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Monster Hunter Wilds Free Title Update 3 arrives on September 29, featuring a special collaboration with Square Enix’s MMORPG, Final Fantasy XIV Online! The update includes the additional monster Omega Planetes, a wide variety of collaboration content from the world of Eorzea, and much more. In early October, Final Fantasy XIV Online will also add collaboration content from Monster Hunter Wilds, including the Guardian Arkveld. We hope you check out the fun collaboration content in both games! Monster Hunter Wilds – Free Title Update 3 Embark on a new quest in Monster Hunter Wilds, which begins with the arrival of the characters Alpha and Omega from Eorzea, the setting of Final Fantasy XIV Online. After downloading the update, hunters who are at least Hunter Rank (HR) 41 or higher and have completed the main mission “What Lies Ahead” can take on a new special extra mission in the Iceshard Cliffs. Additional Monster: Omega Planetes Omega Planetes has traveled across dimensions! Having descended into the Forbidden Lands, the Omega frame now bears a new name—one that sets it apart from the others. Omega Planetes will spawn a Nerscylla Clone as it charges its powerful Delta Attack. Defeating the Nerscylla Clone will generate a powerful shield for you and your allies to take shelter in, so be sure to work together to take it down. Other creatures like the Morbol Seedling and the Cactuar—said to have wandered in from the otherworldly realm of Eorzea, will also appear in this special collaboration. Two Jobs from Final Fantasy XIV join the Hunt The two-handed sword wielding Dark Knight, who unleashes powerful techniques with the power of darkness, and the Pictomancer, who attacks by bringing paintings to life, are two unique jobs reinterpreted with unique gameplay mechanics in Monster Hunter Wilds. Dark Knight Activating the skill Soul of the Dark Knight on the Bale Armor α series armor unlocks the special action: The Blackest Knight. Using The Blackest Knight from the item bar consumes your own HP to generate a powerful barrier. The Greatsword “Shadowbringer” also features a unique dedicated weapon skill. Pictomancer Using Soul of the Pictomancer lets you unleash powerful spells with Pictomancy via the item bar. Cast three different spells in sequence and finish with the powerful Mog of the Ages spell. Pictomancy deals high damage to monsters in Final Fantasy XIV Online and possesses high damage potential in your hunts, so don’t forget to take advantage of it! Enjoy a variety of content from the collaboration, including Palico equipment, a Seikret Decoration, Pendant, Gesture, Hunter Profile background, poses, nameplate, and title!! Arch-Tempered Nu Udra emerges in Free Title Update 3 The third Arch-Tempered monster, Arch-Tempered Nu Udra, arrives as a permanent Event Quest on Wednesday, October 22. Defeat Arch-Tempered Nu Udra and obtain materials to forge the Nu Udra γ series hunter armor and the Udra γ series gear for your Palico. Hunters taking on this challenge will need to be at least HR100 or higher to accept this quest. Celebrate Autumn with the Festival of Accord: Dreamspell Seasonal Event Autumn comes to the Grand Hub during the Festival of Accord: Dreamspell! Enjoy the spooky splendor of the new decorations and meals in the Grand Hub, and obtain various rewards like limited-time gear, gestures, and camp decorations when the event runs from October 22 to November 12. We look forward to greeting you in the Grand Hub and its mysterious and unique autumn vibe! Additional Systems and Other Features Select a quest completion animation priority Want a certain completion animation to play after completing a quest? You can now use the Quest Clear Animation Priority setting to select your certain animations to be prioritized at the end of a hunt. Select your favorites to customize your hunts even further! Additional quest completion animations will be available as paid DLC. Both the Handler Set and the Smithy Set will be available on PlayStation Store after the release of Free Title Update 3, both as part of Cosmetic DLC Pack 3 and as individual purchases. Four nostalgic gestures arrive as free downloadable content Check PlayStation Store to download the free gestures after the release of Free Title Update 3. New Event Quests More new Event Quests are coming after the release of Free Title Update 3, including quests where you can obtain materials for crafting special equipment and rarity 8 Artian Parts, as well as a challenge quest against Seregios. We’re also introducing a Free Challenge Quest against Arch-Tempered Nu Udra, where you’ll aim to complete the quest as fast as possible to earn exclusive rewards. This quest will be available for a limited time, so make sure to stay tuned to the Monster Hunter social accounts for more information in the future. Paid DLC content Cosmetic DLC Pack 3* will be available alongside Free Title Update 3 and features a variety of items that can be obtained as part of the pass or purchased separately. *Cosmetic DLC Pack 3 is not included in the Cosmetic DLC Pass. It may take some time for the content to appear in the store. Free Title Update Roadmap Free Title Update 4 arrives this December, marking the explosive return of the Giant Halberd Dragon, Gogmazios. The update will also further build upon endgame elements and introduce various other improvements, so we hope you look forward to it! We hope you continue to enjoy Monster Hunter Wilds! View the full article
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Next week, October 2, Ghost of Yōtei launches on PS5. We’ve gotten a taste of the revenge-fuelled journey to come by way of State of Play, got to grips with the versatility of the game’s multi-weapon combat, discovered how encounters with allies and threats will shape our exploration of the Ezo’s beautiful, rugged landscapes, and even sampled its soundscape. Today, we’re turning our focus to the game’s Photo Mode. Like its predecessor, Ghost of Yōtei will give players free reign to freeze the on-screen action at (almost) any point and access a multitude of adjustments to freely mould the moment into an eye-catching still photograph, an evocative cinemagraph, or an impressive tracking shot. Let’s look through the feature set, as well as some suggestions as how to use those settings to snap your way across Ezo. Ghost of Yōtei’s Photo features Tracking ShotRecord up to 16 placement positions for your camera for an animated tracking shot when you hit Triangle. Focal LengthFrom 12mm – 300mmDepth of fieldOff, or f/1.2 – f/63Focus distance0.1m to 200mColour GradingNone, Vivid, B/W, B/W Vintage, Storm, Autumn, Samurai Red, Smoke, Maple, Ginkgo, TintypeColour Grading Intensity 0 to 100%Exposure Bias-5.0 to 5.0Contrast (Black/White)1.0 to 3.0ParticlesNone, Red Leaves, Yellow Leaves, Bamboo Leaves, Orange Leaves, Green Leaves, Cherry Blossoms, Pampas Pollen, Ash & Embers, Fireflies, Dragonflies, Butterflies, Crows, Song Birds, Violet Petals Particle Intensity0 to 100%Wind Speed0 to 44%Wind Direction 0 to 358CloudsTime of DayWeatherCurrent, Clear, Fog, Heavy Fog, Sunbreak, Overcast, Rain/Snow, Heavy Rain/Snow, ThunderAnimated EnvironmentOn/Off AtsuNone, Hide, Muddy, BloodyEmoteCurrent, Angry, Confused, Dead, Disbelief, Disgusted, Fearful, Happy, Enraged, Intense, Neutral, Sad, Surprised, Amused, annoyed, Concerned, Hopeful Helmet/MaskShow, HideSword Glint0.00 to 15.0Aspect ratioStandard, 21:9, 32:9MusicAtsu’s Theme and moreStampsMultiple stamp types to overlay into photos. Note: The example shots below avoid any story spoilers, and are all taken early on into the game, and around the opening area. Beginner’s guide and tips If you’re interested in trying out Photo Mode, you’ll find a list of tips and example shots. It’s in no way exhaustive or a deep dive into the technical aspects of photography, but more reflecting on things I consider when taking photos myself. To my fellow virtual photographers: feel free to add your own tips in the comments section! The basics Photo Mode activation is activated by tapping right on the D-Pad. You can activate it at almost any point, be it exploring, in the middle of combat or even when lining up the perfect long range shot. You can reset individual settings within their submenus, or reset to default with Square (a confirmation prompt avoids an accidental full reset). The game will save your last set of customisation settings even if you dip in and out of Photo Mode. There’s an auto-focus mode that can be toggled on and off. Try these focus lengths for portraits, landscapes Ghost of Yōtei’s Photo Mode camera has a focus mode stretching from 12mm – 300mm, which covers pretty much any type of setup you need. There’s a general rule of thumb on which focal lengths are a good fit for certain shot types. But it’s not a hard rule: getting creative with focus lengths can lead to great compositions. My advice? Keep experimenting. Landscapes: 24mm or below. Portraits: 35mm is good for those environmental ‘slice of life’ snaps, 50mm for headshots, 80mm for full body portraits of single subjects (especially if you combine with a narrow field of focus, which turns everything in the foreground and background blurry, keeping attention on the subject). Macro shots: In Ghost of Yōtei, 100mm upwards can help you zoom in on finer details, or bring us up close to moments in the far distance. Take time to look around Got your shot? Great. But before you leave Photo Mode, investigate the surrounding landscape with a pan of your camera around. You might catch sight of an until then unobserved detail – be it an NPC interaction, nearby wildlife, or even an alternate composition for your existing shot. This eagle was but a distant speck over Atsu’s shoulder during a portrait. Play with natural light to get the shot right You’ve got time on your hands. Cycle through a 24-hour day to test how the accompanying daylight or nighttime lighting impacts your shot. You may welcome harsher shadows due to a midday sun, the softer, warmer light of golden hour (the time just after sunrise or just before sunset), or enjoy the epic nighttime sky. You can also shift natural light until it illuminates a specific part of the photo that you want to draw attention to. Same shot, a few hours apart. Overcast sky and weak sunlight makes for a strong, but cool first image. Scrubbing the timeline to golden hour coupled with a slight tweak of cloud cover makes for a warmer take in the second shot. Additional tip: tilt the camera angle by a few degrees to inject extra energy into the shot (called a Dutch Angle). Day and night portraits. The first uses the rising sun to profile Atsu, with part of her body in shadow. The second, moonlight, with Atsu placed in the lower third of the shot, emphasising the sheer scale of the night’s sky behind. Animated Vs Still Camera As default, Photo Mode’s camera is set to animated. Atsu and other characters will remain still, but movement caused by the wind, or flocks of birds in flight, remain unaffected. Perfect if you want to generate a cinemagraph-style shot. A dedicated Particle option lets you introduce moving leaves, embers, insects, or birds (as well as the volume of each), with the Wind Direction option helpfully dictating which way particles will flow. In the first image, we went with a wide focus (24mm or so) to capture the size of the galloping herd and used a Dutch Angle to add a sense of energy. Leaf particles suggested debris being kicked up by hoofs. One mistake I made: I should have chosen Violet Petals as Particles to keep consistent with the flowers in the field. The second shot is the exact same instance, but using my own advice to pan the camera round to test a different composition, removed particles and changed time of day to golden hour. Colour grading: set mood, direct focus, get artistic Ghost of Yōtei’s excellent colour grade options is partly why my photo count is already in triple digits. I’ll snap multiple versions of shots with different colour grades. Let’s take a look at some executions. Above are four photos at the same location. The only differences? Switching colour grades, and introducing heavy fog. A serene landscape scene is given an almost abstract artistic twist with a few tweaks. I wanted to highlight the figures in the bottom left to better emphasize the scale of this landscape. I could alter the time of day to find a point when their stretch of field was flooded with sunlight. But a quick colour grade switch gave the area the pop I needed. Here’s a more creative treatment of colour grading. The Maple Colour Grading desaturates an image of all but the colour red. It helped me notice – and highlight – the scratches on Atsu’s hands. Gingko Colour Grade does similar for yellow, as you can see in the second photo. Get creative, experiment As always, it’s how you put everything together to create the final result. I love discovering how Colour Grades and tinkering with Exposure and Contrast really adds extra oomph to a key moment, or sets me off in an entirely different creative direction. Even a duel gone wrong offers opportunity. Caught by activating Photo Mode as my opponent landed the death blow, orientating the shot to portrait, dialing up contrast and leaning on Maple Colour Grading to emphasize reds. Your turn You’ll be able to test out Photo Mode yourself from October 2, and look out for a Share of the Week requesting entries for Ghost of Yōtei in the very near future! View the full article
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PlayStation Store Tokyo Game Show promotion comes to PlayStation Store on 24 September*! Enjoy up to 75% off on a huge range of incredible games until 8 October. Highlighted titles include DRAGON BALL: Sparking! ZERO, Assassin’s Creed Shadows, Metaphor: ReFantazio and ARMORED CORE™ VI FIRES OF RUBICON™. Head to PlayStation Store to enjoy savings now! PlayStation Plus Players who join PlayStation Plus during 24 September to 8 October can save up to 33% on a PS Plus 12-month membership! Current PlayStation Plus members can save up to 33% on the remainder of their membership when upgrading a current plan to PlayStation Plus Extra or Deluxe.** With PlayStation Plus Extra and Deluxe, get access to monthly games, exclusive discounts, online multiplayer, and hundreds of games through the Game Catalog and Classics Catalog, including hit titles like Ghost of Tsushima, Cyberpunk 2077 and many more. Explore the Classics Catalog with PlayStation Plus Deluxe, try select games like the epic DEATH STRANDING 2: ON THE BEACH with Game Trials, and more.** *Tokyo Game Show Promotion starts on 24 September 00:00 JST and concludes on 8 October 23:59 JST. Each title may have different sale periods. Please refer to the information in the title details page. Games featured in this promotion may not be part of this year’s Tokyo Game Show. **Availability of Classics and Game Catalog varies over time, region/country, and plan. See https://www.playstation.com/Plus for details and updates on PlayStation Plus offerings. PlayStation Plus is an ongoing subscription subject to a recurring subscription fee taken automatically (at the then-current PS Store price) at the frequency you choose at purchase until cancellation. Terms apply: play.st/psplus-usageterms View the full article
