Sonny Lee joins Double Dragon Gaiden: Rise of the Dragons with free DLC April 4

The Lee family is reuniting once again to rid the streets of crime as Billy and Jimmy Lee’s cousin, Sonny Lee, is joining Double Dragon Gaiden: Rise of the Dragons on April 4. An unconventional fighter, Sonny thrashes his enemies with a flurry of punches and kicks to prove he’s just as powerful as his cousins.


Sonny Lee joins Double Dragon Gaiden: Rise of the Dragons with free DLC April 4

First appearing in Double Dragon 3: The Rosetta Stone, Sonny Lee joins Double Dragon Gaiden as part of the free Sacred Reunion DLC coming to PlayStation 5 and PlayStation 4. Sonny is the lazy, distant cousin of the Lee brothers, but just like Billy and Jimmy, he has practiced the art of Sōsetsuken since he was young. However, Sonny has a hard time keeping up. He opts to give the ancient technique his own creative spin and now wanders the streets to test the might of his new moves.

Also joining Sonny in the Sacred Reunion DLC is the secret assassin Ranzou and one additional mystery fighter. Ranzou is a mysterious young ninja from a secret organization, known as The Secret Society of Ninjas. He has no stake in the fate of New York, but he is sent here by his organization as a test of his abilities. Along with the new characters, the Sacred Reunion DLC will include Survival mode, Versus mode and online co-op.

As a fighter, Sonny distinguishes himself as a rushdown/offensive warrior. He executes an action attack similar to a quick breakdance maneuver that travels a short distance and covers threats from all directions. Despite his Sōsetsuken roots, we wanted to ensure that Sonny is his own character, and he is designed to play differently from Billy and Jimmy with much more eccentric moves. His role as the familial outcast significantly influences his fighting style, resulting in a blend of showboating and non-traditional stances. Sonny’s distinctive approach to combat reflects his individuality within the family dynamic, which gives him more depth and personality, allowing him to shine brighter in the game.

Furthermore, our commitment to providing each character with a distinct fighting style facilitated the exploration and implementation of Sonny’s unconventional techniques. This emphasis on uniqueness granted us the flexibility to fully develop Sonny’s distinctive combat style, enhancing the overall gameplay experience.

Quick attacks, dodges and unexpected movements are what drive Sonny’s attacks. This includes the special move Feigning Dragon where Sonny pretends to fall back while knocking enemies far away with a barrage of punches and kicks. This is a very quick aerial move that can be easily used to cause high damage from opposite directions. It can be used as a great combo ender, but the move makes Sonny vulnerable upon landing.

Another special move of Sonny’s is Dragon’s Regret, which allows Sonny to dish out rapid punches. Activating this move allows Sonny to potentially travel across the screen while attacking, but if you hold the attack in the opposite direction when the move ends, you can deliver a final punch in the opposite direction. Dragon’s Regret is a great combo starter and extension.

The last move we’re going to talk about is the Sleeping Dragon. This is a quick jump kick, followed by an elbow drop to knock down nearby enemies. Sleeping Dragon covers a large amount of ground and can be used as an anti-air attack and as a combo extension.

Celebrate the Lee boys getting the band back together when the Sacred Reunion DLC releases April 4 on PlayStation 5 and PlayStation 4 as a free update to Double Dragon Gaiden: Rise of the Dragons.

Share of the Week: EA Sports F1 23

Last week, we hit the track with EA Sports F1 23, and asked you to share moments behind the wheel using #PSshare #PSBlog. Here are this week’s highlights:

guneetsingh1111 shares a blurry race shot of a car shot from the back wheel perspective

call_me_xavii shares a close up of a driver

Defalt368 shares a blurry car in the foreground with a car behind it in focus

visionevp shares an orange car leading the pack around a corner of the track

Pastuzogaming shares a dark red car making practice loops

_pedrorsoliveira   shares an aerial red car zooming by with motion blur.

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

THEME:  Final Fantasy VII Rebirth
SUBMIT BY: 11:59 PM PT on March 20, 2024

Next week, we’re turning our focus to Final Fantasy VII Rebirth. Avoiding spoilers, share eye-catching moments using #PSshare #PSBlog for a chance to be featured.

Start your Early Access journey today in MLB The Show 24

Early Access in MLB The Show 24 starts today, March 15, and it’s your chance to get a jump on the competition this year. With new Programs, events, Packs, and Player Items there’s no shortage of content to make your pre-season eventful. There’s so much to do before MLB The Show 24’s full launch on March 19, so let’s take a minute to go over some of the most impactful content made available to you during Early Access.

(Early Access is available globally for anyone who purchases the MVP, Digital Deluxe, or Negro Leagues Editions).

Check out the latest new features and everything coming to MLB The Show 24 today:


Start your Early Access journey today in MLB The Show 24

Start your Early Access to-do list today

Where should you start in Diamond Dynasty? The aptly named Starter Program is where you’ll explore Diamond Dynasty content through Moments, multiplayer and single player missions, Collections, Exchanges, and a Showdown to add veteran Rafael Palmeiro and All-Star Sandy Alcantara to your squad. Next, leap into the Spring Breakout Program to celebrate the MLB’s Spring Breakout event featuring some of the best and brightest prospects in baseball to earn Spring Breakout 89 OVR players series Dylan Crews and Colson Montgomery, 87 OVR players Jacob Misiorowski and James Wood, and 85 OVR players Kyle Manzardo, Termarr Johnson, and Harry Ford. Afterwards, be sure to check out Team Affinity Season 1: Chapter 1, to play Moments, single player & multiplayer* missions, three associated Conquest maps, a Showdown, and complete Exchanges to earn progress towards 30 New 89 OVR Bosses (one per team, five per division).

