Life is Strange: Reunion hands-on report highlights six reasons to get excited for March 26

It always comes back to Chloe Price and Max Caulfield. Through several games, branching narrative series Life is Strange has explored the consequences of love, friendship, and community, but the duo’s bond remains the beating heart of the overarching tale.

As Life is Strange: Reunion is said to be the final chapter in Max and Chloe’s story, it’s no surprise that both characters have returned, thanks to the cumulative events of Life is Strange: Double Exposure. Although some of the more significant decisions you’ve made from the first game, such as Max and Chloe’s relationship and the fate of Arcadia Bay, have carried over as well.

I spent some time with the game to dive into why fans should be excited about the partners-in-crime getting one last chance.

Some more familiar faces return

It’s not just about Max and Chloe making their comeback. Many characters from Life is Strange: Double Exposure appear, with Moses, a graduate, as a focal point because he is one of the victims of a fire that Max is trying to prevent. Dr. Yasmin Fayyad and her shapeshifting daughter Safi are present too, but Max’s friend Amanda was very much the focal point of the demo’s opening minutes. Which led to…

Ready to Rewind again?

My first task in the demo was to save Amanda from a demoralising heckler during her stand-up routine at the Snapping Turtle campus bar. It was a gentle reintroduction to Max’s Rewind ability, as once I failed my first attempt to stop the jeering troublemaker, I rewound our encounter with L1. Using the information I learned in our previous conversations, Max was able to talk to him again and make up a story that forced him to leave.

Max’s ability can be accessed at any time, but fundamentally, its use in the demo was to get around tight-lipped people, such as realizing that spilling beer over Double Exposure’s disgraced university professor, Lucas, is the only way to get a sneaky peek at his hidden documents.

The revelations from that action led Max to investigate the unsettling Abraxus House, triggering a more action driven use of Rewind. After bumping into another familiar character, journalism student Loretta, the two women were trapped in a creepy basement, under threat of discovery. Using a broom to barricade the door proved useless, but Rewind allowed me to find a far sturdier metal crowbar.

But the danger wasn’t over yet. With the house due for early demolition, I then had to use Rewind to find and disarm all the detonators in the right order under a strict time limit, a fun sequence that showed off the potential for where the game might go later on.

Chloe’s Backtalk returns

Given that Chloe is playable, it’s only fair that her dialogue-puzzle-based Backtalk ability from Life is Strange: Before the Storm is here, too. Although its introduction in the demo focused less on withering sarcasm to get her way, and more on charismatic persuasion by bending the truth.

After sneaking into the Snapping Turtle and then later being caught by security, I was asked to prove Chloe’s university credentials or risk her getting banned from campus. The Backtalk overlay popped up, offering a selection of replies under a time limit, with some responses carrying future consequences.

The key to successfully answering lay in the scene’s prior setup, with the game giving me a chance to observe items around the bar and interact with others for information, I had to remember to make my lie sound convincing. So don’t worry if you’re put on the spot – as long as you’re paying attention and quick on your fingers, Backtalk is a blast.

Both Max and Chloe are playable

Becoming both characters in the demo created an interesting situation when they were reunited at a climactic point of my game time. Rather than forcing me to choose who to control or keep them entirely separate, Reunion allowed me to decide what each character said to the other, shaping the ebb and flow of their conversation and creating immediate cause and effect in their dialogue.

Their journals are the perfect catch-up tool

We also have access to both Max’s and Chloe’s journals, which provide backstory and world-building through their scribbled thoughts, stickers, and other ephemera. The same menu allowed me to read incoming text messages between characters, along with their previous texts, providing a rich insight into their prior relationships.

You can take photos at any time

Similar to previous games in the series, there are photo hotspots to uncover in Max’s scenes, for collectible compositions that save in her journal. But pressing up on the D-pad at any time while you’re controlling Max reveals a much-requested addition to the series – the ability to take an in-game photo whenever something catches your eye.

Your personal snaps won’t be saved to Max’s journal, but are shareable with friends and via social media with a long press of the Create button.

My short time with the game left me eager for more as Max and Chloe’s adventure together was just starting to heat up. March 26 is when we’ll all be able to experience the likely heart-wrenching decisions of what comes next when Life is Strange: Reunion launches on PS5.

Death Stranding 2 PC specs detailed, out March 19

Death Stranding 2: On the Beach is making its way to PC! On behalf of the teams at Nixxes and Kojima Productions, I’d like to share the details on PC system requirements with all Porters that will start their journey on March 19.

