How Final Fantasy XVI respects the series’ past and embraces the future

Developing a new numbered Final Fantasy game is a balancing act. Players have expectations of what they’ll encounter but still crave elements that change up and build upon established series traditions. But even those have to start somewhere: many elements commonly associated with Final Fantasy as a whole–Chocobos, Moogles, summons, and beloved job classes and abilities–were, at one point, completely alien to the series. Finding a delicate balance between tradition and innovation is always challenging, especially so with Final Fantasy XVI, the first numbered game in the long-running series to fully eschew menu-driven battles in favor of real-time combat. 

From Active Time Battle to fighting in real-time

Elements of action gameplay have evolved in Final Fantasy over time, beginning with the implementation of the “Active Time Battle” system in Final Fantasy IV. This upped the pressure on players by forcing them to respond quickly and consider the order in which enemies and allies would be able to act. Waffling on crucial decisions could prove costly, as foes would continue their onslaught no matter how long it took you to input your commands. (If you want to check out the genesis of Active Time Battle, you can play the Final Fantasy IV-VI Pixel Remasters now available on PlayStation.)

Final Fantasy IV (left) and Final Fantasy XII (right) 

Active Time Battle would serve as the mechanical basis for most numbered Final Fantasy games going forward, with the positioning-driven open-field combat of Final Fantasy XII and the dynamic, on-the-fly role-swapping battles of the Final Fantasy XIII saga building on many of the concepts ATB solidified. Final Fantasy XV moved many of the typical menu commands to face buttons, shifting combat in a decidedly action-focused direction. 

Final Fantasy XV (left) and Final Fantasy VII Remake (right) 

Even with this gradual evolution, many modern Final Fantasy games, notably the Final Fantasy VII Remake series, still use some hybrid of menu- and action-driven gameplay. FFXVI going full-on action-RPG surprised many hardcore fans, who wondered how this may impact the “essence” of Final Fantasy. To talk about developing FFXVI to evolve the franchise while satisfying existing fans, we sat down with producer Naoki Yoshida and director Hiroshi Takai to dive deeper into their process. 

Action and drama make for great stories

Yoshida’s love for Final Fantasy blossomed from the very beginning of the series. “Final Fantasy I was an important gaming experience for me,” he says. “I bought it on launch day, and I remember how confused I was when I booted it up and there was no title screen. Then you leave town and cross the bridge, and up comes the Final Fantasy logo! I was blown away that a video game could feel so cinematic, and that’s what I wanted to recapture with this new game—the feeling that you’re playing the leading role in an epic movie.” 

“So yes, I grew up on turn-based RPGs, and they still have a special place in my heart,” he remarks. 

“We decided to go with real-time combat in FFXVI for two main reasons. The first is simply that most of the members of our development team are gamers, and recently, most of us have been into action games. The controller-gripping combat in those games really makes you want to pour hours into them. The other reason is that, in today’s market, going with an action combat system that anyone can get to grips with quickly and easily was our best way of appealing to the largest audience.

“By interweaving the real-time action with a fantastical story, we believed that we could create a game that was still Final Fantasy at heart. And, of course, when we say we want to appeal to the largest audience possible, that includes stalwart fans of turn-based games and those who aren’t the greatest at action games, too. We’ve put systems in place so that anyone of any skill level can enjoy the game just as much as a seasoned action gamer—maybe even more.”

Soul of Final Fantasy

Yoshida, a veteran producer who helmed the universally praised reboot of Final Fantasy XIV, also recognizes the expectations that come with the Final Fantasy name. “Making things different for the sake of it is the easy option,” he says. “For me, the key elements to an FF game are the cinematic presentation, the gripping story, and the battle system that underpins it all–not to mention the cutting-edge graphics and evocative soundscape. The combination of all those things, plus the fact that the world, story, and characters change with each installment, makes it feel like a series that is always breaking new boundaries. As Hironobu Sakaguchi, the father of the series, once said, ‘Final Fantasy is what the director at the time thinks is best.’” 


How Final Fantasy XVI respects the series’ past and embraces the future

“FFXVI is no exception–the whole team worked together to make the very best game we could. The challenge we set ourselves was to change things up while keeping the game recognizably Final Fantasy. For instance, the classic high fantasy setting was inspired by the time-honored FFI. When you play through FFXVI, there are lots of little touches and nods to that game.” 

