Hi, this is Emeric Thoa, creative director at The Game Bakers, and I’m joined by Art Director and Writer Mathieu Bablet. Today, we’d like to tell you a bit about the story of Cairn and its main character, Aava.
So far, we’ve been highlighting the ultra-realistic climbing simulation in Cairn — a completely new climbing system that’s easy to pick up but creates surprising tension when you venture onto the walls of Kami, the mountain no one has ever reached the summit of.
But Cairn is more than just a climbing game. As you climb Kami, you’ll also have to survive in the mountain — finding food, water, and places to rest. It’s also a human adventure: the story of a determined alpinist, and perhaps more than that — a reflection on mountaineering itself, on what drives people to push themselves beyond their limits to climb mountains.
Cairn tells the story of Aava, an experienced mountaineer determined to do the impossible: reach the summit of Kami, alone.
Emeric: How would you describe Aava — her personality, her motivations? Mathieu: Aava is a climber with a mind of steel, forged through years of climbing that have demanded a lot from her as she kept breaking records. She’s demanding, perfectionist, and can’t stand failure. And when she conquers a difficult route, when she pauses for a moment on a ledge with a breathtaking view, she feels free. It’s for moments like these that she climbs — that’s her main drive.
Emeric: What I love about Aava is feeling her determination — even though it sometimes makes her a bit tough. Was it intentional to make her somewhat solitary? Mathieu: After watching a lot of documentaries about climbers and mountaineers, one clear pattern emerged: this discipline, as liberating as it is, comes with its share of sacrifices and trade-offs. You have to harden your body, harden your mind, and sometimes set your emotions aside. Such individual feats often leave marks on the people around these athletes.
Emeric: That said, not all climbers are the same. In Cairn, Aava crosses paths with a certain Marco — who is he? Mathieu: Marco is also a climber, younger than Aava. In fact, he’s a bit like Aava before she became the accomplished mountaineer she is in the game. He’s carefree, someone who climbs purely for the joy of it, not for the pride of reaching the top. Through him, Aava rediscovers a bit of the simple pleasure of climbing.
Emeric: And there are other characters and encounters Aava will have along her ascent? Mathieu: Cairn is a true adventure game, with an emotional and meaningful story. Even though it’s a solo ascent, Aava will meet people on the mountain and reveal more of her personal story. This happens through exchanges with those she’s left behind — Naomi, who regularly checks in on her, and her agent Chris, who’s constantly chasing after her! But also through encounters with other climbers on the mountain — those alive like Marco, and those who never made it back down. And then there’s the troglodyte civilization, or what remains of it — incredible climbers and rock carvers who lived in seclusion high in the mountains. Cairn is the story of Aava and her passion for the mountains, told through these encounters and places to discover — showing what drives humans to go beyond their limits to reach new heights.
Emeric: We could have made Cairn just a climbing simulation, but for the whole Game Bakers team it was important to go further — to tell a story that moves us. Mathieu, for you, what’s the most important part of this story? Mathieu: For me, Cairn is about Aava’s obsession — a kind of relentless drive that keeps her from thinking about anything but the ascent of Kami. That feeling of determination is what I want players to experience throughout the game, along with all the consequences that come with such a quest for the absolute.
Emeric: That’s also what made me want to create a game like Cairn. I was fascinated by that very tangible sense of determination you find in mountaineering stories (like in Taniguchi’s manga The Summit of the Gods). It made me wonder — what would I be willing to give everything for? What’s my summit? And what’s yours?
Get ready for the climbing thrill when Cairn hits PS5 on January 29!
In the beginning there was Romancing SaGa, the first entry in a classic 16-bit RPG trilogy. The beloved adventure was later remade on PS2, titled Romancing SaGa -Minstrel Song-. On December 9, Red Art Games will release an enhanced version of the PS2 game on PS5 and PS4, titled Romancing SaGa -Minstrel Song- Remastered International.
This new International version is the most comprehensive, featuring new characters, tougher challenges, as well as numerous QoL improvements including French, Italian, German and Spanish localization, the ability to switch between English and Japanese voices and more, making it perfect for longtime fans and first-time SaGa players.
Before we head back into the world of Mardias, I was honored to have the opportunity to interview Akitoshi Kawazu, the original creator of the SaGa series and both producer and director of the 2005 version. Kawazu-san was kind enough to answer a few questions we had about the game, the SaGa series’ grand 36-year history, and his personal thoughts in the process.
Could you tell us how the idea of the first Romancing SaGa title came into being?
I had always wanted to make a grand fantasy RPG in the style of The Lord of the Rings. With our previous experience and the new hardware available, I knew that now was the time to take on that challenge.
And then came Romancing SaGa -Minstrel Song-. What were the challenges associated with the development of the 2005 version for PlayStation 2 ?