With its release on PlayStation 5, Death Stranding 2 established itself as an award-winning graphical showcase, with highly detailed landscapes and photo realistic characters. At Nixxes, when bringing games over to PC, we take pride in delivering a smooth experience with the best possible visuals on a wide variety of hardware. 

Death Stranding 2 for PC offers a range of Graphics Presets from Low to Very High, catering to both budget gaming PC’s and high-end systems. We’ve also added a Portable preset, aimed at handheld gaming devices, for those Porters who want to “keep on keeping on” while on the go. 

To ensure you are well prepared for the delivery of Death Stranding 2 PC next month, we’ve created an overview with our hardware recommendations for a variety of presets and resolutions: 

CategoryMinimumMediumHigh (Recommended)Very High
Graphics PresetLowMediumHighVery High
Avg Performance1080p @ 30 FPS1080p @ 60 FPS1440p @ 60 FPS4K @ 60 FPS
GPUNVIDIA GeForce GTX 1660

AMD Radeon RX 5500 XT 8GB

NVIDIA GeForce RTX 3060 12GB

AMD Radeon RX 6600

NVIDIA GeForce RTX 3070

AMD Radeon RX 6800

NVIDIA GeForce RTX 4080

AMD Radeon RX 9070 XT

CPUIntel Core i3-10100

AMD Ryzen 3 3100

Intel Core i5-11400

AMD Ryzen 5 5600

Intel Core i7-11700

AMD Ryzen 7 5700X

Intel Core i7-11700

AMD Ryzen 7 5700X

RAM16GB16GB16GB16GB
OSWindows 10/11 (Version 1909 or newer)Windows 10/11 (Version 1909 or newer)Windows 10/11 (Version 1909 or newer)Windows 10/11 (Version 1909 or newer)
Storage150GB SSD150GB SSD150GB SSD150GB SSD

Performance-enhancing options*

The PC edition of Death Stranding 2 launches with support for NVIDIA DLSS 4, AMD FSR 4 and Intel XESS 2. Both upscaling and frame generation options are available for all technologies.

For the first time on PC, you’ll find Pico as an option in Upscale Settings. This “Progressive Image Compositor” is developed by Guerrilla for the Decima engine and is the same upscaling technology that’s used for Death Stranding 2 on PS5. Pico upscaling can be used with all supported graphics cards and can be combined with the various options for frame generation offered in the game.

All upscaling options can be used in combination with Dynamic Resolution Scaling, or with an upscaling quality setting of choice to improve performance. Native AA options are also available for maximum fidelity. 

Ultrawide views 

Sam’s second adventure can be enjoyed on PC with ultrawide aspect ratios. All cutscenes in Death Stranding 2 are meticulously crafted to be displayed in a 21:9 aspect ratio, for a true cinematic experience. Gameplay extends even further, filling up the whole screen when using a 32:9 display.

An ultrawide monitor is not required for an ultrawide experience: players with high-resolution 16:9 monitors, can enable widescreen aspect ratios in the Display Settings, to experience the broader field of view. An option to play Death Stranding 2 in 21:9 ultrawide aspect ratios is also coming to PS5 via an update at the same time as the PC release.

PlayStation logo inspired Porter wear

We can also confirm that the previously announced Porter Suit: Link and Patch: Link, both inspired by the PlayStation logo, will be rewarded to all PS5 Porters via an update when the PC version launches. PC Porters will get access to these items as a bonus reward for connecting their account for PlayStation.

Death Stranding 2: On the Beach for PC is now available for pre-purchase on Steam and the Epic Games Store. We can’t wait for Porters to find out if we should have connected, next month.

*Compatible PC and Graphics card required

Revival: Recolonization hits PS4 & PS5 on February 26

Today is a huge deal for our tiny team. We’re over the moon to announce that Revival is launching on PS4 and PS5 on February 26!

Revival: Recolonization hits PS4 & PS5 on February 26

The story of Revival began over 20 years ago, way back in 2003. Inspired by the Civilization series and the sci-fi novels of the Strugatsky brothers, especially Roadside Picnic and Noon World,  we released our very first game on the Symbian platform.

It was basically a tiny Civilization, just 100 KB in size, yet it delivered a full 4X experience: eXplore, eXpand, eXploit, and eXterminate.