Director Hiroshi Takai chimes in with his perspective. “One of the stand-out things about the franchise is that every one of the games in the mainline series brings with it a whole new world, story, and gameplay experience. It’s the shared elements that tie them together–the summons, the spells, the Chocobos and the Moogles–as well as the things that always change between entries, like the battle system–that make Final Fantasy games unique. Maybe the reason the players have stuck with the series so long is because we’ve always stayed true to the vision Yoshida mentioned–striving to make the very best game they can at that particular moment.”

“I’ve also played every installment in the franchise and have been involved in the making of a fair few of them,” Takai continues. “So naturally, I’ve taken a lot of inspiration from past games, even on a subconscious level. For example, I loved the customizable ability system from FFV–that idea formed the basis of the new battle system in FFXVI.”

Perhaps the most recognizably Final Fantasy element in FFXVI are the Eikons–summoned monsters known by many different terms like “Eidolons,” “Espers,” “Guardian Forces,” and more throughout the series. Takai explained their place in FFXVI. 

“The classic Summons take a leading role in both the story and the battle system,” he says. “Even though we’re switching over to an action battle system with this game, it’s all centered around the Summons, which gives it that all-important Final Fantasy flavor.”


How Final Fantasy XVI respects the series’ past and embraces the future

A worthy successor

Even with all of their passion and effort put into the game, the team acknowledges that some players might not see Final Fantasy the same way they do. “Every FF fan around the world has a different idea of what makes for the perfect FF game,” notes Yoshida. “And as a fan myself, I’m sure my own idea differs from everyone else’s. So while we always knew that it would be impossible to satisfy the expectations of the whole fanbase, Takai, [Kazutoyo] Maehiro, and the whole of the development team took the approach to make the game we wanted to make while at the same time keeping an objective eye on the fans’ expectations. I think it’s important to always try to remain objective about your own work, even if it’s only for your own peace of mind.”

Takai is optimistic that fans will find a lot to enjoy about FFXVI upon its release date. “I hope that Clive’s story, and the hopes and dreams of all the people of Valisthea whose path he crosses, will stay with players. The decisions that Clive and his friends make are seen and judged differently by the different people of the realm, and I think there’s a real parallel with the world today, where everyone has a different viewpoint. FFXVI is a game that tackles the issues that it deals with head-on in both the story and the presentation, and I hope that, when people look back on it and its place in the series, it will be remembered for exactly that.”

Final Fantasy XVI will launch exclusively for PS5 on June 22. Be sure to download the demo ahead of time and transfer your progress to the full game.

Final Fantasy 16 Review

Even with 16 mainline entries (20 if you include X-2, 13-2, Lightning Returns, and Final Fantasy 7 Remake) and a slew of spinoffs, there’s no Final Fantasy game quite like Final Fantasy 16. The latest in this legendary series is more an evolution of the character action genre than the RPG foundation the franchise was built on. It merges quick twitch reflexes with character-building RPG mechanics, but focuses far more on the former than ever before. It’s not a perfect mixture – while the combat is phenomenal for an action RPG, it is admittedly a bit lacking when compared directly to the greats of the character action genre – but even an imperfect mix is potent enough when paired with FF16’s epic, 50+ hour story. It’s packed with unforgettable characters, outstanding worldbuilding, an incredible soundtrack, and knock-your-socks-off moments of sheer spectacle the likes of which are rarely seen in any game.

Final Fantasy 16 picks up the ball that FF14 got rolling and continues to move the series back down the path of high fantasy, taking more than a little inspiration from Game of Thrones along the way. Its story spans decades’ worth of history in the realm of Valisthea, a land brimming with both beauty and death as an encroaching blight forces neighboring kingdoms to fight over untainted resources, including five enormous Mother Crystals that are the primary source of the realm’s magic.

At the heart of this tale is your character, Clive Rosfield, the eldest prince of the kingdom of Rosaria and protector of his brother Joshua, the Dominant of Phoenix (…let’s not get bogged down in jargon for now, we’ll talk about Dominants a bit later). Clive is a fantastic, well-rounded protagonist, brilliantly brought to life by actor Ben Starr. He undergoes a lot of change and development over the course of the decades-long story, but always remains supremely likable, relatable, and an absolute badass when the need arises, as it very often does.

