Official PlayStation Podcast Episode 523: Memory Cards

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Hey, everybody! Sid, Tim, and Brett are back this week to discuss the release of Borderlands 4, indie hit Hollow Knight: Silksong, and 30 years of PlayStation memories.

Stuff We Talked About

  • Next week’s releases:
    • Borderlands 4 | PS5 (out today)
    • LEGO Voyagers | PS5, PS4
    • Frostpunk 2 | PS5
    • Towa and the Guardians of the Sacred Tree | PS5
    • Dying Light: The Beast | PS5
    • Trails in the Sky 1st Chapter | PS5
  • Digimon Story: Time Stranger hands-on — New details revealed on the combat system and tropical Abyss Area.
  • Hollow Knight: Silksong hands-on — Discover what’s new in the anticipated sequel, like mid-air healing, mantling on ledges, more challenging encounters, and more.
  • Announcing PlayStation 30th Memories — We’re celebrating PlayStation history and you’re invited to be a part of it by sharing your memories. Head to PS blog for more details
  • PlayStation Family App — This new mobile app gives parents more tools to guide their family’s PlayStation experience.

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Tim Turi – Content Communications Manager, SIE

Brett Elston – Manager, Content Communications, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

PlayStation Plus Game Catalog for September: WWE 2K25, Persona 5 Tactica, Green Hell, Fate/Samurai Remnant, and more

This month, step into the ring and dominate the squared circle in WWE 2K25, lead the Phantom Thieves in a new turn-based strategy adventure in Persona 5 Tactica, survive the unforgiving wilderness of the Amazonian jungle in Green Hell, or partake in a Holy Grail War set in Edo Japan in Fate/Samurai Remnant.

Meanwhile, Legacy of Kain: Defiance brings vampiric action-adventure to PlayStation Plus Deluxe.  

PlayStation Plus Extra and Deluxe | Game Catalog 

WWE 2K25 | PS5, PS4 

“The Wiseman” Paul Heyman hosts The Bloodline’s Dynasty, a new 2K Showcase celebrating one of the most historic family dynasties in wrestling. Relive legendary showdowns and create dream matches between The Bloodline and WWE Superstars and Legends. Intergender wrestling makes its long-awaited WWE 2K debut, alongside the return of chain wrestling, Underground and Bloodline Rules match types, barricade diving and more. Take control of your Superstar from the women’s or men’s divisions in a singular multi-gender MyRISE storyline where WWE Superstars infiltrate NXT and attempt to take control of the WWE universe. Discover new brawl environments, unlockable arenas, characters, ally storylines and more. 

* WWE 2K25 is releasing  on September 16.

Persona 5 Tactica | PS5, PS4 

Persona 5 Tactica is a turn-based strategy game, featuring an all-new story, the return of fan-favourite characters and brand-new allies and foes. After a strange incident, the Phantom Thieves wander into a bizarre realm where its citizens are living under tyrannical oppression. Surrounded by a military group named Legionnaires, they find themselves in grave danger until a mysterious revolutionary named Erina rescues them and offers an enticing deal in exchange for their help. What truth lies behind Erina and the deal she offers to the Phantom Thieves? Join the group as they lead an emotional revolution in this thrilling combat adventure.

*Persona 5 Tactica is releasing on September 16 (except for Thailand). 

Green Hell | PS5, PS4 

Green Hell is an Open World Survival Simulator set in the unique and uncharted setting of the Amazonian rainforest. Plunge into the open world survival simulation set in the extreme conditions of the unforgiving Amazon jungle. Use real-life survival techniques to craft, hunt, fight, and gather resources. Build a makeshift shelter or raise a fortress, but always remember to tend to your wounds and maintain mental health. Survive on your own, or try your chances in an up-to-4-player online co-op mode. 

*Green Hell is releasing in Singapore on September 30 and on September 16 in other Southeast Asia markets. 

Fate/Samurai Remnant | PS5, PS4 

“Your wish shall perish…” A Holy Grail War begins in Edo Japan. The curtain rises on a new Fate, an action RPG presented by Type-Moon and Koei Tecmo Games. The 4th year of the Keian Era, Edo Period. It has been several decades since the end of a turbulent, blood-soaked era. People were enjoying peace and tranquility, but a battle between seven pairs of Masters and Servants is about to begin as the “Waxing Moon Ritual” unfolds in the shadows. Miyamoto Iori, a young man in Asakusa, finds himself caught in the violence of a Holy Grail War. 

* Fate/Samurai Remnant is releasing on September 16

Crow Country | PS5, PS4 

The creators of celebrated point-and-click murder mystery Tangle Tower return with a retro-inspired survival horror set in an abandoned theme park. The year is 1990 and Edward Crow, the owner of the Crow Country theme park, is missing. Two years after he suddenly closed his park, a mysterious young woman called Mara Forest arrives to explore the abandoned property and find its lost owner. Why did Crow really shut down Crow Country and what is Mara Forest’s connection to him? 

*Crow Country is releasing in Singapore on September 30 and on September 16 in other Southeast Asia markets. 

