How the Clair Obscur: Expedition 33 dev process powered creative design freedom

I’m Tom Guillermin, co-founder and CTO of Sandfall Interactive, and I’m excited to share some insight into how our team created the community and critically acclaimed RPG Clair Obscur: Expedition 33. This blog draws on our session at the GDC (Game Developers Conference) Festival of Gaming, where video game professionals from across a range of disciplines come together to share knowledge and experiences.

Our talk, which was delivered alongside our senior gameplay programmer, Florian Torres, explores how our small technical team aimed to give designers maximum creative freedom by enabling them to create and combine gameplay elements. Here, we will highlight examples that we believe this great community will appreciate.

The team and our reality

Creating video games is a marriage of many disciplines, and the skill set available changes as the team changes. From the bombastic abilities you see in combat to the assets that make up the game’s world map and beyond, efficient and smart structuring and planning put us in the best position to bring Clair Obscur: Expedition 33 to life.

The earliest versions of the game were made by Guillaume Broche, CEO of Sandfall Interactive, alone in his bedroom, with occasional help from me. Then we moved on to more advanced prototypes, growing the team with the ultimate goal of creating a vertical slice. Suddenly, there were twelve of us, and in 2022, we went to GDC in hopes of finding a publisher to help us continue development. There, we met Kepler Interactive, whose support meant we could develop an Alpha build and continue adding necessary roles: artists and programmers, especially.

Now for an important confession: We’re not much for coding. Our development philosophy at Sandfall is based on the reality that we have limited programming bandwidth, so we focus on what’s most important to delivering a good player experience and helping the creative team achieve their aims.

For that reason, we’re big fans of the Unreal Engine for its many core features. It also offers many additional benefits, such as bug fixes and performance optimizations. You have to do some integration work on each update, but as a small team, you try to keep the engine as-is to keep the process straightforward. During production, we also used quite a few external plugins for engine features not native to Unreal, as well as to prototype gameplay features.

Unreal Engine Blueprints

Because not everybody on the team is a programmer and we needed everyone to be able to contribute to the logic of the game, we used Blueprint visual scripting instead of C++ programming language: it’s a system in Unreal Engine that uses a node-based interface to script gameplay elements directly in the Unreal Editor. Essentially, you have a collection of recipes made of code that you can creatively deploy to get the results you want. It gives designers the ability to use many concepts and tools generally restricted to programmers.

With the team able to engage with this shared language, Blueprints allowed us to craft everything that goes into showcasing a skill in-game—character movement, visual effects, camera movement, etc. It’s really similar to any 3D software. You control the camera’s location and rotation, as well as the focal length, which can be animated. We have camera shakes, visual effects, and time dilation… All this contributes to a feeling of intensity over the course of the skill activation.

Creative solutions

There’s a lot of work that goes into the assets your team makes for these engaging and exciting experiences. You can deploy them multiple times and get very creative in different situations. A different perspective, visual deployment, detailed changes, etc.

The world map is a great example of this for us, and it was a major focus in development. It was one of the last levels we created, but it is also the biggest, with the most features. We used elements from other levels to create this one, even if it doesn’t appear that way. Technically, everything related to enemies and battles is the same—interaction, looting, NPCs, dialogues, and so on. We also repurposed art elements from the other levels, in keeping with our emphasis on efficiency.

Coding is an incredibly important part of video game development, and Blueprints, which are themselves a different way of coding, are one of the modern ways for aspiring developers or the infinitely curious within the PlayStation community to start creating their own projects.

At Sandfall Interactive, programmers create the building blocks—like the Blueprints nodes—and we let the designers play with them. Usually, that means using them in a way different from how the programmers imagined, which is exactly what we wanted. As programmers, our job is to make designers’ lives simpler.

There’s truth in many cliches, and we certainly stress this one: Teamwork makes the dream work. It sounds simple, but you need to truly need to lean on each other and create workflows that recognize, encourage, and benefit from that teamwork. We chose an engine that gave us a lot to work with in its base form, grabbed a few external enhancements, simplified the set of tools in our toolbox, reused elements we crafted, and more, all to achieve our goal of realizing our shared creative vision. That’s game development.

Clair Obscur: Expedition 33 is available now on PlayStation 5, and there’s also a two-hour trial for PlayStation Plus subscribers.

PlayStation Plus Game Catalog for March: Warhammer 40,000: Space Marine 2, EA Sports Madden NFL 26, Persona 5 Royal, Blasphemous 2 and more

This month, purge Tyranid swarms in Warhammer 40,000: Space Marine 2, run the show on the gridiron in EA Sports Madden NFL 26, slip back into stylish heists with Persona 5 Royal, or brave a nightmarish pilgrimage in Blasphemous 2. All these titles and more are available in March’s PlayStation Plus Game Catalog lineup*. And as announced in the latest State of Play, PlayStation Plus Premium welcomes classic arcade fighting in the form of Tekken Dark Resurrection. The full lineup will be available to play on March 17. 

 *Digital PS5 games available to stream from your library will vary over time, region, and country.

PlayStation Plus Extra and Premium | Game Catalog 

Warhammer 40,000: Space Marine 2 | PS5 

Purge the relentless Tyranid swarms as legendary Space Marine Titus in a spectacular new campaign. Enjoy intense, gory and fast-paced third-person action with hundreds of enemies on screen, from the creators of blockbuster co-op shooter World War Z. Hold at bay the horrors of the galaxy in epic battles on far-flung planets with your deadly abilities and devastating weaponry. Uncover dark secrets to drive back the everlasting night and prove your ultimate loyalty to humanity. Defend the Imperium as your own Space Marine in endlessly brutal and replayable PvE missions supporting up to three players. Pick from six classes, unlocking new skills and cosmetics as you progress. Wage eternal war on your enemies in ferocious 6v6 PvP matches and bring glory to your faction.