Clive is a fantastic, well-rounded protagonist.

The rest of the cast is excellent as well. Jill (played by the excellent Susannah Fielding) is Clive’s childhood friend and acts as a wonderful companion who understands and empathizes with Clive on a deep and emotional level, and the tender scenes between them are always a highlight as their relationship grows. Cid is probably my new all-time favorite Final Fantasy character. He’s almost got a young Liam Neeson kind of vibe going on, despite being voiced impeccably by Ralph Ineson (who’s having quite a 2023 in the world of video games, having also starred in Diablo IV). Cid is a natural leader, full of charisma and charm, and without going into detail, his cause is one that was very easy to rally behind and made me excited to follow him and his band of outlaws.

A Story that Sticks

The greatest achievement of Final Fantasy 16’s story, though, is how it never leaves you to drown in its lore. This is a massive world complete with five kingdoms, each with their own forms of government, rulers, religions, and ideals; a whole encylopedia’s worth of realm-specific terms, like bearers, Eikons, and Dominants; and a grand history of the world that you’re expected to keep up with in order to get the most out of the big story moments. It would all be a little overwhelming if not for an ingenious quality-of-life feature that I truly hope becomes standard throughout all story-heavy video games: Active Time Lore.

At any point during any cutscene or conversation, you can hold down the DualSense touchpad to bring up a series of contextual compendium entries that are relevant to what’s going on in that scene. So anytime a character mentioned a term, character, or location that I either didn’t know or needed a reminder about, I could bring up the Active Time Lore and a succinct entry would be right there to get me up to speed. These entries change with the events of the story too, updating with new information about the state of the world and Clive’s knowledge about it as it happens.

Active Time Lore should become a standard throughout all story-heavy video games.

Having this kind of feature was a godsend. Later on, big missions are also preceded with stylish history lessons by your crew’s scholar that fill you in on what you need to know about the region you’re about to visit – who the rulers are, their ambitions, their allies, their enemies, and so on. I know that might sound like school, but it actually did a really effective job of bringing me into, and keeping me invested in, the realm of Valisthea.

One of the most interesting elements of the story – and one that also ends up being an excellent addition to the already very good combat – is the existence of Eikons and Dominants. Eikons are supremely powerful beings that Final Fantasy fans will recognize as the usual summons from previous games, and Dominants are the special humans who are able to tap into their power, even to the point of fully transforming into them. In the lore, Dominants are used almost like nuclear deterrents; saved as a last resort due to the potential mutually assured destruction that would be caused by their fights.

But fight they will, and everytime they do, it’s an unforgettable scrap of gargantuan proportion. I’d hate to spoil these encounters by talking too much about them, but I will say that they’re absolute spectacles. Some are like giant kaiju fights mixed with Dragon Ball Z, others take the gameplay in a completely different direction and play out like a Panzer Dragoon level. But nearly all of them brought back memories of playing Asura’s Wrath or God of War 3, and that feeling of just being absolutely floored by the breathtaking sense of scale and overwhelming power.

Fighting Fantasy

Final Fantasy has been shifting further and further away from its turn-based RPG roots for a long time now, and with Final Fantasy 16, it feels like a metamorphosis that’s been in the works for years is finally complete. Final Fantasy 16’s combat is a straight-up action game, full stop. It is fast, flexible, extremely reflex-driven, and is full of opportunities to absolutely style on your enemies with air combos, jump cancels, and a huge arsenal of extremely powerful spells and abilities.

Some sacrifices are made to facilitate this transformation: You only ever control one character, levels are far more linear than they’ve been in the past – though about as linear as they were in Final Fantasy 13 before that game opens up – and many of the actual RPG elements have been made to play second fiddle in ways that I’ll discuss shortly. Purists might not be a fan of these drastic changes, but I found this approach far more preferable to FFXV’s more hybridized take on combat, and equally enjoyable to FF7 Remake’s unique approach.

Despite how chaotic the action may look, it’s actually elegantly simple once you break it down.

Despite how chaotic the action may look, it’s actually elegantly simple once you break it down. Clive can execute a four hit melee combo by mashing Square, he can shoot magic with Triangle to hit enemies at a distance, he can use an ability unique to whatever Eikon power he currently has equipped, and he also has access to up to three abilities from that Eikon as well.