The Invincible | PS5 

You are a highly qualified, sharp-witted astrobiologist named Yasna. Being entangled in a space race, you and your crew end up on the unexplored planet Regis III. The scientific journey quickly turns into a search mission for lost crewmates. Follow its trail, but be fully aware that every decision you make can bring you closer to danger. On her journey, Yasna will face decisions that will shape the outcome of the story. Help her make difficult choices and witness one of 11 possible endings to the deeply philosophical story. 

*The Invincible is releasing in Singapore on September 30 and on September 16 in other Southeast Asia markets. 

Conscript | PS5 

Conscript is a survival horror game inspired by classics of the genre, blending all the punishing mechanics of older horror games into a cohesive, tense, and unique experience. Set in 1916 during the Great War, you play as a French soldier searching for his missing-in-action brother during the Battle of Verdun. Will you be able to search twisted trenches, navigate overrun forts, and cross no-mans-land to find him, and ensure a home goes unbroken? Survive in an intense, harrowing atmosphere boosted by a unique pixel art aesthetic and oppressive sound design. Navigate intricate level design that promotes item management and route planning, whilst solving complex environmental puzzles. 

*Conscript is releasing in Singapore on September 30 and on September 16 in other Southeast Asia markets. 

PlayStation Plus Deluxe

Legacy of Kain: Defiance | PS5, PS4

Continue Kain and Raziel’s epic conflict in this faithful emulation of the classic PS2 action-adventure title, Legacy of Kain: Defiance, playable on PS4 and PS5 for the first time. Take control of two powerful and highly evolved vampires: Kain, Emperor of Nosgoth and near-demigod, and Raziel, a wraithlike angel of death. Each equipped with their own legendary sword, Kain & Raziel must battle through a world poisoned by conflict and intrigue as they attempt to unravel their destinies and defeat the dark forces that seek to condemn their world to eternal damnation.

* Legacy of Kain: Defiance is releasing on September 16

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

Announcing PlayStation Family App for parental controls and family management

At Sony Interactive Entertainment, we’re committed to providing safe play for gamers of all ages, including enhancing ways for parents to manage their children’s gaming experience. This includes the current parental control features available on the PS5 and PS4 console, such as playtime settings and age restriction settings for games. Today, we’re pleased to announce our next step in this commitment with PlayStation Family, a new dedicated parental control mobile app available on iOS and Android devices*. PlayStation Family app will be launching around the world starting today.

PlayStation Family app is a new experience to help parents set up and manage their children’s gaming experience on PlayStation – straight from their supported mobile device. The app includes a number of new customizable features for parents to manage their children’s playtime, including an activity report, more visibility into what their children are playing, and approving extra playtime requests  –  all at the tap of a finger. 

Announcing PlayStation Family App for parental controls and family management

Here’s a look at the features from PlayStation Family app:

Guided Onboarding – Enjoy a thoughtfully guided experience setting up a child account easily with PlayStation Family app. 

Real-Time Notifications – Get notified what game a child is playing in real time. Approve or decline a child’s requests for extra playtime, restricted games, and communicate from a mobile device – you have the final say.

Activity Reports – Review daily and weekly activity reports at a glance. Parents can see up-to-date information about a child’s playtime and activity. 

Manage Playtime – Set playtime limits for each day of the week. Children can enjoy more flexibility by requesting additional playtime from the console, while parents can approve or decline their requests from a phone or tablet.

Manage Spending – Manage spending activity by adding funds, viewing balances, and setting a monthly spending limit for a child to buy content from the PlayStation Store.

Content Filters – Choose and configure age appropriate content with a tap of a button. We’ve included presets that automatically apply recommended settings for different age groups, and every setting can also be customized individually to best suit each child.

Social Interactions-  Customize privacy settings and how your children connect and play. Manage access to social features.

PlayStation Family app is available for download on the App Store and Google Play in most markets starting today.

We’re excited to bring an easy way for parents to manage their children’s gaming directly from their mobile devices. This is just the beginning with our new mobile app – we’ll plan to continue adding enhancements to PlayStation Family app to evolve the experience over time. We hope you’ll enjoy it and we look forward to your feedback.   

*PlayStation Family app is compatible with iOS version 14 and Android 8 or higher.

Pacific Drive expansion Whispers in the Woods launches this year

Hello! I’m Blake from the Ironwood Studios team and we’re proud to introduce Whispers in the Woods, a major narrative and gameplay expansion to Pacific Drive.

When Pacific Drive first launched in February 2024, players joined their trusty station wagon to brave the haunting, anomaly-filled Olympic Exclusion Zone. The game’s unique blend of driving, tense exploration, and scrappy car maintenance quickly resonated with fans of car and survival games alike. Now, we are excited to bring players back to the driver’s seat and back to the Zone in Whispers in the Woods, coming later this year for Playstation 5.

Pacific Drive expansion Whispers in the Woods launches this year

Return to the Zone

Whispers in the Woods takes you on a brand-new adventure back into the Olympic Exclusion Zone. Available after your first few hours in the game, the expansion can be pursued alongside your main campaign and explores the rise of a terrifying group of anomaly obsessed fanatics hidden deep within the depths of the forests.