Revival: Recolonization takes place on Earth after an apocalypse caused by an superpower AI uprising. The forward-thinking remnants of humanity, the Emissaries, escaped into cryopods hidden deep underground.

Your mission? Rebuild cities, research tech, explore dangerous lands for rare resources and mysterious anomalies, battle aggressive neighbors, and strike trade deals with friendlier ones. All in the name of restoring human civilization.

On the map, you’ll meet diverse Peoples, survivors of the catastrophe who’ve regressed to a primitive state. Which clan you lead shapes your entire playstyle. It determines your faction’s culture, politics, special weapons, unique buildings, and even exclusive sciences to research.

Each clan in the game belongs to one of five Peoples, each adapted to one of five climate types: Cold, Cool, Temperate, Hot, and Desert.

Units that enter climates they’re not used to can lose health points, block building options, or not yield any resources at all.

But hey, you can change the climate with edicts, an advanced technology from the past. It’s even possible to turn the climate into a weapon by altering the temperature in the enemy’s region. 

Oh, and that’s just the start. Edicts let you do all sorts of awesome stuff: raise or destroy mountains, grow forests, drench the land in acid, mind-control your foes, or even starting a zombie apocalypse.

Every battle in Revival plays out on its own map, which reflects the climate and terrain of the global map. Before the fight, you get to scout the battlefield and place your units on the most favorable hexes.

Plus, the Unit Editor lets you mix and match a ton of combinations, creating truly unique units with wildly different traits. As your empire grows, you unlock new sciences and resources, and even more ways to evolve your squads.

Diplomacy evolves too, based on your relationship with other factions. Want to land a sweet deal? You’ll need to raise your standing with them first. And in Revival, you can trade more than just resources — swap techs and edicts too.

You start the game with one clan and one region. The lands next to yours might belong to another faction… or be totally unclaimed. If a neighboring clan is independent, you can make them your vassal — and eventually assimilate them.

How friendly a clan is toward you? That’s Loyalty. It shifts gradually, and you can influence it through your actions. 

A massive thank you to every player and fan of the Revival universe.

Because of you, our little team made it this far, and brought our wildest dreams to life. Jump into Revival: Recolonization on PlayStation now!

Take on the all-powerful All-Mind. Are you ready?

Share of the Week: Nioh 3

Last week, we asked you to explore the world of Nioh 3 and share moments fighting yokai using #PSshare #PSBlog. Here are this week’s highlights:

KeenEyeVP shares their protagonist striking a artful pose

Mayuchemaru shares characters wearing ornate armor

kisa0315ragi shares their character reeling back to attack an enemy on horse

sayaka693518 shares shares a character surrounded in red with a devilish smile

flamfura shares a moment of respite near a shrine

themarkplumb shares a masked character surrounded by red slashes

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: Framing
SUBMIT BY: 11:59 PM PT on February 25, 2026 

Next week, find unique ways to frame your subject using #PSshare #PSBlog for a chance to be featured.

(For Southeast Asia) Festive New Year promotion comes to PlayStation Store

PlayStation Store

Festive New Year promotion comes to PlayStation Store on 4 February*! Enjoy up to 70% off on a huge range of incredible games until 25 February. Highlighted titles include Battlefield™ 6, Black Myth: Wukong, SILENT HILL f and Forza Horizon 5.

Head to PlayStation Store to enjoy savings now!

PlayStation Plus

Players who join PlayStation Plus Extra or Deluxe during 13 February to 26 February can save up to 35% on a PS Plus 12-month membership!

Current PlayStation Plus members can save 35% on the remainder of their membership when upgrading a current plan to PlayStation Plus Deluxe.**

With PlayStation Plus Extra and Deluxe, get access to monthly games, exclusive discounts, online multiplayer, and hundreds of games through the Game Catalog and Classics Catalog, including hit titles like Marvel’s Spider-Man 2, Hogwarts Legacy, Sword of the Sea and many more. Explore the Classics Catalog with PlayStation Plus Deluxe, try select games like the epic Clair Obscur: Expedition 33 with Game Trials, and more.**

*Festive New Year Promotion starts on 4 February 00:00 JST and concludes on 25 February 23:59 JST. Each title may have different sale periods. Please refer to the information in the title details page. 

