Commander Fury last won the day on September 19 2018
Commander Fury had the most liked content!
About Commander Fury
- Birthday 10/18/1981
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
Commander Fury's Achievements
-
Last week, we asked you to share gaming sidekicks using #PSshare #PSBlog. Here are this week’s highlights: RhodWulfLeon shares Freya looking fierce in God of War Ragnarök Themarkplumb shares Kliff with his bear bud in Crimson Desert baranselyekta shares Venom Snake with his trusted partner D-Dog in Metal Gear Solid V: The Phantom Pain. Elizado_ shares a somber moment with Lev in The Last of Us Part II. _muhdfarezwan_ shares Cloud kicking it with the people he’s closest to in Final Fantasy VII Rebirth. KintsugiRonin shares the majesty of the wolf in Ghost of Yōtei. 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 SUBMIT BY: 11:59 PM PT on April 8, 2026 Next week, share some great (spoiler free) moments from Requiem using #PSshare #PSBlog for a chance to be featured. View the full article
-
It’s time to see which PS5, PS4, PS VR2, and free-to-play games topped last month’s download charts. In March, MLB The Show 26 led the US charts, while Crimson Desert took the top spot in the EU and ranked among the top three in the US. Meanwhile, The Seven Deadly Sins: Origin dominated the free-to-play charts. Check out the full listings below. What titles are you playing this month? PS5 Games US/CanadaEUMLB The Show 26Crimson DesertCrimson DesertEA SPORTS FC 26Resident Evil RequiemResident Evil RequiemWWE 2K26Grand Theft Auto VNBA 2K26MinecraftMarathonWWE 2K26ARC RaidersUFC 5Grand Theft Auto VResident Evil 4Call of Duty: Black Ops 7Call of Duty: Black Ops 7EA SPORTS FC 26ARC RaidersMinecraftMarathonEA SPORTS Madden NFL 26NBA 2K26Resident Evil 4It Takes TwoJohn Carpenter’s Toxic CommandoPoppy Playtime: Chapter 2UFC 5Forza Horizon 5Ghost of YōteiF1 25REANIMALAmong UsEA SPORTS College Football 26Ghost of YōteiReady or NotMonster Hunter Stories 3: Twisted ReflectionMonster Hunter Stories 3: Twisted ReflectionPoppy Playtime: Chapter 3 *Naming of products may differ between regions *Upgrades not included PS4 Games US/CanadaEURed Dead Redemption 2Red Dead Redemption 2RESIDENT EVIL 5A Way OutGang BeastsEA SPORTS FC 26Resident Evil 6Assassin’s Creed UnityCall of Duty: Black Ops IIIGang BeastsDying LightDying LightMortal Kombat XThe ForestBatman: Arkham KnightRESIDENT EVIL 5A Way OutBatman: Arkham KnightThe ForestResident Evil 6Resident EvilHouse FlipperMinecraftMinecraftTom Clancy’s The Division 2Need for Speed HeatGrand Theft Auto VGrand Theft Auto VNeed for Speed HeatUnravel TwoGod of War III RemasteredUncharted: The Nathan Drake CollectionCall of Duty: Modern WarfareThe Last of Us RemasteredCupheadMortal Kombat XSTAR WARS Battlefront IIResident EvilResident Evil 0Assassin’s Creed Origins *Naming of products may differ between regions PS VR2 Games* US/CanadaEUBeat SaberBeat SaberJob SimulatorJob SimulatorAmong Us 3D: VRAlien: Rogue Incursion VRThe Walking Dead: Saints & SinnersAmong Us 3D: VRAlien: Rogue Incursion VRMetro AwakeningSynapseCreed: Rise to Glory – Championship EditionCreed: Rise to Glory – Championship EditionPavlovArizona Sunshine 2The Walking Dead: Saints & SinnersCooking Simulator VRArizona Sunshine 2Drunkn Bar Fight 2 VRHubris *PlayStation Store purchases only. Game upgrades or games bundled with hardware not included Free to Play (PS5 + PS4) US/CanadaEUThe Seven Deadly Sins: OriginThe Seven Deadly Sins: OriginFortniteFortniteRobloxRocket LeagueRocket LeagueRobloxCall of Duty: WarzoneCall of Duty: WarzoneTom Clancy’s Rainbow Six Siege – Free AccessTom Clancy’s Rainbow Six Siege – Free AccessApex LegendseFootballMarvel RivalsWar ThunderFall GuysAsphalt LegendseBaseball: PRO SPIRITFall Guys View the full article
-
SEGA and Lizardcube, the team behind the hit brawler Streets of Rage 4, have released the SEGA Villains Stage DLC for SHINOBI: Art of Vengeance! In this blog, we’d like to share some highlights from the DLC and the free update that went live today, as well as some words from the developers. ■About SHINOBI: Art of Vengeance DLC “SEGA Villains Stage” Face off against legendary SEGA bosses Goro Majima (Like a Dragon & Yakuza series), DeathAdder (Golden Axe series) and Dr. Eggman (Sonic series) in a journey across dimensions! 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 Contents 5 crossover stages 3 bosses (Goro Majima, DeathAdder, Dr. Eggman,) 2 Boss Rush modes featuring the DLC bosses 3 additional Ninpo 3 new outfits 6 new music tracks *This DLC is included in the SHINOBI: Art of Vengeance Digital Deluxe Edition and the Digital Deluxe Upgrade. *To use this product, you must own the SHINOBI: Art of Vengeance base game. *You can access this stage after completing the fourth zone of the base game, which includes The Desert, Mad Train, and ENE Corp Laboratory. *Some depictions in this DLC may be reminiscent of tsunamis and other natural disasters, which can potentially cause stress or anxiety. Player discretion is advised. SHINOBI: Art of Vengeance Free Update A brand-new free update is now available for all players! Update Overview Hardcore Mode A high-difficulty mode featuring changes in enemy placement and stronger boss attacks. – Additional Combat Settings New options let you adjust recovery frames, the flash effect when taking damage, and camera shake during combat. – Various other quality-of-life improvements. Special Message From the SHINOBI: Art of Vengeance Development Team Takaharu Terada, SEGA’s Senior Director, and Ben Fiquet, Lizardcube’s Art Director and CEO, share insights into the new DLC along with a message for players. Message from Takaharu Terada (SEGA Senior Director View and download image Download the image close Close Download this image Thank you all for playing SHINOBI: Art of Vengeance. The game has