hellfyre Missile Rack attached to his back, which fires a rapid deluge of missiles at the player. A big part of Boltgun 2 is making sure each faction feels different to fight against. With Tzeentch we’re focusing on bullet hell gameplay, which is never more apparent than when a dozen Hellfyre Missiles are screaming towards your face. Chambers: I’ve always liked the strong visual characteristics of Tzeentch, and we took this opportunity to really push things like colour schemes and effects to make these Terminator based units worthy of the faction. Astra Militarum: Death Korps of Krieg Bone: A special bonus reveal for anyone who made it this far: in Boltgun 2 we’re including allied units for the first time in the form of the Death Korps of Krieg. As unwaveringly loyal devotees of the Emperor, these troopers will fight alongside you in several levels as you take on the Archenemy. This being the grim dark far future however, their life expectancy might not be that great… Chambers: I’m a huge fan of the Deathkorps of Krieg, and it was a thrill to bring these allies to life in sprite form. We studied the miniatures closely, and I hope when the player sees them fighting side by side, they feel we’ve done them justice. The lasgun weaponry in particular is something I think we’ve accurately captured, as well as the iconic gasmask and trenchcoat look. Really, what’s not to like about this character’s design? There’s an abundance of new enemies joining the fight in Warhammer 40,000: Boltgun 2, along with a new character, new weapons and new worlds to explore. Make sure to wishlist Warhammer 40,000: Boltgun 2 on PlayStation 5 to be notified when it releases later this year! View the full article
  9. Last week
  10. There’s an excited energy at Rebel Wolves’ Warsaw studio. For the first time since Gamescom 2025, the development team is showing off an extended live demo of its vampire-laden, open-world RPG, The Blood of Dawnwalker, as it nears release on PS5 September 3. Play Video Within minutes of the extensive presentation it’s easy to see why they’re so passionate. The demo’s prologue doesn’t delay its promise of a brutal 14th century Europe. Our first introduction to the game’s protagonist, Coen, is him trying to protect his Black Death infected sister Lunka from an unjust execution, only to find themselves saved by powerful vampire lord Brencis and his deadly undead lieutenants. After being forced to drink Brencis’ blood, Lunka makes a startling recovery… but it signals a new rule of terror as Coen’s Carpathian Mountains village is forced to pay a regular ‘blood tax’. Vampiric protection in exchange for their human blood. And the weak or insubordinate are quickly made an example of. Through the disastrous events of the village trying to free itself from Brencis’ rule – I won’t spoil it here – Coen is stricken with the vampire curse and left for dead, his family taken. The stakes of time pressure Coen only has 30 days and nights to save his kin. For you, that means every major action you take ticks the clock forward – some side quests, certain dialogue choices, and even learning particular abilities to populate his skill tree have a visible time cost. For a game which features a massive world full of caves, mines, settlements, swamps and hidden paths to explore, as well as interesting people seeking help, the time limit might feel anxiety inducing, but the dev team heavily tested the system to ensure it doesn’t restrict you. “We don’t want to punish you for doing stuff,” says Konrad Tomaszkiewicz, CEO and game director. “So we aimed to get it to the perfect point where you’re not stressed about the time, but still feel that this big event is coming closer and closer.” “You’ll be able to complete a majority of the game before the time runs out,” agrees Creative Director Mateusz Tomaszkiewicz. “And it’s not necessarily a game over when it happens. There are consequences [for running out of time], but the game moves on.” On the flip side, once you get to a certain point in the story, you can decide to go straight to Brencis if you want, rather than engage with any of the many other parts of the game, although obviously the challenge will be far sharper. “In a way it made many of the game’s stories optional,” says Rafał Jankowski, lead quest designer. “So we were able to include many different endings and solutions to those stories, all which can still allow you to finish the game at a certain point.” Every choice comes with a cost Naturally, consequences are a huge part of The Blood of Dawnwalker. This isn’t a surprise given several members of the now 160+ strong team are former staffers of CD Projekt RED who worked on The Witcher 3: Wild Hunt, but the time mechanic adds an extra level of spice. In the demo, Coen is given a number of quests to perform, one is to grab healing herbs for his mother’s sickness, and another is to help the villager Gremla. You can take on many objectives simultaneously, or ignore them in favour of other quests or actions. The results of your choices in this particular aspect become clear in Brencis’ latest black mass, where Gremla is savagely strung up, and mother Esme killed. Whether it’s a minor or major NPC who dies, the game continues, leaving you with its ramifications. Something to take in mind given Coen has a blood hunger meter. If you let it get too low, he’s consumed by insatiable hunger, its black tendrils noticeable even when talking to an NPC, turning every dialogue option into a juddering red ‘Give in to the hunger’, which cannot be refused. “This wasn’t in the game from the start,” reveals Mateusz. “It emerged organically, and it just fit the formula so well it feels like it was always there. That being part of the narrative sandbox was a big challenge because it’s so open ended, but it’s worth it because you get a much more interesting game.”’ Seeking morality with… pigs? Satisfying Coen’s bloodlust isn’t restricted to humans. From deer, to bears, to packs of wolves, Konrad says you can feed on all the animals you encounter, which might cause fewer problems than you killing off an important NPC or one of the many allies you can befriend to help you in your quest. That said, some allies will betray you, and don’t expect many of your choices to come without shades of grey. “The player has a lot of agency but we like to explore complex people with complex personalities,” says Mateusz. As a light hearted thematic example, an early side quest offers you the chance to find a villager’s beloved pig, using a handy focus mode to see her tracks and footprints in the dirt. Returning the pig reveals the villager’s intent to slaughter her, giving you the choice of joining in, declining, or even buying the pig to save her bacon, as long as you have the coin. Sharpening your skills via the tree The team is also keen to stress that Coen’s experiences as a vampire at night are very different to his journey as a human during the day, with specific NPCs and quests only available at certain times, and obvious differences in abilities. His skill tree consists of three main branches, each with passive and active upgrades: witchcraft for the daytime, vampiric powers for the night, and sword fighting overlapping both. “Some abilities are even locked behind a specific vampiric blood,” explains Mateusz. “In our lore, when you become a vampire you get your own unique mutation or power. And you can have more than one. So if you drain another vampire, then you steal theirs.” But if you want to rely on the virtues of sharpened steel, just as much testing and thought has been given to the game’s directional combat, resulting in customisable options for both hardcore action fans and more story-focused players. From the demo, it appeared fluid and intuitive, with clear markers for incoming assaults to help block and parry timing, and red skulls marking unblockable attacks – as demonstrated by The Forgotten Guardian, a lumbering armoured skeleton mini-boss roaming a dank underground ruin. The future looks bright Even after its lengthy demo, it was clear Rebel Wolves was keeping a lot under wraps. For example, when asked about the weather system in the game and how it interacts with the characters and environment, Konrad smiled, saying he’d prefer the players to discover that for themselves. Likewise with the number of multiple endings and the extent of characters and monsters you can meet, which tap into Slavic myth and legend, as well as medieval history. Even so, Konrad reveals that for some team members the game is currently taking anything from 55 to 70 hours to complete, so expect an epic adventure that explores how much we’re willing to sacrifice to save the ones we love. And the hunger to craft a tale which leaves a lasting mark on players doesn’t stop with this one. “The Blood of Dawnwalker isn’t the endpoint, it’s an origin story,” smiles Konrad. “We have already planned its tale through the ages. This is only the beginning.” Anticipate even more info to come to light from Rebel Wolves as The Blood of Dawnwalker stalks ever closer to its undead launch on PlayStation 5 September 3. 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 the full article