EA Sports Madden NFL 26 | PS5 

Step into the All-Madden legacy this season. Experience generational playmakers, unlock rewards, and celebrate football’s greatest coach. EA Sports Madden NFL 26 leverages a new AI-powered machine learning system trained on thousands of plays from nearly a decade of real NFL data to deliver more explosive gameplay – with new player-specific traits, authentic playstyles, and adaptive counters that match on-field tendencies and strategies of NFL quarterbacks and coaches. Burst upfield like Saquon with updated player movement to reflect the explosive athleticism only the NFL can deliver.

Persona 5 Royal | PS5, PS4 

Re-join the Phantom Thieves in a massively expanded and reworked version of the critically-lauded RPG. Expanding on the original 2017 release, Persona 5 Royal comes packed with new characters, confidants, story and locations, and a new grappling hook mechanic for stealthy access to never-before-seen areas. Explore Tokyo, unlock new Personas – demons from within the dream-like dungeons that will fight for you – customise your personal Thieves Den, discover a newly added story arc, cutscenes, alternate endings, and more. Persona 5 Royal retains its signature visual style, while award-nominated composer Shoji Meguro also returns with an all-new soundtrack. Wear the mask. Reveal your truth. 

Persona 5 Royal – Ultimate Edition | PS4 

Persona 5 Royal Ultimate Edition includes the game and the Persona 5 Royal DLC Pack, including the costume, battle, and persona DLC found in the Persona 5 Royal Kasumi Costume Bundle, as well as the Persona 5 Royal Battle Bundle, and the Persona 5 Royal Persona Bundle. Prepare for an all-new RPG experience in Persona 5 Royal based in the universe of the award-winning series. Don the mask of Joker and join the Phantom Thieves of Hearts. Break free from the chains of modern society and stage grand heists to infiltrate the minds of the corrupt and make them change their ways.

Blasphemous 2 | PS5, PS4 

The second scripture in the Blasphemous series portends the return of The Penitent One. Awakened in a strange new land, and displaced from his final resting place, The Penitent One is thrust back into the endless cycle of life, death, and resurrection, with no other option than to explore this perilous new world and uncover its long-forgotten secrets. Hordes of grotesque enemies stand in your way, awaiting final judgement by the brutal hand of the Penitent One, with titanic twisted bosses also lurking in the darkness, waiting for their chance to return you to the grave from whence you came. How you tackle the labyrinthian world remains at your discretion, there is no wrong turn to be made, only scores to settle.

Metal Eden | PS5 

Metal Eden is an adrenaline-rush sci-fi FPS. The advanced Hyper Unit Aska is sent on a suicide mission to rescue the citizens’ Cores from the vast monolithic city Moebius once a hopeful new home for humanity now turned into a deadly trap. Blast your way through the Internal Defence Corps in cybernetic warfare, confront the Engineers and uncover the mysteries of the project Eden. Dive into cybernetic warfare against the machine forces that protect the secrets of an artificial world. Fight a diverse roster of tough, agile mecha troops and elemental forces. 

Lord of the Rings: Return to Moria | PS5 

The Lord of the Rings: Return to Moria follows the Dwarves as they embark on a new adventure to reclaim their legendary home beneath the Misty Mountains. Summoned by Lord Gimli Lockbearer, players take control of a company of Dwarves tasked to reclaim the lost spoils from the Dwarven homeland of Moria, known as Khazad-dûm or Dwarrowdelf, in the depths below their very feet. Players will join forces to survive, craft, build and explore the iconic, sprawling mines. Courageous expeditioners will need to be vigilant as mysterious dangers await. Set in a procedurally generated Dwarven realm of Moria, no two adventures will be alike, and every expedition is traversable either solo or online with companions. 

Astroneer | PS5, PS4 

Reshape the ground under your feet as though it were made of clay. In Astroneer, players use their deform tool to dig, collect, shape and build anything they wish. Survive on and explore carefully crafted planets that can be entirely deformed and traversed. Our vast solar system includes 7 wondrous planets that players can travel between and explore every inch of, from the entire spherical surface, through treacherous layers of caves, all the way down to the mysterious core. Astroneer is better with friends. Group up with other players and work together to create massive industrial bases or to create fun games in the extensive creative sandbox.

PlayStation Plus Premium

Tekken Dark Resurrection | PS5, PS4 

The popular 3D fighting game Tekken 5 Dark Resurrection breaks out of the arcade with all new systems and features! Experience the captivating stories of Armor King and newcomers Lili and Dragunov, unique openings and endings for each character, and even an all-new opening CG movie. Story Battle, Quick Battle, Arcade Battle, and Practice: all the modes you’ve come to expect from the series are here. Fight your way to the top of the leaderboards in Tekken Dojo, deal big damage to strike it rich in Gold Rush, or kick back with your favorite characters in a nice round of Tekken Bowl. Whether you’re in the mood for a hardcore challenge or just some casual mini-games, the options are endless. The highly acclaimed character customization features from the previous game are also included, so use the fight money you earn to purchase items and show off your own unique style!

*PlayStation Plus Game Catalog and PlayStation Plus Premium/Deluxe lineups may differ by region. Please check PlayStation Store on release day.

Gran Turismo 7 Free Update 1.68 available today

One of the most striking vehicle designs of the ‘90s, if not of all time, the ’91 Mazda RX-7 Type R and its overly complicated sequential twin-turbo system boosting a rotary engine joins the Gran Turismo 7 lineup. 

Joining the FD3S are a restomod ’69 Chevrolet Camaro Race-Mod pushing 657.8 BHP from its supercharged V8 and a ’21 Renault Captur S Edition TCe 140 crossover. 

March’s free update also brings four new events to World Circuit. 

Update 1.68 for Gran Turismo 7 is available beginning today, March 11 at 11:00pm PT / March 12 at 7:00am GMT / 3:00pm JST.* 

Gran Turismo 7 Free Update 1.68 available today

New Cars** 

’69 Chevrolet Camaro Race-Mod

*Can be purchased from Brand Central 

A restomod of the classic Trans-Am hero Camaro Z28. 