been nominated for numerous awards and received widespread acclaim for its action gameplay. Its success is a testament to Lizardcube’s uncompromising commitment to quality. We can’t thank you enough! When we first began work on the SEGA Villains Stage DLC, the plan was simply to create a few stages focused on boss battles, but since Lizardcube’s so dedicated to quality, we ended up filling the DLC with tons of features, including Hardcore Mode, new Ninpo inspired by the bosses, and customizable combat settings. Incorporating player feedback, we’ve packed the game with challenging content inspired by many of your requests. Whether you’re just starting out or have already spent countless hours playing, we hope you enjoy this exciting new wave of content. Message from Ben Fiquet (Lizardcube’s Art Director and CEO) View and download image Download the image close Close Download this image Since the launch of SHINOBI: Art of Vengeance, the community’s energy has been electric. We are incredibly grateful for the passion you’ve shown for Joe Musashi’s return. From the amazing combo reels to the fans of the franchise embracing this new adventure and aesthetics, we are very proud to be part of SHINOBI’s legacy. I believe this is one of 2025’s best action games for sure (but I may be biased :) ) Reimagining SHINOBI was a unique bridge between cultures. Our production process combined SEGA’s legendary history with Lizardcube’s own craft and sensibility. This collaboration was a dream come true, SEGA’s expertise and Lizardcube’s strengths proved to be a glorious match. As we expand the universe, this DLC is also a love letter to SEGA. You’ll be facing DeathAdder, the ultimate boss from Golden Axe, Goro Majima from Yakuza and of course Dr. Eggman, who embodies one of the coolest villains ever. Each victory will grant you a new ninpo, like the infamous Golden Axe or the clone ability from Majima that you’ll be able to use at will in the DLC and the main game. This will bring some new and amazing combos from the community. Thank you for walking the path of the ninja. We can’t wait for you to face these new threats! Digital Deluxe Edition and Digital Deluxe Upgrade Available Jump into SHINOBI: Art of Vengeance with all its DLC by picking up the Digital Deluxe Edition! If you already own the standard edition, grab the Digital Deluxe Upgrade to get all of the bonus content. 【Digital Deluxe Edition Contents】 – Starter Pack(Ghost Outfit, Medic Lite Amulet, and 2,000 Gold) *Gold is collected during gameplay and cannot be purchased separately. – SEGA Villains Stage DLC – the Digital Art Book and Soundtrack 【Digital Deluxe Upgrade】 Grants owners of the SHINOBI: Art of Vengeance base game access to the contents of the Digital Deluxe Edition. SHINOBI: Art of Vengeance Product Information Release Date: August 29, 2025 (Fri) Platforms: PlayStation 5 /PlayStation 4 *No physical version available for PlayStation®4 Languages:Japanese, English, Korean, Chinese (Traditional, Simplified) SHINOBI: Art of Vengeance – DLC “SEGA Villains Stage” Product Information Release Date:April 3,2026 (Fri) Platforms:PlayStation 5 /PlayStation 4 Languages:Japanese, English, Korean, Chinese (Traditional, Simplified) Product Website View the full article
-
April’s PlayStation Plus Monthly Games lineup features three games available to all PlayStation Plus members*. Battle your way to a demonic god in Lords of the Fallen, relive (or discover) Lara Croft’s first adventures with Tomb Raider I-III Remastered, and battle foes solo or together in co-op action game Sword Art Online Fractured Daydream. These titles will be available to all PlayStation Plus members from Tuesday April 7 until Monday May 4. View and download image Download the image close Close Download this image Lords of the Fallen Overthrow a resurrected demon god in this all-new adventure set in an interconnected world five times larger than the original game. In Lords of the Fallen, you play as one of the fabled Dark Crusaders, who must journey through the realms of the living and the dead to disrupt the reign of Adyr, a cruel tyrant who has ushered in a new age of devastation for humanity. Along the way, you’ll endure colossal boss battles and get to grips with a fast and challenging combat system. With nine character classes and hundreds of weapons to choose from, you’ll customize your hero and develop your own play style as you set out to defy the gods. View and download image Download the image close Close Download this image Tomb Raider I-III Remastered Play the original three Tomb Raider adventures: for the first time ever, play the complete experience with all expansions and secret levels on modern platforms in this definitive collection. Experience the classics boasting upgraded graphics, with the option to switch to the original polygon look at any time. The collection includes a new Challenge Mode: replay levels with customized modifiers and complete achievements to unlock 10 New Outfits that enhance Lara’s abilities. View and download image Download the image close Close Download this image Sword Art Online Fractured Daydream Galaxia, a new system allowing players to relive the past, has been added to ALfheim Online; however, Galaxia spins out of control causing players from all over time and space to be displaced! To set the timeline back on track, Kirito must work with fallen friends…and foes. True to the Sword Art Online series, join a raid party and prepare for a fight with high difficulty bosses together! How you prepare for the fight is the key to victory. Each with their own specific role on the battlefield, 21 SAO characters from various arcs are gathered to fight. Team up with a total of 20 players from around the world in one of five parties comprised of 4 players each for multiplayer co-op action! View and download image Download the image close Close Download this image Last chance to add March’s PlayStation Plus Monthly Games to your library PlayStation Plus members have until Monday April 6 to add PGA Tour 2K25, Monster Hunter Rise, Slime Rancher 2, The Elder Scrolls Online Collection: Gold Road to their game library. *PlayStation Plus Monthly Games lineup may differ by region. Please check PlayStation Store on release day for more information. View the full article