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SEGA is thrilled to announce Yakuza Kiwami 3 & Dark Ties, is coming to PlayStation5, PlayStation4 on February 12, 2026. View and download image Download the image close Close Download this image Debuting on PlayStation 3 in 2009, Yakuza 3 returns, revitalized with cutting-edge technology. This evolved edition brings Okinawa to life, featuring more intense battles, added cutscenes that bring depth to the story, and minigames chock-full of replay value. Kiryu’s back in the brawl, continuing the fight to protect those he holds dear. This title also includes Dark Ties, which stars Yoshitaka Mine, Kiryu’s adversary. Follow Mine on his journey from working as a venture company’s founder to becoming a full-fledged yakuza member. After losing everything, Mine sets off in an attempt to form a connection that would fill the void in his heart. In Yakuza Kiwami 3 & Dark Ties, you can enjoy the passionate drama of two men — “Kazuma Kiryu” and “Yoshitaka Mine” — all in one game. STORY:When the peace is shattered,the Dragon of Dojima makes his return. After the Omi Alliance conflict, Kazuma Kiryu leaves the Tojo Clan in Daigo Dojima’s hands and moves to Okinawa with Haruka. There, he spends his days running Morning Glory, an orphanage tied to his foster father, Shintaro Kazama. However, a government-sponsored resort deal threatens his newfound peace. Morning Glory is caught in the crossfire, a Tojo Clan succession dispute erupts, and a conspiracy engulfs the political world. When the maelstrom of conflicts converges, Kiryu steps into the fray once more. BATTLE:Fight as Kiryu in His Prime Using Two Different Battle Styles In Yakuza 3 Kiwami, Kiryu has two fighting styles at his disposal: the Dragon of Dojima Style and Ryukyu Style. The Dragon of Dojima Style transforms you into an unstoppable force of nature. This style has been completely revamped, boasting the most diverse moveset in the series. The Ryukyu Style utilizes traditional Okinawan weaponry, allowing for an exhilarating and technical playstyle. Master the 8 available weapons to dish out devastating attack combos. ADVENTURE:Revel in the Nature and Tradition of Okinawa At the Morning Glory Orphanage in Okinawa, you can experience “Life at Morning Glory” content that lets you enjoy the daily life of Kiryu and the children.With the team battle content “Bad Boy Dragon”, you can fight alongside a local ladies’ team to protect the streets of Okinawa. Entertainment In Downtown Ryukyu and Kamurocho, there are plenty of ways to cut loose. Pose for the perfect shot at the Print Club, aim for strikes in bowling, and enjoy a series of other staple minigames—including golf, darts, karaoke, UFO Catchers, gambling, and mahjong! STORY:A Man Drawn into the Heart of the Underworld The year is 2007. Yoshitaka Mine is the successful founder of a startup company, but he loses everything when his colleagues stab him in the back. Wandering aimlessly through Kamurocho, he witnesses a gruesome conflict between yakuza. The sight of the subordinates sacrificing themselves for their boss was everything Mine had been longing for—a bond that transcended material gain. The survivor of this assault is Daigo Dojima, the sixth chairman of Japan’s largest yakuza clan. Hoping to find such a bond himself, Mine decides to acquaint himself with Tsuyoshi Kanda, a Tojo clan lieutenant. Witness Yoshitaka Mine’s story, from his first steps into the criminal underworld to his ascent through the ranks of the Tojo Clan. BATTLE:Ruthless Combat Mine wields a stylish fighting style based on shootboxing. He waits for his foes to slip up, beating them down using a string of elegant combos. You can also freely sweep through the air to toy with your enemies. Additionally, Dark Awakening will completely transform your moveset, allowing you to unleash a barrage of brutal strikes and a dark special move that can knock the life right out of your opponents. ADVENTURE:Paint Kamurocho red as Mine Kamurocho, Tokyo The city that never sleeps; a place where greed and desire run rampant. Visitors always find themselves captivated by the restaurants, bars, and amusement facilities that line its streets. It is home to the Nishikiyama Family offices and other key locations. In addition, unique content such as the “Kanda Damage Control” which aims to turn Kanda into a charismatic figure, and the exclusive battle spot “Underground Fight Club” for Dark Ties, where you can enjoy battles with various rules, are also available. Entertainment A plethora of minigames can be found throughout Kamurocho. Watch as the typically stoic Mine takes on billiards, the batting center, darts, and other series staples! You won’t want to miss his rendition of the fan-favorite karaoke track, “”Baka Mitai!”” You can also play minigames alongside Tsuyoshi Kanda at certain venues. Prepare to discover a whole new side of Mine you’ve never seen before! key details: Release date, specify release platforms (PS4, PS5, PS VR2) February 12, 2026. PlayStation®5 / PlayStation®4 View the full article
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Tune in live this Wednesday for more than 35 minutes of reveals and news from developers around the world. We’ll share new looks at anticipated third-party and indie titles, plus updates from some of our teams at PlayStation Studios – including an extended look at Saros, Housemarque’s mysterious new title arriving next year. Look forward to nearly five minutes of gameplay captured on PS5. The next State of Play begins September 24 at 2pm PT / 5pm ET / 11pm CEST | September 25 at 6am JST on YouTube and Twitch, and will be broadcast in English with Japanese subtitles also available. See you then! Regarding co-streaming and video-on-demand (VOD) Please note that this broadcast may include copyrighted content (e.g. licensed music) that PlayStation does not control. We welcome and celebrate our amazing co-streamers and creators, but licensing agreements outside our control could interfere with co-streams or VOD archives of this broadcast. If you’re planning to save this broadcast as a VOD to create recap videos, or to repost clips or segments from the show, we advise omitting any copyrighted music. View the full article
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Super limited, top-down track terror? Check. European concept car from the future paying homage to its past? Yep. Timeless off-roader that took both the sport and utility mad seriously in SUV? That part. This month’s free update from the Polyphony fam has a vehicular something for everyone, and adds two more models: ’25 Mazda Spirit Racing Roadster 12R, Opel Corsa GSW Vision Gran Turismo, ’74 Toyota Land Cruiser FJ40V, as well as the ’23 Hyundai Elantra N, and ’20 Toyota RAV4 Adventure. Play Video Five new events will be added to World Circuits and you can take your virtual lens to South America, Bolivia specifically, with different scenes from the country having been added to Scapes. Update 1.63 for Gran Turismo 7 is available as of today, Tuesday, September 23 at 10:00pm PDT / September 24 at 6:00am BST / 2:00pm JST. New Cars** Hyundai Elantra N ’23 (Can be purchased from Brand Central / Used Cars) Hyundai’s Elantra N is a circuit-ready thrill machine born from the brand’s racing DNA. Debuting with the 7th-gen Elantra in 2020, it packs a 2.0L turbo engine pushing 276 BHP and 40 kgfm torque, sprinting 0–62 mph in just 5.3 seconds. Available in 6-speed manual or 8-speed DCT, it features N Grin Shift, N Power Shift, and N Track Sense Shift for racetrack precision. Electronically controlled dampers, ELSD, and Michelin Pilot Sport 4S tires deliver sharp cornering and stability. Inside, bucket seats, a custom wheel, and N Sound Equalizer elevate the drive. A TCR touring variant proves its motorsport chops—this isn’t just a daily driver, it’s a track-honed beast. 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 Mazda Spirit Racing Roadster 12R ’25 (Can be purchased from Brand Central / Used Cars) Only 200 made, the Mazda Spirit Racing Roadster 12R is a factory-built track weapon born from Mazda’s motorsport initiative. Debuting at the 2025 Tokyo Auto Salon, it’s based on the ND Roadster but packed with race-grade parts: a hand-assembled engine with custom internals, Bilstein dampers, Brembo brakes, forged Rays wheels, Recaro seats, and a Fujitsubo exhaust. Developed by a team of Mazda employees who raced in the Super Endurance Series, this roadster reflects deep racing know-how. With performance tuned to the edge of endurance limits, it’s the ultimate expression of Mazda’s works team spirit—raw, rare, and ready to rip. 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 Opel Corsa GSE Vision Gran Turismo (Can be purchased from Brand Central) Opel’s Corsa GSE Vision Gran Turismo is a bold, all-electric concept celebrating 60 years of innovation. With dual motors delivering 788 BHP and 800 Nm torque, it rockets from 0–62 mph in 2.0 seconds and tops out at 198.8 mph. Its sleek, muscular design features the next-gen Opel Vizor and Compass lighting signature, while active aero elements boost high-speed handling. Inside, a stripped-down cockpit offers a focused racing experience with HUD, six-point harness, and electrochromic safety alerts. As a ‘phygital’ show car playable in Gran Turismo 7, it blends Opel’s motorsport legacy with futuristic tech—an electrified glimpse into the GSE brand’s high-performance future. 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 Toyota Land Cruiser FJ40V ’74 (*Can be purchased from Legend Cars) The ’74 Toyota Land Cruiser FJ40V is a compact off-roader that defined the “go anywhere and come back alive” philosophy. Introduced in 1960, the third-gen model stayed in production for 25 years and became a global icon. Its short wheelbase made it ideal for rugged terrain, while part-time 4WD and a 2-speed transfer case delivered serious capability. Originally powered by a 3.9L gas engine, a 3L diesel was added in 1974. Its legacy lives on through the FJ Cruiser and GAZOO Racing’s reproduction of model 40 parts. Beloved for its reliability and versatility, the FJ40V remains a timeless symbol of adventure. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Toyota RAV4 Adventure ’20 (*Can be purchased from Brand Central) The 2020 Toyota RAV4 Adventure is a rugged crossover that lives up to its name. Built on Toyota’s TNGA platform, it blends off-road capability with urban comfort. A 2.0L Dynamic Force Engine paired with Direct Shift-CVT delivers smooth acceleration and fuel efficiency. Its standout feature: Dynamic Torque Vectoring AWD with a disconnect system for better economy. Rugged styling includes a custom grille, skid-plate bumper, and 19-inch tires. Safety comes standard with Toyota Safety Sense, featuring pre-collision alerts, Lane Tracing Assist, and adaptive cruise control. Inside, smartphone integration and a Panoramic View Monitor enhance everyday driving. It’s the perfect SUV for those who crave adventure—on or off the road. 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 World Circuits (New Events) The following new events have been added to ‘World Circuits’: Sunday Cup Sardegna – Road Track – C Reverse Japanese FR Challenge 450 Suzuka Circuit Race of Turbo Sportscars Watkins Glen Long Course Vision Gran Turismo Trophy Nürburgring GP World Touring Car 700 Alsace – Village Scapes ‘Bolivia’ has been added as a featured Curation in Scapes. *Internet connection required for update. **Credits (paid or via game progression) required to purchase vehicles. View the full article
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If you’ve ever felt like your Ghost of Tsushima journey deserved to be remembered beyond the screen, we’ve got something special to share. Starting today, we’re introducing a new merchandise program that celebrates your in-game achievements with special collectibles — beginning with Ghost Rewards. Players who have earned the “Mono No Aware” Gold or “Living Legend” Platinum trophies in Ghost of Tsushima by December 31, 2025 can unlock access to a selection of limited-edition merchandise. These items have been designed to honor the spirit of Jin Sakai’s journey and the dedication of the fans who walked the same path. Two commemorative Ghost of Tsushima Rewards for pre-order purchase are available starting today for those who have earned those trophies, with designs inspired by the island of Tsushima and Jin’s legendary armor. Each piece was created with close input from Sucker Punch Productions to make sure they authentically capture the game’s atmosphere and artistry. After earning the required trophies in-game, you can head straight to the Ghost Rewards store at ghostrewards.playstation.com (or ghostrewards.eu.playstation.com in Europe and United Kingdom) to secure your collectibles after signing in to PlayStation. Ghost Rewards are available to ship to players in the United States, Canada, Australia, Europe (EU, Monaco, Norway and Switzerland) and the United Kingdom. Additional availability may be introduced at a later date. For more information, please see the Ghost Rewards Shipping page here. This commemorative pin is available only for those players who have risen to the ultimate challenge and achieved the “Living Legend” Platinum Trophy with a connected PlayStation account in Ghost of Tsushima by December 31, 2025. The commemorative pin RRP is $25 USD / €28. This commemorative T-Shirt is available only for players who have achieved the “Mono No Aware” Gold Trophy in Ghost of Tsushima with a connected PlayStation account by December 31, 2025. The commemorative T-shirt RRP is $30 / €33. This is just the start. Ghost of Yotei Rewards will arrive later this year, giving players another opportunity to celebrate their accomplishments with unique merchandise. We’ll share more details closer to launch. Whether you’ve been with Ghost of Tsushima since day one or you’re planning to return to the island soon, this is our way of saying thank you for playing — and for carrying the spirit of the Ghost with you. Ghost Rewards are available now. Eligibility runs through December 31, 2025. Merchandise orders must be placed by January 30, 2026. Some restrictions apply, see Ghost Rewards product pages for details. Limit 1 per player, available to residents of United States, Canada, Australia, Europe (EU, Monaco, Norway and Switzerland) and the United Kingdom only at this time. View the full article