The biggest challenge was figuring out the limits to which we could push the PS2’s expression capabilities. New team members wanted different expressions than those found in the original version, but if we strayed too far it wouldn’t be faithful to the original. Development was all about striking a balance.
In the PS2 version, the original 2D pixel art was completely remade into a full 3D game. In terms of battles, new systems such as BP management and combos were introduced, adding greater strategy and drama to each encounter. The music, composed by Kenji Ito, was also boldly rearranged, giving players a fresh and powerful listening experience even if they were familiar with the original. In addition, features such as the class system and proficiencies were added, reflecting the trends of the time and making the game more accessible and comfortable to play.
It must be something special to see the game brought back to life in the PS5 version. What was it like to be in the room when Square Enix was discussing remastering the game? What was at the forefront of your minds then?
Another full remake would be required to fully use the capabilities of the PS5, and that wasn’t the goal of this project. That said, we knew that we didn’t want to waste the potential of its high specs, so we tried various approaches to see what was possible. We also discussed what kinds of additional elements we wanted to include.
In the remastered version, several new elements and improvements have been introduced to further enhance the player experience. New playable characters have been added, along with high-difficulty bosses designed to challenge even veteran players. A newly written scenario by Akitoshi Kawazu expands the story and world of the original, while Kenji Ito’s music has been boldly rearranged, offering a fresh and dynamic listening experience. In addition, various quality-of-life features—such as improved UI, a battle speed-up option, and post-clear data carryover—make the game more accessible and enjoyable for both new and returning players.
Romancing SaGa has a long history. Over 30 years and counting! What makes the game such a reference in the JRPG genre that it even now remains so fun to revisit?
I think it’s because we highly prioritized giving the player a large degree of freedom. Games are enjoyable because they operate under a certain set of rules, but those rules aren’t fun if they’re there only to suit the designers’ whims. A big part of the game’s appeal is in getting the player to remember their playing experience long after they’ve finished.
How does Romancing SaGa -Minstrel Song- Remastered International’s story differ from the original Romancing SaGa’s?
The basic premise and story flow remain the same, but we added multiple elements reminiscent of short fantasy stories so that players would be able to enjoy the world’s lore a little more.
In this remastered version, numerous new events have been added that were not present in the original 1992 release. New storylines include the introduction of the Volunteer Brigade, which guides players through basic game systems and progression, as well as additional episodes that further develop certain characters — such as Marina and Flammar, who are now playable. There are also special events that can only be experienced on a second playthrough or later, offering players more depth and replay value.
Among the many protagonists of Minstrel Song, who’s your favorite? Can you explain why?
I think the most protagonist-like of them all is Albert, a young man battered about by the whims of fate.
One of the most striking elements of this title is its artistic direction by Tomomi Kobayashi. Could you tell us why you chose to feature her art in the game?
We went with Tomomi Kobayashi because her use of delicate lines and bright colors inspire the player to use their imagination. I would go so far to say as the development team—myself included—were even more stimulated than the players. The reason the characters come to life can be directly linked back to Kobayashi-san’s designs.
Regarding the “Minstrel” mentioned in the title. In the Romancing SaGa series, a Bard always appears in each installment. What would you say is the role of the Minstrel?
The minstrel is there to provide an objective view of the world. While he does empathize with the protagonists, he is someone who loves everything about the world, including the fiends that reside there. I don’t like it when a story overemphasizes the protagonists’ emotions to the exclusion of other aspects of the world, so I make a concerted effort to include characters who are able to provide a more universal outlook.
Regarding the music in this title — the remaster seems to have further enhanced its presence, elevating the overall gameplay experience. In the PlayStation 2 version of Romancing SaGa -Minstrel Song-, many tracks were boldly rearranged from the original Romancing SaGa, and new compositions were also created. Could you share any particular stories or memories about the process of arranging or composing these new pieces?
We rearranged the music in order to take better advantage of the PS2’s breadth of sound and music capabilities. Kenji Ito, who composed the original, did a lot of work on the overall project, with his fresh arrangements and new songs often bringing our sound engineers to tears.
For a long time, the Romancing SaGa series has mainly been developed with Japanese players in mind. How do you feel about Red Art Games’ overseas release of Romancing SaGa -Minstrel Song- Remastered International, which now includes additional localizations in four European languages?
My decisions at the time meant that the original didn’t make it overseas for a very long time. I am incredibly pleased that this work can now be enjoyed in the land where the fantasy genre got its origins in the languages of the people who live there.
How would you like to see the SaGa series develop in the future? Are there any new directions or challenges you would like to explore?
I would like to continue bringing fantasy RPGs with a modern flair to audiences, including by remaking previous titles.
Thank you so much for your time, Mr. Kawazu!
And thank you, dear reader, for coming this far! The game will be available December 9 on PlayStation Store for PS4 and PS5.