-
Last month was filled with vast open worlds, extractions, and rivals! Some big new releases included Marathon, Crimson Desert, MLB The Show 26, and Scott Pilgrim EX. Which game was your favorite? How does it work? At the end of every month, PlayStation Blog will open a poll where you can vote for the best new game released that month. After the polls close we will tally your votes, and announce the winner on our social channels and PlayStation.Blog. What is the voting criteria? That’s up to you! If you were only able to recommend one new release to a friend that month, which would it be? Note: re-released games don’t qualify, but remakes do. We define remakes as ambitious, larger-scale rebuilds such as Resident Evil 4 (2023) and Final Fantasy VII Remake. How are nominees decided? The PlayStation Blog editorial team will gather a list of that month’s most noteworthy releases and use it to seed the poll. View Poll View the full article
-
On April 7, we’re officially offering the new upgraded version of PSSR (PlayStation Spectral Super Resolution) to Assassin’s Creed Shadows PS5 Pro players, alongside Title Update 1.1.9. PSSR is an AI library that analyzes game images pixel by pixel as it upscales them, and it’s been used to boost the effective resolution of over 50 titles on PS5 Pro to date. Assassin’s Creed Shadows was supporting the original PSSR since its launch and now will be among the first titles to offer this new version, launching April 7 at 7:00am Pacific Time. Here’s a deeper look at the optimization it brings to the image quality overall: Improved image quality across all modes With the upgraded PSSR, image quality is consistently improved throughout the game. Environments appear cleaner and more stable, with better reconstruction of fine details. These benefits apply across all PS5 Pro modes — Performance, Balanced, and Quality — which render at different internal resolutions with Dynamic Resolution Scaling. The new PSSR allows each mode to deliver higher visual fidelity, reducing the trade-offs between performance and image quality. Whether targeting higher frame rates or higher internal resolution, the final image remains sharper and more stable than before. Play Video Better handling of complex rendering Assassin’s Creed Shadows features dense vegetation, advanced ray-traced lighting, and a wide range of dynamic effects — all of which can be challenging for image reconstruction. The new PSSR delivers particularly strong results in these scenarios: Dynamic vegetation: Windy grass shows some of the most visible improvements. In Assassin’s Creed Shadows, foliage is driven by our Atmos system with fluid simulation–based wind, resulting in highly complex and natural motion across large environments. This kind of dense, thin geometry is especially challenging, with constant motion and frequent visibility changes across frames. The upgraded PSSR preserves fine details at close range, allowing individual blades of grass to remain clearly defined even in motion, while also improving crispness at longer distances, with cleaner edges on trees and other distant foliage. Play Video Particles and transparency: Particle effects appear cleaner and more stable. These elements often involve layers of transparency and independent motion, which makes it challenging to determine which motion vectors to use — the particle’s, the background’s, or a combination of both. The new PSSR handles these scenarios seamlessly, keeping particle effects visually consistent during motion and maintaining the cinematic feel of the world. Play Video Ray-traced lighting and stochastic effects: Real-time ray tracing generates inherently noisy signals because only a limited number of rays are traced per frame. This produces both low-frequency noise — subtle variations that are difficult to perceive — and high-frequency noise that can be amplified during upscaling. The new PSSR handles these stochastic signals more effectively, allowing ray-traced effects like reflections, ambient occlusion, and dynamic lighting to be reconstructed more accurately across complex scenes. It reduces the need for manual adjustments, while the resulting image remains stable and visually consistent even in areas with dense foliage or complex lighting interactions. Play Video A smoother, more consistent experience Overall, the new PSSR results in a sharper, cleaner, more detailed and immersive experience with less compromise than ever. “Integrating the upgraded PSSR into Assassin’s Creed Shadows was straightforward — the code changes were minimal, almost identical to the original PSSR integration,” says Nicholas Lopez, Technical Artist. “Yet the upgrade brings a noticeable improvement in image quality across the board. It’s rare to get such a significant visual boost with so little tuning required.” Get ready for April 7 We hope you enjoyed this technical deep dive into the making of the updated PS5 Pro version of Assassin’s Creed. Assassin’s Creed Shadows is available on PlayStation 5 and PlayStation 5 Pro, now with one year of updates under its belt. The new PSSR enhancements will be available starting April 7. Thank you to the contributors of the article: Sebastien Daigneault, Project Lead Programmer – Rendering, and Robert Foriel, Technical Art Director at Ubisoft. View the full article
-