**Availability of Classics and Game Catalog varies over time, region/country, and plan. See https://www.playstation.com/Plus for details and updates on PlayStation Plus offerings. PlayStation Plus is an ongoing subscription subject to a recurring subscription fee taken automatically (at the then-current PS Store price) at the frequency you choose at purchase until cancellation. Terms apply: play.st/psplus-usageterms

Rager brings the beat to PlayStation VR2 on March 5

Hello again, PlayStation VR2 players! We’re bringing Rager to PS VR2 on March 5, and we can’t wait for you to feel what rhythm-driven combat really means.

Rager is a music-driven VR brawler where the rhythm is never background noise. Every strike, block, and dodge is tied directly to the soundtrack. Enemies attack in sync with pounding basslines and war drums, and your survival depends on whether you can match that timing with precision.

This is combat built on control and awareness. You step into a shifting digital arena as robotic adversaries close in from every direction. The world forms around you as the music builds, then collapses back into the void when the fight is over. The next track begins, and the pressure starts again.

No room for hesitation

At launch on PS VR2, Rager includes a full campaign of 12 hand-built levels and three boss fights that escalate the pressure with every track. Each level locks you into a specific weapon and forces you to commit. There is no switching mid-fight. You adapt or you fail.

The weapon in your hands changes the fight completely. Sword and Mace demand precision, striking independently with clean, deliberate timing. Axe and Hammer require both hands and full-body movement, rewarding committed swings with crushing impact. Claws and Fists pull you into close range, where attacks come faster and hesitation disappears. Every weapon shifts your stance, your reach, and your rhythm. You are reading the beat while reading the enemy, adjusting your timing in real time as attacks come from every direction.

Freestyle mode opens another 12 levels from the start, giving you the freedom to choose your weapon and push your limits. Online leaderboards track every run. When a fight ends, you know exactly where you lost time. If your timing slips, you feel it. If you land clean, you feel that too. Rager rewards discipline. The tighter your movement, the harder it hits. 

The PS VR2 experience

Rager is built around clarity, feedback, and physical commitment. On PS VR2, those elements come through at full strength.

The game runs at a native 90Hz, keeping movement smooth and responsive during the fastest exchanges. When attacks come from multiple directions and the beat accelerates, you need stability. Native 90Hz ensures that what you see and what you feel stay locked together, frame by frame.

HDR support deepens the contrast of the arena, sharpening silhouettes and impact flashes against the darkness. Dynamic foveated rendering powered by eye tracking keeps your focus crisp exactly where you’re looking, so telegraphed strikes stay readable even in chaotic moments.

Then there’s the feedback.

Advanced haptics in the PS VR2 Sense controllers reinforce timing in your hands. A clean strike lands with weight. A blocked attack sends resistance through your grip. Headset rumble adds force to heavy blows and boss slams, grounding you in the center of the arena. The result is combat that feels anchored. When you commit to a swing, you feel the consequence.

For players who chase mastery, Rager includes a full trophy list, culminating in a Platinum trophy that rewards precision, discipline, and complete control of the rhythm.

On PS VR2, every strike carries weight, every block carries resistance, and every mistake carries consequence. 

The arena opens March 5

Rager rewards players who stay sharp under pressure. When the tempo rises and attacks close in from every direction, hesitation costs you. Clean timing wins fights. Control keeps you standing.

We’re proud to bring Rager to PlayStation VR2, and we’re excited to see how this community rises to the challenge. If you’re ready to test your timing, your stamina, and your control, we’ll see you in the arena on March 5.

11 indie gems to look forward to in 2026

This year is promising some great PlayStation 5 games – our Most Wanted Games of Early 2026 is easy proof of that. But we’re only just getting started. There’s so much more on the way, and with PS5 not only home to the biggest releases but also an exciting hotbed of super cool indie titles, it’s only fair to give you an enticing glimpse at why we’re so hyped for the coming months.

Coffee Talk Tokyo | May 21 | PS5

If you’ve ever wanted to safely talk to yokai about their lives (or afterlives) over a cup of joe, then pull up a seat at the Tokyo cafe Chorus Worldwide has set up. If you’re not familiar with the lovely Coffee Talk series, this iteration continues its calming narrative, where you prepare and serve drinks to supernatural customers seeking chilled conversation and warm contemplation.

Fishbowl | April TBD | PS5

11 indie gems to look forward to in 2026

As odd as its title might sound, Fishbowl carries a depth that’s already caught the eyes and tugged at the hearts of those who’ve played it. Exploring a journey of grief and self-discovery, the two-person studio of imissmyfriends promises a thoughtful and emotional visual novel. A coming-of-age tale set over a month, Fishbowl features sorting-and-matching puzzle gameplay elements, but, most importantly, it aims to teach players that taking things one day at a time is sometimes the only way to move forward.