The free Spec III Update 1.65* brings an exciting mix of high-performance machines, classic icons, and cutting-edge technology to Gran Turismo. From Ferrari’s latest track-bred GT3 to Polestar’s electric powerhouse, plus new circuits, events, and features, there’s something for every racing enthusiast.**
The new paid Power Pack DLC for GT7 on PS5 brings 50 new races across 20 themed categories, including 24-hour races, six unique cars specially tuned by Gran Turismo, tail-to-nose battles with Gran Turismo Sophy 3.0, and bundled with 5,000,000 in-game Credits for $29.99 USD through PlayStation Store.***
Spec III Update and the Power Pack Add-on for Gran Turismo 7 is available Thursday, December 4 at 00:00 local time. *2:00am BST / 4:00pm JST.
More information and details on Spec III Update and Power Pack Add-on available at the Gran Turismo website.
Spec III Update 1.65
8 new cars**
Ferrari 296 GT3 ’23
(Can be purchased from Brand Central)
A pure racing evolution of the 296 GTB, the GT3 drops the hybrid system for a 600 hp 3.0L twin-turbo V6. Built by Oreca, it debuted at the 2022 Spa 24 Hours and raced at Daytona in 2023. An Evo version arrives in 2026.
Ferrari 296 GTB ’22
(Can be purchased from Brand Central)
Ferrari’s first V6 twin-turbo road car in decades, paired with a PHEV system for 830 hp. It accelerates 0–62 mph in 2.9s and tops 205 mph. Compact design echoes the 250 LM, blending tradition with innovation.
FIAT Panda 30 CL ’85
(Can be purchased from Used Cars)
Giugiaro’s minimalist masterpiece, the Panda was a practical FWD hatchback with flat panels and hammock seats. Engines ranged from 652 cc to 903 cc, and a pioneering 4×4 model appeared in 1983.
Gran Turismo F3500-B
(Can be purchased from Brand Central)
A tribute to ’90s F1, this formula car swaps the V12 for a high-revving V8 producing 700+ hp. It’s lightweight, responsive, and fitted with adjustable front wings.
Mine’s BNR34 GT-R N1 base
(Can be purchased from Brand Central)
Mine’s tuned R34 GT-R blends street style with track prowess, clocking sub-1-min laps at Tsukuba. Restored in 2021, it remains a legend among enthusiasts.
Mitsubishi FTO GP Version R ’97
(Can be purchased from Used Cars)
A stylish FF coupé with up to 197 hp via MIVEC tech and advanced INVECS-II transmission.
Polestar 5 Performance ’26
(Can be purchased from Brand Central)
A 5m electric GT with 872 hp, 1,015 Nm torque, and 416-mile range. It features a bonded aluminum frame, with the performance edition sporting magnetorheological fluid dampers, and 350 kW fast charging.
Renault Espace F1 ’95
(Can be purchased from Legend Cars)
Europe’s first minivan, with a 3.5L V10 F1 engine producing 788 hp. Built by Matra, it hits 196 mph and accelerates to 62 mph in 2.8s—a true motorsport oddity.
Located in Abu Dhabi, the capital of the United Arab Emirates, the Yas Marina Circuit stretches across Yas Island on the Persian Gulf and is one of the most modern circuits in the world, sitting next to a marina, luxury hotels and theme parks. This challenging layout features a carefully constructed mix of long straights and low speed technical sections and has already played home to a number of famous racing moments. It is also known for being one of the only tracks to hold twilight races which run through the evening.
Named to celebrate the life and achievements of late Canadian F1 driver Gilles Villeneuve, the historic Circuit Gilles-Villeneuve was opened in the city of Montreal in Quebec, Canada in 1979. The layout features many consecutive corners twisting left and right where drivers will need to choose the correct line and get into a rhythm. The final chicane is an infamously difficult section that exits at the Wall of Champions, so called as 3 champions crashed into the wall at the 1999 F1 Canadian Grand Prix.
Dunlop Tires
Originally founded in the UK and now operating from Japan, Dunlop Tires have been added. After the update, tires featured in the Tuning Shop and default tires on special cars will feature Dunlop designs. (Excluding certain vehicles)
World Map / ‘Power Pack’ Pavilion
The Power Pack pavilion has been added to the World Map. The sailboat icon will appear at the bottom right of the map after completing Menu Book No. 9: Championship: Tokyo Highway Parade. The Power Pack is a paid DLC for PS5 only that aims to deliver a realistic racing experience, featuring 50 races across 20 categories all presented as full track sessions with practice, qualifying and the race.
Collector Level
The Collector Level cap has been raised from 50 to 70. For levels gained above 50, players will be rewarded with unlimited invitations for use in Brand Central.