Have you ever wondered how you’d fight if you could bend an element? Maybe even ALL the elements? Last October at New York Comic-Con 2025, we had the privilege of revealing Avatar Legends: The Fighting Game, a competitive fighter that brings the bending arts of the Avatar universe into your hands. Play Video Here at Gameplay Group International we are proud to announce our partnership with PM Studios to publish Avatar Legends: The Fighting Game. Bringing deep expertise in development, distribution, and publishing, PM Studios continues to build a strong portfolio of acclaimed titles and popular franchises. Avatar Legends: The Fighting Game officially releases on July 2, and we are excited to bring this action-packed experience to players worldwide! We’re also excited to share that Avatar Legends: The Fighting Game will launch at $29.99 for the Standard Edition. At release, the game will feature a roster of 12 playable fighters, each inspired by the bending styles and personalities of the Avatar universe. Each character’s bending style translates seamlessly into the fighting game format, with even shared elements expressed in distinct and dynamic ways. Players can shape their approach to combat by selecting from three support characters tied to each fighter, unlocking modified abilities and new strategic possibilities based on their preferred play style. At the core of the combat system is the Flow Mechanic. With a single input, players can dodge incoming attacks, slip beneath projectiles, launch into the air, or chain directly into character-specific abilities. Each fighter has their own Flow options, enabling fluid, creative movement that captures the agility and spectacle of the series. Some bending styles, however, are impossible to overlook. Azula’s is one of them. Ruthless, unpredictable, slightly unhinged, and yet, incredibly precise, we knew we had to get her just right. Zuko’s younger sister and the daughter of Fire Lord Ozai, Azula is fiercely ambitious and unrelenting in her pursuit of power. Her blue flame and lightning attacks reflect the drive and intensity that make her one of the most dangerous firebenders in the Avatar universe. In Avatar Legends: The Fighting Game, Azula dominates the skies with exceptional air mobility. She can weave in and out of combat using aerial movement and fire attacks that let her control space above the battlefield. Azula’s struggling states of mind have been captured in two polarizing gameplay toolkits. In Focused Mode, Azula fights with calculated precision, setting traps and controlling space with lethal attacks. Her movements become smoother, with many of her special abilities leaving behind oil traps that can be ignited with a flick of her wrist. She also gains access to a grounded fireball, giving her stronger space control. This is the Azula of deceit, control, and composure, the poised future ruler of the Fire Nation. In Firelord Mode, Azula abandons restraint and fully embraces chaos. Traps are replaced with raw destructive power as her move set shifts toward relentless offense. Her attacks grow significantly more powerful, her movement becomes more erratic, and several of her abilities transform entirely. For example, her standard fireball evolves to a towering wall of flame that slowly advances across the battlefield, forcing opponents to face it head-on. Not every fighter relies on bending, though. Sokka stands out on the roster as one of the few characters who holds his own without it. A core member of Team Avatar (aka the gAang), he hails from the Southern Water Tribe alongside his sister Katara. He relies on wit, grit, and weapon hits. Sokka is the sarcastic strategist of Team Avatar, relying on creativity, humor, and improvisation instead of the power of the elements. To reflect his eccentric personality, Sokka plays very differently from the rest of the cast. He can cancel many of his normal moves directly into powerful Flow options, allowing players to constantly reposition and keep opponents guessing. The tradeoff is that Sokka cannot chain his normals into C attacks like the other fighters, meaning players must rely on mobility, timing, and creativity to stay ahead. His arsenal includes a club, his Meteorite Sword, and his trusty boomerang. Instead of straightforward offense, Sokka thrives on tricky movement, unexpected positioning, and attacks that force opponents to constantly adapt. With clever tricks, unpredictable movement, and a loyal boomerang that always returns, he proves that you don’t need bending to become a legend. Fighters as different as Azula and Sokka highlight just how many ways there are to approach combat in Avatar Legends: The Fighting Game. The Standard Edition of Avatar Legends: The Fighting Game will launch at $29.99, and we can’t wait to see how you shape these bending styles into something entirely your own. Be sure to wishlist the game now on PlayStation 5 to stay updated as we get closer to launch. View the full article
-
Email us at PSPodcast@sony.com! Subscribe via Apple Podcasts, Spotify, or download here Hey, everybody! Sid, Brett, Kristen, and I are back this week to talk about our latest platinum trophy runs, hands-on with Saros, and more. This week also features an interview with two Housemarque devs working on Saros — Creative Director Gregory Louden and Art Director Simone Silvestri. Stuff We Talked About Next week’s release highlights: South of Midnight | PS5 Legacy of Kain: Ascendance | PS5 Darwin’s Paradox | PS5 Fishbowl | PS5 MotionRec | PS5 Damon and Baby is now available — discover what sets this twin-stick shooter apart in our hands-on report. You can also experience its unique blend of comedy and action yourself, since it’s out now. Virtual Hunter VR launches on PS VR2 on May 27— explore a vast open world sim, hunt diverse prey, experience dynamic weather, and decorate your lodge. Directive 8020 PS5 Pro Features — Supermassive devs detail PS5 Pro’s ray tracing, PSSR, and performance features for a haunting sci-fi narrative when the game launches on May 12. Super Meat Boy 3D launches on PS5 on March 31 — See how the tough-as-nails side-scrolling series transitions into 3D, introducing new abilities like wall running and more. The Cast View and download image Download the image close Close Download this image Sid Shuman – Senior Director of Content Communications, SIE 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 Brett Elston – Manager, Content Communications, SIE View and download image Download the image close Close Download this image O’Dell Harmon Jr. – Content Communications Specialist, 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