With their appearance, the expansion brings a change to the woods of The Zone unlike anything you’ve seen before. Not only do new anomalies roam the forests, but massive effigies adorned with cryptic symbols fill the landscape as the game’s atmosphere takes on a darker more horror focused tone.

“From the very beginning, we knew we wanted to take the mysteries of the Olympic Exclusion Zone in a new direction for this Expansion.” says Cassandra Dracott, Creative Director at Ironwood Studios. “We had heard so much feedback and so many stories about the fear people had experienced in Pacific Drive and in With Whispers in the Woods, we knew we wanted to lean hard in that direction.”

It’s not just a tonally different experience either. We’ve added an entirely new fully voiced narrative in the expansion and with it, we are able to continue building on the world of the game and the surreal nature of the Zone. We’ll leave you to theorize what happens next – but it wouldn’t be Pacific Drive if we weren’t also giving you new experiences to have with your 4 wheeled companion.

Discover Artifacts

Whispers in the Woods brings more of everything you’d hope for in a Pacific Drive expansion. New items, car parts, cosmetics, junction types, and anomalies await. We’ve even added new behaviors to old anomalies to help keep you on your toes. The largest and most significant addition however, are the brand new Artifacts.

“As you collect these mysterious objects, you will have to contend with their unpredictable car and world altering effects, forcing you to constantly adapt and change your strategy on the fly.” adds Richard Weschler, Lead Designer on Whispers in the Woods.

Created by our mysterious group of fanatics, Artifacts are the expansion’s gameplay centerpiece. Inspired by our quirk system, each Artifact is imbued with a condition and an effect said condition creates. Perhaps every time you jump, your car horn honks. Maybe when your car horn honks it also takes damage. While some may grant you strange advantages, others will add twists and turns to how you play. Artifacts can even play off of each other to create chain reactions.

It is up to you to figure out which Artifacts are the right ones for your time in the Zone. No matter what type of Artifact you and your wagon find, two things are true: collecting many of them will be critical to your time in the Whispering Woods, and if you hold too many, much more dangerous things deep within the forests will slowly awaken.

A major expansion for new and returning players

Since its release, we are proud to have more than one million players globally. In the 18 months since launch, we’ve continued to support the game with multiple free updates like April 2025’s Endless Expeditions update, which added endless trips into the Zone, doubled the size of the radio tracklist, and added  the suspend run feature.

Whispers in the Woods however, is the studio’s most ambitious update yet. With hours of new gameplay and story content, plus an explorable region close to one-third the size of the base game, the expansion represents a significant step forward for both new and returning fans and we’re incredibly excited for everyone to experience it.

“We see this release as both for our longtime players and a welcome sign for newcomers,” Cassandra adds. “If you’ve been driving through the Zone since day one, Whispers in the Woods is going to add a brand new, more terrifying  take on the Olympic Exclusion Zone. And if you’re just starting out, this expansion marks the best version of the game to date with new systems and content to find and explore.”

Whether you’re returning to your familiar station wagon or starting fresh on your first trip into the Zone, Pacific Drive: Whispers in the Woods offers a haunting new journey and we can’t wait for you to experience it later this year on Playstation 5.

Hollow Knight: Silksong — 8 ways it evolves the side-scrolling formula

It’s been a really long wait, but Hollow Knight: Silksong, Team Cherry’s sequel to the beloved side-scrolling search-action game Hollow Knight is finally here. The game introduces a whole lot of changes and additions to what made Hollow Knight great, expanding on both the formula of a classic and some key elements of the side-scrolling exploration-action genre in general.

Here’s a semi-spoilery look at what I’ve seen in Pharloom so far — we won’t talk about the story or any major developments, but if you want to discover all the new mechanics and touches yourself, dig into the game before reading on.

Spoiler warning: If you’d like to avoid light spoilers for Hollow Knight and Hollow Knight: Silksong, do not continue.

Silksong makes healing a whole new tactical decision

Hollow Knight’s healing system is one of its essential features, setting the pace of combat and creating an intense risk-reward calculus within every fight. As long as you’ve got enough Soul stored up from hitting enemies, you can hold Circle to heal a single point of health at any time — but you need to stand still for about three seconds to do it. 

Silksong gives you a faster, more versatile heal. You still charge it by hitting enemies — gathering Silk rather than Soul — but hitting Circle once activates Bind, a healing move you can use anywhere, even in mid-air. Instead of getting one point of health back, you get three, but you can only heal when your Silk is full and healing always costs all your Silk. And like in Hollow Knight, Silk powers some of your strongest abilities.

Those adjustments to healing completely change the calculus of when and where to heal, setting a faster tempo for combat in Silksong that’s just as tactical.

Enemies are smarter and more defensive

You’ll often find your opponents feinting, backstepping, and guarding against your attacks and trying to counter. Many opponents are aggressive, but also defensively minded, forcing you to think about your moves and fight carefully.

This feels like a story choice as well as a gameplay one; in Hollow Knight, most enemies were almost like zombies due to a strange infection. The enemies of Silksong are aggressive and dangerous, but often still have their wits about them, and it shows in how they fight.