Introduced in 1966, the Camaro was Chevrolet’s answer to Ford’s Mustang. The high‑performance Z28 was developed to homologate the car for the SCCA Trans‑Am Series and debuted as a focused motorsports model. Power came from a high‑revving 302 cu in (4.9‑litre) V8, with no automatic transmission or air conditioning offered. Campaigned by teams such as Penske Racing, the Z28 went on to claim championship success in Trans‑Am, helping spark a new era of small‑displacement, high‑revving American V8s. 

Created by Gran Turismo, the Camaro 1969 Race‑Mod is a modern reinterpretation of that original Z28. It preserves the spirit of classic Trans‑Am racing through a low, aggressive stance, while incorporating elements of the contemporary restomod movement popularized at events like SEMA. Chrome trim has been removed and replaced with carbon‑black components, while a wide‑mouth front bumper, pronounced ducktail spoiler, and centre‑exit exhaust sharpen the exterior. 

Inside, the car adopts a stripped‑back race cockpit with a roll cage, Alcantara bucket seats, and a sequential shifter. Beneath the vintage‑inspired design, however, lies thoroughly modern performance: a supercharged V8 producing 657.8 bhp. The result is a modern Trans‑Am race car that honors tradition while embracing new technology. 

’91 Mazda ɛ̃fini RX-7 Type R (FD)  

*Can be purchased from Used Cars 

The debut model of the third‑generation RX‑7, a car engineered to be the ultimate sports car. 

The FD3S RX‑7 debuted in December 1991, marking a major evolution for Mazda’s rotary sports car. The “Savanna” name used by previous generations was dropped, and the model was rebadged as the ɛ̃fini RX‑7. Its design focused on lightweight construction, balance, and outright performance. 

To accommodate wider tyres, the FD3S featured a significantly wider body. Despite the increase in size, extensive use of aluminum for the bonnet, spare wheel, jack, and front and rear double‑wishbone suspension kept curb weight to an impressive 1,260 kg. This obsessive weight reduction became a defining trait of the car. 

Power came from an updated 13B rotary engine, now fitted with a sequential twin‑turbo system. Output rose to 251.5 bhp and 30.0 kgfm of torque, giving the lightweight Type S a power‑to‑weight ratio of just 4.97 kg per bhp. It became the fastest and most capable RX‑7 Mazda had ever produced, with enormous tuning potential. 

Over its lifespan, the FD3S saw continual refinement, including improvements to body rigidity, engine management, and ABS. The original Type I evolved through multiple revisions, culminating in the Type VI in 2000. Unable to meet increasingly strict environmental regulations, production ended with the RX‑7 Spirit R in August 2002, closing a 25‑year chapter in rotary sports car history. 

’21 Renault Captur S Edition TCe 140  

*Can be purchased from Brand Central 

An all‑rounder that blurs the boundaries of the compact SUV class. 

The Renault Captur is a compact crossover SUV first introduced in 2013, quickly gaining popularity for its urban‑friendly design and impressive versatility. The second‑generation model arrived in 2019, built on an updated platform that delivered improved driving dynamics, ride comfort, and overall refinement. From this generation onward, Renault’s distinctive C‑shaped lighting signature became a defining visual feature. 

Measuring 4.23 m in length, 1.8 m in width, and 1.58 m in height, the Captur strikes a careful balance between compact agility and SUV presence. A longer wheelbase enhances stability and interior space, while the folding rear seats allow flexible cargo configurations to suit daily life or longer journeys. 

Powertrain options vary by market and trim level, ranging from 1.0‑ and 1.3‑litre turbocharged petrol engines to diesel and hybrid variants. Notably, the Captur became Renault’s first plug‑in hybrid with the E‑TECH PHEV, drawing on hybrid expertise developed in Formula 1 to deliver smooth, quiet, and efficient performance through electric motor assistance. 

On the road, the Captur combines agile handling with a stable, comfortable ride. A high‑quality interior and modern infotainment system enhance comfort for both driver and passengers, while the elevated driving position makes maneuvering effortless. Equally suited to urban commutes and winding country roads, the Captur proves itself as a true jack‑of‑all‑trades that exceeds expectations of the compact SUV segment. 

World Circuits 

The following new events have been added to ‘World Circuits’: 

  • European Sunday Cup 400 – Dragon Trail – Gardens Reverse 
  • Japanese Clubman Cup 550 – Kyoto Driving Park – Yamagiwa Reverse 
  • American Clubman Cup 700 – Michelin Raceway Road Atlanta 
  • World Touring Car 800 – Circuit Gilles-Villeneuve 

*Internet connection required for update. 
**Credits (paid or via game progression) required to purchase vehicles.

Invincible Vs open beta runs April 9 to 11, Training Mode details revealed

You’re about to experience more than a fraction of the power of Invincible’s characters. The upcoming Invincible Vs, a 3-on-3 tag-team fighting game based on Robert Kirkman’s comic series and the Amazon Prime adaptation of it, will hit PlayStation 5 on April 30. But before then, you can try the game with an open beta that’ll include 10 of its superpowered characters, running April 9 to 11.

Invincible Vs open beta runs April 9 to 11, Training Mode details revealed

Executive Producer Mike Willette sat down to tell us a little more about what players can expect in the beta, including its lineup of characters, and what it’s been like creating a fighting game from the Invincible source material.

PS Blog: What can players expect from the Invincible Vs beta? Will it include the story mode?

Mike Willette: Players can expect to see 10 characters. It’s going to be Invincible, Adam Eve, Omni-Man — with a special thing that they’ll find out about really, really soon that’s associated with Omni-Man — Thula, Robot, Monster Girl, Battle Beast, Rex Splosion, Bulletproof, and — very special — Allen the Alien.

Specifically, it’s going to be focused on online play, and ranked play. That’s because we know it’s going to be open to everybody, and so once you go through some placement matches, you’re going to start fighting against people that are closer to your rank. The goal is to, obviously, test things out, but also to get you grouped with people that are of like skill level.