  11. Hi, I’m Mike Booth, Chief Creative Officer at Bad Robot Games, and Game Director of 4:Loop. In my last post, I shared how our core gameplay systems come together to create an unpredictable and endlessly replayable experience. Today, I’d like to share more details on one of our co-op shooter’s high-stakes boss fights. Specifically, I’d like to talk about how our team approaches designing these battles, and how these considerations led to one of our most unique enemies so far: The Scanner. No two bosses are alike ​​ One of our main goals when designing bosses in 4:Loop is making each of them unique – not only in their visual design, but in how they behave. We know we’re on the right track when a boss requires players to adopt new forms of cooperation, improvisation, and combinations of equipment and abilities. All of this results in the kind of creative problem solving at the heart of 4:Loop. When we first started exploring the Scanner, or “The Cube,” as it’s called internally, I wanted to do something a bit different: create a boss battle that wasn’t about direct combat, but navigation, spatial awareness, and cross-map coordination. Keep moving to stay alive For some of our boss battles, players can succeed by finding cover, hunkering down, and dishing out heaps of damage. But with the Scanner, that’s a sure-fire way to get yourself killed. Rather than attacking players directly, the Scanner emits a Laser Matrix over the entire map. This “Grid of Doom” (to use another internal name) is an interlocking grid of bright red and extremely dangerous lasers. One hit is enough to knock a player down. A second hit and you are out of the fight. The grid is slow moving and easy to see, making it manageable enough at the start of the encounter – and seemingly safe enough to lull you into a sense of complacency. But as the fight progresses, the laser grid becomes tighter and tighter, making navigation and survival increasingly difficult to manage. Of course, it’s not enough to just survive the Scanner. Players must destroy it to win. Your doom is six sided Being a cube, the Scanner has six faces. On each of these faces, we’ve put nine destructible tiles, making 54 targets in total. To actually damage the Scanner, players must knock out all 54 panels at once, forcing the machine to reveal its vulnerable Reactor Core. Sounds straightforward enough… until the Scanner starts moving. We built the Scanner to constantly rotate and swap sections like a giant Cube Puzzle from Hell. On top of that, damaged panels reset over time. This creates a boss fight that requires players to spread out and attack from multiple angles, while navigating the Scanner’s ever-tightening Laser Matrix. All of this results in a unique gameplay challenge. Stay mobile enough to avoid the Grid of Doom, while remaining focused enough to knock out panels and coordinate a team-wide attack on the Reactor Core once it’s exposed. Hit the Scanner with everything you’ve got Once all 54 tiles have been knocked out, the Scanner reveals its vulnerable Reactor Core for a brief window. This is the moment where the team – who could be on opposite ends of the map by this point – strike together as a cohesive unit to inflict as much damage as possible. The coordination that occurs in these brief windows are intuitive and natural. They emerge from the boss’s core design, rather than telling players what to do. Your choices matter In 4:Loop, we’re constantly trying to design gameplay moments that ask players to make interesting decisions – and then live with their consequences. The Scanner is no different. The game’s Probability Map makes it clear what boss you’ll be facing at the end of the Act. This forces players to think about what kind of gear and abilities to select leading up to the fight. Sure, shotguns are powerful… but they won’t be effective against the Scanner’s Reactor Core at range. Or maybe rather than taking that totally sweet Cloaking Backpack, you might want to choose equipment to help you navigate the Laser Matrix instead. Different by design The Scanner is just one of several bosses in 4:Loop, each built to push on players’ coordination, cooperation, and creative problem-solving skills. We hope all our bosses will generate crazy moments you’ll be talking about with your friends for a long time after you win or lose. The Scanner started from a simple image: A giant, floating cube puzzle with breakable panels. Over time, it grew into one of our most iconic enemies, and one that touches on almost every layer of how players can improvise to overcome overwhelming obstacles together. And it does all of this without firing a single shot at the players. You can also join our growing community at discord.gg/4LOOP. View the full article
  12. In Marathon, sharp aim matters, but so does healing, utility, movement, communication, and how you use your shell abilities. The DualSense Edge wireless controller gives you the flexibility to tailor the controls around your preferred playstyle, and save multiple custom profiles for your favourite shells and loadouts. Marathon’s default settings already gives you a strong baseline alongside extra flexibility with options for presses, taps, holds and double presses. For most players, the best overall approach is to keep the default settings, then use the DualSense Edge controller to bring your highest value actions closer at hand. Read on for setting recommendations straight from the Marathon dev team at Bungie. Button remapping In many shooters, the first instinct is to map jump and reload to the back buttons so you can keep your thumbs on the sticks during combat. That works great in Marathon too, but the back buttons are even better used elsewhere. Mapping them to the consumable radial and equipment radial gives you quick access to two of the most important survival tools in the game. Since those actions normally require you to hold Directional Button Down and Left, moving them to the back buttons means you can heal and prepare utility, without interrupting your aim and movement. Finger on the trigger DualSense Edge controller gives you both physical trigger stop sliders and the option to fine tune trigger input ranges within custom profiles. In Marathon, most weapons fire before the trigger reaches full travel, so setting the medium trigger stop on R2 can make repeated shots feel faster and more controlled, especially with semi automatic weapons. If you prefer an even more responsive feel, try the short trigger stop. In your custom profile, adjust the trigger input range on L2 from 0 to 70. This can make aiming down sights feel more immediate, since less trigger travel is needed before the input kicks in, while still maintaining the comfort of a full trigger pull. Steady your aim Marathon already offers a strong set of in-game aim curves and sensitivity settings, with Classic serving as the standard curve used for decades in Bungie action games. It’s a great baseline, and players who prefer to tune everything in game have a lot to work with. If you are shaping your setup through the DualSense Edge controller, keep Marathon’s defaults and make your refinements at the controller level instead. With custom stick sensitivity, sensitivity curve, and deadzone settings available in each profile, you’ve got plenty of room to tailor the feel to your preference. Stick sensitivity curves The DualSense Edge controller offers six different stick sensitivity curves, with one of the most effective combinations for Marathon being Precise on the right stick and Quick on the left stick. Precise helps the right stick feel more controlled during smaller movements, like making fine aiming adjustments with precision weapons such as the Longshot sniper rifle. Quick gives the left stick a more immediate response, which helps with fast repositioning and evasive movement when a fight breaks out. The result is a setup that feels nimble when you need to move, but calm and deliberate when you need to aim. Stick sensitivity There is no single perfect sensitivity setting for everyone. Start with Marathon’s default feel, then use the DualSense Edge controller to make small adjustments that suit the way you play. If you favour close quarters fights and want rapid turns, try nudging your sensitivity up. If your aim starts to feel twitchy, dial it back until it feels controlled again. Stick deadzones If your controller feels stable and you want a faster, more immediate response, lower the stick deadzones carefully within your DualSense Edge controller custom profile. If you prefer a little more buffer before movement or aim kicks in, keep them closer to the default feel. The key is not to overcomplicate things too early. Small, targeted changes will give you better results than trying to change everything at once. Try one profile for each Runner Shell You can store up to three custom profile shortcuts on the DualSense Edge controller and quickly swap between them during gameplay using the Function (Fn) buttons, making it easy to keep one core setup alongside shell-specific variants. Try out these quick tips for each shell and let us know your favourite DualSense Edge controller layouts. Destroyer Map a back button to jump, giving you faster Thruster activations while staying locked on target, and another to sprint for speedy activations of Tactical Sprint. Assassin Map a back button to crouch so stealth movement feels more natural while aiming. A Steady sensitivity curve on the left stick works well for controlled movement during stealth. Recon Set up push to talk on one back button, with quick ping on the other back button to help your teammates stay on top of the active situation. A Precise sensitivity curve on the right stick works great for picking off fleeing enemies with a long-range weapon. Vandal Mapping crouch to a back button lets you power slide while maintaining aim control. A snappier sensitivity on the right stick suits Vandal’s momentum and fast, aggressive movement. Thief Map a back button to grapple to quickly push an advantage or make an escape. A Steady left stick sensitivity curve works well if you want more controlled, stealthy movement while sneaking. Triage Map the consumables wheel to one back button, with quick ping on the other and you have a profile built around rounded backline support with fast callouts. Rook Back buttons mapped to consumables and equipment radials, with a Steady left stick sensitivity curve for careful movement and stealth, keep this profile simple and survival focused. Now clean up on Tau Ceti IV On Tau Ceti IV, staying mobile and keeping your most important actions within easy reach on the DualSense Edge wireless controller can make the difference between a messy escape and a clean exfil. Marathon is available now. View the full article