Hela | TBD 2026 | PS5

11 indie gems to look forward to in 2026

It’s entirely possible that when you first heard the title of this 3D co-op adventure, images of Nordic fire and brimstone came to mind. But never fear, Hela is pretty much the opposite. In fact, the only Scandinavian landscapes that have inspired this wholesome journey are those that have you reaching for the Create button for a revisit. Windup’s beautiful-looking escapade of puzzles and teamwork – via either local split-screen or online if you want to bring a buddy – lets you become a sickly witch’s mousey familiar, brewing healing potions and helping the local village with acts of kindness.

Inkonbini: One Store. Many Stories | April TBD | PS5

11 indie gems to look forward to in 2026

Need space for a cosy gaming experience? Nagai Industries has you covered with this nostalgic slice-of-life narrative, where human connections created by everyday events are entirely the point. Inspired by early 1990s Japan, Inkobini sets you in a small-town convenience store where you not only go through the meditative routine of preparing the shop for customers, but also hear their tales and forge relationships. The branching narrative shapes your conversations as you help the neighbourhood grow and thrive.

Mina the Hollower | Spring 2026 | PS5, PS4

11 indie gems to look forward to in 2026

One of the most anticipated titles of 2026, Yacht Club Games’ action-adventure blends an 8-bit aesthetic with modern design sensibilities, a combination that helped Shovel Knight become such a beloved indie darling. Genius inventor Mina isn’t just a dab hand with weapons like her Nightstar whip and daggers, but can also use her hollowing ability to burrow underground – perfect for mixing up combat and traversal in the many dungeons of the cursed Tenebrous Isle. Fan favourite musicians Jake Kaufman (the Shantae series) and Yuzo Koshiro (Streets of Rage/Shinobi series) are also along for the adventure’s infectiously slick soundtrack.

Mortal Shell II | TBD 2026 | PS5

11 indie gems to look forward to in 2026

Let’s step away from the cosy side for a spell, and get our hands a little dirty with the sequel to Cold Symmetry’s original action-RPG. While standalone from its predecessor, Mortal Shell II continues to deliver the unflinching fights, nightmarish enemies, and haunting open world that fans previously enjoyed. The corpses of departed warriors are yours to awaken and possess to utilize their many abilities. Finishers have been upgraded, and the stamina gauge has been removed to speed up combat. Oh, and there are firearms, too, so your bloody quest to reclaim the Undermether’s stolen eggs gives you a chance to introduce the likes of shotguns and rapid-fire crossbows to your foes.

Mouse P.I. For Hire | March 19 | PS5

11 indie gems to look forward to in 2026

Evoking the hand-drawn aesthetic of classic 1930s cartoons, Fumi Games’s first-person shooter blends detective noir storytelling with all-action blasting. If you like jazz, machine guns, grizzled narration, and oversized white gloves, then Mouseburg will be your home away from home. But be warned – just like the animation it apes, this is a game where almost anything can happen.

Never Grave: The Witch and The Curse | March 5 | PS5, PS4

11 indie gems to look forward to in 2026

There’s something special about a game that knows how endearing it is, and this vibrant 2D search action roguelike truly owns its charm – or should that be ‘curse’? Simply put, you control a magical hat with the power to possess your foes and use their abilities to venture through ruins, botanical gardens, and more, to help rebuild your ruined village. And what’s better than one cursed hat? Well, bring three friends along for the multiplayer mode and find out.

Ontos | TBD 2026 | PS5

11 indie gems to look forward to in 2026

When Frictional Games announced it would be unleashing the spiritual successor to 2015 sci-fi horror Soma, any eager anticipation was rewarded with the first glimpses of Ontos. Swapping underwater chills for a desolate moon base, this disturbing narrative-driven adventure challenges you to scavenge materials, operate machinery, and make moral choices that could result in grave consequences as you delve deeper into the mystery of a failed mining colony.

Out of Words | TBD 2026 | PS5

11 indie gems to look forward to in 2026

Easily one of the most unique-looking games in this list due to its eye-catching stop-motion and handcrafted visuals, Out of Words lives up to its title with two protagonists without mouths. In a quest to restore their voices, you and a friend take control of Kurt and Karla in a co-op platform adventure packed with puzzles and environmental challenges, testing your communication and coordination. And beneath the giant fish, tense set pieces, and physics-defying traversals, beats a tender story of connection and love, too.