In familiar Final Fantasy fashion, for bigger enemies and bosses there’s a stagger meter that you can fill by landing attacks, and once it’s full, they will be put in a staggered state, giving you an opportunity to build up a multiplier and lay down huge amounts of damage for a limited amount of time. Much of the skill involved with combat comes from your ability to quickly stagger enemies, and then maximize the amount of damage you’re able to do while they’re staggered by optimally using your skills and switching between your Eikons.

To that end, there’s a lot of smart mechanics in place that reward skillful play. If you just mash the attack button, you won’t build up stagger very quickly, but if you use carefully timed magic attacks in between your melee attacks, you’ll execute magic bursts, which do more damage and build more stagger. On top of that, perfectly timed evasions give opportunities for counter attacks that deal big stagger damage, or if you’re feeling extra fancy, you could try to time an attack to clash with theirs to trigger a parry, which slows down time and allows for even more punishment.

It’s a great combat system that kept my brain firing at a rapid pace as I balanced timing my magic bursts with managing my skill cooldowns and keeping an eye out for enemy tells to be ready to dodge – on top of just trying to look cool for the sake of looking cool, which is always an important element of any action game in my book. One of my favorite touches is that you can issue commands to your hound, Torgal, one of which will launch weaker enemies, allowing me to zip right to them in the air, juggle them with some quick aerial hits, and then send them crashing down with an explosive helm splitter-style attack.

All that said, this is a long game, and while you do pretty regularly get new Eikons and abilities, they don’t change up the combat in ways that make the basic fights substantially different or more engaging, which means they do eventually lose some of their luster. That isn’t helped by lots of recycled enemy types in the open fields and linear dungeons that you explore, either.

At least the bosses were always fresh and exciting, with many playing with some fun Final Fantasy tropes like having the names of their big attacks show up on the screen, and some exceptionally dangerous techniques even having a countdown that ends with an extremely powerful blow if you’re unable to do enough damage to stop them from getting it off. Many of the bigger boss battles also have QTEs that do a wonderful job of adding extra cinematic flair and punctuate the different phases of a fight with some truly awesome moments.

Imperfect Fusion

The weird twist of FF16 is that while the action elements are all top notch, the RPG elements feel a little underdeveloped. Status ailments are basically completely absent, there’s no real system of elemental strengths or weaknesses, very little in the realm of buffs and debuffs, and most crucially, loot seems like an afterthought. I never once felt incentivized to explore either the corners of the linear main levels, or the more open fields of the interconnected overworlds; and in general there just aren’t a ton of character building choices that you can make to customize Clive in any sort of unique way.

The weird twist of FF16 is that RPG elements feel a little underdeveloped.

The deepest it gets is that you can equip Clive with up to three accessories that can have a variety of useful. effects, usually powering up specific special abilities, increasing your combo damage, or increasing healing potency. You also begin with a total of five special rings that are designed to take some of the edge off of combat in lieu of lower difficulty modes. One essentially lets you mash Square and let the AI take the wheel as it automatically casts spells, switches Eikons, and uses basic attacks, while another will automatically dodge as long as an attack is capable of being avoided. While I personally didn’t feel the need to use these rings, I do appreciate their inclusion as a completely optional way to adjust the difficulty in very specific ways. Of course, the downside is that if you do equip them, you won’t have space for other stat-altering accessories, thus removing the one element of RPG-like customization all together.

But where Final Fantasy 16 really impressed me was in the quality of its sidequests… eventually. They actually start out pretty generic and menial, with objectives like finding X number of Y items out in the field, or delivering three hot bowls of soup to people in the hideout. However, in the back half of the story, these sidequests act as smart ways to button up all of the loose threads outside of the main campaign. Side characters are given proper send-offs, pieces that were toppled over in the central story are satisfyingly built back up, and characters that you wouldn’t really expect to have very deep backstories open up to you in often very moving ways. It’s exactly the kind of side content that I want in a big RPG, even though it takes a little while to get there.

And the soundtrack, by Bahamut’s grace, the soundtrack!