Leaping to ledges is quick, agile, and easy

Hornet is more acrobatic than Hollow Knight’s protagonist, with the ability to grab the edges of platforms and pull herself up. You can also jump straight from the edge of a platform to your next ledge, which speeds up platforming significantly. Mantling also seems to provide a few invincibility frames — great if you’re on the run from a pesky flying enemy.

The world is full of other characters (and more straightforward side quests)

Unlike in Hollow Knight, which took place in a ruined kingdom, Silksong’s setting of Pharloom is very much alive. You’ll meet plenty of people on your journey, many of whom will give you side quests. Those quests are now tracked in your menu, a marked departure from the minimalist, Souls-like approach in Hollow Knight. It’s worth checking back in at settlements you find and with characters you meet, too, as their stories unfold.

You can set traps for your enemies…

You’ll eventually unlock all the abilities that Hornet used against you in boss fights in Hollow Knight. These include the thread traps she can set that are activated if enemies walk into them or hit them with an object, throwing knives, and a whole lot of other options. There’s a large variety of tools to unlock, giving you a lot of options for how to approach a fight.

…and they’ll set them for you

Pharloom is full of deadly traps, and certain locations have some particularly devious ones. Hollow Knight had the occasional breakaway floor, but in Silksong, you need to keep your wits about you, lest you break a tripwire and get skewered by spikes.

You’ve got a huge number of character build options

Alongside tools and traps are Hornet’s Crests, which you can unlock throughout your adventure. Crests change your whole combat style — the Wanderer crest gives you speedy attacks with a shorter range, for instance, while the Beast crest’s strikes are more like raking claws over your enemies and cover a larger area. 

Crests all have different layouts for charms, affecting your loadout, and some come with different takes on your Bind ability. When you Bind while wearing the Reaper crest, for instance, you get a short period where your attacks will generate more Silk — great for boss fights where you need to heal often. 

The game is full of gorgeous little touches

With such a long development, Team Cherry has had time to put in a lot of great little extras. Watch for tiny ants to carry the pieces of your defeated foes back to their homes for dinner. And once you unlock the musical Needolin, try playing it for different characters to see what happens.

This only scratches the surface of what there is to discover in Hollow Knight: Silksong. You can start your journey up Pharloom’s pilgrim trail right now — grab it at PlayStation Store.

Digimon Story: Time Stranger hands-on report

It’s been a hot minute since the last Digimon game graced our screens, but the wait is nearly over – Digimon Story Time Stranger will be advancing the series in fresh ways when it hits PS5 on October 3. I was lucky enough to spend some time with the monster-taming RPG to find out what evolutions await.

An intriguing story, set within stunning sights

My introduction to this new era of Digimon was bookended by two separate story beats. The first was the opening of the game, where I chose Dan Yuki (and then later Kanan Yuki, but my choice didn’t affect the story) of ADAMAS, a secret organisation charged with investigating and fixing anomalous phenomena. And it just so happens there’s one in Shinjuku.

A trek across my starting point in Tokyo led to an encounter with some Digimon within a perilous underground section, a broken and abandoned office space, and eventually a fraught battle on top of a skyscraper.

While this created a good foundation for the game, the second story section was a comparative explosion of colourful fantasy, letting me explore the Digital World’s Abyss Area. Sure, Tokyo has its charms, but the Abyss Area’s beautiful and unapologetic depiction of the Digimon culture ranks as one of the most impressive sights in the series to date. Between the clear pools, shimmering rock formations, and a group of Digimon revering MarineAngemon singing and dancing, it was an unforgettable set-up that truly showed off the glossy, anime-style visuals.  

It has a mature side

The Digimon series is no stranger to deep themes and topics, so fans will be happy to hear that even this curated playtest showed signs that Time Stranger isn’t going to shy away from big questions. Between the two story sections, there were already clear indications that there’s an exploration of interspecies war between the Digimon and Titans, the pressure of societal expectations, and even the navigation of mental health when I was visiting Shellmon and trying to discover why they haven’t left their home.

There are still plenty of light-hearted laughs

Even when the stakes are high, Digimon Story Time Stranger doesn’t forget its Saturday morning cartoon influences, either. Any brooding is balanced by its desire to have fun and deliver a lightness of touch, whether it’s through the idle animations of your party members, its joyful voice acting, humorous dialogue choices when talking to NPCs, or the ability to collect a variety of incidental cards and costumes.

Not to mention that, yes, you can ride some of the Digimon in your team via the DigiRide option. Does it make traversing the environment any quicker? Only in some cases. But is it fun to see your agent hop on Leomon’s shoulder as you romp through a kaleidoscopic land of wonder? Oh yes.

Starting out with familiar RPG elements

Digimon Story Time Stranger’s tried and tested battle system has plenty of familiarities to get you started. My first encounter with the cute digital monsters offered me a choice between the Data mammal Patamon, Vaccine sea beast Gomamon, or Virus little devil DemiDevimon.

As usual, this is a gentle intro to the ‘rock-paper-scissors’ attribute system that sets up the turn-based battle mechanic – Vaccine is strong against Virus, Virus is powerful against Data, and Data is best against Vaccine. But on top of that, they can possess four other attributes and 11 elements such as Water, Plant, and Dark, meaning there are a vast combination of how your 450+ Digimon can shape up. Which translates into varied and strategic combat to figure out how to exploit your enemy’s vulnerabilities.