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Survival horror took a step onto chilling new ground when Silent Hill first emerged from the mists in 1999 on PlayStation. Since then, each return to the titular fictional American town has been hotly anticipated, leading to this latest instalment which adds a keen new perspective to its bleeding edge. I got to explore the fictional Japanese town of Ebisugaoka in the final version of Silent Hill f to discover what’s new to the series, as well as familiar elements that fans will love. Play Video Four ways Silent Hill f changes the series’ formula: 1. Combat is more modern Intriguingly, there are a couple carryovers from the remake of Silent Hill 2, with a new spin. It pays to be strategic with your light attacks (R1) and heavy attacks (R2), the latter capable of a staggering counterattack against some enemies, letting you strike them without risk. It feels responsive without overpowering the vulnerability essential to the genre. On the flip side, protagonist Hinako Shimizu is a little more agile than your typical Silent Hill main. Time your press of the Circle button just right and you’ll activate a perfect dodge, replenishing Hinako’s stamina. Attacking and dodging saps stamina, making perfect dodges crucial to master. 2. Unusual Yokai will break your sanity… Memorable monster design is key to any horror story, and Silent Hill f delivers in blood-soaked spades. Where things differ here is the use of Japanese folklore and mythology to inspire many of its brutal antagonists. References to the slit-mouthed Kuchisake-onna spirits and tentacle god-beast Akkorokamui were creepy enough, but there are a number of enemies that warp the visuals of traditional Japanese dolls and figures, too. Adding more anxiety to these scuttling monstrosities is Hinako’s sanity meter, which drains from psychological attacks, reducing your ability to use Hinako’s powerful Focus strikes (charging with L2 then hitting R1 to execute) and eventually eating into her health. 3. …But Faith helps repair it Keeping within the theme of healing from psychological trauma, Faith is a mechanic which offers some hope for Hinako. Dotted around the intimidating environment are items such as drinks, snacks and desserts. While they’ll help restore health or stamina, you can also convert them at hokora shrines for Faith, which you can use to help recover sanity, and trade for omamori trinkets which offer buffs such as decreasing an enemy’s line of sight. You can even pray with blank ema tablets to increase maximum health, sanity, stamina, or omamori slots. 4. Different themes and a fresh perspective Silent Hill f’s 1960s Japan setting gives the series a chance to delve into societal and cultural expectations of gender roles, something reflected in ever-present dolls both as artefacts and part of its monsters, and the complicated and sometimes toxic relationships between the characters. This bleeds into the series’ examination of trauma, isolation and decay, but is also present through Hinako’s journal, accessed by pressing the Up Directional Button, which details some of the lore, characters and puzzle clues. Hinako’s descriptions change over time to reflect her experience, which plays into the story both on a literal and meta level. Four ways Silent Hill f stays true to the series: 1. It looks and feels like Silent Hill should It might be set in a different country and time period, but Silent Hill f remains as powerfully creepy as you’d expect. The minimal UI, muted colour palette and atmospheric compositions (partly crafted by long-time series composer Akira Yamaoka) all make for a classically chilling experience – along with those narrow, claustrophobic, misty maze-like areas. You’ll also feel a slight heartbeat-like tremble from the DualSense wireless controller when Hinako runs or is close to death. Unsettling. 2. Despite its combat, this isn’t an action game Like Silent Hill: Origins and Silent Hill: Downpour, your scarce weapons deteriorate over time, their condition handily referred to by their visual state and Hinako’s comments, so evasion rather than combat often offers better chances of survival. There were times where I was overwhelmed by just two enemies, and there were visual puzzles I had to solve while being stalked by brutish beasts in the dark. That traditional survival horror vulnerability is still very much present. 3. An Otherworld awaits Hinako’s hellish journey isn’t limited to Ebisugaoka. Just like many other Silent Hill games, you’re transported to a mysterious Otherworld which acts as a dark reflection of Hinako’s psyche. There, the puzzles take a more mythical tone, such as discovering and correctly placing sacred items, while my first monster encounter continued the traditional Silent Hill trait of not having a clearly visible face – in this case, a hollowed out, maggot-infested head cavity. 4. New Game Plus and multiple endings No spoilers here, but Silent Hill f features five different endings, unlocked via the New Game+ mode after first completion. And yes, one of those endings features some classic Silent Hill humour in it. If you know, you know. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Can you already feel the fear? It’s not long before you’ll see the horrors of Ebisugaoka for yourself when Silent Hill f claws its way onto PS5 on September 25. View the full article
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I’m Baiyon, the director of Dreams of Another and a multimedia artist. The release date for the game, October 10, is fast approaching. In this post, I’d like to share the inspiration behind the themes of the game, the ideas behind the object dialogues, which is one of the aspects that makes the game special, and my personal dedication to the soundtrack I created. Play Video How did the theme “no creation without destruction” come about? Dreams of Another is built around the philosophical theme of “no creation without destruction.” Rather than destroying objects by shooting, as in traditional shooting games, here, your shots materialize and create the world around you. I have a memory about “destruction and creation” that has stayed with me. It happened during my middle school cultural festival. According to the school rules, everyone had to prepare some kind of exhibit, and my friend and I collected cardboard to make and display a cardboard sculpture. When the chime signaling the end of the one-day festival rang and cleanup began, I lightly started punching and breaking the sculpture. Since it was going to be thrown away anyway, perhaps it was a lighthearted thought born of youth: “If it’s going to be cleaned up anyway, let’s have some fun.” At first, my friend laughed as he watched, but after a while, I felt a pain in my back. When I turned around, I saw my friend, with an angry face, kicking my back. From there, it escalated into a full-on fight, and a teacher, noticing, came into the classroom and shouted at me, “Are you making something to destroy it?!” Those words stayed with me in a way different from the teacher’s original intent. I think I understood that the teacher meant I should take care of what I create, but I kept thinking, “It’s going to be thrown away anyway…” Yet I found this human contradiction somehow interesting. That feeling has always run deep in my approach to creating things, and this game allowed it to take shape. Unique dialogue with objects like trees and doors In this game, you can not only interact with people in the dream world but also talk with objects such as trees and doors. One of the game’s major charms is being able to hear their sentiments and experience their emotions. For example, when I am thinking about ideas for this door’s dialogue, I first realized that even when we say “door,” there are many kinds and positions. Doors in public places, such as buildings, schools, or shopping malls, doors in one’s home, doors of the living room or bedrooms of children and teens, the door of the family home lived in for decades, or the door of a grandmother’s house after losing her husband… Each door is connected to human life, and I imagined that, like us, they might feel pride or even envy other doors. If I were a door, I would want to be a door that is there for an individual’s personal space, rather than merely a being that separates spaces. At the same time, some doors might actually feel comfortable being roughly used by a large family in a living room, while others might feel suited to existing for strangers in a public facility. Imagine doors having a variety of preferences and ways of thinking. In the dialogues, nothing is imposed as “right” or a conclusion. I wanted players to reflect on their own environment, access past memories, and have a moment of reflection. In this way, the dialogues are not just flat and one-dimensional—they can be experienced in a multi-layered way, from various perspectives, and connected to one’s own memories. Of course, it’s perfectly fine to enjoy it simply as a door saying something a little strange. That playfulness and unexpectedness of the dialogues are part of the unique charm of this dream world. A unique approach to composing the soundtrack I have worked on various game soundtracks alongside my own projects over the years, but this time, I felt especially the sense of “I made the music for a game.” I wanted to create music that resonated with the scenarios and dialogues I wrote myself, as well as the situations and atmosphere of each scene, which made me approach the music in a way different from before. For each scene, I composed music with the intention of evoking certain feelings in the player and expressing particular emotions myself. Additionally, a key theme was to convey the instability and ambiguity of the dream world with music. One thing I consciously tried to avoid was being “too polished.” As a musician, this approach is somewhat challenging, but instead of creating compositions that are overly tight or densely structured, I aimed for music that flows. Also, for example, For a particular river scene inspired by my own memories and experiences, I actually spent a long time traveling to the location for field recordings to compose the music for the scene, capturing sounds such as flowing water and stones being rubbed together—the latter of which I then incorporated as rhythmic elements. These particular touches may go unnoticed by anyone, but for me, the focus was on keeping things genuine. By incorporating elements drawn from the source of inspiration as much as possible, I believe it could enrich the experience. I think there are many sounds that aren’t often heard during gameplay. While playing, I hope you take a moment to listen closely to these subtle details—they might lead to small discoveries or interesting experiences. Dreams of Another will launch on October 10 for PS5 and PS VR2. A special bundle is also available for pre-order, which includes the previous game I directed, PixelJunk Eden 2. If you’re interested, please check out the store page. I truly look forward to you enjoying this special experience. View the full article
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The thing that makes Battlefield feel like Battlefield is the enormous scope of its maps and the many ways you’ll fight your way across them. After Battlefield 6’s open beta test, I got another hands-on chance to play the game—this time, on two of its biggest maps and with the game’s full slate of vehicles strafing through combat. While my first hands-on experience with Battlefield 6 gave a sense of weapons, the return of character classes, and the variety in map design, this look focused completely on Battlefield at its biggest and most explosive. Here’s everything I saw through the four-hour play session, including the return of Operation Firestorm and the new Escalation mode. New maps, new mode This hands-on session featured two of Battlefield 6’s biggest All-Out Warfare maps: Mirak Valley and Operation Firestorm. It also featured the new Escalation mode, which makes excellent use of those huge maps, with players fighting spread-out battles in the beginning of a match, only for the area of operation to become smaller to make for more intense skirmishes. Mirak Valley — Battlefield 6’s largest map at launch is set in Tajikistan, just like the Liberation Peak map. It combines wide-open spaces with a big, burgeoning construction zone in the center and a small village at the far side, supporting both close-quarters infantry gameplay in and around the structures, and plenty of vehicle combat outside of them. Trenches cut through part of the map to allow infantry to move around while keeping their heads down to avoid snipers, although staying out of the sights of tanks is tougher. Operation Firestorm — Operation Firestorm turns an oil field and refinery into a huge combined-arms battlefield with a mix of wide-open outdoor areas, high smokestacks that are great sniper nests, and lots of interior spaces. What was most notable was the application of Battlefield 6’s new destruction system to this revived Battlefield 3 map. There are plenty of buildings for infantry to fight in and use for cover, but with tanks, fighter jets, and attack helicopters on the prowl, you can never take the safety of four walls for granted. Escalation — This mode is new for Battlefield 6, combining elements of Conquest and Breakthrough to offer both a wide-open approach to a battle, but with some more strategic aspects. The game starts with capture points littered across the map. When one team holds the majority of capture points, they start to “capture territory,” with a bar filling up on the screen. If the team manages to hold the majority of capture points until the bar fills completely, they score a point. The first team to score three points this way wins, but each time a team scores, one capture point is removed from the map. That forces players closer together, making them fight harder for fewer capture points. Class training Choose your class training — When I went hands-on with Battlefield 6 at its multiplayer reveal, I only got to see half of the class “Training” elements that will launch with the game. These are specializations that let you alter a particular class’s focus and role. Each class has two training options. Assault: Frontliner and Breacher — The Frontliner training puts focus on damage recovery and a faster capture rate on objectives, while the Breacher training gives you additional grenades and a faster reload for room-clearing weapons like the Incendiary Shotgun and Breaching Launcher. Support: Combat Medic and Fire Support — Everybody knows Support’s focus on keeping other players alive, but if you don’t like running around with defibrillators to resurrect squaddies as a Combat Medic, you can also go the Fire Support training route. Its focus is on creating defensible positions, providing suppressing fire, and dropping smoke to cover allied movements. Engineer: Anti-Armor and Combat Engineer — Engineers’ Anti-Armor training gives them an advantage in taking down opposing vehicles, providing extra rockets and dampening the effects of enemy repairs. If you’re not a