World Circuits
The following new events have been added to World Circuits:
European Sunday Cup 400: Goodwood Motor Circuit
Japanese FF Challenge: Blue Moon Bay Speedway – Infield A
Nissan GT-R Cup: Circuit Gilles – Villeneuve
Ferrari Circuit Challenge: Yas Marina Circuit
World Touring Car 800: Yas Marina Circuit
Super Formula: Circuit Gilles-Villeneuve
Gr.1 Prototype Series: Yas Marina Circuit
Weekly Challenges
Mission Challenge and Time Trial events have been added to the Weekly Challenges that unlock after viewing the ending. Alongside Special Race, these events will be available for limited time period.
Data Logger
The new Data Logger feature has been added. This feature is available in non-racing modes like Time Trial, Licenses and Circuit Experience. Players will be able to load data from the previous attempt or from replays to view and compare data such as racing lines, throttle and brake inputs, speed, and engine RPM all in real-time.
Café / Seasonal Menu
The Seasonal Menu has been added to the Café as new post-ending content. Collect different cars each season to unlock extra rewards.
Café / Extra Menus
The following new menus have been added to Extra Menus.
Extra Menu No. 48: Alfa Romeo Legends(Collector Level 70)
Extra Menu No. 49: Legendary Road Racers(Collector Level 66 and above)
Extra Menu No. 50: Audi TT(Collector Level 52 and above)
Extra Menu No. 51: Mazda(Collector Level 57 and above)
Scapes
The following locations have been added as featured Curations in Scapes.
Yas Marina Circuit
Circuit Gilles-Villeneuve
Tuning Shop
Additional Light Location
In Additional Light Location, extra lighting has been added to create brighter, more beautiful photos in situations where the car can appear too dark, like with strong backlighting.
New paid Power Pack DLC
On December 4, the highly anticipated Gran Turismo Power Pack DLC arrives on PlayStation 5 version of Gran Turismo 7 as a paid Add-On ($29.99 USD), delivering a brand-new game mode based around the theme of real racing and comes bundled with 5,000,000 in-game Credits.***
The Power Pack represents a new challenge in Gran Turismo, offering a new format in pursuit of the true racing experience.
The new game mode offers a variety of motorsports challenges, including full racing weekend formats FROM practice to qualifying to the main race, as well as 50 new events across 20 themed categories, including the 24-hour races, all inspired by global automotive and motorsport traditions. AI Agent Gran Turismo Sophy 3.0 is used exclusively throughout all the races for more realistic tail-to-nose racing action.
Upon completing the Menu Book No.9 Championship: Tokyo Highway Parade, a sailing boat will appear at the bottom left of the World Map. Clicking on this Pavillion will take you to a screen where the Power Pack can be purchased from the PS Store.
Intense, tail-to-nose battles with Gran Turismo Sophy 3.0
The Power Pack exclusively features the latest version of Gran Turismo Sophy 3.0 for the most realistic and intensive AI challenge in GT to date.
50 events over 20 categories including 24-hour races
Travel the world of racing, participating in One-Make series to full scale race days featuring Gr.1 and Gr.3 cars in 24-hour endurance challenges and unique races.
Receive special cars available in the Power Pack
Completing a race earns you Stars according to your finishing position. Collecting these Stars enables you to purchase various bonuses, including six unique cars specifically tuned by Gran Turismo. The more stars you earn, the more cars you can add to your collection.
*Internet connection required for update. **Credits (paid or via game progression) required to purchase vehicles. *** Update 1.65 required. Menu Book No.9 is required to access Power Pack features.
Hi everyone.It’s been a few months since our first dev log. We’re balancing time between working on the game and sharing our progress. Today, we wanted to give you a look at the creative process with some key members of the development team who have shaped the game.
Creating a “Judas Simulator”
People often think our games start with the story, but we pretty much always start with a core design element. In BioShock, it was the Big Daddy and Little Sister bond. In Infinite, it was the companion character, Elizabeth. In Judas, it’s the dynamic narrative. We asked ourselves, “How do we tell a fully realized story where the characters can respond in real time to even the smallest choices the player makes?” Figuring out how to do that on a systemic level took many years. Eventually, the pieces formed around our main character, Judas.
“The project began with us wanting to tell stories that are less linear, that react to the player and unfold in ways that no one’s ever seen in one of Ken’s games. That told us a lot up front about what we’d need: namely, characters with strong, competing objectives, who each had a stake in everything the player did. Starting with that framework, we spent a lot of time thinking about those characters, their conflicts, the right setting to force them all together, and the systems underpinning it all. For a long time, there wasn’t even a set protagonist — just sort of a cipher, a blank slate.
Eventually, the story and world started to coalesce into something specific, and we needed to figure out who the player character should be. As a rule, you want to put your heroes in the last place they ever want to find themselves. So, what kind of person would really struggle to deal with all these relationships and warring interests? And I remember that was the point where Ken came up with this monologue that kicked everything off.”