In addition to sidequests, there’s also a bounty board that you can use to locate exceptionally challenging monsters for some greater rewards. Many of them are just stronger versions of enemies that you’ve already fought, but others are boss encounters unto themselves and make up some of the hardest fights available. All things considered, there’s a fair amount of extra content here to keep you busy, and you’ll want to do as much of it as you can to be ready for New Game+, which significantly ups both the challenge and the level cap, and introduces new gear upgrades. Even beyond that, there’s also an arcade mode that you can use to go through previous levels to try and set high scores to upload to an online leaderboard. Needless to say, there’s a lot to do even once credits finish rolling.

And the soundtrack, by Bahamut’s grace, the soundtrack! It manages to perfectly accompany every big scene, whether it’s the tender moments between Clive and Jill, the quiet moments of respite inside the hideaway, or the absolutely epic battles between Eikons. I don’t know if I’m ready to claim it’s in the top Final Fantasy soundtracks of all time just yet, but it’s certainly one of the best soundtracks of 2023 so far. Final Fantasy 16 looks stunning, too. The performance may not hold onto a consistent 60 FPS all the time, even on the prioritized frame rate graphical setting, but those minor hiccups don’t stop it from still being one of the most gorgeous games I’ve ever played.

Blizzard Dev Wrote This Wholesome Diablo 4 Item Text to ‘Help Someone Remember Things Will Get Better’

A Blizzard developer has explained the flavour text of a Diablo 4 item players are praising for helping brighten up their day.

Redditor Wholesome_Meow posted an image of the Mark of the Conclave amulet, highlighting its recently carved description: “Healing is a journey. A series of steps. Some days you may stumble, but so long as you continue to put one foot in front of the other, you will reach your destination.”

The post, currently on over 1,000 upvotes in the Diablo 4 subreddit, sparked a number of positive responses from those within the community, and it didn’t take long for the writer of the flavour text to notice.

Responding to Wholesome_Meow’s post, senior quest designer Harrison Pink took to Twitter to explain the thinking behind the text: “I wrote this flavor text for this person. I wrote it for me and I wrote it for you. I wrote it hoping against hope that it might help someone remember that things will get better.”

Mark of the Conclave is a reward for completing a side quest called A Series of Steps. It revolves around a witch doctor called Taissa who helps an NPC deal with grief after losing his son. In a follow-up tweet, Pink explained the thinking behind the quest.

“I created this quest to be about overcoming grief and trauma, and how you cannot force healing, or always slay your demons, but by accepting who you are NOW, you can continue to heal and move forward,” Pink revealed.

Across social media Diablo fans have thanked Pink for the quest and the item description, with many praising the positivity it has generated. “I always hesitate about being emotionally vulnerable online but, in this instance I think it’s important,” Pink responded to one user.

In IGN’s 9/10 review we described Diablo 4 as “a stunning sequel with near perfect endgame and progression design that makes it absolutely excruciating to put down”. Be sure to use our interactive map to keep track of your progress as you play.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Lots of Square Enix Staff Want to Remake Final Fantasy 6

A remake of Final Fantasy 6 is a hot topic within the walls of Square Enix as many members of its development teams are eager to make it.

Final Fantasy 6 director Yoshinori Kitase, who’s now a vice president, member of the board, and executive officer at Square Enix, discussed the possibility of a remake during a video on the publisher’s YouTube channel.

“I think Final Fantasy 6 Remake would be difficult,” Kitase said, as translated by Genki on Twitter (below) and verified by IGN.

“There are many Final Fantasy 6 fans inside the company and they often ask me: ‘when are we making six?'”

“Final Fantasy 7 Remake is not yet finished so I am not able to think about it, but for Final Fantasy 6, there are many Final Fantasy 6 fans inside the company and they often ask me: ‘when are we making six?’ “

The difficulty behind remaking Final Fantasy 6 was elaborated on by Final Fantasy creator Hironobu Sakaguchi, who said the original game’s pixel art and 2D format would make it much more complicated to redo, demanding a complete overhaul of the story and graphics.

Despite his grievances, it appears even Sakaguchi is eager for the remake, asking Kitase: “Won’t you release it a little sooner?”

The same factors affecting a remake of Final Fantasy 6 could seemingly be applied to the ongoing Final Fantasy 7 Remake, however, as this now trilogy of games is a far cry from what the original Final Fantasy 7 was on the PlayStation.

The game’s story, world, quests, and practically everything else in the remake were changed to create a modern take, so Square Enix certainly wasn’t concerned with having to completely revamp the original in this case.