fan of always carrying a rocket launcher, however, there’s the Combat Engineer training, which can boost the rest of your team’s gear to make it more effective and enhance the repair capabilities of your tools. Recon: Sniper and Spec Ops — The Sniper training gives Recon players better awareness, spotting targets at a longer range and dropping players with headshots so their teammates can’t revive them. With the Spec Ops training, you’re harder to detect, producing less sound when you move and leaving the In Combat state faster when you’re prone, so your teammates can spawn in on your location more quickly. Adjustments since the beta The Battlefield team has taken on a lot of feedback from players since its open beta in August, and we saw some of those adjustments in matches. Tactical movement with less momentum — In the open beta, players could be pretty quick and pretty bouncy with the new Kinesthetic Combat system. Momentum has been dialed back a bit since then so that players can’t chain so many quick movements together. Moving around maps still feels quick and responsive thanks to lots of options, like sliding, diving, and moving more quickly when you put your weapons away. A little less sniper dominance — There are some very long sightlines on both Mirak Valley and Operation Firestorm, and snipers were a major force in all the matches I played. That said, both maps have been designed with a wide variety of terrain and structures that provide a lot of cover. Snipers have also been tuned down a bit; they’re still dangerous, but you’re a little less likely to get dropped before you know you’re under fire. Verify your age to view this content. Verify your age to view this content. More weapons feel useful — You can also feel the adjustments the Battlefield team has made to some of the weapons. In my first hands-on with the game, some guns didn’t feel especially viable; the light machine gun that’s default for the Support class, for instance, felt like it struggled to secure kills at any range. I’m happy to report that Medics can now secure a few kills as well as lay down covering fire for teammates. And the M87A1 Shotgun that dominated the beta is now a little less terrifying, but still feels great when clearing corners or a trench. Speedy vehicles — The variety of vehicles in Battlefield 6 makes for some very intense and surprising moments, especially with its destruction system. All ground vehicles now also have a brief boost, which is especially great for dodging fire or getting heavy tanks over treacherous terrain. Battlefield 6‘s launch is quickly approaching—it hits PS5 on October 10—so you won’t have to wait long to jump into a tank or a helicopter and try some of those new maps, modes, and adjustments for yourself. View the full article
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We’re thrilled to show you the newest playable characters in our galaxy-spanning adventure: Black Panther and Cosmic Ghost Rider! Here at Tribute Games, we’ve always loved beat-em ups and it’s been a pleasure to work in that genre for the last couple of years. We feel extremely lucky to get to do it again in the Marvel Universe. We’re relishing the challenge of not only repeating what we’ve done before on our previous titles but try to push back the limits of the genre. Play Video In Marvel Cosmic Invasion, one of our biggest features is our playable character roster boasting 15 Super Heroes! But a deep bench of Marvel’s biggest icons and lesser-known fan favorites were not enough. We wanted to make our playable champions distinct and offer different gameplay opportunities. Following their comic book and animated portrayals, some heroes fly while some are grounded. Some have ranged attacks while others can grab and throw enemies using their mighty strength. Agile characters dodge assaillants effortlessly where sturdier fighters block attacks and parry. In order to fully engage with this rich lineup, we’ve devised the cosmic swap maneuver. Inspired by the first Captain Marvel’s Quantum Swap ability (from 1968’s Captain Marvel #17, of course) players can switch from two previously chosen Super Heroes from at any time during the battle! With one push of a button, you can switch from one Marvel hero to another and mix up your offensive against Annihilus’ minions. If you combine the swap with any of the action buttons, the other half of your titanic tandem can now be summoned for an assist depending on the action! Carefully choosing fighters with different skills is a great way to get the most out of your character combo! Today, we’re revealing two new characters from our cavalcade of heroes: Black Panther and Cosmic Ghost Rider. One of our key mission statements in developing Marvel Cosmic Invasion is to make the characters feel like their four-colored counterparts. As such, King T’Challa is a formidable martial artist, with a precise fighting style and a feline agility that allows him to quickly strike the enemy hordes or swiftly avoid their attacks! The Panther isn’t just a close-quarter combatant! The Wakandan hero can fling vibranium daggers at his opponents. These blades deal delayed sonic damage that will stagger any enemy within range! Players have to be careful: daggers will need a few moments to recharge their sonic payload. When the insectoid horde gets too much, T’Challa can unleash his special move: the Panther Slash! Using the kinetic energy charged up in his suit, Black Panther can cut across the screen and slice the opposition with his vibranium claws! From the agile strikes of the Panther, we move onto the biker brawler brawn of the Cosmic Ghost Rider. Wielding both hellfire and the Power Cosmic, this future version of Frank Castle is a wild, explosive character. After serving both Mephisto and Galactus, this time-lost Spirit of vengeance deals punishment against the guilty across the cosmos. Cosmic Ghost Rider is the perfect character for the player who wants to control the battlefield with extra power. We wanted to bring the unruly energy of CGR to contrast with our other characters: where Black Panther attacks with polished martial strikes, the Rider swings around the flaming chains of cytorak to break up enemy swarms. Faraway enemies can be easily punished using CGR’s stellar firepower! While finite, these cosmic blasters quickly reload. Up close, the Rider is a formidable threat, ending his own combo strikes with a massive Penance blast–using his own head as a weapon. But he’s not all offense: this Rider can use his Power Cosmic bracelets to block and parry any enemy strike. And of course, what would be a Spirit of Vengeance without his ride? In case of emergency, CGR can call on his Cosmic Cycle to run roughshod over the bad guys. We hope you’ve enjoyed this showcase on our newly revealed characters. Marvel Cosmic Invasion is set to be released later this year on PlayStation 5 and PlayStation 4. Annihilus Beware! View the full article
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Hello, everyone. Yuzo Koshiro of Ancient here. It is with immense excitement that I can finally share some truly fantastic news with you all. On September 18, after years of hard work, my development partner Makoto Wada and I will release our passion project, Earthion, on PlayStation 4 and PlayStation 5. Play Video When we first began developing Earthion, it was born from a deep love for the 16-bit era and a desire to revisit one of my favorite consoles ever, the Sega Genesis/Mega Drive. I wanted to see what could be achieved on the original hardware with today’s advanced tools and three decades of gained knowledge. The response to the initial prototype was overwhelmingly positive, and it became clear this was a project we had to see through. We made the conscious decision to build Earthion natively for Sega’s 16-bit hardware, pushing it to the limit with stunning pixel art and a frenetic soundtrack, which I composed using its FM sound chip. We were not simply making a “retro-inspired” game; we were making a true 16-bit title for the modern age. I’m thrilled that PlayStation 4 and PlayStation 5 owners will soon be able to enjoy Earthion. Although it hails from a later era of gaming, PlayStation has been home to countless classic shooters that have pushed the boundaries of what was possible across its 30-year history. PlayStation continues to embrace retro arcade experiences, allowing them to reach new audiences. In creating Earthion, we drew on a lineage of shmup masterpieces from the 80s and 90s. We took cues from the very best the genre has to offer, creating a game that feels both familiar and fresh. The care we took in developing for 16-bit hardware has been extended to the PlayStation 4 and PlayStation 5 releases. Working with Limited Run Games, we have gone to great lengths to ensure that the authentic experience is perfectly preserved for modern consoles. For those who want to feel like they are playing on a CRT television, we have included a suite of configurable scanline and screen filters. This allows players to replicate the nostalgic glow and visual fidelity of a classic setup, ensuring that the pixel art is displayed exactly as we intended—without a single detail lost. And of course, Earthion supports PlayStation Trophies for fans who want to put their skills to the test. Earthion is more than just a game to us; it’s a love letter to the golden age of shmups and the hardware that made them possible. We poured our hearts and souls into every pixel and every sound. We hope that when you get your hands on it on September 18, you feel the passion we have for this genre. Thank you for your support, and we can’t wait for you to experience this intergalactic adventure for yourselves. View the full article
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Email us at PSPodcast@sony.com! Subscribe via Apple Podcasts, Spotify, or download here Hey, everybody! Sid, Tim, and Brett are back this week to discuss the release of Borderlands 4, indie hit Hollow Knight: Silksong, and 30 years of PlayStation memories. Stuff We Talked About Next week’s releases: Borderlands 4 | PS5 (out today) LEGO Voyagers | PS5, PS4 Frostpunk 2 | PS5 Towa and the Guardians of the Sacred Tree | PS5 Dying Light: The Beast | PS5 Trails in the Sky 1st Chapter | PS5 Digimon Story: Time Stranger hands-on — New details revealed on the combat system and tropical Abyss Area. Hollow Knight: Silksong hands-on — Discover what’s new in the anticipated sequel, like mid-air healing, mantling on ledges, more challenging encounters, and more. Announcing PlayStation 30th Memories — We’re celebrating PlayStation history and you’re invited to be a part of it by sharing your memories. Head to PS blog for more details PlayStation Family App — This new mobile app gives parents more tools to guide their family’s PlayStation experience. 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 Tim Turi – Content Communications Manager, SIE View and download image Download the image close Close Download this image Brett Elston – Manager, Content Communications, 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
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This month, step into the ring and dominate the squared circle in WWE 2K25, lead the Phantom Thieves in a new turn-based strategy adventure in Persona 5 Tactica, survive the unforgiving wilderness of the Amazonian jungle in Green Hell, or partake in a Holy Grail War set in Edo Japan in Fate/Samurai Remnant. Meanwhile, Legacy of Kain: Defiance brings vampiric action-adventure to PlayStation Plus Deluxe. PlayStation Plus Extra and Deluxe | Game Catalog View and download image Download the image close Close Download this image WWE 2K25 | PS5, PS4 “The Wiseman” Paul Heyman hosts The Bloodline’s Dynasty, a new 2K Showcase celebrating one of the most historic family dynasties in wrestling. Relive legendary showdowns and create dream matches between The Bloodline and WWE Superstars and Legends. Intergender wrestling makes its long-awaited WWE 2K debut, alongside the return of chain wrestling, Underground and Bloodline Rules match types, barricade diving and more. Take control of your Superstar from the women’s or men’s divisions in a singular multi-gender MyRISE storyline where WWE Superstars infiltrate NXT and attempt to take control of the WWE universe. Discover new brawl environments, unlockable arenas, characters, ally storylines and more. * WWE 2K25 is releasing on September 16. View and download image Download the image close Close Download this image Persona 5 Tactica | PS5, PS4 Persona 5 Tactica is a turn-based strategy game, featuring an all-new story, the return of fan-favourite characters and brand-new allies and foes. After a strange incident, the Phantom Thieves wander into a bizarre realm where its citizens are living under tyrannical oppression. Surrounded by a military group named Legionnaires, they find themselves in grave danger until a mysterious revolutionary named Erina rescues them and offers an enticing deal in exchange for their help. What truth lies behind Erina and the deal she offers to the Phantom Thieves? Join the group as they lead an emotional revolution in this thrilling combat adventure. *Persona 5 Tactica is releasing on September 16 (except for Thailand). View and download image Download the image close Close Download this image Green Hell | PS5, PS4 Green Hell is an Open World Survival Simulator set in the unique and uncharted setting of the Amazonian rainforest. Plunge into the open world survival simulation set in the extreme conditions of the unforgiving Amazon jungle. Use real-life survival techniques to craft, hunt, fight, and gather resources. Build a makeshift shelter or raise a fortress, but always remember to tend to your wounds and maintain mental health. Survive on your own, or try your chances in an up-to-4-player online co-op mode. *Green Hell is releasing in Singapore on September 30 and on September 16 in other Southeast Asia markets. View and download image Download the image close Close Download this image Fate/Samurai Remnant | PS5, PS4 “Your wish shall perish…” A Holy Grail War begins in Edo Japan. The curtain rises on a new Fate, an action RPG presented by Type-Moon and Koei Tecmo Games. The 4th year of the Keian Era, Edo Period. It has been several decades since the end of a turbulent, blood-soaked era. People were enjoying peace and tranquility, but a battle between seven pairs of Masters and Servants is about to begin as the “Waxing Moon Ritual” unfolds in the shadows. Miyamoto Iori, a young man in Asakusa, finds himself caught in the violence of a Holy Grail War. * Fate/Samurai Remnant is releasing on September 16 View and download image Download the image close Close Download this image Crow Country | PS5, PS4 The creators of celebrated point-and-click murder mystery Tangle Tower return with a retro-inspired survival horror set in an abandoned theme park. The year is 1990 and Edward Crow, the owner of the Crow Country theme