– Drew Mitchell, Lead Narrative Designer
“I often come up with ideas when I’m out on runs, and one day I thought of this speech that would define this character that we were trying to figure out. This speech popped my in my head as I was struggling through the third mile.
I only eat at vending machines, because I don’t like interacting with waiters. Restaurants are more complicated: there are greetings and “hellos” and “Is this table okay?” And I’m thinking, “Why should I care what you recommend? You’re not me!” But I’m not supposed to say that, so I just have to count the seconds until the interaction can end, devise socially acceptable ways of saying “Go f*** yourself.” Because for me, conversation is a prelude to failure. Vending machines never ask me a question that I don’t know the answer to. The exchange is reduced to the transaction: money in, product out. Why can’t people be more like that?”
– Ken Levine, Studio President & Creative Director
Caption: Judas Concept Art
This stream of consciousness became the touchstone we kept coming back to for the character and ultimately the entire game. “Judas,” as she came to be known, understands machines in a way she can never understand people. That became her greatest strength… and greatest weakness. We put her in a science fiction world, a colony ship filled with robots — a futuristic setting that makes someone like her extremely powerful. But it’s also a world where personal success hinges on how well you can conform to the rules, because dissent would lead to the failure of the mission. That makes her an outlaw, a pariah — a Judas. That tension at the heart of the character came to inform everything about the game, which we stopped thinking of as an FPS and started calling a “Judas Simulator.” Everything comes back to that core idea of you interacting with the world as Judas.
“Where I think Judas differs the most from BioShock or BioShock Infinite is right there in the name. The game is named after her. Booker and Jack were strangers in a strange land, just like the player. Judas is a native of the Mayflower. In fact, she’s at the center of the events that set the story in motion. She’s got history with this world and the people in it — most of it very, very bad. Her story is about so much more than getting off a sinking ship, and it gives the player so many ways to determine how her journey plays out.
It’s always a risk to hand the player a really defined, really vocal character to control. You always worry about creating dissonance between them. So, it’s been great to see testers stop and ask themselves, “What would Judas do here? How would she react?” It shows they’re in conversation with the character and taking her and the journey seriously.”
– Drew Mitchell, Lead Narrative Designer
The Mayflower
We want to communicate this world as best we can, not only through lore, but visually. A unique challenge in creating our colony ship setting, is that it’s a much older space to craft for player exploration. Rapture and Columbia existed as they were from their foundings. But the Mayflower is decades into its voyage, and it’s changed immensely since its departure.
“At the beginning of its journey, it was a more practical, conventional, modular starship. But over the course of its mission, due to conflict between factions of people and ideals, it’s changed into what you see now. And we’re working on communicating this through the environment. Like with any city with significant history, if you start digging up the street, you would find layers of the city’s past. Older eras of street long buried, forgotten, and built over by the roads upon which you now walk. With the Mayflower as a generational starship, we want to imbue this world with the same sense of time, history, and credibility; this is a civilization that went through eras of conflict and rebirth. And having the characters and the architecture of the world reflect those layers of the onion is a powerful mechanism for visual storytelling.
This allows players to act as a sort of historian and architect as they explore the Mayflower. Through uncovering more, you’ll make increasingly informed decisions with the story and characters on your journey.”
– Nathan Phail-Liff, Studio Art Director
Another factor in creating this setting is that the world itself is dynamic, not just the story and characters. Just like with the dynamic narrative, we had to train the system on what makes good environments by using sophisticated tagging and rulesets to populate the world with believable design elements.
“We basically identify the puzzle pieces and buckets of content that we want to make up the setting of the Mayflower. One example is living quarters. We don’t just have one type of space — we have different categories: VIP Pilgrim Quarters, Regular Pilgrim Dorms, all the way down to Violator Quarters. The art team creates the set pieces and materials for each of these quarters and the design team does deep dives on how all those pieces can fit together in a variety of layouts that feel grounded for the theme and support gameplay. When assembling the layouts in game, the system has to understand the various buckets of puzzle pieces and the hierarchy of the content so it can stitch it together in a meaningful way that supports the storytelling. More exclusive and fancier places can have high ceilings, giant windows, and grand lobbies. But the Violator space is in the lower, grungy, underbelly of the ship and you have to take what we call the “Stairway to Hell” to get to them — separating these spaces both visually and physically.”
– Karen Segars, Lead Artist
In our previous games we would do all of this by hand, but that doesn’t allow for the dynamism we are chasing. So, we took on this challenge of teaching the system how to be a storyteller and an interior decorator, creating a ruleset that we trust so it can populate the world in believable, compelling ways that allow for reactivity in a way you’ve never seen in our previous games.
Would you kindly?
We would love to know what you would like to read more about in future Dev Logs. So please, let us know on our socials or through email what you’re most interested in about Judas and how we’re creating it.