Team Affinity Season 1: Chapter 1 Mini Seasons is a great opportunity to earn Packs and Team Affinity vouchers through missions. Pick up a Team Affinity voucher, good towards progress in Team Affinity Season 1: Chapter 1, for every five wins and for each level of playoffs you advance through.

​​

Take on the Welcome to the Show Event using players from new MLB The Show 24 card series including Live Series, Captain Series, and Team Affinity Season 1: Chapter 1 Series’ players to get your mitts on 85 OVR Hyper Grayson Rodriguez at five wins and 90 OVR Standout Anthony Rendon at 20 wins.

In Mini Seasons Classic you’ll build a squad of Player Items from card series new to MLB The Show 24, then play through 28 regular season, three-inning games against teams in the fictional Global Baseball League. Complete goals to earn rewards including exclusive Packs and 2nd Half Heroes 88 OVR Salvador Perez for taking home the Mini Seasons Championship.

Play solo, co-op* with friends, or a mix of both to earn program progress in Ranked 1 Program and climb the leaderboards to earn XP, Stubs, and Packs including Pennant Race, Division Series, Wild Card, Championship Series Packs featuring an array of amazing player items to add to your Diamond Dynasty lineup**.

Draft a 26-player team from a balanced pool of cards then rack up wins against online opponents while avoiding elimination (two losses) in Battle Royale 1 to earn rewards.

In addition to all this amazing content where you’ll earn rewards, including Player Items, for your efforts, be sure to check out The Show Shop where you’ll find two free Packs to get you started in MLB The Show 24 as well as a variety of additional Packs featuring some of your favorite players.

  • Free The Show Pack
  • Free Cornerstone Choice Pack
  • Jumpstart Choice Pack
  • Jumbo The Show Pack
  • Spring Breakout Promo Pack 1
  • Chase Pack 1
  • City Connect Choice Pack
  • Headliners Pack 1

Learn more about what’s new in Diamond Dynasty*** here and additional gameplay updates here.

Over 190 new and returning Legends


Start your Early Access journey today in MLB The Show 24

All your favorite Legends players, along with a few new ones, are back in MLB The Show 24. With over 190 Legends to choose from, add Legends from the past and present to your roster and build a team from the best the league has to offer. Discover historic Legends**** like Henry “Hank” Aaron, Satchel Paige, and Toni Stone to modern-day Legends like Johan Santana, Andrew Miller, and Brain Dozier. Who will you add to your roster?

For the latest updates about MLB The Show, be sure to head over to TheShow.com, sign up for The Scouting Report, and follow our X, Facebook and Instagram accounts. Additional detailed information on MLB The Show 24 can be found in the FAQ.

*Online multiplayer features require internet connection and console-specific online multiplayer subscription.
**Internet connection required to redeem rewards.
***Internet connection required to play Diamond Dynasty mode.
****Internet connection required to play Storylines mode.

Final Fantasy VII Rebirth: How Nobuo Uematsu and Loren Allred created Aerith’s “No Promises to Keep”

We’ll say this up front for those of you still exploring Final Fantasy VII Rebirth’s vast world: there are no late-game story spoilers here. As seen in its pre-release debut via a new trailer late last year, the action RPG’s theme song “No Promises to Keep” is performed in-game by Aerith. Behind the scenes though, the track was composed by Nobuo Uematsu, the legendary composer behind the iconic soundtracks for much of the Final Fantasy series, including Final Fantasy VII Remake. The song’s vocals were performed by American singer Loren Allred, who brought her spellbinding singing voice to the track, augmenting the beautiful—yet tragic—world of Final Fantasy VII Rebirth and the epic story told within it.

The two musicians sat down for an exclusive interview to delve into the behind-the-scenes stories of the creation of this celebrated ballad, inspired by Aerith.


Final Fantasy VII Rebirth: How Nobuo Uematsu and Loren Allred created Aerith’s “No Promises to Keep”

Nobuo Uematsu

Nobuo Uematsu is a Japanese composer whose prominent career started in 1986 when he joined Square, a Tokyo-based video game studio. During his 18 years of tenure as a composer for Square, he contributed to many game scores, including the Final Fantasy series, Final Fantasy Legend, and Chrono Trigger. In 2004, he left Square to establish his own production companies, SMILE PLEASE and Dog Ear Records, where he continued to work on various game music projects. In 2020, Uematsu composed a theme song for Final Fantasy VII Remake, which won the Japan Gold Disc Award for “Soundtrack Album of the Year.” Besides his renowned game scores, he has entered a new realm of global success by producing and directing orchestra world tours. More recently, he has held Nobuo Uematsu conTIKI SHOW, featuring various style performances by Nobuo Uematsu himself and his band, a live performance by his band, and a live reading of “The Story of Blik-O,” an original work for which he wrote both the story and the music.

Loren Allred

Loren Allred is a singer and songwriter who gained acclaim for her astounding vocal performance of the multi-platinum song “Never Enough” from the Oscar-nominated and Grammy award-winning “The Greatest Showman” soundtrack and film. Although she wasn’t a familiar face to the public, in April 2022, Loren appeared on Britain’s Got Talent, where she performed “Never Enough” and received a Golden Buzzer, sending shockwaves throughout the industry. Loren is widely regarded as one of the industry’s greatest voices and has collaborated with Michael Bublé and toured globally with recording legends Andrea Bocelli and David Foster.