-
Last week, we asked you to celebrate 30 years of Resident Evil by sharing your scariest moments across the horror series using #PSshare #PSBlog. Here are this week’s highlights: eugamerqualquer shares Leon ready to strike against the village in Resident Evil 4. lovers_nero shares the dog attack scene in Resident Evil. juniaxe shares Jake facing off in Resident Evil 6. spider_zoo shares the creepy baby from Resident Evil Village. bluegreenherb shares being chased by The Girl in Resident Evil Requiem. call_me_xavii shares Leon being chased on the streets of Resident Evil 2. 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: Sidekick SUBMIT BY: 11:59 PM PT on April 1, 2026 Next week, share sidekicks or companions that help the hero shine in the game of your choice. Use #PSshare #PSBlog for a chance to be featured. View the full article
-
With continued pressures in the global economic landscape, we’ve made the decision to increase the prices of PS5, PS5 Pro, and PlayStation Portal remote player globally. We know that price changes impact our community, and after careful evaluation, we found this was a necessary step to ensure we can continue delivering innovative, high-quality gaming experiences to players worldwide. The updated recommended retail prices for PS5 consoles are effective starting April 2, 2026 in the following markets. U.S. PS5 – $649.99 PS5 Digital Edition – $599.99 PS5 Pro – $899.99 U.K. PS5 – £569.99 PS5 Digital Edition – £519.99 PS5 Pro – £789.99 Europe PS5 – €649.99 PS5 Digital Edition – €599.99 PS5 Pro – €899.99 Japan PS5 – ¥97,980 PS5 Digital Edition – ¥89,980 PS5 Pro – ¥137,980 The updated recommended retail price for PlayStation Portal remote player is effective starting April 2 in the following markets. U.S. – $249.99 U.K. – £219.99 Europe – €249.99 Japan – ¥39,980 View the full article
-
With continued pressures in the global economic landscape, we’ve made the decision to increase the prices of PS5, PS5 Pro, and PlayStation Portal remote player globally. We know that price changes impact our community, and after careful evaluation, we found this was a necessary step to ensure we can continue delivering innovative, high-quality gaming experiences to players worldwide. The updated recommended retail prices for PS5 consoles are effective starting April 2, 2026 as follows. For all other territories, please check with your local retailer or direct.playstation.com where it is available. U.S. PS5 – $649.99 PS5 Digital Edition – $599.99 PS5 Pro – $899.99 U.K. PS5 – £569.99 PS5 Digital Edition – £519.99 PS5 Pro – £789.99 Europe PS5 – €649.99 PS5 Digital Edition – €599.99 PS5 Pro – €899.99 Japan PS5 – ¥97,980 PS5 Digital Edition – ¥89,980 PS5 Pro – ¥137,980 The updated recommended retail price for PlayStation Portal remote player is effective starting April 2 as follows. For all other territories, please check with your local retailer or direct.playstation.com where it is available. U.S. – $249.99 U.K. – £219.99 Europe – €249.99 Japan – ¥39,980 View the full article
-
When Super Meat Boy first released, it quickly became a landmark for indie games. It wasn’t just a great platformer, but a figurehead for indie gaming, defined by lightning-fast gameplay and brutal difficulty. So, when we began working on Super Meat Boy 3D, our biggest goal was simple: it had to feel like Meat Boy. We worked on the prototype for a few months to test out our main ingredients, and what was firstly more of a feeling we wished to translate, became much more concrete when we started working with Tommy of Team Meat. Translating such a precise 2D platformer into a fully navigable 3D space meant rethinking many parts of the game while protecting the core identity of the series. Play Video Finding the right camera One of the main challenges was that Meat Boy moves so quickly that a dynamic camera just couldn’t keep up. We tested three different camera systems during prototyping. While a traditional third-person camera that players could freely control technically worked, it never quite felt right. Eventually we landed on a controlled camera angle that stays consistent relative to the level. It’s not completely static but designed to prioritize clarity and readability. That decision shaped the entire design process. Instead of placing a camera into finished levels, we built levels around the camera angle so players can always clearly see the character’s movement and the path ahead, to ensure the gameplay remains readable at a high speed. Translating 2D precision into 3D After we tried recreating the feel of the original purely from our experience of playing Super Meat Boy, our collaboration with Tommy Refenes from Team Meat gave us a deeper understanding of exactly how a lot of the original systems worked. In some cases, we even used similar values from the original game, like wall-jump distances or how jumping behaves when touching a wall versus standing on the ground. Having those reference points helped us capture the familiar feel of Meat Boy’s movement. Of course, with the added difficulty of depth perception, the 2D game cannot just be moved into 3D