DigiAttacks, new Personality system, and more

What’s more of a surprise is the intricacies added to the battle system. For one, enemies are now visible on-screen, so you can sometimes avoid them or trigger pre-emptive strikes by pressing R2 for a DigiAttack, which can instantly defeat weaker foes.

I also got to play with the Personality system, which is designed to make each Digimon more individual. Depending on where your beastie lines up within the 16 different personality types, bracketed into Philanthropy, Valor, Wisdom, and Amicability, you’ll benefit from stat and skill perks. For example, ‘Friendly’ gives Defence and Attack buffs when coupled with the Slow Starter personality skill, which provides attack boosts from round four onward.

These personalities can be changed based on mini conversations you have with your Digimon, too. During quiet moments, you can engage with your pals, who will ask curious questions. My Leomon enquired if I was being reckless and that maybe I should take a break. When I replied with gratitude, they responded that they simply didn’t want me to collapse, which then turned their personality to Philanthropy.

Another time, my Dinohyumon asked the surprisingly philosophical question if we can overcome anything by being brave, to which I responded that “other things mattered, too”. He sighed with “ugh, that’s tough,” and I was given the option to replace an old personality skill with the new one of First in Line, so in subsequent battles, he always got to act before everyone else. Handy.

So many mysteries to uncover

In the near couple of hours I played, it was clear that Digimon Story Time Stranger was rife with secrets. I briefly got to explore the In-Between Theatre, a multi-dimensional space populated with odd faceless beings and managed by recurring character Mirei Mikagura. While the Theatre could be used to travel to other areas, there were clearly other uses and elements it was hiding beneath its luxurious décor.

There were also lots of nice little gameplay elements to keep things fresh, including a thrilling chase sequence where I had to escape from a brutal MetalGreymon, and the ability to use R2 when exploring to blast through obstructions and also receive hints when noteworthy items were nearby.

There’ll be plenty more to discover across time and space when Digimon Story Time Stranger releases on October 3 on PS5 – and based on my experiences you’re going to have the time of your digital life.

Share of the Week – Metal Gear Solid Delta: Snake Eater

This past week players snuck through Metal Gear Solid Delta: Snake Eater and shared memorable moments using #PSshare #PSBlog. Here are this week’s highlights:

Michael_Jambor shares a detailed close-up of Snake’s face

AreeLyBadPun shares a faceoff with a crocodile

georgie_1986_ shares a sharp-looking scientist

crisg_art shares Snake ready for the hunt

mungui_zero shares tactical tree action

TakaSanGames shares a delicious meal

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. As for next week…Share of the Week will be taking a short break! Check back in a few weeks when we focus our lens on Fall games.

PlayStation Store: August 2025’s top downloads

It’s time to see which PS5, PS4, PS VR2, and free-to-play games topped last month’s download charts. August continued sports supremacy as Madden NFL 26 led the charge on the charts in the US, while Mafia: The Old Country had success on both the US and EU charts for PS5, and Delta Force dominated the free-to-play charts in both the US and EU.

Check out the full listings below. What titles are you playing this month?

PS5 Games

US/CanadaEU
Madden NFL 26Mafia: The Old Country
Ready or NotGrand Theft Auto V
Mafia: The Old CountryReady or Not
Gears of War: ReloadedForza Horizon 5
College Football 26Minecraft
Grand Theft Auto VMETAL GEAR SOLID Δ: SNAKE EATER
METAL GEAR SOLID Δ: SNAKE EATERGears of War: Reloaded
MinecraftThe Crew Motorfest
Forza Horizon 5Clair Obscur: Expedition 33
Call of Duty: Black Ops 6It Takes Two
HELLDIVERS 2Among Us
Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2Hogwarts Legacy
WWE 2K25The Witcher 3: Wild Hunt
Clair Obscur: Expedition 33CarX Street
Midnight Murder ClubWWE 2K25
Mortal Kombat 1Grounded
MLB The Show 25F1 25
CarX StreetSplit Fiction
GroundedNo Man’s Sky
PhasmophobiaRaft

*Naming of products may differ between regions
*Upgrades not included

PS4 Games

US/CanadaEU
Red Dead Redemption 2Red Dead Redemption 2
Batman: Arkham KnightA Way Out
A Way OutBatman: Arkham Knight
Battlefield 4Grand Theft Auto V
Need for Speed HeatNeed for Speed Heat
Grand Theft Auto VUnravel Two
Mortal Kombat XMinecraft
MinecraftBatman: Return to Arkham
Batman: Return to ArkhamBattlefield 4
STAR WARS Battlefront IIAssassin’s Creed Syndicate
Middle-earth: Shadow of WarWatch Dogs 2
Alien: IsolationAssassin’s Creed Unity
Gang BeastsThe Forest
Watch Dogs 2Mortal Kombat X
The Walking Dead: The Telltale Definitive SeriesAssassin’s Creed Odyssey
Call of Duty: Black Ops IIIMiddle-earth: Shadow of War
Tom Clancy’s Ghost Recon BreakpointKingdom Come: Deliverance
The ForestMafia: Trilogy
BloodborneBattlefield V
Injustice 2Assassin’s Creed Origins