  13. With the release of Arc Raiders update 1.26 on April 28, PS5 Pro players will now be able to benefit from the new upgraded version of PlayStation Spectral Super Resolution (PSSR). This machine-learning based upscaling technology analyzes game images pixel by pixel to reconstruct a sharper, higher-quality output. A sharper, more stable image The upgraded PSSR brings a range of meaningful improvements that PS5 Pro players will notice immediately, particularly in the demanding, detail-rich environments that Arc Raiders is known for. Crisp, stable image, less flickering and shimmer: The new PSSR delivers crisp visuals across all environments, doing a great job at preserving fine details. Visual artifacts such as flickering and shimmering are significantly reduced, resulting in a cleaner and more consistent picture especially in complex scenes. Better reconstruction of objects in motion: The upgraded PSSR handles moving geometry far more accurately than traditional upscaling techniques. Whether it’s foliage swaying in the wind or Arc drones cutting across the screen at high speed, fine details are better-preserved during motion. Reduced ghosting on translucent effects: Ghosting artifacts, which are most visible on particle effects and other translucent elements in motion, are substantially reduced. This is a particularly challenging area for upscalers because accurate motion vectors aren’t available for these effects. A good example is the rain system in Arc Raiders, which now looks noticeably cleaner. “With the improved PSSR we can deliver increased image quality and stability, significantly reducing visual noise in-game without any performance reductions, allowing our players to experience the game and its world with less distractions.“ – Mikael Linderholm, Technical Art Director, Embark Studios Impressive results with minimal effort The new PSSR required minimal fine-tuning of content, and the results held up across the wide variety of complex scenes that Arc Raiders presents — from dense outdoor environments to intense firefights with particles and dynamic lighting. Available tomorrow in update 1.26 The upgraded PSSR enhancement for PS5 Pro will be available April 28 as part of Arc Raiders update 1.26. PS5 base model players continue to benefit from TSR upscaling, which remains unchanged by this update. We’re excited to see how the community responds to the visual improvements, and we’ll continue to look for opportunities to push image quality further as new technologies become available. View the full article
  14. Email us at PSPodcast@sony.com! Subscribe via Apple Podcasts, Spotify, or download here Hey, everybody! Tim, Kristen, and I are back this week to talk about the upcoming release of Saros, the cartoon world of Mouse: P.I. for Hire, best convenience store snacks, and upcoming updates. Stuff We Talked About Next week’s release highlights: NTE: Neverness to Everness | PS5 MotoGP 26 | PS5 Saros | PS5 inKonbini: One Store. Many Stories | PS5 Invincible Vs | PS5 Dragon Ball Xenoverse 3 announced — The annual Dragon Ball Games Battle Hour two-day event happened this past weekend, and with it came a host of new announcements for FighterZ, Sparking Zero, revealing Xenoverse 3 coming in 2027, and more. Neverness to Everness gameplay details — See what’s in store for this anime-inspired open-world title with Persona 5 and Porsche collabs, first-person mode for dates, and the Bank Heist stages. Coming to PS5 on April 29. Helldivers 2 Exo Experts Warbond — The new Warbond arrives April 28 ready to roll out some new goodies. Check out new machine-based weapons and Stratagems, armors, and emotes. Gran Turismo 7 update — Add the Porsche 911 Turbo S Leichtbau, Renault Twingo ’93, and Yangwang U9 ’24 to your garage today. In addition, Power Pack owners can access new challenges, and there are updates for the Gran Turismo World Series. Saros starter tips — Learn how to adjust your level of challenge with Carcosan Modifiers, see expanded accessibility options, and gain helpful insight to prepare for the perilous journey ahead on April 30. Assassin’s Creed Black Flag Resynced — The remake of this swashbuckling tale arrives on PS5 July 9. See how the new game expands on sailing and combat in our hands-on report. The Cast View and download image Download the image close Close Download this image Kristen Zitani – Senior Content Communications Specialist, SIE View and download image Download the image close Close Download this image O’Dell Harmon Jr. – Content Communications Specialist, SIE View and download image Download the image close Close Download this image Tim Turi – Content Communications Manager, SIE Thanks to Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] View the full article
  15. Last week, we asked you to share portraits of Grace in Resident Evil Requiem using #PSshare #PSBlog. Here are this week’s highlights: riainwonderland shares younger Grace holding a flashlight in the dark midnight.hyp3 shares Grace standing in red lighting Yuric83 shares Grace’s FBI report reflected in her glasses grayfoxvp shares Grace sneaking past an exit sign Ixion_VII shares Grace in the Lady Dimitrescu costume leonsbathwater shares Grace throwing a punch 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: Cozy SUBMIT BY: 11:59 PM PT on April 29, 2026 Next week, share moments from your favorite cozy game using #PSshare #PSBlog for a chance to be featured. View the full article
  16. Earlier
  17. Has it really been 13 years since we took privateer-turned-pirate and assassin Edward Kenway across the seven seas? Assassin’s Creed Black Flag remains one of the series’ most treasured titles, so whether you’re familiar with its swashbuckling exploits or a new fish to its depths, Ubisoft’s announcement of Assassin’s Creed Black Flag Resynced on PS5 offers the perfect chance to see why it’s hoisted in such high regard. A faithful remake which focuses on the original’s core single-player adventure, the development team haven’t only applied a fresh lick of presentational paint to Assassin’s Creed Black Flag. They’ve also looked at quality of life gameplay improvements, conducting workshops for player feedback to ensure any changes didn’t stray too far from what made the game tick. So, what can we expect? Play Video What’s back from the original Edward Kenway Returns: Of course, Captain Edward Kenway is central to Assassin’s Creed Black Flag Resynced, his story remaining the driving force of the game. Performed by Matt Ryan, the character’s original voice actor, Kenway is joined by his iconic cast of notorious real life pirates, including Blackbeard, Anne Bonny, and Charles Vane. Caribbean Setting: As with its story, the luscious locations are all present and accounted for, with its bustling cities, dense jungles, and sun-kissed beaches spread across the likes of Nassau, Kingston, and Havana. Your vessel: Kenway’s ship, the Jackdaw, was a big part of the original game, and rest assured, you can still set sail, engage in boarding parties and raids, and listen to the crew’s jaunty sea shanties. What’s new or improved PS5 Pro Enhancements: Ubisoft is taking advantage of PS5 Pro to deliver an immersive pirating adventure. “We were extremely impressed with the enhanced PSSR. It really redefines the graphics experience in console games. It allowed us to render our dynamic tropical world full of swaying palm trees, violent storms and rogue waves without visible upscaling artifacts, delivering sharp pixel quality and great image stability.” – Jussi Markkanen, Technical Director, Ubisoft Singapore “Assassin’s Creed: Black Flag Resynced pushes ray tracing further across all modes on PlayStation 5 and PlayStation 5 Pro. PlayStation 5 brings more consistent lighting, while PlayStation 5 Pro delivers a no-compromise experience with advanced ray tracing performance and enhanced PSSR.” – Nicolas Lopez, Technical Architect, Ubisoft Montréal New Game Engine: Assassin’s Creed Black Flag Resynced uses the latest version of the Anvil engine, which means more detailed character faces, richer animations, and denser crowds. And it shows – the varied environments, on land, across the sea, and beneath the waves all look more vivid, vibrant, and expansive. Expanded Soundtrack: Some new audio tracks join the visuals, with French musician and Assassin’s Creed fan Woodkid contributing. And those sea shanties I mentioned earlier? Well, expect even more to be added to your favourites. Parkour Improvements: Kenway was always fleet of foot, but now he is even more agile with an enhanced parkour system which includes the ability to perform three jumps along with back and side ejects. The result is smoother traversal movement that flows more naturally, feels tighter, and makes assassinations look even better. And speaking of assassinations… Reworked Combat System: Fighting is faster and more fluid, with an emphasis on making the most of your combos, perfect parry, and up to four chained takedowns. There are also additional destructible elements in the environments to make your attacks feel even more devastating. Better Stealth: Kenway’s covert options have been given a polish, too. Now you can crouch freely – and speedily – to approach targets. Also, failing any tailing or eavesdropping objectives no longer end in an instant desync. Instead of having to restart the mission when you’re discovered, the target reacts to your sloppy stealth and you have to salvage the mission however you can. New Chapters and Storylines: New content has been added to both the modern day sections and the main tale, including a new scene with Edward’s wife Caroline, specifically written by the original’s lead writer, Darby McDevitt. Kenway’s not the only character to benefit from fresh writing, either, with expanded arcs for some of the other crew, such as Blackbeard. New Characters:There are also few fresh faces, via new officers Lucy Baldwin, The Padre, and Deadman Smith. Each one has a unique backstory and special abilities – for example, Deadman can unlock a devastating double shot from broadside weapons on the Jackdaw – but you’ll need to earn their trust to recruit them. Expanded Naval Arsenal:While we’re talking about the Jackdaw, sea battles are even more spectacular via new alternate fire upgrades for every weapon. Navigating also has a little more spice to it due to the dynamic weather system affecting how the ship handles. And most importantly for animal lovers, you can now recruit a cat or monkey to your crew. And all of this is just the start. There’ll be more info fired across the broadside of the coming months as Assassin’s Creed Black Flag Resynced sails towards its July 9 release on PS5. View the full article