Over the Hill | TBD 2026 | PS5

11 indie gems to look forward to in 2026

It couldn’t have been easy to follow the stylish racing game art of rally, but developers Funselektor Labs and Strelka Games have made something decidedly different, albeit still on four wheels. Over the Hill focuses on exploration and discovery, with a deliberately paced drive through a wilderness of dynamic weather, day/night cycles, and terrain deformation. It’s not a race – it’s all about the journey, upgrading and customizing your vehicle, taking in the scenery, and even joining up to three friends to see what awaits past the sunset.   

We might be buzzing to get our hands on these games (and many more, coming), but what about you? Which indie titles are you looking forward to playing in 2026?

How open world Soulslike deckbuilder Death Howl was built

When we first started working on Death Howl, if you had told me we were building an “open world, soulslike deckbuilder,” I would have looked at you with a fair bit of confusion. It sounds like a recipe made out of components that don’t naturally fit together. Yet, as we prepare to bring the journey of Ro to a new audience on PlayStation 5 from February 19, I’ve been reflecting on how this genre blend came to be.

The truth is, the “soulslike” tag wasn’t part of the original design document.

A foundation of cards and tactics

At its core, Death Howl began as a prototype that I made as a school project back in 2015 after playing the unique and brilliant game called Dream Quest. I’ve always been inspired by Magic: The Gathering and the idea of traversing a world to collect materials for crafting power. Our initial goal was to create an alternative to the traditional roguelite deckbuilder – something that traded linear, “always-start-from-beginning” runs for a free-roaming open world.

We also looked at the character skill building where cards replaced traditional weapons and spells, with all combat taking place on a grid.

How open world Soulslike deckbuilder Death Howl was built

The accidental Soulslike

In general, we never intended to blend so many genres. At its core, Death Howl is an open world deckbuilder. But to achieve that vision, many different designs had to merge. We combined tactical, grid-based combat with deck building. We merged open world exploration with turn-based battles. And as the design evolved, other genre elements emerged organically – including soulslike mechanics.

Honestly, I wasn’t even especially familiar with soulslike games when we started. It was something that came about from testers telling us it felt like one.

Some elements were already in place. “Sacred Groves” – checkpoint locations much like the bonfires you might know from other games-allow you to heal, but they also respawn all enemies. We had designed these early on. But testers pointed to other traces of the genre in our game.

They felt Death Howl earned the soulslike label because of how it rewards pattern recognition. You need to observe enemy behaviors – learning to avoid the frontal charge of a boar, for instance – and embrace the punishing but fair loop of death and adaptation.

We made one key adjustment to fit our card-based structure. Instead of sending players back to the last checkpoint, dying in Death Howl returns you to the moment just before the encounter you lost. When Ro dies, she drops “Death Howls” – the currency earned from defeating enemies, used to craft new cards and upgrade abilities. These can be retrieved after respawning, much like souls in other games. This mechanic was perhaps the biggest direct inspiration we took from the genre once we became more familiar with it.

The rest emerged more indirectly. But embracing the soulslike direction as an overall concept helped us add even more layers to the experience.

For me, it’s still an open world deckbuilder. For others, it’s a soulslike card battler. Both are true.

Balancing the dark and the ethereal

Genre-blending is one part of Death Howl’s identity. The other is its mood.

The world of Death Howl is a spirit realm born from grief, distant memories, and the unknown. To capture that otherworldly feeling, we leaned into a “linocut” or woodcut art style-inspired by heavy metal t-shirts and old-school Scandinavian illustrations – all rendered in minimalistic pixel art.

This visual approach mirrors the gameplay in a way. Just as shapes emerge from deep shadows in our art, players must piece together the narrative of Ro’s quest to reunite with her son. The pixel art forces the viewer to imagine the details left in the darkness, creating space for their own interpretation.

A journey to PlayStation

Building Death Howl taught us that creating something unique often means combining elements that don’t obviously fit together. The result is a game that balances the calm of exploration with the intensity of turn-based combat, all wrapped in a story of resilience and loss.

As we bring this experience to PlayStation 5 on February 19, we’re incredibly excited for a new community to step into our Spirit World and discover its secrets. Whether you’re a deckbuilding veteran or a soulslike fan looking for a tactical twist, we hope you’ll find something here that resonates.