one to one. Players need to feel completely in control of their movement even with an extra dimension. To help maintain clarity, we introduced several structural decisions, such as eight-directional stick movement to keep movement predictable, 45-degree angles in level design to help players anticipate their trajectory, and visual helpers, like a ground circle indicator and a line connecting the character to the ground to help judge distance. Even with these systems, movement tuning took a long time. We spent roughly a year refining the feel, and small tweaks continued almost until release, especially given the valuable input we received from players of our demo. Designing new mechanics Some mechanics translated easily. The vertical wall slide, for example, already existed in the original game, so we could closely replicate it. Wall running on the other hand had to be designed from scratch. Making it feel smooth requires a lot of value-tweaking and subtle assists so that it feels fast and satisfying rather than too frustrating. Many of those adjustments are invisible to players, but they help ensure the mechanic feels fair even at high speed. Balancing freedom and precision The essential core loop of Super Meat Boy – fail, learn, retry – is only possible to get right by balancing player freedom with systems that help them maintain control, but in 3D, movement can naturally feel slightly floatier because of the added spatial depth. Movement and level design evolved together throughout development. The layout of each level directly affects how the character feels to control, so we constantly iterated between the two. In the end, we found that the core ideas of Meat Boy’s movement translate surprisingly well into 3D if the focus remains on the fundamentals: jumping, walls, and speed. The key was in the camera angles and the subsequent level design. We usually started by choosing the camera angle first, then building the level to support it. The most important rule was that the character must always remain visible and readable. Preserving the series’ personality The series is not only known for its tight platformer gameplay, but also its dark humor, exaggerated violence, and chaotic energy. One classic feature is the blood trail that Meat Boy leaves behind. It doesn’t only add the trademark gore-factor, but it also helps players see where they’ve already been and which routes they’ve tried. In 3D, that feature became even more important, but implementing it was technically challenging. Spawning huge numbers of decals wasn’t practical, so we developed a vertex painting system that lets blood dynamically stain the environment, letting players paint the entire level red if they try often enough. The move to 3D also gave us more room for hidden jokes and visual gags. With extra space in the world, we could tuck funny details or secrets into the background, some of which players might never even notice. Lessons from our previous games As with Hell Pie and the Ben and Ed series, we’ve always loved creating games with tight mechanics, weird humor, and a strong indie spirit. Our previous projects taught us many important lessons about development, but what stuck with us the most was that focus matters. Very early on in development, we nailed down what really mattered for Super Meat Boy 3D: the core movement, the camera direction, and keeping the scope controlled. Honoring an indie icon Working on Super Meat Boy 3D alongside Tommy Refenes has been both an honor and an exciting challenge. Our mission from the start was: Take everything players love about Meat Boy and prove it can work in three instead of just two dimensions. We hope you’ll be able to feel this the moment you make your first jump! Super Meat Boy 3D launches on PlayStation 5 on March 31. View the full article
-
There’s an accepted understanding that the Housemarque name brings with it an expectation of exceptional action. Great gunplay. A superbly tuned gameplay intensity by way of ultra-refined and overlapping mechanics and systems. And in just over a month, PS5 players can experience that pedigree first hand again with the Finnish studio’s latest, as a rescue crew tries to discover the fate of a human colony gone dark at the far reaches of the cosmos. Saros is sci-fi action with a cosmic horror twist. Housemarque has shared a taste of what’s to come before in a scene-setting story trailer, and outlined the gameplay systems that’ll power your survival on the alien planet of Carcosa. We’ll play Enforcer Arjun, his combat prowess making him the perfect choice to scout out the terrain for the rescue crew. And we know on Carcosa, death is not the end. Arjun resurrects every time he falls, returning to the rescue crew’s home base to start his expedition anew. That resurrection is a common theme during our hands-on with a three hour slice of the game proper, which incorporates the game’s first two levels – the cliffside Shattered Rise and the claustrophobic Ancient Depths – and the brutal bosses that lie at their end. To go alongside that session, we chatted to creative director Gregory Louden and art director Simone Silvestri to dig deeper into the systems at play. Turning threats into opportunities Saros’ core mechanics are extensive yet easy to memorise, tied as they are to different resistances of DualSense controller’s adaptive triggers, as well as L1 and R1 bumper taps and holds. Soltari’s human-crafted tech covers your collectable handheld weapons such as Hand Cannons, Rifles and Shotguns. You’ll scavenge these as you explore, and while there are multiple variants, each with its own unique perk, they all have two fire types. Primary fire is mapped to a pull of R2, with an alt-fire mode unique to each weapon chosen through pulling L2 halfway down (a satisfying resistance in the adaptive trigger signifying