We will have our training mode, which includes our tutorial and practice mode. And from practice mode, you can queue up into Ranked [mode]. You can either queue up there or just in our online settings. So you get to try out all the characters, you can go into practice and check everything out, and then go into ranked.

We will have our training mode, which includes our tutorial and practice mode. And from practice mode, you can queue up into Ranked [mode]. You can either queue up there or just in our online settings. So you get to try out all the characters, you can go into practice and check everything out, and then go into ranked.

Does Invincible Vs support any specific PS5 features or enhancements?

Yes, we’re working on high-resolution running on PlayStation 5. It is a goal for it being enhanced to support higher resolution while maintaining 60 frames per second.

Invincible features some really brutal battles in both the show and the comics. How did you go about treating that brutality and gore?

Something that Robert Kirkman is extremely good at is setting the table and the stakes that are involved. And you get to love these characters.

For us, it wasn’t about being a gore show, right? We don’t want to show you, like, ‘This is your spleen, and it’s attached to—.’ It wasn’t about getting into those details. It was really about showcasing the brutality of these people with powers during conflict, and this is the outcome of that conflict, and it’s brutal, and it’s damaging. It’s not just the gore that you see, but all of our costumes get torn. You get covered in blood. But when you’re super low on health, your idle changes, where you’re exhausted but still ready to fight.

So for us, it was expressing all of those things as often as we could, when it made the most sense, when it was authentic. We don’t stop the action for gore or violence. It’s part of the progression of the fight. We never want to take control away from a player whenever we can, and we want to make it part of the action, as if it was a scene in the show.

Can you talk about how you go about making Invincible Vs approachable for Invincible fans who might be new to fighting games?

You actually had the phrase there: approachable. To me, making a game approachable gets misconstrued with accessibility. We’re not trying to dumb down the game. We’re trying to make it easier for you to get into the game so you can fall in love with fighting games like we all have.

We looked at, like, what’s the fastest way to teach people combos and combo structure? And some of that was with the auto-combo [feature]. You’re not going to do as much damage, but it’s going to teach you some fundamental rules, of going from normal attacks into special attacks, and you can cancel special attacks into super moves, and from super moves, you can tag in your partner characters, and then you can rinse and repeat. And it starts building on top of itself, showing people the golden path of how combos work, and how easy it can be.

How do you make the game fun for both a newcomer audience and the rest of the fighting game community?

This is kind of like the second time we’ve taken this kind of approach. If you look back on what we did at Killer Instinct, we wanted to get rid of some of the hidden rules of combo flow.

It was really starting at something basic, a building block, and then adding building blocks on top of it, something that you can understand. So start here, then move to the next pattern, and then move to the pattern after them. So as long as you feel good doing the initial set of stuff, our theory is, and we’ve seen it happen, you’re like, ‘I was mashing buttons, but I did something really awesome. I want to learn more about awesome.’ It’s going to get you to that next thing.

So having combos that feel really good, even the auto ones, again, doesn’t have to do the most damage, but it feels good and does something flashy — it’s an important carrot to get you to do the next thing, and the next thing after that, right?

Quarter Up developed an original story for Invincible Vs, working with creator Robert Kirkman and Helen Leigh, the writer and co-executive producer of the Invincible series. What has that collaboration been like?

It’s interesting because Robert loves video games. He loves fighting games. So it’s not too hard to say, ‘Hey, within this structure, what kind of story do we want to tell?’ And it is really collaborative, because we get to say, ‘Hey, we have these ideas. How can we execute on these ideas and with these types of characters?’ And the writers will be like, ‘This is a way that we could bridge these gaps,’ or ‘These are very interesting premises.’

And for us, it was really selling the experience that you’re playing, like, a special episode of the show. It could potentially exist within the timeline, so just sit back and have fun.

Invincible Vs open beta runs April 9 to 12, Training Mode details revealed

You’re about to experience more than a fraction of the power of Invincible’s characters. The upcoming Invincible Vs, a 3-on-3 tag-team fighting game based on Robert Kirkman’s comic series and the Amazon Prime adaptation of it, will hit PlayStation 5 on April 30. But before then, you can try the game with an open beta that’ll include 10 of its superpowered characters, running April 9 to 12.

Invincible Vs open beta runs April 9 to 12, Training Mode details revealed

Executive Producer Mike Willette sat down to tell us a little more about what players can expect in the beta, including its lineup of characters, and what it’s been like creating a fighting game from the Invincible source material.

PS Blog: What can players expect from the Invincible Vs beta? Will it include the story mode?

Mike Willette: Players can expect to see 10 characters. It’s going to be Invincible, Adam Eve, Omni-Man — with a special thing that they’ll find out about really, really soon that’s associated with Omni-Man — Thula, Robot, Monster Girl, Battle Beast, Rex Splosion, Bulletproof, and — very special — Allen the Alien.

Specifically, it’s going to be focused on online play, and ranked play. That’s because we know it’s going to be open to everybody, and so once you go through some placement matches, you’re going to start fighting against people that are closer to your rank. The goal is to, obviously, test things out, but also to get you grouped with people that are of like skill level.

We will have our training mode, which includes our tutorial and practice mode. And from practice mode, you can queue up into Ranked [mode]. You can either queue up there or just in our online settings. So you get to try out all the characters, you can go into practice and check everything out, and then go into ranked.

We will have our training mode, which includes our tutorial and practice mode. And from practice mode, you can queue up into Ranked [mode]. You can either queue up there or just in our online settings. So you get to try out all the characters, you can go into practice and check everything out, and then go into ranked.

Does Invincible Vs support any specific PS5 features or enhancements?

Yes, we’re working on high-resolution running on PlayStation 5. It is a goal for it being enhanced to support higher resolution while maintaining 60 frames per second.