Death Howl is more than the sum of its genres-it’s a reflection of the creative journey that shaped it.

God of War Sons of Sparta – Mega Cat Studios discuss origins of Kratos and company’s name

When Mega Cat Studios sat down to dream big, one name sat at the very top of their wishlist: God of War. Years later, that long-shot ambition has become God of War Sons of Sparta, a newly released prequel developed in collaboration with Santa Monica Studio (SMS). Set at the earliest point in the series timeline, the game casts players as a young, devout Kratos before he knows his true nature as a demi-god, weaving a story about brotherhood and the meaning of being Spartan. Sons of Sparta pairs retro action-adventure design with an emotional God of War story.

Mega Cat Studios Founder and CEO James Deighan and Game Director Zack Manko also discuss the origins of the game’s title and the name of the studio. For the full conversation listen to the latest Official PlayStation Podcast episode.

God of War Sons of Sparta – Mega Cat Studios discuss origins of Kratos and company’s name

PlayStation Blog: What can you share about the origins of this collaboration with Santa Monica Studio?

James Deighan: So one of the things we’ve always done at Mega Cat are these leadership retreats where we talk about what we want to do… what we want to be known for… what inspired us to join the games industry. And one of the things that we’ve maintained, kind of ceremonially, is this “wishlist” of franchises we wish we could collaborate on. And we’ve had God of War listed as number one since the very beginning. And part of that wishlist is also the probability of us being able to do that, which we’ve always had listed very low. And as we continued to grow and make bigger, better games, and got a lot more confidence we started taking bigger swings, and eventually we just made a pitch and reached out and got really lucky that somebody read it, and they were open to having a conversation about what our idea was for a prequel and some kind of pixel art treatment extension of the franchise that we all adore.

…so it really is just on multiple layers, a dream come true, working with such a talented team [at Santa Monica Studio], with a franchise we adore.

How is Kratos’ relationship with the Greek gods at this point in his life?

Zack Manko: This is Kratos as a boy. So it’s pre-god powers. He doesn’t even know he’s a god. But that also means he has a very different relationship with the gods. He’s very devout. He has this faith that he leans on and turns to when things look darkest. And in Sons of Sparta, you see how that pays off. You get Gifts of Olympus, these artifacts blessed by the gods, that allow you to do all these crazy puzzles, exploration, and combat. Ultimately, seeing Kratos as this devout, faith-filled figure, and knowing what comes later with his relationship with the gods…adds a new dimension as well.

What went into the decision to set the game at the earliest point in the series’ timeline?

Manko: I think there are two reasons, really. First, like you said, it’s a prequel. Our initial pitch was, you know, imagine what God of War would have looked like on [the original PlayStation], you know, what a God of War zero, if you will, would look like. So I think with that in mind the narrative team at SMS thought this time period you know, Kratos as a boy, his formative years, would be interesting to explore, because the events here and what he goes through and what he experiences, it really adds a texture to his character that kind of you can see throughout the rest of the saga. It certainly adds a new lens onto him [when looking back at the Greek games].

Early on, we did think about maybe [making the story] a little bit closer to the events of the Greek saga games that fans are familiar with. But again, I think the writers at SMS thought this is what we need to go to, because seeing Kratos as a boy here resonates throughout the rest of the series, not only with the Greek games, but also, you know, the Norse saga, where you see Kratos as a father with Atreus, and how the events in Sons of Sparta may influence that. And the same sort of, same sort of context, the influences on Kratos as a boy, how that lines up with Kratos’ parenting style in the Norse saga. These formative years of Kratos, this character, seeing all these things that happen and these influences on him. It just adds so much to this character that fans are familiar with throughout the rest of the games.

Meet Mega Cat, the feline the God of War: Sons of Sparta studio is named after.

What can you tell us about the origins of the game’s title and name of the studio itself?

Manko: James wanted to name it something Greek yogurt themed, you know, high protein, fitting for Kratos [laughs]. But, um, no, in all seriousness, God of War Sons of Sparta was chosen because it just encapsulates the main themes in the game so well. You know, Kratos and Deimos are the sons of Sparta, and they’re discovering what that means. What it means to be a Spartan, what are the demands there, what’s the cost?