Uematsu knew Allred’s singing voice was “it”

PlayStation Blog: As you composed the theme songs of both Remake and Rebirth, what are your feelings about having to work on Final Fantasy VII scores today?

Uematsu: The original Final Fantasy VII was released 27 years ago. I highly doubt that the music from my 30s will resonate with fans today. So, I feel very grateful to be invited back to work on the game scores. Very fortunate, indeed.

To compose “No Promises to Keep,” what kind of communication did you have with the creative director, Tetsuya Nomura, and the scenario writer, Kazushige Nojima?

Uematsu: I think the three of us unanimously had a predetermined vision to go with a ballad. Since I am typically inclined to write ballads, I was hoping for a ballad as it would allow me to create melodies as my heart desired. And it turned out everyone was on the same page. As we watched a provisional scene of Aerith singing, the three of us agreed a classic ballad would be a perfect fit.

Did Mr. Nomura make any specific requests for the song?

Uematsu: No, not really, since we all agreed on a ballad fairly smoothly. However, he did say that he wanted Loren Allred to sing the theme song.

What was your first impression after hearing Loren’s singing voice?

Uematsu: Although I didn’t know her name at that time, I immediately knew she was “it” when I heard her voice. Then I listened to “Never Enough” from “The Greatest Showman” and thought, “She is great. She’s the one we’re looking for!” But we couldn’t get ahead of ourselves because this was before we even contacted her and knew she’d be on board.

What was the inspiration behind No Promises to Keep?

Uematsu: Since it is a ballad, I wanted to make it absolutely electrifying. I was asked to make the song so that the key phrase would play in repetition, and that’s when Harry Nilsson’s “Without You” came to mind. I took inspiration from it and decided to repeat a key phrase in the chorus.

Loren: “Without You” is one of my favorite songs.

Uematsu: Mine, too. But it turned out that no one repeated the key phrases in the lyrics after all [laughs].

Does that mean you started composing the music without Mr. Nojima’s lyrics?

Uematsu: That’s correct. I first composed the melody and gave it to Mr. Nojima and the team. From there, they came up with the lyrics. When I was writing the song, I wanted to make the song memorable and catchy, the same key phrase being repeated again and again.

Loren: So, even though you (Mr. Uematsu) didn’t write the lyrics, you had already envisioned a structure where the chorus would be repeated to make the song more pop?

Uematsu: Yes. I thought repeating key phrases would make the song catchy.

Loren: Cool! That’s interesting!

Mutual trust: how they overcame challenges during recording


So, Loren, please tell us how you felt when Square Enix contacted you.

Loren: It was two years ago when I received an email from Square Enix. However, the message was very vague. I immediately started looking and learned that it was for a game title and that it was a song by Mr. Uematsu. I was already familiar with his work, and I was thrilled to learn that it was for the Final Fantasy franchise. As someone who knew about Aerith’s character growing up, this really meant a lot to me.

What was your prior impression of the Final Fantasy series?

Loren: Final Fantasy is a highly imaginative fantasy game series featuring very complex, engaging characters, and of course, I knew Mr. Uematsu was the composer. Both the story and music are essential aspects of the game.

Uematsu: I am happy you feel that way.

How did you feel when you first listened to “No Promises to Keep?”

Loren: The melody was very prominent. I could palpate sweet and epic moments of the story through the melody and feel the elevation of the song. I thought how amazing it would be to experience all these dynamic sensations in the game. Also, I knew this would be a paramount platform for Aerith to reflect her inner character through lyrics and express it to the fans, as it was her first time singing.

Uematsu: This is the first time I’ve heard this, and I’m glad she sensed exactly what we were aiming for. “No Promises to Keep” is a love song. I wanted it to exude a sweet feeling, but at the same time, evoke the complex feeling as Aerith confessed her feelings. I tried to build up the song as it climaxed, exactly as Loren described.

Loren: One of my initial thoughts was how challenging it would be to sing the song. As a vocalist, I find it easier to sing higher notes with an open mouth to produce the “aa” sound, but many lines of the song ended in the “ee” sound [laughs].

Uematsu: You’ll have to take that up with the English songwriter [laughs].

Was there anything you paid attention to when singing “No Promises to Keep”?

Loren: I wanted to get to know Aerith well, and I also wanted to depict her relationship with Cloud. So, for me to channel her fragile and pure personality, I needed to change certain elements of my natural vocals to match up with her character.

Loren: But I also enjoyed singing the band version* because it allowed me to be me, adding more riffs and fun things.

Uematsu: I agree with you. You seemed to have enjoyed singing the band version more. You nailed singing the orchestral version used in the game, but you were very lively when you were singing the band version. It was fascinating to watch you perform differently, and it made me happy to see two different versions of youself.

Loren: I have done similar work on “The Greatest Showman,” where I provided my singing voice for a character. So, in a way, both of these experiences are like acting. However, since I have my own style outside of movies and games, I’m humbled to hear that you also enjoyed my style of singing.

Were you, Mr. Uematsu, in the studio during the recording sessions?

Uematsu: The Tokyo team and the U.S. team were working remotely during the recording process. Loren was recording in the U.S., and I was in Tokyo, so we didn’t get to work together in person.

Do you have any memorable moments during the recording process?