Invincible features some really brutal battles in both the show and the comics. How did you go about treating that brutality and gore?

Something that Robert Kirkman is extremely good at is setting the table and the stakes that are involved. And you get to love these characters.

For us, it wasn’t about being a gore show, right? We don’t want to show you, like, ‘This is your spleen, and it’s attached to—.’ It wasn’t about getting into those details. It was really about showcasing the brutality of these people with powers during conflict, and this is the outcome of that conflict, and it’s brutal, and it’s damaging. It’s not just the gore that you see, but all of our costumes get torn. You get covered in blood. But when you’re super low on health, your idle changes, where you’re exhausted but still ready to fight.

So for us, it was expressing all of those things as often as we could, when it made the most sense, when it was authentic. We don’t stop the action for gore or violence. It’s part of the progression of the fight. We never want to take control away from a player whenever we can, and we want to make it part of the action, as if it was a scene in the show.

Can you talk about how you go about making Invincible Vs approachable for Invincible fans who might be new to fighting games?

You actually had the phrase there: approachable. To me, making a game approachable gets misconstrued with accessibility. We’re not trying to dumb down the game. We’re trying to make it easier for you to get into the game so you can fall in love with fighting games like we all have.

We looked at, like, what’s the fastest way to teach people combos and combo structure? And some of that was with the auto-combo [feature]. You’re not going to do as much damage, but it’s going to teach you some fundamental rules, of going from normal attacks into special attacks, and you can cancel special attacks into super moves, and from super moves, you can tag in your partner characters, and then you can rinse and repeat. And it starts building on top of itself, showing people the golden path of how combos work, and how easy it can be.

How do you make the game fun for both a newcomer audience and the rest of the fighting game community?

This is kind of like the second time we’ve taken this kind of approach. If you look back on what we did at Killer Instinct, we wanted to get rid of some of the hidden rules of combo flow.

It was really starting at something basic, a building block, and then adding building blocks on top of it, something that you can understand. So start here, then move to the next pattern, and then move to the pattern after them. So as long as you feel good doing the initial set of stuff, our theory is, and we’ve seen it happen, you’re like, ‘I was mashing buttons, but I did something really awesome. I want to learn more about awesome.’ It’s going to get you to that next thing.

So having combos that feel really good, even the auto ones, again, doesn’t have to do the most damage, but it feels good and does something flashy — it’s an important carrot to get you to do the next thing, and the next thing after that, right?

Quarter Up developed an original story for Invincible Vs, working with creator Robert Kirkman and Helen Leigh, the writer and co-executive producer of the Invincible series. What has that collaboration been like?

It’s interesting because Robert loves video games. He loves fighting games. So it’s not too hard to say, ‘Hey, within this structure, what kind of story do we want to tell?’ And it is really collaborative, because we get to say, ‘Hey, we have these ideas. How can we execute on these ideas and with these types of characters?’ And the writers will be like, ‘This is a way that we could bridge these gaps,’ or ‘These are very interesting premises.’

And for us, it was really selling the experience that you’re playing, like, a special episode of the show. It could potentially exist within the timeline, so just sit back and have fun.

Ghost of Yōtei Legends: everything you need to know about the online co-op multiplayer mode

Time to take up your blade once more, warrior. Like its predecessor, Ghost of Yōtei’s rich single player campaign is just one side of a Zeni Hajiki coin, as Sucker Punch Productions brings its acclaimed PS5 adventure’s combat thrills to a supernatural plain in Ghost of Yōtei Legends. Launching tomorrow, March 10*, this online co-op multiplayer mode builds on the wonderful foundations of Ghost of Tsushima’s own Legends mode while reimagining Yōtei’s new mechanics and threats in a mythical, mystical spin fit for any storyteller’s fantastical yarn.  

Ghost of Yōtei Legends: everything you need to know about the online co-op multiplayer mode

The mode was announced last year, and fully revealed in this past February’s State of Play. Today, the studio – in the form of Legends Lead Designer Darren Bridges, kindly taking time out from putting the final polishes to the mode – joined us to break down what awaits players when they download the update on March 10. The mode is available at no additional cost for all owners of Ghost of Yōtei.** 

The mode has been in production as long as the single player campaign

“We had a core team working on multiplayer throughout [Ghost of Yōtei’s] development. We were reacting and responding and pulling the systems in, figuring out how they would work in a multiplayer context. As [the main game] finished, people moved over to work on Legends, flesh it out. It’s an interesting development process. There’s a lot of stuff that looks like a prototype for a long time, and then when the team moves in, it’s a really rapid escalation and improvement. It’s like an advent calendar: we wake up every morning and see something new. There’s so much new content, and that the game is getting amazing and beautiful so quickly once the rest of the team jumps in to contribute. So it’s a really fun experience.”

Examples of the Samurai class

It’s a Mythic Tale spin on the Yōtei Six 

“The Yōtei Six are bosses, warlords, that haunted Atsu’s story. Legends is a retelling of that way later; years, even centuries after the fact. A lot of the details have washed away. These big characters have been exaggerated. Instead of fighting powerful warlords, you’re fighting 15-foot demonic bosses. It makes enemies a suitable challenge for multiple players.”

Like the single player story, the Yōtei Six have followers you must face as well 

“Each boss has a faction of enemies that come with them. That includes sub-bosses that are different for each [of the Six’s domains] and are themed around the abilities of the boss, so they all connect. So for example, the Kitsune has an elite soldier called the Snow Woman, who has frost and cold abilities. The Snake has a summoner.” 

Examples of the Archer class

Different Classes help you face different challenges, but you can play your way 

“We want to give players different roles they can play into, to be able to complement each other, and you can split and focus on different enemies based on the weapons you have. But if you all want to play, say, Samurai, then you can and will be able to solve all the challenges put in front of you. But each Class has a focus weapon. So for instance, the Samurai has the Odachi, the Archer, the Yari. The Mercenary has dual katanas. The Shinobi has the Kusarigama, Some of their tech tree builds toward that. Some of their gear is based around that. But they’re not limited to those exclusively. They can use other weapons too. We also have things like quick fire weapons, so some abilities that are on cool down.