  18. Hey everyone! We’re really excited to be back on PlayStation Blog with a brand new trailer for Zero Parades: For Dead Spies. Last year in September’s State of Play, we showed off some of the gameplay features that set Zero Parades apart. Today, we want to shed some first light onto the characters at the heart of our story. Play Video In Zero Parades, you play as Hershel Wilk, alias Cascade, a brilliant but cursed spy for the Operant Bureau who’s been brought back by her controllers for a desperate assignment. Five years ago, your old network — the Whole Sick Crew — was blown to pieces. Now, it’s up to you to put them back together as best you can: Karolina Cryptonym: Kindred The youngest member of the old crew, as much a younger sibling as an asset. You taught K everything she knows about the shadow arts, from infiltration, to handling interrogations and beyond. When you last saw her, she was undercover inside a highly experimental Dream Study. For all you know, she might still be there. Ramses Cryptonym: Radian The Whole Sick Crew’s resident circuit-surgeon, Ramses specializes in audio surveillance and forensics. There’s no line he can’t tap, no room he can’t bug. He was also the closest thing you had to a true friend among the old crew, someone you could let your guard down around. You dearly miss sinking into an old couch with one of his meticulously rolled joints. Tempo Cryptonym: Taxman Some people have a huge presence in a room, Tempo has a huge presence in rooms he’s not even in. This larger-than-life character is a major player in the Portofiran underworld. The kind of guy who can get you anything through legal channels and absolutely everything through non-legal ones. He was one of the first to spot the promise of Luzian tech and pop culture before it took over the world, and he’s made a killing for his foresight. You’ll know him by his colourful manner of speaking and the imported Ouroboros Black cigarettes he chain smokes. Vespar Cryptonym: Virtue Vespar is a member of the carabineros – Portofiro’s elite investigative police. His connections to the city’s authorities and informants within the local mob make him an invaluable source of illicit information.. When he’s off-duty, you’ll find him drinking at the Fogged Mirror. When he’s on-duty, honestly, there’s a fair chance you’ll find him drinking there as well. Eszti Cryptonym: Estoc No-nonsense, venom-tongued, and extremely competent, Eszti found herself deep undercover in the Portofiran government as a liaison with EMTERR – a global development bank and rival intelligence service. It was Eszti who stuck her neck out to warn you that the network had been compromised, but when it came time to leave town, you left her out to dry along with everyone else. Holocene Real name unknown Your enigmatic second-in-command and the crew’s master cryptographer. HOLOCENE has a theory about almost everything, including one about a rival intelligence service run by cats. If you need a cipher decoded, he is your guy. If you need someone to have a normal conversation with, maybe look elsewhere. That’s it – the Whole Sick Crew, aka: The Friends You Left to Die. To pull off your assignment, you’re going to have to get at least some of them back on your side. It’s not just about who you can trust, it’s who can trust you? Zero Parades: For Dead Spies is coming this year on PS5. Wishlist it today. View the full article
  19. Today we are thrilled to share our launch trailer for Saros, coming out on April 30 for PlayStation 5 and enhanced for PlayStation 5 Pro. We’re also excited to share new information on gameplay modifiers, accessibility options, and more. Play Video For our launch trailer we wanted to show more mystery, characters, weapons and, of course, more bullet ballet action for you all. The opening features Stack, performed by the brilliant Keone Young (Deadwood) painting images that are being forced into his mind on Carcosa, followed by stunning imagery of the Cathedral. The perfect way to establish the tone and world we are launching you into. We also tease a mysterious future London alley and a hotel corridor that you’ll experience as Arjun. Saros is more than just a dark sci-fi action game – we can’t wait for you all to experience these story focused liminal spaces during Arjun’s journey on Carcosa. There’s also more twists and turns, but it’s best if they are experienced when playing. Last, but not least, we wanted to show more action, including the main weapons and Power weapons you will use. Two key Carcosan weapons shown in the trailer are Chakram and the Illumine Beam Power weapon. Saros features multiple weapon archetypes and multiple weapon variants which are generated every cycle. The trailer also gives you a glimpse of the incredible boss fights you’ll engage in against the Overlords of Carcosa. This is just a taste of what you will encounter. Carcosan Modifiers allow you to adjust your experience With Saros we set out to create a challenging and rewarding action game where every death is valuable. So prepare to die, but also come back stronger with every cycle. With Carcosan Modifiers, you can adjust your experience to lower the challenge… or ramp it up. Find a balance that’s more suited to you. Combined with the Armour Matrix, you’ll love upgrading Arjun and adjusting your stats and abilities. For players who want less challenge to beat that boss or a tough biome, use Protection Modifiers to adjust your experience. Damage Enhancement allows you to increase your damage dealt to hostiles. Shield Power Enhancement makes your Soltari Shield not consume power so you can use your Power Weapon more often. Lastly Overlord Restoration is a game changer which allows you to be at full armor integrity when you face the Overlords on Carcosa. For players who want even more challenge, use the Trial Modifiers. Weapon Decay means your main weapon will decay through usage. Hostile Death Projectiles is pretty self explanatory. Last but not least my two favourites are Growth Incapacitor I, which removes second chance, and Growth Incapacitor II, which removes all Armor Matrix enhancements for even more of a challenge. Expanded accessibility As well as Carcosan Modifiers, Saros also has accessibility features at launch. It was a goal of our team to build upon Returnal’s accessibility features and expect a deep dive into these features ahead post launch. Today we are happy to share that we will support colour blindness features. For example, we can ensure all players can distinguish between Normal, Corrupted and Nova projectiles. There’ll also be a Dialogue focus mode feature, controller remapping and plenty more. More news on our full feature set coming post launch. Amazing collaborators and gratitude We have worked with amazing collaborators on Saros at Housemarque and we also wanted to give them a shout out for this launch focussed blog. As well as the amazing teams at PlayStation, Nixxes, PlayStation Creative Arts and Xdev, we have also teamed up with lots of brilliant external studios filled with artists and developers that have made Saros what it is today. Thanks to everyone who contributed from these fantastic teams and also to our amazing cast of actors who provided the soul for our characters you will love and lose. We are also happy to announce that award winning graphic novelist and storyteller Ram V, worked with our narrative team at Housemarque on the characters and world of Saros during our pre-production. Ram’s approach to cosmic horror, authenticity and his perspective helped us shape Arjun and Nitya as living and breathing characters.. Come back stronger April 30 As we prepare for launch we also wanted to thank you for following and supporting Saros since our announcement back in February 2025 and to all our Housemarque fans for the past 30 years. Your passion and hype has been amazing and we cannot wait for you to play Saros very soon. Saros is the next gameplay-first, single-player action game from Housemarque and our amazing collaborators. A dream project made by a dream team. Purchase the Digital Deluxe Edition of Saros for 48 hours early access to the game. View the full article
  20. In this month’s free update, the Polyphony team is dropping the ridiculously fast 1,286-BHP ’24 Yangwang U9 (0-62.1 mph in 2.36 seconds). They are also introducing the practical ’93 Renault Twingo (1.2L inline-4 OHV engine). In addition, the Leichtbau 964, a mix of classic 911 styling and air-cooled ruggedness, is included. It’s considered one of Porsche’s greatest hits, with only 86 produced, making it one of the rarest of this generation. The update also includes a new menu, three new World Circuits events, move the camera up and down III curation (height adjustability) in Scapes, and Power Pack updates in Update 1.69, which will be available beginning today at 11:00pm PT / April 23 at 7:00am BST / 3:00pm JST*. Additionally, the new Gran Turismo World Series Season is beginning! Play Video New cars** Porsche 911 Turbo S Leichtbau (964) ’93 *Can be purchased from Legend Cars Introduced in 1989, the Type 964 marked the third generation of the Porsche 911, following the 901 and 930. Though familiar in silhouette, it represented a major step forward, with roughly 80% of its components newly engineered and a more aerodynamic, modernized exterior. Power came from a newly enlarged 3.6-liter flat-six, while the Carrera 4 debuted Porsche’s first full-time all-wheel-drive system. Rear-wheel-drive models expanded accessibility with the introduction of the Tiptronic automatic. For maximum performance, Porsche offered the Turbo and the ultra-rare 1992 911 Turbo S. Featuring upgraded cams, a special turbine, lightweight body panels, and 375.7 BHP, just 86 examples were ever produced—cementing its place among the rarest 911s. 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 Renault Twingo ’93 *Can be purchased from Used Cars Practical yet cute. A breath of fresh air for the A-segment. When Renault replaced the Super 5 with the larger Clio in 1990, it left a gap at the bottom of its lineup. The answer arrived in 1992 as the Twingo — an A-segment hatchback that challenged convention. Its distinctive three-door monospace shape featured a single flowing line from nose to tail, instantly setting it apart from its peers. With its wheels pushed to the corners, the compact Twingo delivered exceptional interior space despite its modest footprint. Power came from a transverse-mounted 1.2-liter inline-four, modest but well suited to the car’s light weight and urban mission. Clever features like sliding rear seats added versatility, proving practicality and personality could coexist. Produced for 14 years, the first-generation Twingo remains one of the most innovative small cars ever made. 