Loren: I worked remotely with the Japan team. But we had some internet problems and got disconnected occasionally. The line got dropped just as an interpreter translated what had just been said, leaving me to imagine what was being said. When the connection was restored, the call dropped again as I got ready to speak. Because this happened frequently and became a time-consuming process, I asked if they would trust me to sing the song as I saw fit and submit the best recording version. They readily agreed. I was immensely touched by the trust they placed in me. I had a video crew from London with me that day, and it was after 2am when we finally finished shooting, but it was a great experience [laughs].

Uematsu: It wasn’t like we just told her to sing however she was pleased from the get-go; we had communicated precisely and in entirety about how we wanted the song to be sung, like, “I want you to sing this part like this.” We had already discussed and confirmed details when we decided we couldn’t continue with the unstable connection. At that point, we had already established the trust for her to sing independently, so it wasn’t like I offhandedly threw the whole thing over to her [laughs]. So, while I wasn’t there with her to actually watch her sing, I listened to the final version when it was ready.

What did you think when you listened to “No Promises to Keep” by Loren?

Uematsu: One word; amazing! I will never forget it. I received an overwhelming number of emails from different staff members at Square Enix, marveling at the song. Even Kazushige (Nojima) could not hide his excitement. I have written many songs for Final Fantasy, but the reaction we have seen for “No Promises to Keep” is unprecedented. There is something about her singing voice that is truly captivating.

Loren: I’m truly honored. Thank you.

Loren, was there anything different about singing a song for a video game?

Loren: It’s completely different. First of all, since Aerith is a fictitious character, it wasn’t like I could meet her to get to know her. I had to spend a lot of time online to learn about her instead. To top it off, since Final Fantasy has a cross-generational, long-standing fanbase, it’s not the same as singing for a new movie. I feel fortunate to have had the opportunity to sing for a game title, as I know how unique and fascinating the gaming world is.

Uematsu: You are absolutely right about being unable to talk to Aerith. As a composer, I have someone to consult with, like the director. Still, Loren, being so far away from Japan, probably found it difficult to ask questions to get more insights and immerse herself in the world of Final Fantasy VII Rebirth.

Loren: I did a lot of research on YouTube and Wikipedia and read so many articles.

Finally, do you have a message for the Final Fantasy VII Rebirth fans?

Loren: I am truly honored to have worked on such a well-loved game title and be the singing voice for a beloved character. I cannot wait for everyone around the world to play the game and listen to “No Promises to Keep.” I know many people were anticipating the release of Final Fantasy VII Rebirth, and I could not be more thrilled to imagine how the scene of Aerith singing the song would touch fans.

Uematsu: This marked another milestone in my book to have written one more song for the Final Fantasy series that I am genuinely proud of. Both the orchestral version and the band version are amazing, and I can’t wait for everyone to listen to the song. I hope “No Promises to Keep” will be loved for a very long time, just as much as the memories of Aerith.

“No Promises to Keep” will be available on Spotify, Apple Music and other streaming services from March 20. There is also a Final Fantasy Spotify playlist, featuring classic tracks from across the franchise, that you can listen to here.

 *The single also includes “No Promises to Keep” band version.

Helldivers 2: new official merchandise available on PlayStation Gear, select retailers from today

Following the successful launch of Arrowhead Game Studios’ third-person co-op adventure, Sony Interactive Entertainment has just upped the ante for Helldivers 2 fans everywhere by launching an exclusive line of official merchandise designed to bring the game’s adrenaline-pumping action into the real world. 

The exciting collection features everything from apparel to accessories, crafted to embody the spirit of the game. Gamers are invited to sport the striking designs that capture the essence of Super Earth’s battle for freedom and democracy.  

This exclusive merchandise is now available for purchase in the United States, Latin America*, and the European Union**. Gamers can access the collection directly from PlayStation Gear: United States & Latin America players from here , and EU players (for selected countries) from here.

The collection will also be available at Amazon, Insert Coin as well as other select retailers. Make sure you check back in for a wider product assortment launching over the next few months.

We’re thrilled to offer our dedicated community the chance to take their Helldivers 2 experience to the next level. With this merchandise line, fans can proudly display their allegiance to Super Earth, whatever their role in the Galactic War may be.

Available now, gamers can get their hands on these exclusive items and show their support for the Helldivers’ mission. From t-shirts to hoodies, from hats to keychains, there’s something for every fan to enjoy.

Helldivers 2 is a heart-pounding multiplayer co-op shooter developed by Arrowhead Game Studios. Set in a universe threatened by alien invaders, players take on the role of elite soldiers known as Helldivers, tasked with spreading peace, liberty, and Managed Democracy throughout the galaxy.

With its intense gameplay, customizable loadouts, and emphasis on teamwork, Helldivers 2 features Arrowhead’s best cooperative experience yet. Whether you’re strategizing with friends or calling in powerful stratagems to turn the tide of battle, every moment is filled with excitement and camaraderie.

So, what are you waiting for? Gear up and join the ranks of Super Earth’s finest and become a legend in your own right. 

*Latin America: Bolivia, Chile, Colombia, Costa Rica, Ecuador, El Salvador, Guatemala, Honduras, Mexico, Nicaragua, Panama, Paraguay, Peru, Uruguay. 