*Naming of products may differ between regions 

PS VR2 Games*

US/CanadaEU
Beat SaberBeat Saber
Creed: Rise to Glory – Championship EditionCreed: Rise to Glory – Championship Edition
Alien: Rogue Incursion VRJob Simulator
Among Us 3D: VRAlien: Rogue Incursion VR
Job SimulatorKayak VR: Mirage
Skydance’s BEHEMOTHSkydance’s BEHEMOTH
GORN 2Among Us 3D: VR
PavlovDead Land 2 VR
Arizona Sunshine 2Flight Simulator Delivery 2025 VR
Before Your EyesHorizon Call of the Mountain

*PlayStation Store purchases only. Game upgrades or games bundled with hardware not included

Free to Play (PS5 + PS4)

US/CanadaEU
Delta Force (F2P)Delta Force (F2P)
RobloxRoblox
FortniteFortnite
Tom Clancy’s Rainbow Six Siege X – Free AccessTom Clancy’s Rainbow Six Siege X – Free Access
Call of Duty: WarzoneCall of Duty: Warzone
Rocket LeagueRocket League
Marvel RivalseFootball
Fall GuysAsphalt Legends
Asphalt LegendsFall Guys
Apex LegendsVALORANT

Dragon Quest I & II HD-2D Remake: how Square Enix rebuilt two classic games for a new generation

Dragon Quest is one of the most acclaimed and influential series in gaming. If you’ve ever played a Japanese (or Japanese-inspired) RPG, it probably owes a debt to this amazing franchise.

And it all started with Dragon Quest I and Dragon Quest II.

These games captivated players by sending them on epic adventures across expansive worlds full of imaginative locales, while battling all manner of monsters. It was an experience like few others.

Dragon Quest I & II HD-2D Remake: how Square Enix rebuilt two classic games for a new generation

New Gameplay Overview Trailer offers a look at exploration, combat, party lineup, and more.

Now these games are hitting PlayStation consoles for the first time in Dragon Quest I & II HD-2D Remake. These are no simple retro revivals though – both games have been fully remade and enhanced, with new features that make them feel fresh and modern without sacrificing their original charm.

They’ve been rebuilt in the stunning HD-2D visual style made famous by series like Octopath Traveler, and feature additional content, gameplay improvements, tons of quality-of-life features like objective markers and auto-battle features and much more.

It’s basically two of the most respected RPGs ever made, but made better. If you’re a fan of the genre, they’re a must-play.

But what went into the game and their many enhancements? We spoke to Dragon Quest I & II HD-2D Remake Producer Masaaki Hayasaka to find out:

Why did you decide to remake Dragon Quest I and II?

There have been lots of ports and remasters of Dragon Quest I, II and III released over the years, but there hasn’t been a full remake in a very long time.  Octopath Traveler established the HD-2D graphical style, and with HD-2D graphics, the more retro a game is, the more its true value is revealed. Since the titles that make up the Erdrick trilogy are the most retro of all the Dragon Quest titles, and the starting point of the franchise as a whole, we realised that the HD-2D style would be a perfect fit, and so we resolved to remake them.

Why did you decide to include both remakes in one package?

The main reasons behind this were to do with the practicalities of production. If we had decided to release Dragon Quest I and II as separate titles, then there would have been a lot to consider: like how we price the games appropriately for the amount of content, how that pricing would affect players’ perceptions of the games, what to do about release windows etc. Another big factor behind this decision was that releasing both games as a single set would mean that we could present players with a package that wraps up the Erdrick Trilogy quicker than having two separate releases. Making everything separately would have taken much more time.

Why did you feel that HD-2D was the right visual style to rebuild these games?

As I mentioned previously, the more retro a game is, the more HD-2D really shows its true value. Having worked on HD-2D titles ever since the launch of  Octopath Traveler, I got to see for myself how the HD-2D style came into existence, and how it was received by the world. Also, the Live a Live remake—also made by Square Enix’s Team Asano—was the first instance of a HD-2D remake title, and that was very well received, so it gave me confidence as I embarked on this project.

It’s a very beautiful game. How did you approach the challenge of turning 2D environments into visually impressive 3D ones?

The most difficult thing about converting 2D into 3D was the environments. For this remake, we more-or-less adhered to the structures of the environments from the original game, from the placement of the buildings in the towns to the positioning and path making of the staircases in the dungeons (I would love for someone to look at the environments from directly above and compare them with the original game!). 

So even though the game’s visuals have been changed significantly, I wanted people who played the original game to still be able to rely on their memories of it — to be able to say, “I seem to remember that if I go over here, then I’ll find this thing… Yep! There it is!”. Taking aspects of the original game that were designed in 2D and recreating them in 3D while still preserving the structure of the original really puts your level-design skills to the test, but the map team and the planning team did a fantastic job, which meant that we were able to achieve just what we set out to do.

Why did you decide to release this after Dragon Quest III HD-2D Remake?