As the launch of Genshin Impact Version Luna III approaches on PlayStation 5, which features the new playable character Durin and fresh updates to the story in Nod-Krai, we’re excited to reveal the DualSense Wireless Controller – Genshin Impact Limited Edition. The new controller features an ethereal white, gold, and green palette adorned with arcane glyphs of a fantasy realm, including emblems of Traveler Twins Aether and Lumine and their trusted companion guide, Paimon.
To create this special design, inspired by the magical realm of adventure within Genshin Impact, our teams at Sony Interactive Entertainment collaborated closely with HoYoverse. Here’s Wenyi Jin, President of Global Publishing and Operation at HoYoverse, to share more about the controller:
“We’re thrilled to have the opportunity to present the DualSense Wireless Controller – Genshin Impact Limited Edition to our players and fans around the world. The controller features iconic design elements inspired by Genshin Impact’s beloved Traveler Twins and Paimon, celebrating years of adventure and companionship in Teyvat, alongside our cherished memories with the community. We hope that Travelers will enjoy the company of the controller and continue to expand their adventure in Genshin Impact!”
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Begin an epic fantasy adventure, build your team, and master the seven elements with this new limited edition controller. Players can continue their saga on PS5 with innovative console and DualSense controller features that enhance the gameplay experience – explore Teyvat and uncover its secrets with features including immersive haptic feedback, support for breathtaking 4K visuals, and lightning-fast loading times.
Starting from January 21, 2026, the controller will launch in select markets across Asia, including Japan.
As the launch of Genshin Impact Version Luna III approaches on PlayStation 5, which features the new playable character Durin and fresh updates to the story in Nod-Krai, we’re excited to reveal the DualSense Wireless Controller – Genshin Impact Limited Edition. The new controller features an ethereal white, gold, and green palette adorned with arcane glyphs of a fantasy realm, including emblems of Traveler Twins Aether and Lumine and their trusted companion guide, Paimon.
To create this special design, inspired by the magical realm of adventure within Genshin Impact, our teams at Sony Interactive Entertainment collaborated closely with HoYoverse. Here’s Wenyi Jin, President of Global Publishing and Operation at HoYoverse, to share more about the controller:
“We’re thrilled to have the opportunity to present the DualSense Wireless Controller – Genshin Impact Limited Edition to our players and fans around the world. The controller features iconic design elements inspired by Genshin Impact’s beloved Traveler Twins and Paimon, celebrating years of adventure and companionship in Teyvat, alongside our cherished memories with the community. We hope that Travelers will enjoy the company of the controller and continue to expand their adventure in Genshin Impact!”
Download the image
Download the image
Download the image
Download the image
Download the image
Begin an epic fantasy adventure, build your team, and master the seven elements with this new limited edition controller. Players can continue their saga on PS5 with innovative console and DualSense controller features that enhance the gameplay experience – explore Teyvat and uncover its secrets with features including immersive haptic feedback, support for breathtaking 4K visuals, and lightning-fast loading times.
The DualSense wireless controller – Genshin Impact Limited Edition will be available in limited quantities for a recommended retail price of $84.99 / €84.99 / £74.99 / ¥12,480. Pre-orders start on December 11, 2025 at direct.playstation.com as well as from select retailers.
Starting from January 21, 2026, the controller will launch in select markets across Asia, including Japan. Additionally, starting from February 25, 2026, the controller will launch in North America, Central and South America, Europe, Middle East, Africa, Australia, and New Zealand. The exact launch date and availability for the controller may vary by country/region.
direct.playstation.com Purchase Information
Starting December 11, 2025 at 10am ET in the U.S., and 10am local time in the U.K., France, Germany, Austria, Spain, Portugal, Italy, Netherlands, Belgium, and Luxembourg, players will be able to pre-order the DualSense wireless controller – Genshin Impact Limited Edition through direct.playstation.com in limited quantities.
When ordering directly from PlayStation, enjoy free launch day delivery for eligible pre-orders. Visit direct.playstation.com for more details.
It’s been a year of big new releases, long-awaited sequels, must play indies, and some surprises along the way. Today, we start the celebration of PlayStation gaming by asking you, the players, to cast your vote for your favorites of the year: the PS Blog Game of the Year Awards 2025 polls are now open!
We’re highlighting exemplary work from passionate studios worldwide across 19 categories. So help us celebrate the creatives whose hard work and exceptional craft have made this year’s gaming experiences memorable, with fantastic gameplay, great characters, outstanding art direction, unforgettable soundtracks, and much more.
The selections in each category are extensive, and you’ve further choice via the write-in option in each to add a title that, for you, best represents that category this year. As ever, the only votes counted in these awards are those cast by you, the players. Those games earning the majority of votes by the time polls close will be recognized with Bronze, Silver, Gold, and Platinum PS Blog trophies when we reveal the results in a few weeks.