**EU Selected countries. Austria, Belgium, Finland, France, Germany, Ireland, Italy, Netherlands, Spain and UK.

PlayStation Plus Game Catalog for March: NBA 2K24, Marvel’s Midnight Suns, Resident Evil 3, Mystic Pillars: Remastered and more

Basketball skills, horror chills, supernatural-infused superheroic thrills and more are on display and available to enjoy as part of March’s Game Catalog lineup for PlayStation Plus. Hit the court with NBA 2K24, escape a zombie-infested Racoon City in Resident Evil 3 or team up to take on the darker side of the Marvel Universe in Midnight Suns. These new releases on Game Catalog are rounded out with even more games, all available to play from Tuesday March 19.  

Let’s take a closer look at each game in turn. 

PlayStation Plus Extra and Premium | Game Catalog

NBA 2K24 Kobe Bryant Edition | PS4, PS5

Play as your favorite NBA and WNBA teams in NBA 2K24, with fully up-to-date rosters and legendary historic teams. Showcase your deep arsenal of moves, with revamped interior defense and dribble combo controls for more rewarding and responsive skill-based gameplay. Grab your squad and enjoy pure, authentic hoops action across a variety of modes, including limitless personalized MyPlayer options in MyCareer. Collect an impressive array of legends and build your perfect line-up in MyTeam and more.

Marvel’s Midnight Suns | PS4, PS5

Fight alongside seasoned superheroes and supernatural warriors in this exciting tactical RPG. Marvel’s Midnight Suns is a new tactical RPG set in the darker side of the Marvel Universe. Team up – and live among – the Midnight Suns, as you battle against demonic forces of the underworld to stop Lilith, Mother of Demons from resurrecting her master Chthon. Pushed to the brink, The Avengers team up with the Midnight Suns – Ghost Rider, Magik, Blade and Nico Minoru – to desperately revive the Hunter, a legendary hero and forsaken child to Lilith. In the face of fallen allies and the fate of the world at stake, it will be up to you to rise up against the darkness!

Resident Evil 3 | PS4, PS5

Relive the horrifying downfall of Raccoon City in a stunning reimagining of the 1999 survival horror classic. In the nightmarish hours leading up to and following the events of Resident Evil 2, only you can help surviving S.T.A.R.S. officer Jill Valentine escape a city beset by a gruesome viral outbreak. But zombies aren’t the only threat out for your blood. The towering, near-indestructible bioweapon, Nemesis T-Type, is also on the hunt. This brutal monstrosity uses an arsenal of high-powered weaponry to relentlessly pursue you across Raccoon City, meaning nowhere is truly safe.

LEGO DC Supervillains | PS4

It’s good to be bad… Embark on an all-new DC/LEGO adventure by becoming the best villain the universe has seen. Players will create and play as an all-new super-villain throughout the game, unleashing mischievous antics and wreaking havoc in an action-packed story. Set in an open world experience within the DC universe, the Justice League has disappeared, leaving Earth’s protection to their counterparts, who have proclaimed themselves as the ‘Justice Syndicate’. It’s up to you and a crazy group of misfits to uncover the intentions of Earth’s new, strange, wannabe superheroes. Joined by renowned DC Super-Villains: The Joker, Harley Quinn, and countless others from the Injustice League, players will set out on an epic adventure.

Mystic Pillars: Remastered | PS5 

Mystic Pillars is a unique blend of intriguing puzzles and an immersive storyline set in Ancient India. The game is a reimagination of the Indian traditional board game – “Ali Guli Mane” or the internationally known variant “Mancala”. Play as a mysterious traveller whose journey across the world lands you in the Kingdom of Zampi. Resolve the drought plaguing the once-prosperous Kingdom of Zampi by solving puzzles and destroying the magical pillars blocking the water. This remastered version presents the hand-drawn artwork in vivid 4K, and offers an improved UI and cutscene art. The game is greatly influenced and inspired by Hampi – a UNESCO World Heritage Site, and Indian culture. Mystic Pillars is available in 21 languages and showcases lesser-known languages like Telugu, Kannada, Tamil, Catalan, etc. Experience the story with voiceovers in Kannada – an Indian language, or English.

Blood Bowl 3 | PS4, PS5

The iconic death sport returns with the new video game of fantasy football faithfully using the latest board game rules and new content. Crush your way to the top and leave your opponents in the graveyard, taking control of a team from 12 factions, each with its own unique characteristics. Create players; customize their appearance, emblems and armor; recruit cheerleaders and your coach; then compete in the fiercest competitions in the Old World. Enjoy a single player campaign or compete against other players online.

Super Neptunia RPG | PS4

This side-scrolling action RPG is set in a meta-world where gorgeous 2D rules supreme, leaving you to team up with three other goddesses to fight back in the name of 3D. Leap between platforms, explore dungeons and take on foes in turn-based battles. Change up your attack style by switching the leader of your four-strong party, then strengthen your Goddesses by utilizing Skills and Abilities that can be unlocked with weapons, armor, or accessories.

Dragon Ball Z: Kakarot* | PS5

Relive the story of Goku and other Z Fighters in this action RPG based on the successful anime and manga series. Explore the new areas and adventures as you advance through the story and form powerful bonds with other heroes from the Dragon Ball Z universe.

*The PS4 version of Dragon Ball Z: Kakarot is already available on PlayStation Plus Game Catalog.

PlayStation Premium | Classics

Jak and Daxter The Lost Frontier | PS4, PS5

Jak and Daxter are back in an adventure that picks up the action where the previous trilogy left off. Whether battling Sky Pirates in a customizable aircraft or blasting Aeropans with the punishing Gunstaff, their journey will take them beyond the edge of the Brink – and into a war bigger than they could have imagined. Originally released for PSP, this enhanced version includes up-rendering, rewind, quick save, and custom video filters.