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 Yangwang U9 ’24 *Can be purchased from Brand Central The Yangwang U9 challenges conventional supercar thinking by placing an electric motor at each wheel. Developed by Yangwang, BYD’s luxury performance brand, it rides on the proprietary e⁴ platform, delivering a staggering 960 kW (1,286 BHP). Despite its size and weight, the U9 launches from 0–62 mph in just 2.36 seconds. Its headline technology goes beyond raw output. The DiSus-X suspension combines hydraulic and pneumatic systems to actively control body motion, delivering exceptional stability and control, sometimes dramatic in motion, but always purposeful in function. Styled by Wolfgang Egger, the scissor-door coupe looks unmistakably futuristic while retaining true supercar presence. In 2025, the extreme U9 Xtreme variant even pursued record-setting top-speed performance, positioning the U9 as a bold statement of speed in the electric era. 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 Café/Extra Menus The following Menu will be added to the Extra Menus section: Extra Menu No. 53: Muscle Cars (Collector Level 55 and above) World Circuits (new events) The following new events have been added to World Circuits: Schwarzwald League – Circuit Gilles-Villeneuve Hypercar Parade – Yas Marina Circuit World Touring Car 900 – Autódromo de Interlagos Scapes Move the camera up and down III has been added as a featured Curation in Scapes. Power Pack / Power Pack Challenges Power Pack Challenges will be added. In this mode players can receive a variety of rewards according to the number of races completed within the fixed period. Rewards will be updated weekly, and progress can be checked from the World Map screen or the dialogue in the top right of the Event Select screen. *Power Pack is a paid add-on for the PlayStation 5 version of Gran Turismo 7 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 2026 Gran Turismo World Series The Online Qualifiers are done, the Gran Turismo World Series 2026 line-up of drivers is decided, and now it’s time for the all-action live events. First up is Milan on Saturday, May 23 at the historic Teatro Lirico, close to the city’s famous Duomo, and tickets are selling fast. The action at the Teatro Lirico will start at 5:00 pm local time with the Manufacturers Cup before the Nations Cup drivers take to the stage at 7:30 pm PT. Full 2026 Calendar The 2026 calendar will feature Round 2 taking place at Polyphony Digital Inc.’s Tokyo studio and set for broadcast on August 15. Round 3 sees the Gran Turismo World Series land in Singapore on Saturday October 3 for an event at the Sands Theatre, Marina Bay Sands. The Championship decider, the World Finals, sees a return to Tokyo at the new Shibuya Lovez venue on December 5 and 6. If you can’t make it in person, you can catch all of the action at Gran Turismo’s website, YouTube, or in-game in GT7. Round 1 | Milano | Saturday, May 23 Round 2 | Tokyo | Saturday, August 15 (no live audience) Round 3 | Singapore | Saturday, October 3 World Finals | Tokyo | Saturday and Sunday, December 5 & 6 In-game benefits As ever, the Gran Turismo World Series offers plenty of incentives to get involved on Gran Turismo 7. The World Map will feature GTWS-themed challenges as well as the Predict the Winner and Viewer Campaigns. Full details of the Gran Turismo World Series 2026 can be found online here. 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 *Internet connection required for update. **Credits (paid or via game progression) required to purchase vehicles. View the full article
  21. Welcome back, cozy gamers, and welcome home to those of you just joining the Palian community on PlayStation 5. First and foremost, I want to thank each and every one of you for supporting Palia since the game launched on PS5 last year. There’s something special about snuggling in on the couch with a cup of coffee, decorating your Home Plot, then casting a line in the fishing pond with the haptic feedback of a DualSense controller! And there’s a whole lot more where that came from. On May 12, we’re opening the gates to Palia’s next major expansion: The Royal Highlands. The upcoming expansion introduces a sprawling, sun-drenched region; a brand-new chapter in Palia’s story; more Villagers to meet; and so many features we’ve been champing at the bit to unveil. And this time… you’ll be hoofin’ it in style. A new frontier awaits in the Royal Highlands The Royal Highlands is our third Adventure Zone, and by far our most ambitious. The massive new map offers an elevated countryside of windswept cliffs, rolling golden fields, and ancient stone structures steeped in quiet, old-world elegance. From the moment you arrive, the space feels refined and regal – but beneath that beauty lies something older, an ancient secret lost to time. As you explore, you’ll meet Eshelon, heir to the Bahari Dukedom, who has been sent to investigate some peculiar occurrences unfolding across the “Highlands.” Together, you’ll dig into the mysteries behind Amber Echo, a strange substance spreading across the region that encapsulates and traps anything – or anyone – caught in its snare. Not much is understood about Amber Echo… only that those confined within are frozen in time for years, decades, maybe a millenia… a sticky situation indeed! Despite the danger, the Adventure Zone is filled with opportunity. New materials to gather, insects to catch, fish to reel in, and creatures to hunt, including the elusive Jaakcat, await across every hill and valley. Saddle up: horses arrive in Palia Exploring a vast new region is no small task. But we’ve made sure you won’t have to go it alone. For the first time, you can meet, tame, and ride your very own horse. Early in your Royal Highlands journey, you’ll be introduced to your first mount, opening up faster, smoother traversal across the world. Riding is designed to feel both responsive and grounded. Horses move through natural gaits, building into speed in a way that feels tactile and intuitive. Whether you’re galloping across open terrain or taking a relaxed trot along ridge-lined roads, the experience is meant to feel calm, immersive, and connected. You’ll be able to choose from three distinct horse types at launch, each with its own look and personality. Horses also tie directly into the Ranching skill, allowing you to raise and breed horses while shaping their traits over time – some favoring speed, others endurance, and a few offering rarer qualities. More ways to build, customize, and express yourself The Royal Highlands also expands how you shape your home and identity in Palia. The expansion introduces the Ancient Human Home Line, inspired by the architecture found throughout the Royal Highlands. Think stone foundations, dramatic verticality, and refined architectural silhouettes that will take your Home Plot to the next level… literally.. A new Capstone allows you to increase the number of stories your home can have, opening the door to unprecedented multi-level designs. Pair your expanded space with the Aristocrat’s Set, a collection of ornate, Renaissance-inspired decor that brings a sense of luxury to your Home Plot. And you can customize beyond your home with an expanded Clothing Dye system, allowing you to apply colors you’ve unlocked directly to your outfits, giving you more control over self-expression. Celebrating 10 million players Before you ride into the Royal Highlands, we have something special to celebrate. Palia has surpassed 10 million players worldwide – a milestone representing millions of stories, homes, and shared moments across the community. To say thank you, we’re kicking off the 10 Million Player Celebration Event, live from today through May 11. During the event, players can earn rewards simply by playing, including up to two free premium Mystery Outfits, alongside event-exclusive Decor, Plushes, a Nameplate, and more. Whether you’ve been with us from the beginning or are just getting started, this is our way of saying thank you for being part of the journey. Your journey continues on May 12 The Royal Highlands expansion launches Tuesday, May 12, on PlayStation 5. It’s our biggest Adventure Zone yet, a new way to explore with your equine companion, and the next step in unlocking even more creativity from Palians across the globe. From all of us at Singularity 6, thank you for being part of this journey with us. We’ll see you in the Royal Highlands. View the full article
  22. The latest Helldivers 2 Warbond, entitled The Exo Experts, launches April 28. Read on for full intel on what to expect. Play Video Machines… Our enemies… But they can also be forces for good, tools at our disposal, and when you need to fight fire with fire it is important to be an Exo Expert. ​​ The Ministry of Defense has authorised the immediate mobilisation of new Exosuits to aid in our ongoing war efforts against the enemies of Managed Democracy. Weapons and Stratagems Let’s start where all good Warbonds start, with the latest offensive items included in the Exo Experts*. Beginning with EXO-51 Lumberer, a modern reinvention of the Lumberers of the first Galactic War, this Exosuit is equipped with an anti-tank cannon and a flamethrower allowing you to unleash maximum devastation upon your foes and then purge smaller enemies in the flames of Liberty. Next up, we have the EXO-55 Breakthrough. Brandishing a flak cannon and a ballistics shield, allowing you to face off with Super Earth’s toughest foes whilst laying down heavy fire. For those who don’t like to overburden themselves, we are introducing the MGX-42 Bullet Storm: a disposable machine gun sporting caseless ammunition in multiple barrels. Each usage includes two of these so you can throw them away when you are done. Not forgetting our ground troops! We have the SMG-203 Gallant, a submachine gun with a high rate of fire, this is the MP-98 Knight’s older brother, sacrificing clip size for increased penetration. Finally to round out your kit, try the new P-33 Missile Pistol utilising the latest in