As ever, there are some guidelines regards the categories and their nominees:
Best PS5 Game category is defined as games that have been newly released this calendar year, rather than previously released titles with new updates. (This includes games released after the November 30 cutoff for 2024’s PS Blog Game of the Year nominees.)
As with the majority of the other categories, Best Multiplayer Experience focuses on titles released in 2025. Best Ongoing Game focuses on titles that have seen new, large-scale content or game-changing updates launch over this past year.
Best Rerelease refers to games that have been upgraded, ported, or remastered but are otherwise similar to their original game. This category does not include full-scale remakes of older titles, which are eligible in other categories.
Cut off for inclusion in this year’s nominees list was November 30. Titles releasing after this date aren’t eligible for inclusion, but will be eligible for nomination and voting in next year’s PS Blog Game of the Year awards.
If a title won a Platinum Trophy in the Most Anticipated category any previous year, it won’t be eligible for inclusion this year to allow other titles a chance to shine. As such, Grand Theft Auto VI is excluded from The Most Anticipated Game of 2026 and Beyond category as it earned a Platinum in that category in the 2023’s Awards.
So, cast your vote in the polls below to support your favorite games and developers. Don’t delay though: voting closes next Monday, December 8 at 23.59pm PT. So scroll below and get clicking.
Last week, we asked you to prepare a feast by sharing photos of a harvest from the game of your choice using #PSshare #PSBlog. Here’s this week’s highlights:
doodlecepshares a mini harvest of crops from Grounded
fwto_shares Atsu using her yari to spearfish in Ghost of Yōtei
secondcaptureshares a dish being offered in Kunitsu-Gami: Path of the Goddess
SheikhSadi80shares Sam feeding Lou in Death Stranding 2: On The Beach
Photomode_Raroshares a riverboat filled with produce in Assassin’s Creed Mirage
capturedbygiishares Henry standing in a wheat field in Kingdom Come: Deliverance II
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: Snowy SUBMIT BY: 11:59 PM PT on December 3, 2025
Next week, let it snow! Share snowy moments from the game of your choice using #PSshare #PSBlog for a chance to be featured.
We are thrilled to announce that Bootstrap Island is officially coming to PlayStation VR2 in 2026. This will be the most immersive version of Bootstrap Island yet, powered by the advanced features of PS VR2. Built exclusively for high fidelity hardware, it aims to deliver realism, tactile interactions, and a powerful sense of presence. And now we are bringing that vision to PS VR2.
Bootstrap Island pushes your survival instincts to their limits
Bootstrap Island is a realistic yet intense survival adventure inspired by Robinson Crusoe and other classic tales. After a brutal shipwreck, you awake as Daniel, a 17th-century survivor stranded on a deadly tropical island. To survive, you must learn fast and face wild beasts, powerful forces of nature, and the secrets hidden deep within the jungle.
Ruthless survival experience
There is no hand holding, no guidelines, and no second chances. Only your instinct, skill, and determination matter. Bootstrap Island is a ruthless roguelike where every decision carries consequences.
You will gather food and fresh water, hunt fish and wildlife, and prepare for the dangers of nightfall. When darkness arrives, the beasts attack. You will need to learn how to light fires and how to load and shoot a flintlock pistol because you will rely on it.
Animals are not the only threat. Rain, storms, sickness, quicksand, territorial animals, and poisonous fruits are constant dangers.
Dynamic open world
Bootstrap Island features a highly realistic, systems driven world where everything reacts. Day and night cycles, weather, fire, and liquids interact in complex and often unpredictable ways.
The island can be explored freely. Beaches, riverlands, jungle, and other biomes offer different resources. Every interaction encourages experimentation and instinctive problem solving. You just have to be creative.
Progression to survive longer
Every death teaches you something valuable. You learn by doing, adapt your strategy, and unlock new items that help you survive longer in future runs. As you stay alive longer, you gain access to satchels for inventory, a building book for constructing shelters and defenses, and equipment such as a musket for stronger firepower. Medicine found in bottles helps you fight sickness. You will begin to notice subtle changes in the environment. Survival comes from knowledge, preparation, and experience.
Immersive narrative
Uncover the story of the survivor, the life before the shipwreck, and the uncertain future that awaits. As you explore, you will discover who you are, why you were on the ship, and whether your presence on the island is a coincidence or something more meaningful. There are signs of other people. Whether they are hostile or friendly is something you will discover on your journey.
Randomized sessions
No two runs are ever the same. Each session reshuffles resources, events, weather patterns, and the types of creatures that hunt at night. The island is always changing. Items found in chests, territorial dangers, and weather conditions all shift from run to run. Adaptation is essential.
PS VR2 takes our survival vision to its full potential
From the beginning, our goal for Bootstrap Island was to create a VR experience so believable that players forget the real world, with every interaction from lighting a fire to gathering resources feeling natural, grounded, and physically intuitive. To achieve this, the game is built on interconnected systems where fire, water, weather, physics, and animal behavior constantly influence one another, creating moments that feel alive and unplanned. For us, VR has always been more than technology; it is a medium capable of evoking presence, emotion, and wonder.