When I think about I, II and III, I think that Dragon Quest III was the most complete title out of the three, including in terms of its game mechanics. Dragon Quest III was also a cultural phenomenon in Japan, and I had some discussions with Yuji Horii in which he said he’d like to see the Erdrick Trilogy remade with Dragon Quest III coming out first as a sort of entry point, so that was how the Dragon Quest III remake got started. So it was decided at the very beginning of the project that we wanted the games to be played in the order III, I, II.

Do you need to have played Dragon Quest III HD-2D Remake to enjoy these games?

Dragon Quests I, II and III all tell standalone stories, so of course players can enjoy these games without having played Dragon Quest III. However, these remakes offer a fresh retelling of the story of Erdrick in chronological order starting with Dragon Quest III, followed by I and II, and there are certain twists and turns in store that will be particularly surprising if you play the games in that order, so I would like for people to play the HD-2D remakes in the order III, I, II, and from a developer standpoint as well, I recommend playing them in that order!

Why do you think Dragon Quest I and II still hold up as great games, even so many years later?

I think a big part of it could be that these titles hold the distinction of being the starting point of the Dragon Quest series, which has endured for around 40 years, as well as the starting point of JRPGs themselves. I think that you could say this of other IPs as well, but when you find a series that you like, you naturally reach a point where you want to play the first title in the series. On top of that, Dragon Quest was a pioneering title that influenced many of the JRPGs that came after it. And so when people actually try Dragon Quests I and II for themselves and get a sense of all these elements that have appeared again in all kinds of JRPGs, I think they come to understand why it’s such a masterpiece.

For many people, particularly regions outside Japan and America, this will be their first time experiencing these games. Why should RPG fans be excited to play these titles?

Recently, a lot of RPGs have adopted more action gameplay elements, but this remake respects the original, and it’s presented in a classic command-battle RPG style. The enemy encounters are random as well, rather than being triggered by walking up to monsters on the map. So conversely, titles like this are actually rare nowadays, and it feels like we may have gone full circle, to the point that they’re now considered fresh again. As I mentioned previously, these games have influenced a huge number of JRPGs—it isn’t really possible to talk about JRPGs without mentioning them—so I believe that people are going to find them really interesting to play, precisely because of when they’re coming out.

What were your key priorities when you started development of these games?

When we were working on the recent HD-2D remake of Dragon Quest III, our goal was to avoid tampering with the original as far as possible, and to only add a little embellishment. For this title, however, our approach was that we could change as much as we wanted to, as long as the core of the game was still intact, and we placed great importance on the knowledge that we could make changes. That being said, if we had made too many changes, then we would have transformed the game into something completely different. But if we had restricted ourselves too much on what we could change, then people would have said, “why not just play the original?”. So we were particularly careful about finding that balance, and I think that in the end, we landed on something that is really good.

How have you made these games more convenient for modern players?

When we were working on the Dragon Quest III remake, we did a lot of work to improve playability. We added an autosave feature, a quick restart following a game over, location guides, destination markers, difficulty options, enemy weakness indicators, UI control improvements etc., etc. And for this game we have also included the Short-Cut Commands feature, which allows players to set shortcuts for their favourite commands to specific buttons, which should scratch the itch for most players. So I think that this game offers an appropriate level of user-friendliness for a modern title.

Both games feature additional scenarios. Why did you want to add these into the games?

The original games were obviously released in the order I, II, III, but as I said earlier, we’re releasing them in the order III, I, II this time around. The revelation that the original Dragon Quest III had a narrative connection with Dragon Quest I was hugely impactful, but we couldn’t replicate that in the remakes. So instead, we decided to release them in the order that the events of the Erdrick Trilogy take place, starting with III, followed by I and II, and we decided to make the most of this by adding some new story elements.

Without spoiling anything, what additional story elements do people have to look forward to in the games?

I think the phrase, “epic conclusion” just about sums it up. We added some elements of foreshadowing in the recent Dragon Quest III remake, including some mysteries that don’t get tied up in that game, and for this title, we have incorporated all sorts of content: some things that aren’t addressed at all in the original game, some things that we think fans of the original will be curious to know more about, and some twists that I don’t think anybody will see coming. I think that there are quite a few surprises in store for anyone playing this game. I can’t wait to hear what everybody makes of this once the game is out.

How difficult was it to add elements to these games so that they felt natural, but didn’t detract from the original charm?

During development, we had to keep in mind that we wanted to strike the balance between making changes wherever we saw fit, without undermining the original game, so this was something that was constantly playing on our minds. However, we also had Horii-san on our side, so we were constantly having discussions with him, and we were able to move forwards with development one step at a time.

Why have you added the Princess of Cannock as a new playable character in Dragon Quest II?

We wanted to come up with something that would make this title stand out. There are a lot of examples of remakes of mainline Dragon Quest titles adding new vocations or new party members, and we were aware that these had been very well received by fans. The recent remake of Dragon Quest III included the new monster wrangler vocation. Since this game is a sequel to Dragon Quest III, we knew that we had to come up with a standout new feature that measured up to the monster wrangler, and so we came up with this idea for the Princess of Cannock. She appears in the original game as well, and just like the game’s protagonist, she too is a descendant of Erdrick, so there was a lot of speculation among fans that she might become a party character at some point. I don’t think there’s anybody better suited to the role than her.