guided, heat-propelled rounds and a lock-on feature. Proven to hit its target 60% of the time, every time. View and download image Download the image close Close Download this image Armors and Capes To ensure you remain compliant with safety regulations, make sure you have these new armors. The O-2 Heavy Operator armor is the state mandated uniform for Super Earth Citizens who must operate heavy machinery and is best paired with the Watchful Compatriot cape, which sports a retro print that was first made popular in GW1 cereal merchandising. It helps citizens to remember that not all machines are twisted mechano-socialists; some are piloted by true-hearted humans and we can all rest easy in their gaze. The O-3 Free Spirit armor comes equipped with SteerComfort, this armor that allows the wearer to feel every curve, bump, and jostle of their Exosuit, as if they were drifting into one single being.The Free Spirited Spangles cape pays tribute to the mischief-makers and mavericks, those trailblazers who dutifully execute their orders with universally-endearing panache. The star-crossed trail calls to mind the special kind of Freedom that can only be achieved by going very fast in very expensive state-owned vehicles. These new armors come stock standard with the Oxygenator perk allowing you to walk, run and slide slightly quicker (within Super Earth Health and Safety guidelines). To ensure others know you are up to the job, you can also equip the new Exosuit Certified title and make sure to let them know how you feel with the Thumb of Approval emote and victory pose This Warbond also includes the Mobile White patterns. Prepare to become an Exo Expert on April 28! *Warbond requires base game, Super Credits, and game progression to unlock. View the full article
  23. Hey everyone, last time you heard from us was back in January where we shared some fun facts about Ball x Pit’s game concept, its inspiration, and pretty much all the brand new content that we packed into the first free major update titled The Regal Update. The incredible PlayStation Blog team wanted us back to share first details with you on the second free content update coming to Ball x Pit titled The Shadow Update, which releases in just one week on April 27 for PS5. Play Video Time starts to bend in this update, with some new ball evolutions that freeze it and warp it entirely. Expect your runs to get a little more chaotic as we introduce some new balls, passives, and characters alongside the addition of a new building all detailed below! Two new characters The Tunneller is a scrappy miner whose shots don’t stop at the edge; they wrap around the screen and come back in from the other side, making just about every angle fair game. The Tiptoer is a fragile but deadly ninja who stays undetected by enemies at close range at the cost of lower health and damage. 11 New Balls Venom stacks up with each hit, slowing targets and chipping away at them until enough buildup finally locks them in place with paralysis. Time leans into area control, dropping a timesnare that freezes enemies caught in its range. Erosion cuts straight through foes, with each hit shaving off a percentage of their current health, making it incredibly nasty against tougher targets. Time Bomb adds a bit of delayed chaos, planting an explosive that goes off after a short wait. Timestop does exactly what it sounds like, freezing absolutely everything on the field for a few seconds before going on cooldown. Warp keeps things unpredictable, blinking to a random spot on the field upon every enemy hit while ramping up speed as it goes. Sniper shots cut straight through enemies but burn out the moment they hit a wall or loop back, trading longevity for a boosted critical chance that rewards precise enemy line ups. Heart Swallower gives each hit a certain chance to drain a bit of life and heal you for one while also weakening the target’s attack by a percentage, but remember each enemy can only be drained once. Plus a few more that we won’t spoil just yet.. Four new passives Full Metal Rapier thrives on chaos with each ball scaling its damage based on how many baby balls and enemies are currently on the field. Arrow of Fate flips defense into offense, making you immune to incoming projectiles and firing back a burst of baby balls whenever you’re hit. Argent Stopwatch plays with momentum, starting balls off at 150% damage before shaving off 30% with every bounce, so timing and positioning matter more than ever. Sword Breaker keeps things steady but scalable, lowering base damage to 75% while quietly stacking an extra 1% for every enemy in play. 1 new buildings Better start thinking of a spot to drop the Guildhall! This new building will allow players to re-roll previously chosen character upgrades. Thank you again to all players supporting and for making Ball x Pit what it is! We hope you’re excited to jump back into the pit when Ball x Pit : The Shadow Update releases for free next week, April 27 on PS5. View the full article
  24. Infinity Nikki Version 2.5, launching April 23, expands the adventure on PlayStation 5, with visual upgrades and a more seamless photo experience. This update introduces the Boneyard—a brand-new region with a deeper, more mature tone—while also enhancing performance and image quality, especially on PlayStation 5 Pro with updated PSSR support. Sharper visuals and smoother performance on PS5 Pro With Version 2.5, we’ve focused on improving visual clarity and overall gameplay stability. On PlayStation 5 Pro, updated PSSR enhances image sharpness, visual clarity, and frame-rate stability, with improvements most noticeable in large areas or during combat. We’ve also enhanced environmental detail, lighting, and long-distance rendering. Outfit materials—especially layered fabrics and textures—now appear more defined, making styling moments feel even more rewarding up close. A more seamless photo experience We know many players enjoy capturing their favorite looks and moments, so we’ve made the photography experience easier. Screenshots can now be saved to the PlayStation system gallery, removing extra steps between taking a photo and sharing it. Whether you’re documenting an outfit, a location, or a story moment, it’s now quicker to capture and revisit them anytime. A new region: the Boneyard Version 2.5 introduces the Boneyard, a new open-world region centered on themes of reincarnation, destiny, and choice. It’s a quieter, more atmospheric region, with environments shaped by dragon bones, ruins, and lingering mysteries. As you explore, more of its story unfolds through the world itself. With the visual improvements on PlayStation 5 Pro, this region feels even more immersive—especially when moving through its expansive spaces or taking in distant views. Outfit abilities play a bigger role in exploration We’ve continued expanding how Ability Outfits interact with the world. New additions, such as a new Archery Ability Outfit, offer greater flexibility in movement and interaction. At the same time, other abilities—like Dragonbone-related mechanics—are more deeply integrated into the environment and its challenges. These updates bring exploration and ability choices closer together. Infinity Nikki Version 2.5 will be available for free starting April 23 PT / April 24 CEST on PlayStation 5 and PlayStation 5 Pro. We hope you enjoy exploring the Boneyard and discovering all it has to offer. View the full article
  25. NTE: Neverness to Everness is a supernatural urban open-world game coming to PS5 April 29. You will step into the shoes of an Appraiser, embarking on an extraordinary supernatural adventure in the bustling metropolis of Hethereau. Today, we’re detailing the game’s PS5 Pro enhancements, revealing new modes and a first person perspective option. But first, we want to talk about two exciting collaborations coming to the game. Iconic collaborations: Persona 5 and Porsche The heartbeat of any great city is its music. We wanted driving through Hethereau to feel unforgettable, which is why NTE’s in-car radio features an iconic lineup of legendary Persona 5 tracks and fan-favorite Tower of Fantasy anthems. Better yet, the new Walkman feature lets you pull those same beats from the dashboard and carry them with you as you explore the neon-lit streets. These Persona 5 tracks will be available in-game from launch. Play Video But true urban style isn’t just the perfect soundtrack—it’s your unique way of cruising the streets. Through our collaboration with Porsche, players will get behind the wheel of iconic Porsche models, staging a resonance of speed and luxury in the supernatural metropolis. This collaboration brings the ultimate high-performance luxury experience to every NTE player. The Porsche collaboration will be available as part of a future game update. ​​ Deeper immersion: Co-living and first-person dates We want you to feel like a resident, not just a visitor. That’s why we’re introducing a first-person perspective option. The moment you switch over, everything changes, from the way you view towering skyscrapers to the intimate details of your apartment. Speaking of intimacy, our Hangout and Move-In Systems allow you to bring the story home: Hangout: Invite your favorite companions to ride along as you cruise through the neon-lit streets. Move-In Invites: From luxury penthouses to hillside villas, choose your dream home and share your daily life with your favorite characters. Define your life: The City Tycoon system In NTE, the city isn’t just a backdrop for combat. It’s a living, breathing stage for your own story. We believe that a true urban open world should offer total freedom, letting you be more than just an anomaly hunter. Build your own business empire. Run storefronts, stack assets, fill your garage with supercars, and earn your title as a true City Tycoon. For a more grounded experience, spend a lazy afternoon driving a Swift Cab for extra cash, or pick up a few Sterry Express delivery runs to get a taste of the everyday hustle. When the neon starts to wear on you, grab a rod and find a secluded spot for a bit of fishing. It’s the perfect change of pace. And for those who thrive on social energy and high stakes, you can challenge your friends to adrenaline-fueled street races or test your wits in a tense round of