Cool Boarders | PS4, PS5

Experience the PS1 snowboarding racer, enhanced to include up-rendering, rewind, quick save, and custom video filters. Carve, shred and catch air down five alpine tracks, choosing from 10 hardcore snowboards, each with its own unique attributes and design. Battle yourself for better runs using Ghost Data.

Gods Eater Burst | PS4, PS5

Aragami, unknown life-forms, have suddenly appeared. These predators eat and destroy everything in their path, including the homes of humans who are left helpless. In this dire situation, the biochemical organization, Fenrir, has succeeded in developing a bioweapon created from Aragami cells. This weapon is known as God Arc and is used by special warriors referred to as God Eaters. On the verge of extinction, humanity has now found the only means to fight back against the Aragami. Form teams of up to 4 players and cooperate to fight against the Aragami in this high-speed hunting action game.

Originally released for PSP, this enhanced version includes up-rendering, rewind, quick save, and custom video filters.

Phoenix Wright: Ace Attorney Trilogy | PS4

Become Phoenix Wright and experience the thrill of battle as you fight to save your innocent clients in a court of law in the classic courtroom adventure series. Play all 14 episodes, spanning the first three games, in one gorgeous collection. Solve the intriguing mysteries behind each case and witness the final truth for yourself.

JoJos Bizarre Adventure AllStar Battle R

Charismatic heroes, a striking art style, and unforgettable catch phrases return in another installment of JoJo’s Bizarre Adventure. Based on the All Star Battle system released in 2014, JoJo’s Bizarre Adventure: All Star Battle R reinvigorates the gameplay experience with adjustments to the fighting tempo and the addition of hit stops and jump dashes. With new audio recordings from the animated series’ Part 6 voice actors, the full atmosphere of the internationally beloved anime is realized. Both fans of the original All Star Battle and newcomers will be able to enjoy the experience.

We are happy to announce that, starting April 1st, My Hero Academia Season 1 will be available on Sony Pictures Core to PlayStation Plus Premium/Deluxe members. Additionally, we are pleased to share that select series from Crunchyroll will be available to PlayStation Plus Premium/Deluxe via Sony Pictures Core in the following additional regions starting March 13th: Mexico, Spain, Belgium, Luxembourg, Germany, Austria, Switzerland, Italy and France. PlayStation Plus Premium/Deluxe members have access to a curated catalog of 100 movies to watch on demand from Sony Pictures Core and curated content from Crunchyroll will be included.**

*PlayStation Plus Game Catalog lineup may differ in certain regions. Please check the PlayStation Store on launch day for your region’s lineup.

**My Hero Academia is not currently available on Sony Pictures Core in Spain or Japan. Access requires a Sony Pictures Core app account, subject to Sony Pictures Core Terms of Service. Must be age 18+. Availability of content varies over time, region/country, format and plan. PlayStation Plus is subject to a recurring subscription fee taken automatically until cancellation. Terms apply: https://www.playstation.com/legal/ps-plus-usage-terms/

Helldivers 2: how Arrowhead turned the twin-stick shooter original into a bombastic PS5 sequel

Helldivers 2 has exploded onto the gaming scene in a massive way. This co-operative third-person shooter packed with danger, action, humor, and surprises has already become one of this year’s most talked-about games. What some people may be less familiar with though is its progenitor. The original Helldivers, which debuted in 2015 (and is still active) is a co-op, multiplayer overhead twin-stick shooter packed with action, intensity, and plenty of challenging situations that a player might find themselves in.


Helldivers 2: how Arrowhead turned the twin-stick shooter original into a bombastic PS5 sequel

We asked Johan Pilestedt, CEO & Creative Director at Arrowhead Studios about the process of adapting the original overhead-view gameplay of Helldivers into the third-person format–after first congratulating him for the rip-roaring success of the game. We asked how the team felt about the positive reception. “Overwhelmed and ecstatic! Over the last 15 years, we’ve seen a keen interest in the types of games we make and it was great to see our work recognized at this scale.”

He then elaborated on the process of choosing to go third-person view. “After the successful launch of the original Helldivers, we knew we wanted to test the game design philosophy in first- or third-person. Our stance has never been about ‘only top-down.’ However, a lot of the things we are aiming for when we make games lend themselves to perspectives that are a bit more “removed” from play, such as our commitment to draw inspiration from real life and pop culture. We tried this by pulling down the camera in Helldivers. We wound up feeling really excited by the viscerality of the combat, which made us committed to exploring what Helldivers would be like in third-person.”

“A good co-op game forces players to play together, but a great one makes players want to play together” 

Maintaining a persistent sense of danger and chaos was crucial to both games. “Maintaining the sense of chaos was one of the largest challenges we had in creating Helldivers 2. In a top-down perspective, everyone knows what the team members are doing and shares the same reality. But in Helldivers 2, each player has their own perception of events that have unfolded. You gain some and lose some from both approaches.


Helldivers 2: how Arrowhead turned the twin-stick shooter original into a bombastic PS5 sequel

The launch trailer for the original Helldivers, showing many elements that’ll be familiar to players playing the PS5 sequel today.


Helldivers 2: how Arrowhead turned the twin-stick shooter original into a bombastic PS5 sequel

The launch trailer for Helldivers 2.