What lessons did you learn from Dragon Quest III HD-2D Remake and how have they helped you develop this title?

Dragon Quest III taught me that everybody has their own opinions on what they think a remake title should look like. The more famous a game is, the greater the variety of people’s opinions about what they expect to be included and what would be the best approach. And this isn’t just true of players; it’s true of developers as well. It’s physically impossible to satisfy everyone’s desires for a remake, so you have to try and find the best approach that you think will please fans the most, while also taking into account time constraints and the limitations of the game structure as well. 

The scope for what we’re changing is much bigger for this remake of Dragon Quest I and II than it was for the Dragon Quest III remake, so the decision-making process for which of those opinions we adopt and which we disregard was considerably more difficult. That being said, our stance during development was always to take the approach that we knew would please the largest number of people.

What have been the most challenging things about developing Dragon Quest I & II HD-2D Remake?

That would have to be the story. For RPGs, the story is the root out of which everything else grows. The environments, character sprites and other aspects of the game are the branches and leaves that grow out of that root, so development can’t move forwards until the story is decided upon. The more you tweak the story, the more difficult it is to remake the game, and for this game we certainly made some major enhancements to the story. We spent a lot of time on the story, including discussions and tweaks with Horii-san, so I think you could say that this was a pretty major challenge.

How did you overcome these challenges?

A lot of very dependable staff joined the project partway through, both internally and externally. Thanks to them we were somehow able to figure it out. If those people hadn’t joined the project, then I think it would still be unfinished even now. I think that this is true of any project, and not just games, but ultimately it all depends on the talents of each individual member of the team. I am truly grateful to each and every member of this team.

What are you most excited for fans to discover when they play Dragon Quest I & II HD-2D Remake?

I can’t reveal any details yet, but I think that the new story content will really resonate with a lot of Dragon Quest fans, regardless of whether they’ve played the original or not. I hope fans will look forward to this. Also, just like with the Dragon Quest III remake, Dragon Quests I and II feature a lot of famous lines of dialogue, events and characters. Try to spot all the different references as you play through the main story!

I hope that people will really enjoy this title that serves as both the starting point of the Dragon Quest franchise, and the starting point of JRPGs in general! And I also hope that people will enjoy seeing the story of Erdrick through to its conclusion! 

Many thanks to Hayasaka-san for answering our many questions about the game. Here’s one more you might have: when can I play it?!

Dragon Quest I & II HD-2D Remake launches October 30, 2025 on PS5. It’s available to preorder now – we can’t wait for you to discover what these two games have in store!

Sulfur demo out today on PS5

Surprise! The Sulfur demo is available today on PlayStation 5.

Sulfur is a fast-paced FPS roguelike where guns evolve, enemies mutate, and cooking is as important as shooting. To celebrate the release, we’ve put together a new trailer and the Top 5 things you can do right now in the demo. Almost everything you see in the new trailer can be played for free in the demo today!

Sulfur demo out today on PS5

1. Customize your weapons

Loot isn’t just about firepower, it’s about personality. Pick your favorite weapon out of the 20+ unique guns available in the demo and use strange scrolls to transform them into something completely new. Rechamber a revolver to fire 12 gauge shells, enchant a SMG to launch railgun bullets, or equip an automatic shotgun with a laser sight and hunting scope. Construct cursed firearms with enchanted projectiles, bouncing bullets, or anything else you can think of. In Sulfur, every aspect of your firearm is modifiable.

2. Cook food you didn’t know you wanted

Between fights, toss scavenged ingredients into your cauldron and see what happens. Some foods give bonuses only when cooked, others can be consumed raw. Experimentation is half the fun! Once you discover a new recipe, it will automatically be stored in your recipe book for quick crafting in the future.

3. Explore ever changing levels

After each death or extraction, the caves are randomized. Progress deeper with each new life carrying more upgrades and wisdom. Reach deeper floors to uncover more secrets. Encounter strange NPCs, scarier enemies, and random ambushes. Each time you descend, the caves change. Strange NPCs, new ambushes, deeper secrets – no two runs are the same. And remember, your life is only as valuable as your gear.

4. Manage your loot like your life depends on it

Because it does. Your bag never feels big enough for everything, which forces tough choices. Do you carry an extra gun, collect armor sets, or save room for more trinkets? Most of the equipment from the full game has a chance to drop in the demo. End-game gear is extremely rare but can be obtained if you’re persistent (or lucky). Barter with NPCs to get more stuff for your stash. Even in the demo, you’ll get a taste of late-game chaos before the full release.

5. Outsmart enemies

Since Sulfur is a roguelike FPS, each run teaches you something new, whether it’s a recipe, or a weapon combo that works – one you’ll swear by, or one you’ll swear over. Even if you lose all your uninsured items when you die, the church’s collection box will return some money to keep you afloat. Find out what works for you and reequip yourself by trading with the vendors at the church.

The new Sulfur trailer shows all this in action, but nothing beats trying it yourself. Download the demo today on PlayStation 5 and step into the world of Sulfur!

See you there!