park, is missing. Two years after he suddenly closed his park, a mysterious young woman called Mara Forest arrives to explore the abandoned property and find its lost owner. Why did Crow really shut down Crow Country and what is Mara Forest’s connection to him? *Crow Country is releasing in Singapore on September 30 and on September 16 in other Southeast Asia markets. View and download image Download the image close Close Download this image The Invincible | PS5 You are a highly qualified, sharp-witted astrobiologist named Yasna. Being entangled in a space race, you and your crew end up on the unexplored planet Regis III. The scientific journey quickly turns into a search mission for lost crewmates. Follow its trail, but be fully aware that every decision you make can bring you closer to danger. On her journey, Yasna will face decisions that will shape the outcome of the story. Help her make difficult choices and witness one of 11 possible endings to the deeply philosophical story. *The Invincible is releasing in Singapore on September 30 and on September 16 in other Southeast Asia markets. View and download image Download the image close Close Download this image Conscript | PS5 Conscript is a survival horror game inspired by classics of the genre, blending all the punishing mechanics of older horror games into a cohesive, tense, and unique experience. Set in 1916 during the Great War, you play as a French soldier searching for his missing-in-action brother during the Battle of Verdun. Will you be able to search twisted trenches, navigate overrun forts, and cross no-mans-land to find him, and ensure a home goes unbroken? Survive in an intense, harrowing atmosphere boosted by a unique pixel art aesthetic and oppressive sound design. Navigate intricate level design that promotes item management and route planning, whilst solving complex environmental puzzles. *Conscript is releasing in Singapore on September 30 and on September 16 in other Southeast Asia markets. PlayStation Plus Deluxe View and download image Download the image close Close Download this image Legacy of Kain: Defiance | PS5, PS4 Continue Kain and Raziel’s epic conflict in this faithful emulation of the classic PS2 action-adventure title, Legacy of Kain: Defiance, playable on PS4 and PS5 for the first time. Take control of two powerful and highly evolved vampires: Kain, Emperor of Nosgoth and near-demigod, and Raziel, a wraithlike angel of death. Each equipped with their own legendary sword, Kain & Raziel must battle through a world poisoned by conflict and intrigue as they attempt to unravel their destinies and defeat the dark forces that seek to condemn their world to eternal damnation. * Legacy of Kain: Defiance is releasing on September 16 *PlayStation Plus Game Catalog and PlayStation Plus Deluxe lineups may differ by region. Please check PlayStation Store on release day. View the full article
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At Sony Interactive Entertainment, we’re committed to providing safe play for gamers of all ages, including enhancing ways for parents to manage their children’s gaming experience. This includes the current parental control features available on the PS5 and PS4 console, such as playtime settings and age restriction settings for games. Today, we’re pleased to announce our next step in this commitment with PlayStation Family, a new dedicated parental control mobile app available on iOS and Android devices*. PlayStation Family app will be launching around the world starting today. PlayStation Family app is a new experience to help parents set up and manage their children’s gaming experience on PlayStation – straight from their supported mobile device. The app includes a number of new customizable features for parents to manage their children’s playtime, including an activity report, more visibility into what their children are playing, and approving extra playtime requests – all at the tap of a finger. Play Video Here’s a look at the features from PlayStation Family app: Guided Onboarding – Enjoy a thoughtfully guided experience setting up a child account easily with PlayStation Family app. Real-Time Notifications – Get notified what game a child is playing in real time. Approve or decline a child’s requests for extra playtime, restricted games, and communicate from a mobile device – you have the final say. Activity Reports – Review daily and weekly activity reports at a glance. Parents can see up-to-date information about a child’s playtime and activity. Manage Playtime – Set playtime limits for each day of the week. Children can enjoy more flexibility by requesting additional playtime from the console, while parents can approve or decline their requests from a phone or tablet. Manage Spending – Manage spending activity by adding funds, viewing balances, and setting a monthly spending limit for a child to buy content from the PlayStation Store. Content Filters – Choose and configure age appropriate content with a tap of a button. We’ve included presets that automatically apply recommended settings for different age groups, and every setting can also be customized individually to best suit each child. Social Interactions- Customize privacy settings and how your children connect and play. Manage access to social features. PlayStation Family app is available for download on the App Store and Google Play in most markets starting today. We’re excited to bring an easy way for parents to manage their children’s gaming directly from their mobile devices. This is just the beginning with our new mobile app – we’ll plan to continue adding enhancements to PlayStation Family app to evolve the experience over time. We hope you’ll enjoy it and we look forward to your feedback. *PlayStation Family app is compatible with iOS version 14 and Android 8 or higher. View the full article
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This month, step into the ring and dominate the squared circle in WWE 2K25, lead the Phantom Thieves in a new turn-based strategy adventure in Persona 5 Tactica, survive the unforgiving wilderness of the Amazonian jungle in Green Hell, or partake in a Holy Grail War set in Edo Japan in Fate/Samurai Remnant. All these titles and more will be available Tuesday, September 16 in this month’s PlayStation Plus Game Catalog lineup*. Meanwhile, Legacy of Kain: Defiance brings vampiric action-adventure to PlayStation Plus Premium. PlayStation Plus Extra and Premium | Game Catalog View and download image Download the image close Close Download this image WWE 2K25 | PS5, PS4 “The Wiseman” Paul Heyman hosts The Bloodline’s Dynasty, a new 2K Showcase celebrating one of the most historic family dynasties in wrestling. Relive legendary showdowns and create dream matches between The Bloodline and WWE Superstars and Legends. Intergender wrestling makes its long-awaited WWE 2K debut, alongside the return of chain wrestling, Underground and Bloodline Rules match types, barricade diving and more. Take control of your Superstar from the women’s or men’s divisions in a singular multi-gender MyRISE storyline where WWE Superstars infiltrate NXT and attempt to take control of the WWE universe. Discover new brawl environments, unlockable arenas, characters, ally storylines and more. *Both PS4 and PS5 versions of WWE 2K25 will be download only View and download image Download the image close Close Download this image Persona 5 Tactica | PS5, PS4 Persona 5 Tactica is a turn-based strategy game, featuring an all-new story, the return of fan-favourite characters and brand-new allies and foes. After a strange incident, the Phantom Thieves wander into a bizarre realm where its citizens are living under tyrannical oppression. Surrounded by a military group named Legionnaires, they find themselves in grave danger until a mysterious revolutionary named Erina rescues them and offers an enticing deal in exchange for their help. What truth lies behind Erina and the deal she offers to the Phantom Thieves? Join the group as they lead an emotional revolution in this thrilling combat adventure. View and download image Download the image close Close Download this image Green Hell | PS5, PS4 Green Hell is an Open World Survival Simulator set in the unique and uncharted setting of the Amazonian rainforest. Plunge into the open world survival simulation set in the extreme conditions of the unforgiving Amazon jungle. Use real-life survival techniques to craft, hunt, fight, and gather resources. Build a makeshift shelter or raise a fortress, but always remember to tend to your wounds and maintain mental health. Survive on your own, or try your chances in an up-to-4-player online co-op mode. View and download image Download the image close Close Download this image Fate/Samurai Remnant | PS5, PS4 “Your wish shall perish…” A Holy Grail War begins in Edo Japan. The curtain rises on a new Fate, an action RPG presented by Type-Moon and Koei Tecmo Games. The 4th year of the Keian Era, Edo Period. It has been several decades since the end of a turbulent, blood-soaked era. People were enjoying peace and tranquility, but a battle between seven pairs of Masters and Servants is about to begin as the “Waxing Moon Ritual” unfolds in the shadows. Miyamoto Iori, a young man in Asakusa, finds himself caught in the violence of a Holy Grail War. View and download image Download the image close Close Download this image Crow Country | PS5, PS4 The creators of celebrated point-and-click murder mystery Tangle Tower return with a retro-inspired survival horror set in an abandoned theme park. The year is 1990 and Edward Crow, the owner of the Crow Country theme park, is missing. Two years after he suddenly closed his park, a mysterious young woman called Mara Forest arrives to explore the abandoned property and find its lost owner. Why did Crow really shut down Crow Country and what is Mara Forest’s connection to him? View and download image Download the image close Close Download this image The Invincible | PS5 You are a highly qualified, sharp-witted astrobiologist named Yasna. Being entangled in a space race, you and your crew end up on the unexplored planet Regis III. The scientific journey quickly turns into a search mission for lost crewmates. Follow its trail, but be fully aware that every decision you make can bring you closer to danger. On her journey, Yasna will face decisions that will shape the outcome of the story. Help her make difficult choices and witness one of 11 possible endings to the deeply philosophical story. View and download image Download the image close Close Download this image Conscript | PS5 Conscript is a survival horror game inspired by classics of the genre, blending all the punishing mechanics of older horror games into a cohesive, tense, and unique experience. Set in 1916 during the Great War, you play as a French soldier searching for his missing-in-action brother during the Battle of Verdun. Will you be able to search twisted trenches, navigate overrun forts, and cross no-mans-land to find him, and ensure a home goes unbroken? Survive in an intense, harrowing atmosphere boosted by a unique pixel art aesthetic and oppressive sound design. Navigate intricate level design that promotes item management and route planning, whilst solving complex environmental puzzles. PlayStation Plus Premium View and download image Download the image close Close Download this image Legacy of Kain: Defiance | PS5, PS4 Continue Kain and Raziel’s epic conflict in this faithful emulation of the classic PS2 action-adventure title, Legacy of Kain: Defiance, playable on PS4 and PS5 for the first time. Take control of two powerful and highly evolved vampires: Kain, Emperor of Nosgoth and near-demigod, and Raziel, a wraithlike angel of death. Each equipped with their own legendary sword, Kain & Raziel must battle through a world poisoned by conflict and intrigue as they attempt to unravel their destinies and defeat the dark forces that seek to condemn their world to eternal damnation. *PlayStation Plus Game Catalog and PlayStation Plus Premium/Deluxe lineups may differ by region. Please check PlayStation Store on release day. View the full article
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PSBlog Feed: Little Nightmares III hands-on report
Commander Fury posted a topic in Playstation Blog
There’s a very specific moment in Little Nightmares III that encapsulates the game so perfectly that it sticks with me long after I’ve finished my hands-on. Bandai Namco’s demo, ahead of the game’s PS5 and PS4 release on October 10, knew exactly what it was doing. Picture the scene: I’ve assumed the pigtailed Alone, partner to the raven-masked Low, who is controlled by Bandai Namco’s Global Project Manager Lina Chaghouri. About 40 minutes in, we’re trapped in a shadow-soaked room containing an eerily unmoving man lying in a magician’s box – the type that typically has the magician sawn in half but still miraculously remains whole at the end of the performance. Our only way out? Via an exit too high to reach. After a minute, I realise that the body’s exposed feet act as a handle. Grim. So I guide Alone over to it and pull. With Lina’s help, the box eventually splits into two, but so does the man. His entrails messily leak out as we guide the box to the end of the room so we can escape. It’s macabre, darkly humorous, and demonstrates the essential co-operation that makes Little Nightmares III so wonderfully compelling. Expanding from Little Nightmares II It also happens to be a favourite moment of Coralie Feniello, Bandai Namco’s Global Producer on the game. “In concept, it’s quite simple – pulling, pushing, picking up stuff are all tactile actions that make you feel like a child in that world. And this one is just pulling two boxes, but the setup and the setting of the place makes it memorable. I love having the player do something which is kind of immoral, but it’s the only way for them to get out of a situation.” Fans of the popular horror puzzle platformer series will find these sorts of gruesome scenarios familiar. But what separates Little Nightmares III – thankfully without the entrails – from its siblings is the game’s focus on co-op play. While Little Nightmares II eventually allowed you to journey with an AI companion, its sequel not only has this feature from the start but also lets a second player control either Low or Alone, as a fully-fledged two-player game. “We learned things from Little Nightmares II and did a lot of playtests,” reveals Coralie. “We basically had to design the game three times, including adding things like cute flavour animations that are specific to single player. We started by designing the multiplayer first, because we wanted to make sure that the AI would behave like a human player. And through every playtest we’ve done, we’ve been checking the player’s enjoyment.” Balancing horror with a friend Chances are, another frightening thought might now be creeping into your head – does the addition of human co-op