“Each class has their own tech tree, so there is build crafting based on the gear you unlock and the abilities you unlock and choose.” 

Four difficulty levels let you decide how fast (or challenging) you want your XP gain to be

“Every mission is replayable and there are four difficulties: Bronze, Silver, Gold and Platinum. As you play those, you’ll face different enemies, different challenges. The higher difficulty you play, the faster you’ll earn XP, the faster your character class will advance, and the better loot you’ll get based on. 

“There’s recommended gear levels for each difficulty. So if you are kind of signing up for a mission that is at a higher difficulty that your gear level is set too. We’ll give you a warning, but we’ll also say, “hey, go for it”. Some folk want to slowly move their way up the difficulties. Some want to jump into the highest difficulty unlocked and struggle. That’s great. We support both of those approaches.”

Examples of the Mercenary class

Prepare for some truly unique Legends cosmetics 

“One of the most amazing parts of working on game development is collaborating with professionals in a completely different discipline, and just seeing the things that [the art team] turn out. Obviously, with the mode being supernatural and fantasy, we can really dive into completely different ideas and really wild stuff [for cosmetics]. There’s one helmet that has a bunch of eyeballs on it, that look around while you’re wearing it. And all this content is available for Ghost of Yōtei owners at no additional cost. So all of this is unlocked just through gameplay.”

More on the mode’s different mission types…

“Story missions have you dealing with these legends as told by the storyteller, who is narrating the events as you play through them. There are two player story missions, while Incursion missions are the culmination of that. There’s one Incursion for each of the four bosses available in the launch version – The Spider, The Oni, the Kitsune, the Snake. Story missions are themed around them, then you enter their domain in four-player Incursions, fight your way to them and ultimately face off against them. 

“Survival is a four-player, area and wave defense type of mode. Four missions, each themed around one of the bosses. Each mission has you defending three locations. Each has a unique blessing and curse. So if you hold an area, you could activate a blessing to, say, summon a spirit bear, or activate fire spirits to attack enemies. But if you lose your hold, a curse activates… So now you have a shadow bear that will hunt you down and attack. So it leads to the matches being really dynamic.”

…and the upcoming Raid. 

“The Raid launches next month in which you’ll face the last two of the Yotei Six, the Dragon and Lord Saito.*** It’s four-player, hardcore content: you actually need four players to complete it. You can’t do it with fewer and you want to have players that you can communicate and coordinate well with. We view this as the most co-opy co-op. The rest of the Legends missions are co-optional. We provide opportunities for you to work together, but we don’t ever want to make it a blocker. This though? This is for four players. Mark my words. You cannot win without four players.”

Examples of the Shinobi class

You may never make it out of the game’s lobby 

“Ghost of Tsushima’s lobby was a flat 2D menu. Our goal in designing [this mode’s] lobby was to give you something you can do while you wait for friends to join. You can go look at the feats you’ve completed and unlock cosmetics. You can tweak your build, adjust your tech tree. But the lobby also has some light PvP elements, such as Zeni Hajiki, the coin-flicking game that was in the single player campaign. We heard players wishing they could play that against friends (so did our QA team), so we did! 

“There’s also a Bamboo Strike score challenge, with mini leaderboards that you can brag against your friends. There’s a training area if you want to get good at perfect parries in a low pressure environment, or to just test your build. So it’s just meant to be a place that while you’re waiting or you’re in between rounds, we give you interesting things to do.”

Ghost of Yōtei Legends is available as an update to Ghost of Yōtei owners at no additional cost on March 10.

*Ghost of Yōtei Legends will launch on March 11 in some territories including Asia, Australia, and New Zealand.

** Internet connection and account for PlayStation required. PlayStation Plus subscription (sold separately) required for online play or multiplayer. PS Plus is subject to recurring subscription fee taken automatically until cancellation. Age restrictions apply. Terms apply: play.st/psplus-usageterms

***Available in future update (patch version TBA)

Lou’s Lagoon soars onto PS5 later this year

Hi, I’m Ines from Tiny Roar and we’re thrilled to announce that Lou’s Lagoon, our high-flying adventure, will be landing on PS5 later this year!

Today, I’m excited to share more details about the game and take you behind the scenes to show some of the work that has gone into creating the places you’ll visit, the people you’ll meet, and the journey you’ll go on.

A fierce storm and a missing uncle

Lou’s Lagoon begins with you arriving on Limbo, a tropical archipelago that has been hit by a nasty storm; worse still, your beloved Uncle Lou was caught up in the storm and is missing. You’ll take to the skies in your trusty seaplane to trace Lou’s journey across Limbo’s islands and use a clever arsenal of gadgets to rebuild the communities and help residents back on their feet.

Lou’s Lagoon soars onto PS5 later this year

We hope that you’ll fall in love with the colorful world we’ve created and that you’ll get swept up in Limbo’s peaceful way of life as you hop from island to island, each with a charming cast of islanders, in search of clues to Lou’s disappearance.

Bringing Limbo to life

When we started working on what would become the Limbo archipelago, we took a lot of inspiration from classic adventure titles from the 90s and 00s, with island settings. We felt a tropical archipelago really fit the vibe we wanted for the game – easy-going and a world you can immerse yourself in without stressing out (there’s enough of that in real life!).

As Limbo is an archipelago, we enjoyed the opportunity to come up with ideas for fun thematics across the islands. When it came to designing the individual islands, we went through a lot of ideas including flying pyramids, an icy octopus island, and a creepy ghost ship but, in the end, we landed on a set of diverse island themes with our own unique stamp on them that should still feel familiar to anyone who had played adventure games before.