That will perhaps give hope to fans wanting a remake of Final Fantasy 6, which is considered by many to be one of the best in the franchise. The second part of Final Fantasy 7 Remake, subtitled Rebirth, will launch this winter with the third game already in development too.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Roblox is introducing “experiences” for people aged 17+

Roblox is launching new regulation in order to allow creators to make content specifically for users aged 17 and above. From what Manuel Bronstein, Roblox’s Chief Product Officer, shared in an official blog post yesterday, it seems that it’ll be on creators to label their experiences as mature, which “may contain more violence, blood, or crude humour” than usual experiences.

The introduction of age appropriate access is not for safety primarily, as Roblox say they want to “simulate and even go beyond what’s possible in the real world”. Bronstein also added that, “We want to replicate that dynamic on Roblox,” referring to the idea of getting older and legally being allowed to enter places such as nightclubs.

Read more

Random: Amy Is No Longer The Damsel In Distress In Sonic Origins Plus Clip

“It’s time to rewrite the story”.

Amy has been getting a lot of well-deserved love in the run-up to Sonic Origins Plus‘ release at the end of the week. And Sega has released a fun little clip on Twitter, saying that it will “rewrite the story” of the beloved Sonic character.

As we all know, Amy made her debut in Sonic CD on the Sega CD back in 1993 as Sonic’s “self-proclaimed girlfriend”. And of course, Amy ends up getting kidnapped by Metal Sonic, with Sonic saving the pink hedgehog towards the end of the game.

Read the full article on nintendolife.com

Square Enix Announces Octopath Traveler 5th Anniversary Broadcast, Airing Next Month

The sequel released on Switch earlier this year.

Square Enix has announced it will host a special 5th anniversary live stream for its HD-2D RPG Octopath Traveler.

This event will take place next month on 13th July at 8 pm JST and will apparently include a “memorial corner” reflecting on the history of the series, the results of a user survey, and also feature SE producer Masashi Takahashi and Acquire director Keisuke Miyauchi.

Read the full article on nintendolife.com

Nintendo’s New York Store Announces Nintendo Direct Livestream

“First-come, first-served”.

As part of the Nintendo Direct celebrations, Nintendo’s New York store has announced it will be airing the livestream on-site.

It will be on a “first-come, first-served basis” so if you happen to be located in this area or can make the trip in – be mindful of this. The broadcast will get underway on 21st June 2023 at 10AM ET local time.

Read the full article on nintendolife.com

(For Southeast Asia) PlayStation Plus Game Catalog for June + New PlayStation Plus Extra and Deluxe 1st Anniversary Celebration

A year has flown by so quickly since we rolled out our new PlayStation Plus tiered plans, ushering in new benefits to the service such as our Game Catalog and Classics Catalog, along with Game Trials for blockbuster titles. Whether you subscribe to PlayStation Plus Essential, Extra or Deluxe, it’s been great to see the positive feedback we’ve gotten from players around the world for the quality titles that we offer monthly.

Today, we’re celebrating this wonderful milestone with 10 days of activities for the PlayStation community. It’s also our way of saying thanks to players everywhere for supporting us in this new era for PlayStation Plus.

Now, here are some of the games joining the PlayStation Plus Game Catalog this week:

  • Far Cry 6 (PS4/PS5)
  • Rogue Legacy 2 (PS4/PS5)
  • Inscryption (PS4/PS5)
  • Deus Ex: Mankind Divided (PS4)
  • Killing Floor 2 (PS4)
  • Lonely Mountain: Downhill (PS4)
  • Hundred Days: Winemaking Simulator (PS4/PS5)
  • Carto (PS4)
  • Dodgeball Academia (PS4)
  • The Wild at Heart (PS4)
  • Thief (PS4)
  • MX vs ATV Legends (PS4/PS5)
  • Elex 2 (PS4/PS5)
  • Conan Exiles (PS4/PS5)

Classics Catalog:

  • Killzone: Liberation (PS4/PS5)
  • Worms (PS4/PS5)
  • Herc’s Adventures (PS4/PS5)
  • Coded Soul (PS4/PS5)

Game Trial for WWE2K23 (PS4), will also be available on June 20. 

From June 20 through June 30, we’ll have a number of activities for both PlayStation Plus members and non-members to participate in.