online Mahjong, where every tile could turn the tide. New stages: Bank Heist & Asymmetric Horror We are pushing the boundaries of what co-op stages can be with two radically different experiences: one built to test your strategy, the other designed to break your nerves. Pink Paws Heist delivers the fast-paced, high-stakes cooperative experience players have been asking for. Designed for squads of one-to-four players, this isn’t just about clearing waves of enemies. Success hinges on precise coordination between teammates.Every second counts. You have a strict time window to infiltrate the vault, secure loot, and extract. With the clock ticking and waves of anomalies closing in, the pressure never lets up. In sharp contrast to the Heist’s all-out intensity, Coldmount Hospital is a descent into asymmetrical psychological horror. Here, we trade speed for atmosphere and raw power for investigative instinct. You are being hunted. A powerful entity stalks the hospital’s decaying corridors, and going in head-on is a death sentence. You must master the art of hiding, using the environment to break line of sight and stay silent. PlayStation 5 features NTE fully harnesses the power of PS5 to deliver a supernatural visual feast. Enjoy stunning 4K resolution with stable frame rates and seamless map loading for a truly fluid open-world experience. From dynamic weather systems to dazzling supernatural anomaly effects, every detail is designed for total immersion. DualSense wireless controller features: Haptic feedback: Feel the weight of every combat strike and the intensity of key story moments through precision vibrations. Adaptive triggers: Experience the physical resistance of braking and the surge of acceleration as you drive through the city. Light bar effects: We’ve integrated unique light bar effects for specific characters… we’ll let you discover those for yourself at launch. Enhanced for PS5 Pro For players on PS5 Pro, NTE supports the latest PSSR technology. Leveraging the PS5 Pro’s enhanced GPU, the game utilizes higher internal rendering resolutions and adds advanced effects like volumetric fog and Distance Field Ambient Occlusion. PSSR2 ensures a shimmering-free, stable 4K output at a silky-smooth 60Hz, providing the ultimate urban exploration experience. NTE: Neverness to Everness launches on PS5 April 29. View the full article
  26. During the annual Dragon Ball Games Battle Hour two-day event, Bandai Namco Entertainment unveiled multiple announcements on stage in front of fans and livestreamed across the globe. We delivered updates for new content coming to Dragon Ball: Sparking Zero, Dragon Ball FighterZ, Dragon Ball Xenoverse 2, Dragon Ball Gekishin Squadra, and even unveiled an all-new game: Dragon Ball Xenoverse 3. Here is a recap of the news from the show: Play Video Get ready for Dragon Ball Xenoverse 3, set within a brand-new Dragon Ball world We’re excited to announce Dragon Ball Xenoverse 3. Step into a brand-new Dragon Ball universe filled with unique, original characters brought to life by Akira Toriyama, the original author of Dragon Ball. Journey through Age 1000 where West City stands as the vibrant heart of this world. Explore the bustling city, encounter new characters, and uncover exciting new stories. 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 Take your place in the story and experience what awaits in West City Guided into the ranks of the Great Saiyan Squad, you’ll fight alongside familiar and new allies as events there begin to take shape. Wishlist now and prepare to experience the ever-expanding world of Dragon Ball in Dragon Ball Xenoverse 3 in 2027! Play Video The final chapter of the Future Saga series in Dragon Ball Xenoverse 2 revealed Dragon Ball Xenoverse 2 officially revealed Future Saga Chapter 4, marking the final DLC for the game nearly 10 years after its original release. Set to launch in Summer 2026, this last chapter brings the Future Saga to a dramatic close, reflecting on everything players have fought for, protecting history, shaping the future, and facing god-level power in a climactic final battle. Watch the trailer to see what’s in store for the upcoming fourth, and last, chapter in the Future Saga Pack, and the newly revealed form of Goku coming to Xenoverse 2. The trailer emphasizes the emotional weight and intensity of the moment, ending with a clear message: This summer, the last patrol begins. The final battle is coming. Goku (Super Saiyan 4, Daima) joins Dragon Ball FighterZ in the new Daima DLC The legend evolves once more. Goku (SS4, Daima) joins the fight in Dragon Ball FighterZ. For the first time ever, we’ve just revealed the gameplay and DLC release date in our latest FighterZ trailer. Play Video Watch how you can claim victory through sheer dominance. Deflect every blow and unleash a relentless offense with Wild Dash, a move that can further branch into four other techniques: Double Combination: A striking move that’s hard to counter even when blocked, making it easy to use in combos. Raging Strike: Kicks the opponent straight upward; if it hits, you can follow up with a Super Dash. Power Swing: A throw that can’t be guarded against, but it won’t hit crouching opponents. Quick Move: Advance while becoming invincible to dodge attacks. Effective against opponents trying to counter a Wild Dash. Dragon Ball FighterZ – Goku (SS4, Daima) will be dropping on April 22. Play Video Break the heavens with new playable characters and solo mode in the new Dragon Ball: Sparking Zero DLC Dragon Ball: Sparking Zero announced its new DLC in January and more details were revealed during the event. In the trailer, you can see playable characters Vegeta (GT) and Trunks (GT) making the first appearance in the Budokai Tenkaichi series, and the new costume and Super Attack for Goku (Z – End) that represent a fan-favorite iconic moment. It also introduces the details about the new solo mode. Select characters who unlocked in the game and receive EXP through battle and event! Use the EXP to empower your favorite characters and push them to even greater heights. New collab content and tournament format revealed for Dragon Ball Gekishin Squadra Dragon Ball Gekishin Squadra announced an exciting new collaboration with Dragon Ball Xenoverse 2. New hero skins and emotes based on Xenoverse 2 will be added to the game, so stay tuned for further information. for further information. Play Video The first-ever offline-format world championship for this game has also been announced, and winners from different servers will be invited to Japan to compete for the title of World No.1. The free-to-play game is currently running a Half-Year Anniversary campaign, featuring new heroes, new emotes, and various in-game reward campaigns. View the full article
  27. Last week, we asked you to share Leon’s best moments in Resident Evil Requiem using #PSshare #PSBlog. Here are this week’s highlights: mykatsuki shares a portrait of Leon looking over his shoulder Photo_Resume shares Leon framed by broken glass Leon_REBHFun shares Leon posed alongside his motorcycle TakaSanGames shares a portrait of Leon in a suit ffx_auron91 shares Leon doing a kick bluegreenherb shares Leon pushing his hair back 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: Resident Evil Requiem – Grace SUBMIT BY: 11:59 PM PT on April 1, 2026 Next week, Grace takes the spotlight. Share her best spoiler-free moments in Resident Evil Requiem using #PSshare #PSBlog for a chance to be featured. View the full article
  28. Hello, Rovers. On April 30, Wuthering Waves Version 3.3 Reverbs From the End of Galaxies will officially launch. As we step into this new chapter, we’re also preparing to celebrate our second anniversary together with all of you. To thank you for your continued support, Version 3.3 will feature generous anniversary rewards, including a total of 40 free pulls, as well as an exclusive title and outfit accessories available through special events. As the main story approaches its climactic final battle—Rover will pilot the Exostrider through the Stridergate, venturing deep into high-concentration Voidspace in search of Aemeath. Alongside the main quest, two new 5-Star Resonators, Hiyuki and Denia, will make their debut. Each carries their own destiny, and the choices they make will become key variables in determining the outcome of this unfolding crisis. Now, let’s dive into the details of Version 3.3, including the latest developments in the main storyline, new character Convene information, anniversary celebration events, and various system optimizations. New main story The fog hanging over Rahai-Roi has never truly lifted. As the Exostrider plan enters its decisive phase, long-buried truths are beginning to surface. In Version 3.3, Main Quest Chapter III Segue Wishes in the Bell and Main Quest Chapter III Act V Starlights from Yesterdays will become available on April 30. During Wishes in the Bell, players will witness the growing tensions between Hiyuki and the Fractsidus, as she faces a decisive choice in the confrontation shaped by her fate. In Starlights from Yesterdays, Rover will pilot the Exostrider through the Stridergate and venture into Voidspace at the far edge of the galaxy, setting out on the critical journey to find Aemeath while uncovering the conspiracy set in motion by the Fractsidus and Aleph-1. Additionally, Main Quest Chapter III Segue Beneath a Melting Night Sky will become available on May 21. As the story continues, the true purpose of the mysterious girl Denia, and whether the Fractsidus still conceal deeper plans, will gradually come to light. After completing Version 3.3 Main Quest Starlights from Yesterdays, Rover will obtain a new Terminal appearance item, the Frequency Cassette Recorder, unlocking a new exploration experience. ​​ New Resonator In Version 3.3, the 5-Star Resonator Hiyuki will officially make her debut. A wanderer who arrived in Lahai-Roi under mysterious circumstances, Hiyuki fights using the power of the Suzu, a force that requires her to trade her own future in exchange for strength against the Threnodian. For years, Hiyuki has carried the wishes of others, continuously burning away her own future to protect the people of her homeland. Even as the battle against the Threnodian seems endless, she continues to