Take Gleam Reef, for instance. We quickly landed on the idea of an aquatic vibe, featuring huge pink corals and we wanted its residents to fit in with this theme, which led to the creation of the Vooi. The Vooi are lanky and agile jellyfish-based islanders who we like to think lived underwater for a long time and have recently learned to live on land. They’re very chilled and love to ‘go with the flow’ but this means they sometimes accept their fate too easily, maybe you can help them with that?

We took a similar approach when creating the wildlife that can be found across Limbo, building them as combinations of real animals. The Beever is part bee, part beaver. The Deergoat is… well, that one’s not hard to figure out. Each of these creatures carry different resources that you’ll need to collect and craft with as you help islanders and rebuild their communities, and we’ve worked hard to give players loads to discover whenever they land on an island for the first time.

Ready for takeoff?

As I mentioned earlier, you’ll travel from island to island in your seaplane and we’ve put a lot of effort into making flying feel satisfying and fun, whether you’re an experienced pilot or just discovering the fun of flying for the first time.

You’ll see ring challenges throughout the skies above Limbo. We hope that these challenges offer a fun way to get to grips with piloting your seaplane. Why not try and beat your personal best as you get more confident behind the controls?

Once you touch down, you’ll need to get to work on clearing up debris, gathering resources and crafting items to help restore the islands to their vibrant, pre-storm state (or even better?). Your key tool – and one of my favourite tools in the game – to help you do this is the Swirler 2000, which can grab storm debris and loose resources across the islands. For anyone who has played Slime Rancher, it’ll feel immediately familiar as you’re able to easily collect materials on the move.

The whole Tiny Roar team are incredibly excited to be bringing Lou’s Lagoon to PS5. Stay tuned for more updates as we get closer to release later this year and be sure to follow Lou’s Lagoon on social media. We can’t wait for PS5 players to explore Limbo and track down Uncle Lou!

Share of the Week: Heroic

Last week, we you to share heroic gaming moments using #PSshare #PSBlog. Here are this week’s highlights:

lunar9p shares their hero flying on the back of a massive eagle in Dragon’s Dogma II.

themarkplumb shares their hero raising their sword in Echoes of the End.

crimsonashtree shares Connor being a hero in Detroit Become Human.

PhotoModeColin shares their heroic Space Marine in Warhammer 40,000: Space Marines II.

s_dream44 shares Batman overlooking Gotham in Batman: Arkham Knight.

Photomode_Raro shares Cal Kestis in combat in Star Wars Jedi: Survivor

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week?

THEME: Prize
SUBMIT BY: 11:59 PM PT on March 11, 2026 

Next week, share some hard-earned loot or in-game prizes using #PSshare #PSBlog for a chance to be featured.

Capcom Spotlight March 2026 recap: Pragmata launches April 17, Alex joins Street Fighter 6, and more

Today’s Capcom Spotlight presentation shared details on a mix of titles, including the upcoming releases of Monster Hunter Stories 3: Twisted Reflection, Mega Man Star Force Legacy Collection and Pragmata, as well as news on Street Fighter 6 and Mega Man Dual Override.

Capcom Spotlight March 2026 recap: Pragmata launches April 17, Alex joins Street Fighter 6, and more

The launch trailer for Monster Hunter Stories 3: Twisted Reflection gives you a dramatic look at the upcoming turn-based, story-rich, RPG set in the Monster Hunter universe. In this epic adventure, you are the heir to the throne of Azuria, and the leader of a group called the Rangers. While the two countries of Azuria and Vermeil stand on the brink of war, an ecological threat known as the Crystal Encroachment threatens the fabric of the world. 

Together with your fellow Rangers and your monsties – monster partners that you’ll form bonds with as a rider – you’ll journey towards unknown lands on a search to uncover the truth. Meet new friends, discover new lands, and bond with iconic monsters from across series history in a sprawling and memorable RPG adventure. 

We can’t wait to welcome you to the world of Monster Hunter Stories 3: Twisted Reflection when it launches next week, March 13. Riders and Hunters alike with past save data in Monster Hunter Stories, Monster Hunter Stories 2: Wings of Ruin, Monster Hunter Rise, and Monster Hunter Wilds can receive different bonus outfits for each. And, if you link your Capcom ID account to your PlayStation account, you’ll receive the Catcom Works outfit for Rudy. 

Try the demo now, and transfer over your save data to the full game next week. 

Capcom Spotlight March 2026 recap: Pragmata launches April 17, Alex joins Street Fighter 6, and more

The long wait for Pragmata is nearly over. Even better, we’re excited to share that the game will now arrive one week earlier than its previously announced launch date. The new launch date is…April 17!

In our latest trailer, we showcased glimpses at never-before-seen locations and enemies, new abilities for Hugh, and a bit more of the mystery surrounding the lunar research station’s rogue AI: IDUS. We also showed how the Shelter – your safe space away from the action – can continue to grow, as well as your helpful new bot assistant in the Shelter, Cabin. Don’t worry, this one is a friend.

Fight as Hugh and Diana together to escape the lunar research station and make it back to Earth. Can they make Diana’s dream of visiting Earth a reality? Pragmata launches on PS5, April 17. 

Get familiar with Pragmata’s tactile, hybrid gameplay that mixes shooting and hacking with the free Sketchbook Demo

Mega Man Dual Override powers up on PS5 and PS4 in 2027. Shortly after we first announced the game at The Game Awards 2025, we kicked off the Robot Master Design Contest. We asked the community to design a Robot Master who has a right arm with immense suction powers, and out of many entries, we’ve narrowed it down to the final six designs.

The development team will now choose one winner that will appear in the final game when it launches, so stay tuned.

While you wait for the launch of Mega Man Dual Override, check out Mega Man Star Force Legacy Collection, coming to PS5 and PS4 on March 27. The collection includes seven total games:

  • Mega Man Star Force Pegasus
  • Mega Man Star Force Leo
  • Mega Man Star Force Dragon
  • Mega Man Star Force 2 Zerker x Ninja
  • Mega Man Star Force 2 Zerker x Saurian
  • Mega Man Star Force 3 Black Ace
  • Mega Man Star Force 3 Red Joker

Experience these games with enhanced graphics and music, new customization features, and new online features like matchmaking across all three titles, Friend, Casual, and Ranked Matches, and improvements to trading functions and the Brother list. 