Deighan: [Regarding the studio name Mega Cat Studios] we had a beloved cat that I had as a pet that passed. One of our [team members’ now-wife] volunteers at a local animal shelter here, and she was serving a few bottle babies. [Bottle babies] are whenever the shelters are completely overburdened with animals, the trained [certified] volunteers can take [cats] home and help raise them. I was dealing with some pet-loss heartbreak, as you do, and [the shelter had] this one, really aggressive runt in the litter that we ended up taking home and bottle feeding and spending some time with. That was Mega Cat. 

So when we first came up with a list of many ideas and names for the company, we included [“Mega Cat”] on the list and started voting and sharing it around with our friends, family, and colleagues. And there was this really overwhelmingly positive response [to the name]… which kind of rolls off the tongue. Early years, it really worked to our advantage, because people confused us with Mad Catz [laughs].

We had all these names that we really went deep on, and we added a Mega Cat at the end of the list. Even our UPS driver was like, “that one’s awesome, man.”

God of War Sons of Sparta is available now on PS5.

God of War Sons of Sparta: What you need to know

God of War Sons of Sparta is a brand-new entry to the series available now for the PlayStation 5! 

Developed by our partners at Mega Cat Studios, Sons of Sparta takes God of War staples and translates them like never before into a retro-inspired 2D action platformer.

Looking to learn more before embarking on a journey back to ancient Greece this weekend? Here’s what you need to know about God of War Sons of Sparta! 

Duty, honor & brotherhood

Sons of Sparta is a canon story that takes place in Kratos’ youth from the writing team that brought you God of War (2018), God of War Ragnarök, and God of War Ragnarök: Valhalla. 

Set during the brutal training period Spartan cadets undergo at the Agoge – Kratos, alongside his brother Deimos, must traverse far beyond the home they know into the beautiful yet dangerous region of Laconia that surrounds the familiar walls of Sparta. 

Kratos and Deimos must overcome threats that will put all their training to the test while challenging them to confront the true meaning of duty, honor, and brotherhood.  

God of War Sons of Sparta: What you need to know

Heartfelt performances 

Sons of Sparta features a fantastic vocal cast whose performances bring the depth and emotion fans expect from God of War games. 

We’re thrilled to have two actors who have both portrayed Kratos in the Greek saga reprise their roles for this game. TC Carson returns as the adult version of Kratos who serves as our story’s narrator, while Antony Del Rio portrays the younger version of Kratos, which he also did in God of War: Ghost of Sparta back in 2010! 

We’re also excited to have newcomers join the series, including Scott Menville, as the voice of our young Deimos. 

God of War combat in 2D 

Sons of Sparta brings God of War’s kinetic combat to a brand-new genre. Customize your weapons, learn new skills, and harness powerful divine artifacts using the Gifts of Olympus to end your foes with brutal finishers. 

God of War Sons of Sparta: What you need to know

A Spartan’s first weapons

Kratos’ spear and shield can each be enhanced and adapted using different attachments. Each attachment comes with its own upgrade path, so you can tailor your build to empower whichever playstyle you enjoy.  

Kratos also has access to three primary skill trees where he can learn new abilities to improve his offensive, defensive, and movement kits. 

Gifts of Olympus 

Throughout his adventures in Laconia, Kratos will acquire Gifts of Olympus, divine artifacts that can turn the tide in combat through their special and super attacks.

Some of the Gifts excel in ranged combat – striking with precision from afar or launching an exploding projectile to hit multiple creatures. Others come with their own devastating melee combo to supplement Kratos’ spear attacks. 

Myths and legends

Sons of Sparta features the return of many iconic creatures from the Greek saga, including hulking minotaurs, nimble satyrs, and undead legionnaires. We worked closely with the team at Mega Cat Studios to faithfully translate the original animations to their 2D representations in-game. 

On top of the classics, MCS has also brought in many new creatures from Greek mythology didn’t have the chance to explore in the originals.

Explore Laconia 

Stunning high-definition pixel art environments will take you on a journey through a variety of locations that bring Kratos’ homeland to life with incredible detail. 

As you progress through the main story, you’ll find that Laconia is also full of content that rewards exploration – optional quests, hidden encounters, and loot await!

The sound of Sparta 

Bear McCreary returns to score Sons of Sparta with an incredible soundtrack that melds retro aesthetics with God of War’s signature sweeping orchestral and choral style.

Get it today

The Standard and Digital Deluxe Editions are both available for purchase digitally at PlayStation Store:

Thank you to all the God of War fans for your continued support, we hope you’ll enjoy Sons of Sparta!