activation), with a trigger of R2 to unleash. A menu pop-up when collecting weapons will detail their power level and perks. An early favorite is a Hand Cannon that boasts ricochet bullets, letting you bounce shots off the environment to strike out-of-sight enemies. The same tech covers a directional Dash on L1 (which negates most damage while performed), and a bubble-like Shield, the deployment of which is dependent on two things: R1 being held and there being enough power left to sustain it. Sustaining your Shield’s Power level (note the deliberate capitalization) brings us to the risk/reward symbiosis between Soltari tech and alien Carcosan weaponry which partially defines Saros’ playstyle. An early encounter with an alien artifact imbues Arjun’s arm with the ability to store and fire out Carocosan energy. This Power Weapon, as it’s named, is activated with a full pull of L2, and with the right aim, its blast can take down one or more smaller foes. But it requires energy. Energy that your Shield can pool by absorbing blue-colored enemy projectiles. And Housemarque’s beautiful bullet ballet is in full force in Saros, with hypnotic, deadly patterns firing your way with gusto. It means on Carcosa, charging towards danger is sometimes a smarter strategy than weaving out of its way. “We wanted to make projectiles opportunities,” explains Louden, describing it as a shift away from the “obstacle course” of the studio’s previous title Returnal to something more akin to “a playground”. It’s a term that perfectly captures the flow state that results as you play: always moving, always interacting. Continually switching between projectile dodges and absorption, using melee to burst enemy shields, a blast of the Power Weapon to down enemy groups… every fight is a constant juggle of split-second decisions to how best to counter threats and turn the tide to your advantage. Very intense, very fun. Each level’s conclusion boasts an epic boss clash. In true Housemarque fashion these contain multiple phases that’ll test your reaction times and aim. Embrace the eclipse as greater risk brings greater rewards You’ll become familiar with a multi-armed device discovered in every area of Carcosa that when interacted with, initiates an eclipse that’s biome-specific. Outside the first activation to showcase what results when an eclipse washes over the world, these world-changing events will be an optional choice while exploring the planet, and provided you find the device, can be triggered at any time. There’s an arresting visual shift to a level’s visual design as the corruption takes hold (which extends to the audioscape – worth sticking on a headset for!), and enemies now fire out additional projectile types – sickly yellow versions which if you’re struck by, lowers your max health ceiling. Increased risk? Certainly. But with it comes increased rewards, making it worth rolling the dice for a more dangerous world. Lucenite, Carcosa’s collectable currency dropped by downed enemies and which are key to unlocking permanent upgrades to better survive its dangers, increase in value during eclipses. And while activating your Power Weapon cleanses you of corruption, once the eclipse is called you will have the ability to find corrupted versions of weaponry and artifacts, which have unique properties and perks active for the duration of an eclipse. And while undiscovered during our own hands-on, Housemarque alludes to tools also unique to an eclipse world-state that will aid your exploration. One ability that’s not tied to the eclipse, but will deepen your fight-first approach to combat is parrying, allowing you to knock back certain high-powered projectiles to their originator. This is unlocked through Arjun’s Armor Matrix, an upgrade tree tinkered with back at the rescue crew’s base camp. It’s worth straying off the path In Saros, a level’s layout will alter every time you return to it. “We have handcrafted levels, handcrafted art, handcrafted design, handcrafted combat encounters, and then we kind of connect them in a procedural matter,” says Silvestri. And each configuration is meticulously crafted by the studio. “We play our game a lot, and we keep playtesting to ensure that we have a really great flow across the experience.” Every level has a golden path, a direct line to your main objective (tap down on D-Pad to scan the world and you’ll see a literal gold flag icon pinpointing your key objective’s general location). But levels are also pocketed with side paths. At the end of most lies rewards, though puzzles that require fast reflexes or having the right tool stand between you and your claim. A horror ensemble Sometimes you’ll stumble upon the remnants of colony camps with logs that’ll help you piece together what happened to those you’re here to rescue. The colony’s fate, and the nature of Carcosa, is a mystery you need to solve, but not alone. While Returnal excelled with solitary dread and a slow burn story, Saros proves group dynamics are as perfect a canvas to explore the horror genre and give an urgent propulsion to the story from its opening moments. “We immediately knew we wanted more viewpoints,” says Louden of the importance of this not being a solo excursion. Crew relationships and individual motivations are fleshed out gradually as you return to the Passage, or as members radio in as you explore. But even from the off, you realise that companionship brings an increasing edge of uneasiness, not comfort. Be it from the crew, individually grappling with the sheer complexity of the operation and growing uneasy of Arjun due to his experiences, or the unsettling stoicism of Primary, the huge black box of a Soltari AI that when not unlocking upgrades on Arjun’s Armor Matrix, speaks on behalf of the company and its profit-focused operations on the planet. “It creates this pressure cooker of an experience, with multiple perspectives.” Saros launches April 30 on PS5. Find out more about the game’s enemy design, how to create a beautiful bullet ballet pattern, and much more, in an extended interview with Housemarque on PlayStation Podcast, dropping this Friday. View the full article