Free Avatars and Wallpaper Illustration for PlayStation Plus members

(for PlayStation Plus members)

To mark this occasion, all members will receive a voucher code to redeem custom avatars that commemorate some of the popular titles offered through PlayStation Plus. Be on the lookout for an email, or check the PlayStation Plus website for a voucher code that can be redeemed from June 20 to June 30.

A free PlayStation Plus wallpaper illustration for desktop and mobile will also be available; check this website between June 20 to June 30 to download the wallpaper.

PlayStation Stars campaigns*

As part of our celebration, we’re taking inspiration from the memorable 2022 PlayStation Plus Mr. Malcolm spot, which debuted alongside our new plan offerings. Three exclusive digital collectible rings will be available through the following campaigns, which will run from June 20 through June 30.

PlayStation Plus Celebration: Game Catalog  

(for PlayStation Plus Extra, Deluxe members)

Pay homage to PlayStation Plus Game Catalog by playing any one of these recent Game Catalog additions to get the Game Catalog digital collectible: Final Fantasy VII Remake, Demon’s Souls, Yakuza Kiwami, Uncharted Legacy of Thieves Collection, or Assassin’s Creed The Ezio Collection.

PlayStation Plus Celebration: Classic Catalog  

(for PlayStation Plus Deluxe members)

Step back in time and celebrate a year of the PlayStation Plus Classic Catalog with the Classics Catalog digital collectible. To unlock this special digital collectible, you’ll need to launch the four games that match the hints provided once the campaign begins.

PlayStation Plus Celebration: Game Trials 

(for PlayStation Plus Deluxe members)

It’s been an incredible first year of the AAA PlayStation Plus Game Trial. Play any one of these featured PlayStation Plus Game Trials to get the Game Catalog digital collectible: God of War Ragnarök, MLB The Show 23 (PS4), The Last of Us Part I or Dying Light 2 Stay Human (PS4 & PS5).

Enter to win a PS5 and PS VR2

(no PlayStation Plus membership required)

Join the PlayStation Plus celebration for an opportunity to win a PS5 console and the groundbreaking PS VR2 headset with the PS VR2 Sense controller. To participate, head over to the PlayStation Plus website and answer five questions about the service. This campaign runs from June 20-June 30. Be sure to check out the PlayStation Plus webpage for more details!

Participating locations:  

Starting June 20 at 2:01AM PDT – June 30 at 3:59PM local time 

  • Argentina, Brazil, Bolivia, Canada, Chile, Costa Rica, Ecuador, El Salvador,  Guatemala, Hondouras, Mexico, Nicaragua, Panama, Paraguay, Peru, Uruguay,  United States 

Starting June 20 at 10:01AM GMT – June 30 at 3:59PM local time 

  • Australia, Austria, Cyprus, Czech Republic, Denmark, France, Germany, Greece,  Hungary, Ireland, Lithuania, Luxembourg, Netherlands, New Zealand, Norway,  Portugal, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, United  Arab Emirates, United Kingdom 

Starting June 20 at 10:01AM KST– June 30 at 3:59PM local time 

  • Malaysia, Singapore, South Korea, Taiwan, Hong Kong

Online Multiplayer Weekend 

(no PlayStation Plus membership required)

Get ready for another online multiplayer weekend starting June 24 through June 25 and play against, or alongside, other players online. Online multiplayer is available without a PlayStation Plus membership during this time.

PlayStation Plus Speedrun Challenge – Sackboy a Big Adventure on PS5

(for players with or without a PlayStation Plus membership)

Sackboy is back to celebrate PlayStation Plus with another round of Speedrun challenges. Join us starting on June 24 through June 25, and enter for a chance to win a 3-month PlayStation Plus Deluxe membership. Sackboy a Big Adventure is currently part of the Game Catalog for PlayStation Plus Extra and Deluxe members, and non-members can also join the challenge if they own the title. To participate, simply select the challenge card from the Sackboy Game Hub on your PS5. You can also locate the challenge in-game within the Knitted Knight Trials via the Pause Menu or World Map. You can find out more details on our website.

Thanks again to our PlayStation community for embracing PlayStation Plus and joining us on this journey. It’s been a wonderful year so far, and we look forward to more great adventures to come.

See https://www.playstation.com/Plus for details and updates on PS 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

*PS Stars campaigns are not available in Indonesia.