PS VR2 allows us to fully express this vision for the most realistic survival experience in VR through features such as foveated rendering for exceptional clarity and performance, headset vibration that intensifies dramatic moments like storms and near death encounters, and adaptive triggers with advanced haptics that create lifelike sensations including thunder strikes, bow tension and pistol recoil. Together, these capabilities make the PS VR2 release of Bootstrap Island the most immersive version of the game.
Bootstrap Island is developed by a small indie team at Maru VR, and although this is our first premium game, we have created more than 40 VR experiences over the past eight years to understand the medium and learn how to push its potential.
To mark the year’s end and to start the holiday celebrations early, we’re pleased to make December’s PlayStation Plus Monthly Games lineup a special one, with additional bonus titles available to PS Plus members* in select regions.
Hunt machines as you save the Earth from an ancient digital demon, battle frenzied swarms of bioengineered creatures, survive psychological trials, go topside to loot for resources in a futuristic world, or exterminate demons in Heaven. LEGO Horizon Adventures, Killing Floor 3, The Outlast Trials, Synduality Echo of Ada and Neon White will be available to PlayStation Plus members from Tuesday December 2 until Monday January 5*.
Let’s take a closer look at the games.
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LEGO Horizon Adventures | PS5
Join hunter Aloy as she battles to save Earth from an ancient digital demon, and a gang of sunworshippers who want to live in a world without shade so they can soak up the rays while everything burns. Hunt machines on your own as Aloy, or unlock colorful heroes Varl, Teersa, and Erend, and use their unique skills to defeat enemies and overcome challenges. Share the fun with another player online, or via innovative couch co-op on a single screen, so you’re always in the same world together. Need an extra challenge? Replay levels that change to test your skills and unlock new surprises, or check the Mother’s Heart Community Board for ways to help the village. See if you’ve got what it takes to ace every aspect of the game!
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Killing Floor 3 | PS5
The next evolution in the first-person action horror franchise, Killing Floor 3 resurrects the gut-churning combat the series is famed for, pitting up to six co-op players against waves of enemies across a variety of maps. Reared and released by the megacorp Horzine, frenzied swarms of bioengineered creatures stalk the streets. The only hope humanity has at stopping them is the rebel faction Nightfall. Their Specialists have honed a unique set of skills and proficiencies to turn the tide, with a multitude of merciless weapons and gadgets that melt through zeds, as well as the new ability to dash and climb across the carnage. Gear up, customize your loadout and get even before what’s left is lost to the darkness.
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The Outlast Trials | PS4, PS5
Red Barrels invites you to experience mind-numbing terror in this first-person psychological survival horror that can be played solo or with up to three other players online. You’ve been abducted by the Murkoff Corporation and trapped inside their facility. Your goal: earn the right to be released back into society. In order to do so, you must complete Trials and MK-Challenges. In pure Outlast fashion, the core gameplay involves avoiding enemies, hiding from them, and trying to run away. Murkoff will provide tools you can use to increase your stealth capabilities, create opportunities to flee, slow down enemies, and more. However, you will have to earn those tools and work hard to improve them. Whatever the number of players in your party, it’s about surviving and getting out.
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Synduality Echo of Ada | PS5
Synduality Echo of Ada takes place in 2222, years after a mysterious poisonous rain called The Tears of the New Moon wiped out most of humanity and birthed deformed creatures that now hunt the population. Amidst the calamity, humans are forced to build an underground haven to survive. Take on the role of a Drifter whose goal is to collect the rare resource known as AO Crystals. In your quest, you must collaborate with your artificial intelligence partner to face xenomorphic creatures known as Enders and survive the hazards on the surface. Rise from the underground to a surface world infested with hostile Enders, toxic rains, and other enemies, as you fight to loot for resources. Ride your Cradlecoffin, cooperate with your Magus, and stay alert around other players. One false move is all it takes to lose both your mecha and precious supplies, left to be scavenged by the remaining survivors.
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Neon White | PS4, PS5
Neon White is a lightning fast first-person action game about exterminating demons in Heaven. You are White, an assassin handpicked from Hell to compete with other demon slayers for a chance to live permanently in Heaven. The other assassins seem familiar, though… did you know them in a past life? Collect Soul Cards to attack your foes or discard them to use unique movement abilities, and compete for the best times by cleverly combining cards to discover massive shortcuts.
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Last chance to add PlayStation Plus Games for November to your library
PlayStation Plus members have until Monday December 1 to add Stray, EA Sports WRC 24 and Totally Accurate Battle Simulator to their game library.
*PlayStation Plus Monthly Games lineup may differ by region. Please check PlayStation Store on release day for more information.