diminish the scares? “Maintaining horror during co-op can be complicated and was something we thought about a lot at the beginning of development,” says Coralie. “Supermassive Games has been doing multiplayer on the Dark Pictures Anthology for years now, and so it was good for us to work with them on that aspect. “From early playtests, we found that it was fine, and actually created a different type of atmosphere. Sometimes you’ll have players who will get scared because the other player is scared, out of empathy. You’ll also share laughs and experience a wider range of emotions, but I don’t think it’s breaking the scariness.” This tallied with my experience, where the presence of another player created a co-dependency that brought its own sense of dread. Little Nightmares III is driven not just by its creaking, rain-swept, and murky atmosphere but also by tense set pieces where poor collaboration leads to a speedy death. The enemies in the Carnevale demo, both misshapen and grotesque giants and terrifyingly quick puppets, caught Lina and I lacking many times. Sometimes it was because I wasn’t quick enough to smash the decapitated skulls that Lina shot off as the headless puppets stalked her. Another time was an elaborate multi-tiered hide and seek section, which required us to sneak around a kitchen while a giant fed the guts of a corpse to his screaming puppet child. We needed to grab a crank while they were distracted, and I either was too slow to grab it or to find a hiding space after snatching it, resulting in a swift end. I’m used to stomaching my own mistakes, but the pressure to ensure my partner didn’t suffer from my slights only added to the tension. “What’s interesting is that things sometimes take longer to solve in multiplayer,” says Coralie. “You’d think that having two brains makes you go faster, but instead you fight or discuss. It’s not necessarily easier to solve a puzzle.” The power of visual storytelling Despite its intimidating rooms of sudden lightning flashes, rabid chattering puppets, and unidentified things being beaten like a piñata, there are plenty of other, less horrifying moments in Little Nightmares III that rely on fun cooperation. During my time, we hoisted each other up to platforms, repeatedly jumped on a stubborn trapdoor to break through it, and one part had Low open a furnace hatch in order for me to throw coal into it, which activated platforms for us to proceed. A reliance on each other and keenly observing the environment was essential to staying alive, given that the series’ creative choice of keeping its characters mostly voiceless is continued here. “That was quite complicated when conveying moments of the story,” says Coralie. “So we put more elements into the environment instead of having a lot of cutscenes.” It’s a design philosophy extended to the creation of its characters, too. “We always start with a shape,” explains Coralie. “So pigtails for Alone, and the beak for Low. Then you really need also to have some bright colors like the blue cape and green jumpsuit, because that’s super important in a dark environment, but that’s a core pillar of what we call a ‘charming horror’ game, where the children are a ray of hope in it all.” It’s essential to hang on to that hope when you’re surrounded by terrifying, wide-eyed puppets that lurk and loom. You and a friend will be able to see for yourself when Little Nightmares III launches on October 10. View the full article -
Hello! I’m Blake from the Ironwood Studios team and we’re proud to introduce Whispers in the Woods, a major narrative and gameplay expansion to Pacific Drive. When Pacific Drive first launched in February 2024, players joined their trusty station wagon to brave the haunting, anomaly-filled Olympic Exclusion Zone. The game’s unique blend of driving, tense exploration, and scrappy car maintenance quickly resonated with fans of car and survival games alike. Now, we are excited to bring players back to the driver’s seat and back to the Zone in Whispers in the Woods, coming later this year for Playstation 5. Play Video Return to the Zone Whispers in the Woods takes you on a brand-new adventure back into the Olympic Exclusion Zone. Available after your first few hours in the game, the expansion can be pursued alongside your main campaign and explores the rise of a terrifying group of anomaly obsessed fanatics hidden deep within the depths of the forests. With their appearance, the expansion brings a change to the woods of The Zone unlike anything you’ve seen before. Not only do new anomalies roam the forests, but massive effigies adorned with cryptic symbols fill the landscape as the game’s atmosphere takes on a darker more horror focused tone. “From the very beginning, we knew we wanted to take the mysteries of the Olympic Exclusion Zone in a new direction for this Expansion.” says Cassandra Dracott, Creative Director at Ironwood Studios. “We had heard so much feedback and so many stories about the fear people had experienced in Pacific Drive and in With Whispers in the Woods, we knew we wanted to lean hard in that direction.” It’s not just a tonally different experience either. We’ve added an entirely new fully voiced narrative in the expansion and with it, we are able to continue building on the world of the game and the surreal nature of the Zone. We’ll leave you to theorize what happens next – but it wouldn’t be Pacific Drive if we weren’t also giving you new experiences to have with your 4 wheeled companion. Discover Artifacts Whispers in the Woods brings more of everything you’d hope for in a Pacific Drive expansion. New items, car parts, cosmetics, junction types, and anomalies await. We’ve even added new behaviors to old anomalies to help keep you on your toes. The largest and most significant addition however, are the brand new Artifacts. “As you collect these mysterious objects, you will have to contend with their unpredictable car and world altering effects, forcing you to constantly adapt and change your strategy on the fly.” adds Richard Weschler, Lead Designer on Whispers in the Woods. Created by our mysterious group of fanatics, Artifacts are the expansion’s gameplay centerpiece. Inspired by our quirk system, each Artifact is imbued with a condition and an effect said condition creates. Perhaps every time you jump, your car horn honks. Maybe when your car horn honks it also takes damage. While some may grant you strange advantages, others will add twists and turns to how you play. Artifacts can even play off of each other to create chain reactions. It is up to you to figure out which Artifacts are the right ones for your time in the Zone. No matter what type of Artifact you and your wagon find, two things are true: collecting many of them will be critical to your time in the Whispering Woods, and if you hold too many, much more dangerous things deep within the forests will slowly awaken. A major expansion for new and returning players Since its release, we are proud to have more than one million players globally. In the 18 months since launch, we’ve continued to support the game with multiple free updates like April 2025’s Endless Expeditions update, which added endless trips into the Zone, doubled the size of the radio tracklist, and added the suspend run feature. Whispers in the Woods however, is the studio’s most ambitious update yet. With hours of new gameplay and story content, plus an explorable region close to one-third the size of the base game, the expansion represents a significant step forward for both new and returning fans and we’re incredibly excited for everyone to experience it. “We see this release as both for our longtime players and a welcome sign for newcomers,” Cassandra adds. “If you’ve been driving through the Zone since day one, Whispers in the Woods is going to add a brand new, more terrifying take on the Olympic Exclusion Zone. And if you’re just starting out, this expansion marks the best version of the game to date with new systems and content to find and explore.” Whether you’re returning to your familiar station wagon or starting fresh on your first trip into the Zone, Pacific Drive: Whispers in the Woods offers a haunting new journey and we can’t wait for you to experience it later this year on Playstation 5. View the full article
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With Destiny 2: The Edge of Fate, the Destiny development team launched a new saga for Guardians everywhere. In the expansion, players explore the planetoid of Kepler, located on the edge of the Sol system, offering intrigue, adventure, and access to strange powers that Guardians used to solve puzzles, defeat enemies, and progress deeper into the location’s mysteries. Today, the next chapter in the story is unveiled with the Ash & Iron major update. Ash & Iron will feature, among other rewards and activities, a new Exotic Mission (coming in October) and a new three-player activity known as Reclaim. A fast-paced and constantly evolving Fireteam Ops activity, Reclaim will find Guardians searching for Golden Age tech in the Plaguelands, which just so happens to be the foothold for antagonist Maya Sundaresh. “The Vanguard is sending Guardians in on what feels like a form of guerrilla warfare — short, sharp strikes to reclaim territory and recover Golden Age assets before they can be turned against us,” said Destiny 2 design lead Clayton Kisko. “The Vex are the primary force holding these zones, but they’re not alone. Reclaim is all about methodically dismantling Maya’s presence, uncovering what her motivation is for pursuing the Golden Age technology, and reestablishing control in an area that’s been contested for too long.” What will be standing in Guardians’ way is more than just those pesky Vex. One of the pillars for Reclaim was variety and dynamic challenge. “No two runs should feel exactly alike,” said Destiny 2 creative director Ben Wommack. “One run might ask you to defend a point under waves of enemies, while the next could push you to unlock a Vex code password. Enemy lineups shift between the different versions of Reclaim, and enemy compositions shift between runs. You may face off against Vex forces in one activity and a different enemy faction the next. Bosses are randomized, and between activities, each comes with its own set of mechanics that evolve in higher difficulties.” The strategic elements that result from those dynamic challenges give Reclaim its replayability, offering players multiple ways to complete an encounter. “You might uncover hidden chests tucked away in the environment, track down and eliminate roaming high-value targets, or choose from any of the available encounters scattered around the space — each with their own mechanics and enemy compositions,” said Destiny senior design lead Jason Reynolds. “You’ll also find research objects that can be gathered and turned over to the Vanguard to advance the mission. The ‘problem’ isn’t just about surviving the fight in front of you, it’s about deciding how you want to move the progress meter forward. Do you split up to cover more ground and gather efficiently, or stick together and muscle through one encounter at a time?” That Golden Age tech that you’re hunting for in Reclaim is more than just a sci-fi MacGuffin, too. Uncovering Golden Age devices will offer a chance at buffs that will change a fireteam’s approach to an encounter. “They aren’t entirely predictable, which adds to the excitement, but they also reward exploration and awareness,” said Kisko. “A team that communicates, checks side paths, and experiments a bit is going to have a better chance of uncovering these advantages than one that just burns straight through the objective. It’s another way for us to reward attentiveness and teamwork. And how about this for a tease: We have one that makes you eternally radiant AND amplified for the remainder of the activity.” “When you layer in the Golden Age buff system, suddenly every run becomes a mix of tactical decisions and on-the-fly problem solving,” said Wommack. “That’s the essence of Reclaim: different fireteams can succeed in different ways, and your choices shape the path through each playthrough.” The new Reclaim activity is available today with the launch of the Ash & Iron major update in Destiny 2. In addition, today Bungie revealed the next expansion in the Fate Saga, Destiny 2: Renegades, inspired by the Star Wars universe. Following the events of The Edge of Fate, players will defy the Vanguard to pursue Drifter across Sol, navigating a world of shadows and syndicates in the new social hub, Tharsis Outpost, as they work across story missions to build a crew and resist a rising faction tied to the Nine. Play Video At the heart of Renegades is the Lawless Frontier, a chaotic, cooperative new game mode, where players take on a variety of high-risk jobs and contracts to earn reputation, unlock all-new Renegade abilities that change the tide of battle, and wield weapons that include the iconic Praxic Blade and an energy-based arsenal from the new Blaster archetype. Beyond this frontier, players will venture off-planet to face unique challenges in a new dungeon launching shortly after release. Destiny 2 Renegades is available for pre-order now and launches on December 2. 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While the world was officially introduced to PlayStation back in 1994, this month heralds another special occasion in PlayStation history worth celebrating. September 2025 marks 30 years since PlayStation launched in North America and Europe, bringing players together across the world with the gift of gaming. To keep our 30th anniversary celebration going, we want to see and hear your stories with PlayStation over the last three decades. To do that, through the month of September we’re inviting players to share the memories of your journey with PlayStation. Here’s how: How to Participate Starting today through September 23, 2025, players can share pictures or videos of their memories with PlayStation – unboxing a console from the original PlayStation to PS5, receiving one as a gift, holding a favorite controller or PlayStation exclusive title – on X or Instagram using the hashtag #PlayStation30Memories*. Make sure to tell us your name, where you’re from, and the story behind your memory. At the end of that submission window, we’ll select memories to be included in a 30th Anniversary highlight reel to commemorate our journey together and share on our blog and social channels. We can’t wait to go on this trip down memory lane with you, and to continue making new ones. *By posting a photo or video with the #PlayStation30Memories hashtag to X or Instagram between now and September 23, 2025 you are agreeing that Sony Interactive Entertainment LLC may use the content (including your social media username, name, and location) as described in your post, edit and display it alongside other content and to promote it as part of the PlayStation 30th Anniversary campaign. Posts should comply with the X and Instagram terms of service (as applicable). This promotion is not associated with or sponsored, endorsed, or administered by X or Instagram. View the full article