shoulder this burden alone, tempering her will and strength throughout a long and solitary journey. Hiyuki is a 5-Star Glacio Resonator who specializes in applying Glacio Chafe and wields a Sword as her weapon. In combat, she commands three distinct blades and shifts between different attack styles by condensing ice into weapons. Upon unleashing her Resonance Liberation and channeling the power of the Suzu, Hiyuki enters Futures’ Tithe, a state that significantly enhances her combat capabilities as intense frost engulfs the battlefield. While in this state, she attacks relentlessly with her ice blades, builds her Forte Gauge through successful strikes, and summons ice trees that rise from the ground to impale enemies before delivering decisive finishing slashes. Under certain conditions, Hiyuki can enter a special combat state through evasive maneuvers and continue her assault amid swirling snow and drifting petals. When specific conditions are met, she can further unleash an Enhanced Resonance Liberation, releasing the foreclaimed power of the Suzu to overwhelm her enemies. As one of the key characters appearing in Version 3.3’s storyline, Denia presents two contrasting sides to her personality. Under the spotlight, she appears gentle and approachable, while behind the scenes, a more unpredictable side occasionally emerges. Denia is a 5-Star Fusion Resonator who wields a Rectifier and can switch between Fusion Burst and Tune Strain modes. In combat, she uses her staff to summon bubble-like attacks while also commanding clawed manifestations through her Forte. Her playstyle shifts under certain conditions, becoming more aggressive. When casting her Resonance Skill, Denia gathers energy into a large starry bubble that explodes to deal damage. Upon activating her Resonance Liberation, she enters Breakdown Form, significantly increasing her combat tempo. In this state, she builds up her Forte Gauge through enhanced attacks. Once fully charged, Denia can unleash an Enhanced Resonance Liberation, summoning a massive sphere that crashes down on enemies while creating a field that pulls in surrounding targets. Second anniversary events & rewards In Version 3.3, Wuthering Waves celebrates its Second Anniversary with the themed event Star Bouncing, where Rovers transform into Pinball figures and battle alongside Resonators in new Persona forms. Rewards include Astrites, an exclusive title, an Echo, and other items. The Second Coming of Solaris Collab Season will also be available, offering rewards such as 10 Forging Tides, 10 Lustrous Tides, a Second Anniversary Sigil, a motorbike livery, and an outfit accessory. After the Version 3.3 update on April 30, players can log in to claim 20 Radiant Tides, 10 Crystal Solvents, and a Second Anniversary Avatar. Additional login rewards will be available on May 23, 2026. Finally, we would like to extend our most sincere wishes to every Rover: Happy Second Anniversary. Thank you for your continued companionship and support along this journey. We look forward to many more adventures with you in the future of Solaris. Wuthering Waves Version 3.3 Reverbs From the End of Galaxies is set to launch on April 30. Ever shine with you! View the full article
  29. Causal Loop has always been a dream project for us. For the past four years now, it has grown far beyond what we initially expected. Once you start pulling on the thread that unites the game’s story and its mechanics, you realize very quickly that you can’t just brush past certain ideas or dance around them. If a puzzle exists in the world, it needs an explanation. Play Video Story and puzzles are designed together, not separately Initially, we didn’t design the puzzles together with the story. During the prototyping phase, we were sketching out mechanics and figuring out what worked in several iterations of the same puzzle. But relatively early on, we realized that we wanted to tell a much more involved story, and that to tell this story well, the gameplay had to be complementary. We expanded on the already designed puzzles, so they made sense within the story. The core mechanics stayed the same, but their purpose shifted. It’s no longer just about opening a door or unlocking a gate. Now, you might be controlling a device that has a clear narrative function or searching for something that ties directly into what happened before. The puzzles and the story became inseparable, because the story naturally started interacting with the gameplay in a way that tied them together. Much like the story itself, the puzzles are also intrinsically about choices and causality, your choices are embedded in every action you take. It goes hand in hand. Especially when you’re recording echoes of yourself, every movement becomes a deliberate decision. Echo system and diegetic design A good example of how deeply integrated everything is would be the echo system and how we present it to the player. We use a diegetic interface, meaning everything you see as a player is also what the protagonist sees. So, when you create an echo for the first time, it wouldn’t make sense for it to be highlighted or to display a path immediately. Instead of just adding them as gameplay elements into our UI, we built them into the story, with Bale asking Walter to implement a way to visualize them. A common issue in puzzle games is that disconnect where players ask: why is this here? Especially in environments that are supposed to feel real or functional. We considered this throughout our development, to ensure there was a reason the puzzles exist on the planet. If players pay attention, they will understand why things are the way they are and that the systems they are interacting with are part of something larger. To heighten the player’s immersion, we also use lead-in and lead-out areas to control how players move through the experience. Before a puzzle, we often focus on story. This is where we are able to introduce context, build tension, or deliver key information. Then, once you’re in the puzzle, the focus shifts to gameplay, framed by the larger picture of the current scene happening in the story. It’s a deliberate structure, and we adjust it constantly depending on what is needed narratively at that moment. Worldbuilding emerges through interactive problem-solving Our first version of the way we tried telling our story didn’t feel right and was too much telling and not enough showing, with characters commenting on everything the player saw. It felt unnatural. Instead of relying heavily on character narration, we leaned into environmental storytelling and player discovery. The world itself gives you clues, like collapsed structures, old recordings, or remnants of past events. You’re not being told exactly what happened but piecing it together yourself. In the end, we settled for a mix of clear conveyance, environmental storytelling and dialogue. If one of those elements is missing, players risk misunderstanding key aspects of what’s going on. Naturally, trying to eliminate this risk leads to a lot of iteration. A good example is the force fields that only affect echoes. In earlier versions, they looked like solid barriers, so players assumed they couldn’t pass through, even though they could. So in many cases we had to adjust the presentation, to always make sure there is some kind of clue or clarity, without explaining too much. And this is the way we went about not only the puzzle design but also the worldbuilding. For example, we developed details like the Tor calendar system because we needed that context ourselves. If we’re attaching dates to objects or recordings, those dates have to make sense within the culture. That’s a typical trap when writing: you realize you need more context, not for the player, but for yourself. Only a small part of that information ends up in the game, but it’s enough that players could, in theory, reverse-engineer it if they wanted to. Shared creative vision across a small development team I’m very drawn to the existential side of science fiction. What does it mean if there are multiple versions of you? Are you still the original? What happens to your echoes? Daniel is much more focused on the gameplay experience. He wants the mechanics to feel clean and intuitive, without the story getting in the way or over-explaining things. This is why Daniel focuses on the puzzle logic, while I build the narrative logic around it: how you enter the puzzle, what it means in the story, and how you leave it again. Then we take a step back and ask: does this make sense from both a gameplay and a story perspective? That balance is what makes it work. There have been several instances where the story made us reconsider the design of a level. While in one chapter we had to change the layout of the whole level to match the way the story had evolved and had to accommodate an additional cutscene, we had to redesign the puzzle to keep the narrative tension of a scene without the player having to suddenly leave the area in another one. In that second example, that puzzle alone went through four or five major iterations. Besides the game design and the narrative intertwining in such a natural way, players can also look forward to the game performing very well from a technical standpoint. Daniel and I have not only learned much about the world we created together, and about working with each other in the process of creating Causal Loop, but also learned – and keep learning – a lot about Unreal Engine 5. Our experience of having been in the industry for almost 20 years, means we were able to incorporate all of those learnings into the workflow quite smoothly. It’s been amazing to see people already engaging with Causal Loop and supporting us along the way by playing the demo and joining in with their thoughts and feedback. We hope that players will enjoy the finished version of the game with all of its secrets, connections, and hidden layers that reward those who take the time to look deeper. Causal Loop launches on PlayStation 5 on April 23. View the full article
  1. Load more activity

Military including Active, Reserve, Veteran and Dependents get 50% off of our Spec Ops Premium Experience

×
×
  • Create New...

Write what you are looking for and press enter or click the search icon to begin your search