Acknowledge the arrival of the dark devil, Alex, when he makes his entrance on March 17 as the third fighter from Street Fighter 6 Year 3. The Alex Arrives Fighting Pass will also be available with new content across multiple game modes. 

Capcom Spotlight March 2026 recap: Pragmata launches April 17, Alex joins Street Fighter 6, and more

Outfit 4 for Dee Jay and Elena also launches on March 17, the same day as Alex.  

That’s all from the Capcom Spotlight. Be sure to check out the full presentation on our official Capcom channels for more info on the games above. 

Mouse: PI For Hire hands-on report — classic FPS action meets rubberhose animation

Mouse: P.I. For Hire‘s rubber hose cartoon art style brings it a whole lot of absurd, slapstick humor, which pairs perfectly with its “boomer” shooter gameplay. But underpinning it all is a noir detective story that can be dark and adult as well as goofy and comedic, giving Mouse a fascinating depth that goes beyond its toon inspirations.

I recently went hands-on with an early level from Mouse: P.I. For Hire and got a sense of its fast-paced combat, twitchy boss battles, and underlying narrative that mixes noir detective elements and slapstick humor. 

In search of a mad scientist

The preview level I played sent protagonist private eye Jack Pepper to the hidden laboratory of Steve Bandel, a magician and friend of Jack’s who also appears to be a mad scientist. Bandel has gone missing, so Jack follows up on a tip to find the secret lab — accessed by taking an elevator hidden in an outhouse in the middle of the woods.

The lab itself is swarming with strange cultists, armed with weapons ranging from tommy guns and pistols to clubs and wooden shields. Like the shooters Mouse draws its inspiration from — games like Doom, BioShock, and Quake — your best defense is to always be moving. Jack can employ a quick dash move when you press R3 or a slide with L3, giving you a momentary burst of speed to dodge incoming attacks, and a double-jump on the X button that can help you take advantage of the verticality of most arenas. When you need a little space, hitting Circle lets you kick enemies to push them back.

Jack’s arsenal gives you a number of options for dealing with enemies, ranging from his fists to a semi-automatic pistol, the tommygun-like “James Gun,” and a powerful double-barrel shotgun. Each one can be upgraded between levels to power them up and add alternate fire modes. You can also fling sticks of dynamite at enemies and find special power-ups within levels, like a hot pepper that adds fire damage to your weapons for a short period.

And not long into your investigation, you uncover something Bandel must have been working on — a new gun called the Devarnisher. This weapon fires turpentine rounds that deal damage to enemies over time, eventually melting the ink right off their bones.

Bot Betty bosses

The level included three different boss fights. Each boss was a robotic version of Betty, Bandel’s former assistant from his magician days. You learn that Bandel attempted to recreate Betty after her death, and as Jack comments, he got a little weird with it. Each version of Betty is more complete than the last, bringing different elements into the fight before they all culminate in the most complete Robo-Betty, the final boss of the level.

Like with fights against other enemies, speed, positioning, and quick reactions are essential when battling Mouse: P.I. For Hire’s bosses. But unlike other fights, the arenas are more constrained, so it’s a lot tougher to get away from enemy attacks. 

Jack’s dash is key to survival in tough fights. It can get him clear of the “gamma ray” laser beams wielded by the first Robo-Betty, or the devastating blades attached to the arms of the second.

The final boss fight brings it all together, with a Robo-Betty that’s fast, aggressive, and capable of dishing out cartoon bombs that will chase you around the arena while she tries to get in close and pummel you. Every so often, she’ll activate the gamma ray attack the first Betty employed, forcing you to hide from it behind a glass wall to avoid getting zapped. During that time, you have a chance to find and hit a button on the wall to blast Betty with a laser of your own, briefly disabling her and allowing you to unload on the bot until it’s destroyed.

A serious story in a cartoon world

Between the goofy animations that come with defeating enemies, absurd jokes like a sign marking a “Totally Normal Wall,” and the bounciness of everything from ammo pickups to your own weapons, cartoon-style comedy is baked into every element of Mouse: P.I. For Hire.

The level was also loaded with secrets, which often hide items that give you insights about the city of Mouseburg where the game takes place, and the political strife affecting its residents. To unlock safes and padlocks to find those secrets, you’ll have to use your tail to trip each lock’s tumblers.

The combination of elements creates a fun tone that’s both absurd and thoughtful. The story itself seems to be a complex one, drawing on noir tropes and ideas and bringing a twinge of adult-oriented thinking to the hilarious world. While Jack’s willing to throw out one-liners, he’s also thoughtful about the information and clues he’s coming across.

Searching for clues

Completing the lab earns you a clue about what happened to Bandel, but it’s just a piece of the puzzle. As the level wraps up, we get a look at Mouse’s world map, full of Mouseburg locations that will presumably house other levels.

In the center is Jack’s PI agency, and returning allows you to wander around the block, where you can visit other characters and upgrade your weapons.

In the office, you can put all the clues you uncovered on Jack’s case board, where hopefully, the picture of the case will start to come into focus. The preview build didn’t give much of a sense of how the investigation portion of the game works, but it’s clear from the story that you’ll be talking to a lot of characters to gather information and pick up leads, developing the case over time.

While the preview level I saw was mostly focused on gunplay, it also highlighted how much attention Mouse: P.I. For Hire is dedicating to its story. Between noir-style narration from Jack, journals and clues you’ll find that tell the story of each level, and characters you’ll meet who provide more insights into the politics and intrigue happening in Mouseburg, Mouse: P.I. For Hire looks to be delivering a deep, twisting mystery.

You can start hunting for clues when Mouse: P.I. For Hire releases on April 16 on PlayStation 5.