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It’s been a really long wait, but Hollow Knight: Silksong, Team Cherry’s sequel to the beloved side-scrolling search-action game Hollow Knight is finally here. The game introduces a whole lot of changes and additions to what made Hollow Knight great, expanding on both the formula of a classic and some key elements of the side-scrolling exploration-action genre in general. Here’s a semi-spoilery look at what I’ve seen in Pharloom so far — we won’t talk about the story or any major developments, but if you want to discover all the new mechanics and touches yourself, dig into the game before reading on. Spoiler warning: If you’d like to avoid light spoilers for Hollow Knight and Hollow Knight: Silksong, do not continue. Silksong makes healing a whole new tactical decision Hollow Knight’s healing system is one of its essential features, setting the pace of combat and creating an intense risk-reward calculus within every fight. As long as you’ve got enough Soul stored up from hitting enemies, you can hold Circle to heal a single point of health at any time — but you need to stand still for about three seconds to do it. Silksong gives you a faster, more versatile heal. You still charge it by hitting enemies — gathering Silk rather than Soul — but hitting Circle once activates Bind, a healing move you can use anywhere, even in mid-air. Instead of getting one point of health back, you get three, but you can only heal when your Silk is full and healing always costs all your Silk. And like in Hollow Knight, Silk powers some of your strongest abilities. Those adjustments to healing completely change the calculus of when and where to heal, setting a faster tempo for combat in Silksong that’s just as tactical. Enemies are smarter and more defensive You’ll often find your opponents feinting, backstepping, and guarding against your attacks and trying to counter. Many opponents are aggressive, but also defensively minded, forcing you to think about your moves and fight carefully. This feels like a story choice as well as a gameplay one; in Hollow Knight, most enemies were almost like zombies due to a strange infection. The enemies of Silksong are aggressive and dangerous, but often still have their wits about them, and it shows in how they fight. Leaping to ledges is quick, agile, and easy Hornet is more acrobatic than Hollow Knight’s protagonist, with the ability to grab the edges of platforms and pull herself up. You can also jump straight from the edge of a platform to your next ledge, which speeds up platforming significantly. Mantling also seems to provide a few invincibility frames — great if you’re on the run from a pesky flying enemy. The world is full of other characters (and more straightforward side quests) Unlike in Hollow Knight, which took place in a ruined kingdom, Silksong’s setting of Pharloom is very much alive. You’ll meet plenty of people on your journey, many of whom will give you side quests. Those quests are now tracked in your menu, a marked departure from the minimalist, Souls-like approach in Hollow Knight. It’s worth checking back in at settlements you find and with characters you meet, too, as their stories unfold. You can set traps for your enemies… You’ll eventually unlock all the abilities that Hornet used against you in boss fights in Hollow Knight. These include the thread traps she can set that are activated if enemies walk into them or hit them with an object, throwing knives, and a whole lot of other options. There’s a large variety of tools to unlock, giving you a lot of options for how to approach a fight. …and they’ll set them for you Pharloom is full of deadly traps, and certain locations have some particularly devious ones. Hollow Knight had the occasional breakaway floor, but in Silksong, you need to keep your wits about you, lest you break a tripwire and get skewered by spikes. You’ve got a huge number of character build options Alongside tools and traps are Hornet’s Crests, which you can unlock throughout your adventure. Crests change your whole combat style — the Wanderer crest gives you speedy attacks with a shorter range, for instance, while the Beast crest’s strikes are more like raking claws over your enemies and cover a larger area. Crests all have different layouts for charms, affecting your loadout, and some come with different takes on your Bind ability. When you Bind while wearing the Reaper crest, for instance, you get a short period where your attacks will generate more Silk — great for boss fights where you need to heal often. The game is full of gorgeous little touches With such a long development, Team Cherry has had time to put in a lot of great little extras. Watch for tiny ants to carry the pieces of your defeated foes back to their homes for dinner. And once you unlock the musical Needolin, try playing it for different characters to see what happens. This only scratches the surface of what there is to discover in Hollow Knight: Silksong. You can start your journey up Pharloom’s pilgrim trail right now — grab it at PlayStation Store. View the full article
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It’s been a hot minute since the last Digimon game graced our screens, but the wait is nearly over – Digimon Story Time Stranger will be advancing the series in fresh ways when it hits PS5 on October 3. I was lucky enough to spend some time with the monster-taming RPG to find out what evolutions await. An intriguing story, set within stunning sights My introduction to this new era of Digimon was bookended by two separate story beats. The first was the opening of the game, where I chose Dan Yuki (and then later Kanan Yuki, but my choice didn’t affect the story) of ADAMAS, a secret organisation charged with investigating and fixing anomalous phenomena. And it just so happens there’s one in Shinjuku. A trek across my starting point in Tokyo led to an encounter with some Digimon within a perilous underground section, a broken and abandoned office space, and eventually a fraught battle on top of a skyscraper. While this created a good foundation for the game, the second story section was a comparative explosion of colourful fantasy, letting me explore the Digital World’s Abyss Area. Sure, Tokyo has its charms, but the Abyss Area’s beautiful and unapologetic depiction of the Digimon culture ranks as one of the most impressive sights in the series to date. Between the clear pools, shimmering rock formations, and a group of Digimon revering MarineAngemon singing and dancing, it was an unforgettable set-up that truly showed off the glossy, anime-style visuals. It has a mature side The Digimon series is no stranger to deep themes and topics, so fans will be happy to hear that even this curated playtest showed signs that Time Stranger isn’t going to shy away from big questions. Between the two story sections, there were already clear indications that there’s an exploration of interspecies war between the Digimon and Titans, the pressure of societal expectations, and even the navigation of mental health when I was visiting Shellmon and trying to discover why they haven’t left their home. There are still plenty of light-hearted laughs Even when the stakes are high, Digimon Story Time Stranger doesn’t forget its Saturday morning cartoon influences, either. Any brooding is balanced by its desire to have fun and deliver a lightness of touch, whether it’s through the idle animations of your party members, its joyful voice acting, humorous dialogue choices when talking to NPCs, or the ability to collect a variety of incidental cards and costumes. Not to mention that, yes, you can ride some of the Digimon in your team via the DigiRide option. Does it make traversing the environment any quicker? Only in some cases. But is it fun to see your agent hop on Leomon’s shoulder as you romp through a kaleidoscopic land of wonder? Oh yes. Starting out with familiar RPG elements Digimon Story Time Stranger’s tried and tested battle system has plenty of familiarities to get you started. My first encounter with the cute digital monsters offered me a choice between the Data mammal Patamon, Vaccine sea beast Gomamon, or Virus little devil DemiDevimon. As usual, this is a gentle intro to the ‘rock-paper-scissors’ attribute system that sets up the turn-based battle mechanic – Vaccine is strong against Virus, Virus is powerful against Data, and Data is best against Vaccine. But on top of that, they can possess four other attributes and 11 elements such as Water, Plant, and Dark, meaning there are a vast combination of how your 450+ Digimon can shape up. Which translates into varied and strategic combat to figure out how to exploit your enemy’s vulnerabilities. DigiAttacks, new Personality system, and more What’s more of a surprise is the intricacies added to the battle system. For one, enemies are now visible on-screen, so you can sometimes avoid them or trigger pre-emptive strikes by pressing R2 for a DigiAttack, which can instantly defeat weaker foes. I also got to play with the Personality system, which is designed to make each Digimon more individual. Depending on where your beastie lines up within the 16 different personality types, bracketed into Philanthropy, Valor, Wisdom, and Amicability, you’ll benefit from stat and skill perks. For example, ‘Friendly’ gives Defence and Attack buffs when coupled with the Slow Starter personality skill, which provides attack boosts from round four onward. These personalities can be changed based on mini conversations you have with your Digimon, too. During quiet moments, you can engage with your pals, who will ask curious questions. My Leomon enquired if I was being reckless and that maybe I should take a break. When I replied with gratitude, they responded that they simply didn’t want me to collapse, which then turned their personality to Philanthropy. Another time, my Dinohyumon asked the surprisingly philosophical question if we can overcome anything by being brave, to which I responded that “other things mattered, too”. He sighed with “ugh, that’s tough,” and I was given the option to replace an old personality skill with the new one of First in Line, so in subsequent battles, he always got to act before everyone else. Handy. So many mysteries to uncover In the near couple of hours I played, it was clear that Digimon Story Time Stranger was rife with secrets. I briefly got to explore the In-Between Theatre, a multi-dimensional space populated with odd faceless beings and managed by recurring character Mirei Mikagura. While the Theatre could be used to travel to other areas, there were clearly other uses and elements it was hiding beneath its luxurious décor. There were also lots of nice little gameplay elements to keep things fresh, including a thrilling chase sequence where I had to escape from a brutal MetalGreymon, and the ability to use R2 when exploring to blast through obstructions and also receive hints when noteworthy items were nearby. There’ll be plenty more to discover across time and space when Digimon Story Time Stranger releases on October 3 on PS5 – and based on my experiences you’re going to have the time of your digital life. View the full article
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This past week players snuck through Metal Gear Solid Delta: Snake Eater and shared memorable moments using #PSshare #PSBlog. Here are this week’s highlights: Michael_Jambor shares a detailed close-up of Snake’s face AreeLyBadPun shares a faceoff with a crocodile georgie_1986_ shares a sharp-looking scientist crisg_art shares Snake ready for the hunt mungui_zero shares tactical tree action TakaSanGames shares a delicious meal 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. As for next week…Share of the Week will be taking a short break! Check back in a few weeks when we focus our lens on Fall games. View the full article
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It’s time to see which PS5, PS4, PS VR2, and free-to-play games topped last month’s download charts. August continued sports supremacy as Madden NFL 26 led the charge on the charts in the US, while Mafia: The Old Country had success on both the US and EU charts for PS5, and Delta Force dominated the free-to-play charts in both the US and EU. Check out the full listings below. What titles are you playing this month? PS5 Games US/CanadaEUMadden NFL 26Mafia: The Old CountryReady or NotGrand Theft Auto VMafia: The Old CountryReady or NotGears of War: ReloadedForza Horizon 5College Football 26MinecraftGrand Theft Auto VMETAL GEAR SOLID Δ: SNAKE EATERMETAL GEAR SOLID Δ: SNAKE EATERGears of War: ReloadedMinecraftThe Crew MotorfestForza Horizon 5Clair Obscur: Expedition 33Call of Duty: Black Ops 6It Takes TwoHELLDIVERS 2Among UsDemon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2Hogwarts LegacyWWE 2K25The Witcher 3: Wild HuntClair Obscur: Expedition 33CarX StreetMidnight Murder ClubWWE 2K25Mortal Kombat 1GroundedMLB The Show 25F1 25CarX StreetSplit FictionGroundedNo Man’s SkyPhasmophobiaRaft *Naming of products may differ between regions *Upgrades not included PS4 Games US/CanadaEURed Dead Redemption 2Red Dead Redemption 2Batman: Arkham KnightA Way OutA Way OutBatman: Arkham KnightBattlefield 4Grand Theft Auto VNeed for Speed HeatNeed for Speed HeatGrand Theft Auto VUnravel TwoMortal Kombat XMinecraftMinecraftBatman: Return to ArkhamBatman: Return to ArkhamBattlefield 4STAR WARS Battlefront IIAssassin’s Creed SyndicateMiddle-earth: Shadow of WarWatch Dogs 2Alien: IsolationAssassin’s Creed UnityGang BeastsThe ForestWatch Dogs 2Mortal Kombat XThe Walking Dead: The Telltale Definitive SeriesAssassin’s Creed OdysseyCall of Duty: Black Ops IIIMiddle-earth: Shadow of WarTom Clancy’s Ghost Recon BreakpointKingdom Come: DeliveranceThe ForestMafia: TrilogyBloodborneBattlefield VInjustice 2Assassin’s Creed Origins *Naming of products may differ between regions PS VR2 Games* US/CanadaEUBeat SaberBeat SaberCreed: Rise to Glory – Championship EditionCreed: Rise to Glory – Championship EditionAlien: Rogue Incursion VRJob SimulatorAmong Us 3D: VRAlien: Rogue Incursion VRJob SimulatorKayak VR: MirageSkydance’s BEHEMOTHSkydance’s BEHEMOTHGORN 2Among Us 3D: VRPavlovDead Land 2 VRArizona Sunshine 2Flight Simulator Delivery 2025 VRBefore Your EyesHorizon Call of the Mountain *PlayStation Store purchases only. Game upgrades or games bundled with hardware not included Free to Play (PS5 + PS4) US/CanadaEUDelta Force (F2P)Delta Force (F2P)RobloxRobloxFortniteFortniteTom Clancy’s Rainbow Six Siege X – Free AccessTom Clancy’s Rainbow Six Siege X – Free AccessCall of Duty: WarzoneCall of Duty: WarzoneRocket LeagueRocket LeagueMarvel RivalseFootballFall GuysAsphalt LegendsAsphalt LegendsFall GuysApex LegendsVALORANT View the full article