-
Hi everyone, I’m excited to share how we’ve enhanced Directive 8020 for PlayStation 5 Pro, and how these upgrades help deepen the tension, clarity, and emotional impact at the heart of the game. Play Video From the very beginning, Directive 8020 was built around cinematic storytelling, player choice, and atmosphere you can feel onboard the deadly mission to Tau Ceti f. Hunted by an alien organism capable of mimicking its prey, the crew of the Cassiopeia must outwit their pursuers to make it home alive. Sharper visuals powered by PlayStation Spectral Super Resolution One of the most noticeable enhancements comes from PlayStation Spectral Super Resolution (PSSR), Sony’s AI-driven upscaling technology. PSSR intelligently enhances image detail and clarity frame by frame, allowing environments, character models, and subtle environmental storytelling to appear crisp and well-defined. The metallic corridors of the Cassiopeia, the frost forming across a freezing medical lab, the distortion in a reflective visor, all of these details benefit from the added sharpness. Discover cinematic fidelity with PlayStation 5 Pro Directive 8020 is a cinematic narrative experience at its core. With the additional rendering power available, we’re able to present scenes with enhanced visual fidelity that supports the emotional weight of each moment. Character performances, subtle facial animations, and environmental detail all contribute to immersion. When you’re trying to decide who to trust, especially when two identical faces are staring back at you, those visual nuances matter. Face your fears with advanced ray tracing Lighting is one of the most powerful storytelling tools in horror. With advanced ray tracing, light behaves more realistically, bouncing naturally through corridors, reflecting off metallic surfaces, and casting shadows that feel grounded in physical space. Emergency strobes flare against bulkheads. Firelight flickers dynamically across a character’s face. Ice refracts light in a way that feels cold and unforgiving. Realistic lighting heightens tension in every corridor. You’re never quite sure what’s hiding just beyond the glow. Dynamic shadows reveal, and conceal, the threat Shadows aren’t just visual dressing in Directive 8020. They’re part of the language of fear. Dynamic shadow detail adds depth and movement to scenes, making environments feel less static and more unpredictable. A shifting silhouette might be nothing… or it might be an alien hunter watching. The added richness in shadow rendering enhances atmosphere in subtle but powerful ways, reinforcing the unease that runs through the entire experience. Smooth performance where every decision counts Performance isn’t just about numbers on a spec sheet, it’s about emotional timing. Directive 8020 is built around split-second decisions that permanently shape your story. When Anders is freezing in a failing medical lab and Mitchel is trapped in an inferno elsewhere on the ship, you don’t have time to deliberate forever. Your instinct takes over. Or when you’re faced with two identical versions of the same crew member, both claiming to be real, who do you trust? Smooth, consistent performance ensures those moments land exactly as intended. Inputs feel immediate. Camera movement remains fluid. Cinematic transitions hold their impact. The tension builds naturally, without technical friction pulling you out of it. In a choice-driven narrative game, responsiveness is part of storytelling. Designed with PlayStation 5 in mind Beyond visual enhancements, Directive 8020 was designed to make full use of PlayStation 5 features, particularly the DualSense controller. Especially due to the Supermassive legacy from Until Dawn in those tense “Don’t Move” moments from the PlayStation 3. We wanted interactions to feel instinctive in Directive 8020: You’ll instinctively reach for your flashlight in a pitch-black corridor. You’ll scan a room before entering a hatch. You’ll grab the wedge tool at the last possible second. All without taking your eyes off the danger around you. Haptic feedback puts the fear in your hands during choices and while using tools. The DualSense’s audio output crackles as a way for distant characters to communicate to you from across the vast ship through the messenger tool. Our goal was simple: make the controller your tool for survival and fully immerse you in the world, to keep you on the edge of your seat. Step aboard We’re incredibly proud of how Directive 8020 plays and feels on PlayStation 5 Pro. The enhancements refine the cinematic presentation, elevate lighting and shadow detail, and ensure smooth performance in the moments that matter most. If you’re ready to confront what’s waiting in the dark abyss of space, you can pre-order now on PlayStation 5 before Directive 8020 launches May 12. We can’t wait for you to board the Cassiopeia and face the choices that define your story. View the full article
-
PlayStation Store’s Spring Sale begins tomorrow, Wednesday, March 25. For a limited time* you can enjoy deep discounts of up to 75% on a vast range of games that include iconic blockbusters, acclaimed classics, and more. *PlayStation Store Spring Sale promotion runs from Wednesday, March 25 at 00:00 AM PDT/BST/JST and finishes Wednesday April 22 at 11:59 PM PDT/BST/JST**. Each title may have different sale periods. Please refer to the information in the title details page. **The promotion’s start and finish time may differ in certain regions. Game selection may differ by region. View the full article