“Since Helldivers is fundamentally a game where collaboration and cooperation is key, we struggled with this early on. The key thing that resolved this was the need for the “watering hole” which encourages players to

gather in certain locations. We created these locations dynamically by making the shared resupply stratagem, players dropping sample containers upon death, and through reinforcement Placement. I believe that a good co-op game forces players to play together, but a great one makes players want to play together. Helldivers 2 should feel like when you are going into a dark basement – You want a friend by your side. And we could only achieve this by creating the sensation that no single person can do this alone–even though some crazy people out there have done so!”

“Feeling human is a key part to the Helldivers experience.”

How did the team reference the first Helldivers’ core gameplay mechanics and progression loop when creating Helldivers 2? “Initially we went further away from the original Helldivers,” explains Pilestedt. “Our philosophy is always “don’t mimic, understand deeply and go from there”. Helldivers 1 took a lot of inspiration from real life and military-sim experiences – merged with combat against extraterrestrials. The distance in top-down viewpoints, however, does not allow for more immersive experiences. We also had pivotal functions that we knew we wanted to include: The viscerality and intensity of combat, the haphazardness and friendly fire. We always knew we wanted the juxtaposition between the fragility of humans with overpowered tools versus physically superior foes only vulnerable to heavy weapons. Feeling human is a key part to the Helldivers experience.”


Helldivers 2: how Arrowhead turned the twin-stick shooter original into a bombastic PS5 sequel

Which brings us to another major element of both titles: friendly fire always being turned on, and all of the headaches and hilarity that ensues. Pilestedt described the logic behind its inclusion. “The most important thing when we make games is believability. Things should be consistent in the game world and therefore, we must have friendly fire. If your bullets can kill enemies, and the enemies can kill you, then logic dictates that your bullets must also be able to kill your friends. This kind of design is inherently systematic, where we create a rule set that applies to everything in the game world, with minor exceptions.”

“What this does, and maybe most clearly noted by friendly fire, is create a complexity to the gameplay where players have to actively think during combat sequences – not in a “solve the puzzle” way but instead in a very primal creative problem solving way. Also, the chuckles that happen when you accidentally carpet bomb your friends allows for a playfulness that in reality would be a tragedy – but within the self bounds of games we can explore the dark humor of these situations. And finally,, the friendly fire element makes the players a true interactable part of the game world that plays a great part in positioning and helps with team play.”

“Wouldn’t it be awesome to have a mech?” 

Another element that appears in both games are the stratagems, powerful tools that can be accessed using a special code and called onto the battlefield when needed. We asked how the concept emerged, and how they developed between the two games. “Generally, stratagems are based on real world examples. We’re interested in both war movies and pop culture, so in some cases the concept may be inspired by a pop-culture reference, but realism is added by taking real world guns and applying them to the mechanics.”

“All-in-all, stratagems are generally designed in an iterative and sprint based fashion. We play the game and get bored by the current selection, so we add another one. Maybe a designer that has an idea, such as the walking barrage, or something more advanced. The Exo-44 Walker that came about by the team saying “Wouldn’t it be awesome to have a mech?” Then the process started. What would a mech be like in this universe? What would the armament be? What would be the strengths and weaknesses of a mech? It all comes back to believability.”


Helldivers 2: how Arrowhead turned the twin-stick shooter original into a bombastic PS5 sequel

Helldivers II looks to have a long and prosperous future ahead of itself, so we wanted to know what players can expect in the future. “So much! The game is designed from the ground up to be an expandable universe. We have grand plans, but we do not want to make any early announcements as we love to surprise and delight players with new stuff. What I can say is that we have a massive list of quality of life improvement ideas that we source from the community.”

And any advice for new Helldivers? “Come in with an open mind, be kind and do your part. This is a fun community where everyone is on the same side. We’d love to have you spread some democracy with us. You never know what’s going to happen – login to Helldivers 2 and help create the history of Super Earth and the Galactic War.”

Rise of the Ronin hands-on report: Team Ninja’s first open-world is a wandering swordsman’s playground

Team Ninja has become synonymous with best-in-class action gameplay. From Ninja Gaiden to Nioh 2, the fundamental act of swinging a sword or spear (or any number of deadly weapons) is reliably complex and satisfying, often with a challenging-yet-rewarding learning curve.

That Rise of the Ronin carries on this tradition is hardly a surprise—but, their latest work on PlayStation 5 offers so much more than satisfying combat. Team Ninja jumped katana-first into the crowded open-world space, and delivers something uniquely compelling.

I had a chance to play the game’s opening hours, and am excited to share details about the eclectic sights, sounds, combat, and traversal of Bakumatsu-era Yokohama. 

A whole new world

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After finishing the linear prologue, the events of which I won’t spoil here, I soon found myself thrust into the game’s vast open world—a first for Team Ninja. Armed with a katana, Western-style saber, musket, and trusty steed, I took the long route to Yokohama, scouring the countryside for crafting materials, climbing rooftops to pet cats (one of the game’s hidden collectibles), and freeing villages from the clutches of bloodthirsty bandits. Rise of the Ronin does a fantastic job of always keeping something curious in view—finish one side activity, and there’s usually another just out of reach to catch your eye.

Of course, the bustling port city of Yokohama is the centerpiece of this open-world environment (and, later, Edo and Kyoto), and it’s here that the game fully comes into its own. Yokohama in the late 19th century is caught between worlds, having recently been subject to American “gunboat diplomacy.” This is evident in the city’s eclectic mix of influences: guns and swords; top hats and kimono; and a fascinating tapestry of traditional Japanese dwellings and imposing brick structures.