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Dragon Quest is one of the most acclaimed and influential series in gaming. If you’ve ever played a Japanese (or Japanese-inspired) RPG, it probably owes a debt to this amazing franchise. And it all started with Dragon Quest I and Dragon Quest II. These games captivated players by sending them on epic adventures across expansive worlds full of imaginative locales, while battling all manner of monsters. It was an experience like few others. Play Video New Gameplay Overview Trailer offers a look at exploration, combat, party lineup, and more. Now these games are hitting PlayStation consoles for the first time in Dragon Quest I & II HD-2D Remake. These are no simple retro revivals though – both games have been fully remade and enhanced, with new features that make them feel fresh and modern without sacrificing their original charm. They’ve been rebuilt in the stunning HD-2D visual style made famous by series like Octopath Traveler, and feature additional content, gameplay improvements, tons of quality-of-life features like objective markers and auto-battle features and much more. It’s basically two of the most respected RPGs ever made, but made better. If you’re a fan of the genre, they’re a must-play. But what went into the game and their many enhancements? We spoke to Dragon Quest I & II HD-2D Remake Producer Masaaki Hayasaka to find out: Why did you decide to remake Dragon Quest I and II? There have been lots of ports and remasters of Dragon Quest I, II and III released over the years, but there hasn’t been a full remake in a very long time. Octopath Traveler established the HD-2D graphical style, and with HD-2D graphics, the more retro a game is, the more its true value is revealed. Since the titles that make up the Erdrick trilogy are the most retro of all the Dragon Quest titles, and the starting point of the franchise as a whole, we realised that the HD-2D style would be a perfect fit, and so we resolved to remake them. Why did you decide to include both remakes in one package? The main reasons behind this were to do with the practicalities of production. If we had decided to release Dragon Quest I and II as separate titles, then there would have been a lot to consider: like how we price the games appropriately for the amount of content, how that pricing would affect players’ perceptions of the games, what to do about release windows etc. Another big factor behind this decision was that releasing both games as a single set would mean that we could present players with a package that wraps up the Erdrick Trilogy quicker than having two separate releases. Making everything separately would have taken much more time. Why did you feel that HD-2D was the right visual style to rebuild these games? As I mentioned previously, the more retro a game is, the more HD-2D really shows its true value. Having worked on HD-2D titles ever since the launch of Octopath Traveler, I got to see for myself how the HD-2D style came into existence, and how it was received by the world. Also, the Live a Live remake—also made by Square Enix’s Team Asano—was the first instance of a HD-2D remake title, and that was very well received, so it gave me confidence as I embarked on this project. It’s a very beautiful game. How did you approach the challenge of turning 2D environments into visually impressive 3D ones? The most difficult thing about converting 2D into 3D was the environments. For this remake, we more-or-less adhered to the structures of the environments from the original game, from the placement of the buildings in the towns to the positioning and path making of the staircases in the dungeons (I would love for someone to look at the environments from directly above and compare them with the original game!). So even though the game’s visuals have been changed significantly, I wanted people who played the original game to still be able to rely on their memories of it — to be able to say, “I seem to remember that if I go over here, then I’ll find this thing… Yep! There it is!”. Taking aspects of the original game that were designed in 2D and recreating them in 3D while still preserving the structure of the original really puts your level-design skills to the test, but the map team and the planning team did a fantastic job, which meant that we were able to achieve just what we set out to do. Why did you decide to release this after Dragon Quest III HD-2D Remake? When I think about I, II and III, I think that Dragon Quest III was the most complete title out of the three, including in terms of its game mechanics. Dragon Quest III was also a cultural phenomenon in Japan, and I had some discussions with Yuji Horii in which he said he’d like to see the Erdrick Trilogy remade with Dragon Quest III coming out first as a sort of entry point, so that was how the Dragon Quest III remake got started. So it was decided at the very beginning of the project that we wanted the games to be played in the order III, I, II. Do you need to have played Dragon Quest III HD-2D Remake to enjoy these games? Dragon Quests I, II and III all tell standalone stories, so of course players can enjoy these games without having played Dragon Quest III. However, these remakes offer a fresh retelling of the story of Erdrick in chronological order starting with Dragon Quest III, followed by I and II, and there are certain twists and turns in store that will be particularly surprising if you play the games in that order, so I would like for people to play the HD-2D remakes in the order III, I, II, and from a developer standpoint as well, I recommend playing them in that order! Why do you think Dragon Quest I and II still hold up as great games, even so many years later? I think a big part of it could be that these titles hold the distinction of being the starting point of the Dragon Quest series, which has endured for around 40 years, as well as the starting point of JRPGs themselves. I think that you could say this of other IPs as well, but when you find a series that you like, you naturally reach a point where you want to play the first title in the series. On top of that, Dragon Quest was a pioneering title that influenced many of the JRPGs that came after it. And so when people actually try Dragon Quests I and II for themselves and get a sense of all these elements that have appeared again in all kinds of JRPGs, I think they come to understand why it’s such a masterpiece. For many people, particularly regions outside Japan and America, this will be their first time experiencing these games. Why should RPG fans be excited to play these titles? Recently, a lot of RPGs have adopted more action gameplay elements, but this remake respects the original, and it’s presented in a classic command-battle RPG style. The enemy encounters are random as well, rather than being triggered by walking up to monsters on the map. So conversely, titles like this are actually rare nowadays, and it feels like we may have gone full circle, to the point that they’re now considered fresh again. As I mentioned previously, these games have influenced a huge number of JRPGs—it isn’t really possible to talk about JRPGs without mentioning them—so I believe that people are going to find them really interesting to play, precisely because of when they’re coming out. What were your key priorities when you started development of these games? When we were working on the recent HD-2D remake of Dragon Quest III, our goal was to avoid tampering with the original as far as possible, and to only add a little embellishment. For this title, however, our approach was that we could change as much as we wanted to, as long as the core of the game was still intact, and we placed great importance on the knowledge that we could make changes. That being said, if we had made too many changes, then we would have transformed the game into something completely different. But if we had restricted ourselves too much on what we could change, then people would have said, “why not just play the original?”. So we were particularly careful about finding that balance, and I think that in the end, we landed on something that is really good. How have you made these games more convenient for modern players? When we were working on the Dragon Quest III remake, we did a lot of work to improve playability. We added an autosave feature, a quick restart following a game over, location guides, destination markers, difficulty options, enemy weakness indicators, UI control improvements etc., etc. And for this game we have also included the Short-Cut Commands feature, which allows players to set shortcuts for their favourite commands to specific buttons, which should scratch the itch for most players. So I think that this game offers an appropriate level of user-friendliness for a modern title. Both games feature additional scenarios. Why did you want to add these into the games? The original games were obviously released in the order I, II, III, but as I said earlier, we’re releasing them in the order III, I, II this time around. The revelation that the original Dragon Quest III had a narrative connection with Dragon Quest I was hugely impactful, but we couldn’t replicate that in the remakes. So instead, we decided to release them in the order that the events of the Erdrick Trilogy take place, starting with III, followed by I and II, and we decided to make the most of this by adding some new story elements. Without spoiling anything, what additional story elements do people have to look forward to in the games? I think the phrase, “epic conclusion” just about sums it up. We added some elements of foreshadowing in the recent Dragon Quest III remake, including some mysteries that don’t get tied up in that game, and for this title, we have incorporated all sorts of content: some things that aren’t addressed at all in the original game, some things that we think fans of the original will be curious to know more about, and some twists that I don’t think anybody will see coming. I think that there are quite a few surprises in store for anyone playing this game. I can’t wait to hear what everybody makes of this once the game is out. How difficult was it to add elements to these games so that they felt natural, but didn’t detract from the original charm? During development, we had to keep in mind that we wanted to strike the balance between making changes wherever we saw fit, without undermining the original game, so this was something that was constantly playing on our minds. However, we also had Horii-san on our side, so we were constantly having discussions with him, and we were able to move forwards with development one step at a time. Why have you added the Princess of Cannock as a new playable character in Dragon Quest II? We wanted to come up with something that would make this title stand out. There are a lot of examples of remakes of mainline Dragon Quest titles adding new vocations or new party members, and we were aware that these had been very well received by fans. The recent remake of Dragon Quest III included the new monster wrangler vocation. Since this game is a sequel to Dragon Quest III, we knew that we had to come up with a standout new feature that measured up to the monster wrangler, and so we came up with this idea for the Princess of Cannock. She appears in the original game as well, and just like the game’s protagonist, she too is a descendant of Erdrick, so there was a lot of speculation among fans that she might become a party character at some point. I don’t think there’s anybody better suited to the role than her. What lessons did you learn from Dragon Quest III HD-2D Remake and how have they helped you develop this title? Dragon Quest III taught me that everybody has their own opinions on what they think a remake title should look like. The more famous a game is, the greater the variety of people’s opinions about what they expect to be included and what would be the best approach. And this isn’t just true of players; it’s true of developers as well. It’s physically impossible to satisfy everyone’s desires for a remake, so you have to try and find the best approach that you think will please fans the most, while also taking into account time constraints and the limitations of the game structure as well. The scope for what we’re changing is much bigger for this remake of Dragon Quest I and II than it was for the Dragon Quest III remake, so the decision-making process for which of those opinions we adopt and which we disregard was considerably more difficult. That being said, our stance during development was always to take the approach that we knew would please the largest number of people. What have been the most challenging things about developing Dragon Quest I & II HD-2D Remake? That would have to be the story. For RPGs, the story is the root out of which everything else grows. The environments, character sprites and other aspects of the game are the branches and leaves that grow out of that root, so development can’t move forwards until the story is decided upon. The more you tweak the story, the more difficult it is to remake the game, and for this game we certainly made some major enhancements to the story. We spent a lot of time on the story, including discussions and tweaks with Horii-san, so I think you could say that this was a pretty major challenge. How did you overcome these challenges? A lot of very dependable staff joined the project partway through, both internally and externally. Thanks to them we were somehow able to figure it out. If those people hadn’t joined the project, then I think it would still be unfinished even now. I think that this is true of any project, and not just games, but ultimately it all depends on the talents of each individual member of the team. I am truly grateful to each and every member of this team. What are you most excited for fans to discover when they play Dragon Quest I & II HD-2D Remake? I can’t reveal any details yet, but I think that the new story content will really resonate with a lot of Dragon Quest fans, regardless of whether they’ve played the original or not. I hope fans will look forward to this. Also, just like with the Dragon Quest III remake, Dragon Quests I and II feature a lot of famous lines of dialogue, events and characters. Try to spot all the different references as you play through the main story! I hope that people will really enjoy this title that serves as both the starting point of the Dragon Quest franchise, and the starting point of JRPGs in general! And I also hope that people will enjoy seeing the story of Erdrick through to its conclusion! Many thanks to Hayasaka-san for answering our many questions about the game. Here’s one more you might have: when can I play it?! Dragon Quest I & II HD-2D Remake launches October 30, 2025 on PS5. It’s available to preorder now – we can’t wait for you to discover what these two games have in store! View the full article