The upshot is that this place is dense with opportunities to explore, and Team Ninja gives the player several tools to take advantage of the city’s verticality. Climbing up (or using a grappling hook) to scale buildings, and then using your prototype glider to soar across the rooftops, is a breeze. Rise of the Ronin drew me in for its uniquely textured world as much as the game’s razor-sharp combat.

I also acquired lodging in the city, where I was able to not only hang out, chat, and give gifts to visiting companions, but also rearrange furniture, customize my ronin’s appearance, and freely reset skill points.

Parry and riposte

For those familiar with Team Ninja’s recent run of modern action classics, Rise of the Ronin places a much greater emphasis on the duel itself. The game achieves this by prioritizing parries, called Countersparks, that drain your enemy’s Ki (stamina), which in turn makes them vulnerable to gruesome critical hits. Optimal play seems to emphasize staying within striking distance and timing your opponents’ attacks to counter, rather than the attack-and-dodge routine typical in games of this type. The combination of metal-on-metal clangs and bright sparks flying gives these duels a very cinematic feel—as does the speed with which you can slay your foes following successful Countersparks. Critical hits are varied and brutal, replete with detached limbs and massive blood sprays, making Counterpsarks worth the significant risk to pull off.

Some additional gameplay details that stuck out to me:

●  Gruesome stealth kills and critical hits will terrify your opponents’ companions, thus lowering their Ki and making them easier to dispatch. In a similar way, slaying the more resilient enemy leaders first will lower the Ki of their weaker henchmen.

●  The grappling hook can be used to hurl explosive barrels and other hazards into your opponents, as well as pull archers down from irritating vantage points (among other uses).

●  Parrying incoming bullets sets your sword aflame, giving your attacks a temporary damage boost.

●  Rise of the Ronin affords the player a ton of flexibility in how they approach combat encounters, whether you want to whittle down the horde by landing headshots from afar, or first prey on vulnerable sentries with stealth strikes. You can even carry out surprise attacks while gliding overhead.

●  On certain missions, you’re able to bring along companions with whom you’ve established Bonds. While they will of course attack on their own, you can also take control of these other characters as you wish.

I also got to experience two of the game’s Combat Styles, movesets for each weapon that unlock and evolve as you progress through the game (and there appear to be dozens to discover). Each Combat Style holds advantages and disadvantages against certain weapons, and you can swap them on the fly to give you a leg up against your foes.

Finally, it’s worth noting that the game’s strength, dexterity, intelligence, and skill trees can also unlock new dialogue options. In one instance, I was able to intimidate a group of pesky officials before initiating a brawl, consequently lowering their Ki gauges at the start of the fight.

Flight of the Ronin

My time with Rise of the Ronin concluded with an aerial base infiltration, gliding through the air with three companions to take on a boss and retrieve inventor Igashichi Iizuka’s rudimentary camera. This climactic mission challenged me to use all the tools at my disposal, flinging environmental hazards and picking off enemies at range before facing off in a duel against a club-wielding brute. But before putting the controller down, standing among the bloody wreckage of my first major battle, I took a moment to pet a stray cat.

This is just a slice of the adventure players can unsheathe in Rise of the Ronin when it hits PS5 on March 22, 2024.

The Finals Season 2: first details on hacking-themed season 2, live March 14

Season 2 of The Finals arrives on March 14 and strange things are happening in the free-to-play arena. The game show has been compromised by the rogue hacking collective CNS, and showrunners are scrambling to decipher their cryptic messages — but one thing is clear: the show must go on!

On top of new weapons to spice up the loadout of each class, viewers and contestants alike can keep an eye out for game-changing additions that are likely to disrupt the game show. The hacker collective has infiltrated the source code to add gadgets and abilities, alter maps, and even enter unauthorized contestants.


The Finals Season 2: first details on hacking-themed season 2, live March 14

Throughout this jam-packed season, contestants can expect to experience the hacked and voxelized new map, several limited-time game modes, an all-new 5v5 game mode, and the new Hacker Playstyle. Contestants can step into the shoes of CNS, with a set of gadgets & a new specialization that can be mixed and matched with the existing toolset. Raise barriers, remove walls, defy gravity, tunnel across the arena, and transform items — become the glitch in the system, the ultimate cyber tactician, and bring a new dimension to the game.

Let’s take a closer look at the gadgets and abilities CNS has hacked together:

The Dematerializer for Mediums

A specialization that temporarily erases physical surfaces, like walls, ceilings, or goo — allowing contestants to see, shoot, and pass through them. Create new passageways and close them back up again as contestants turn every obstacle in their path into an open door.

The Anti-Gravity Cube for Heavys

A deployable cube that manipulates gravity in its immediate area, lifting contestants and objects upwards. Is it a traversal tool? Or a defensive gadget? It’s up to each contestant.

The Gateway for Lights

A pair of limited-range deployable portals. When both are thrown and activated, contestants and objects can move between the two locations. Anyone can use a portal, but players can’t see or shoot through them! Perfect for a quick getaway, when things get hairy.

The Data Reshaper for Mediums

A gadget that changes enemy fortifications (or any random objects for that matter) into something else entirely — like turning an enemy mine into a chair. Or an enemy turret into a table. Great for breaking through enemy defenses.

This and much more is coming in Season 2. So what are you waiting for? Head into the arena, join CNS, and disrupt the fabric of the arena in Season 2, arriving March 14.