New Gran Turismo 7 update features an all-electric concept racing car created exclusively for the game

Gran Turismo players! Now more than ever, technology is developing in ways that creates endless possibilities. This month’s GT updates features a glimpse of what the future would hold through two vehicles, the coveted ŠKODA Vision Gran Turismo and AFEELA Prototype 2024 .   

Update 1.46* for Gran Turismo 7 will be available as of Wednesday, April 24 at 11:00pm PST / April 25 at 7:00am BST / 3:00pm JST. 


New Gran Turismo 7 update features an all-electric concept racing car created exclusively for the game

Three new cars added this month

ŠKODA Vision Gran Turismo

A single-seater all-wheel drive EV from the distinguished Czech manufacturer. 

Drawing on the rich heritage of Škoda Motorsport, the Škoda Design Team has created a visionary study of a single-seater, all-electric racing concept car: the ŠKODA Vision Gran Turismo. Created exclusively for Gran Turismo, this concept represents Škoda’s first inclusion in the Gran Turismo series. Inspired by the Škoda 1100 OHC Spyder racing car from 1957, a vehicle originally developed for the prestigious 24-hour Le Mans race, the Vision Gran Turismo is a modern tribute to this legendary racing car and promises an immersive and responsive driving experience. 

The ŠKODA Vision Gran Turismo project began in 2019 when the design team revisited the iconic Škoda 1100 OHC. Initially, the team was debating whether to restore the original 1100 OHC or create a futuristic iteration for the digital age. After consulting with Chief Designer Oliver Stefani, the Škoda Design team opted for an innovative approach, creating a fusion of past and future. 

This racing concept pays homage to its legendary predecessor as well as incorporating the defining features of Škoda’s Modern Solid design language, as seen in its T-shaped headlights. What’s more, the Vision Gran Turismo showcases two distinct liveries: one reflecting the heritage of the famous Škoda 130 RS racing car from 70́s, and the other inspired by the Vision 7S concept car, which embodies Škodás Modern Solid Design philosophy. 

The ŠKODA Vision Gran Turismo boasts a sleek exterior with crisp, clear lines and pronounced edges, mirroring the aesthetics of current Formula E racers. Its design is optimized for superior handling through active aerodynamics. Features like the aerodynamically sculpted body, and the striking, adaptive two-piece rear wing, all work together to dynamically adjust to driving conditions and boost performance. The vehicle incorporates independent wishbone push-rod type suspension system, mounted to a carbon monocoque like those found in Formula E cars, improving high-speed stability, reducing body roll, and lowering the vehicle’s center of gravity. 

Efficiency and excellent driving dynamics are at the heart of the ŠKODA Vision Gran Turismo design. It is equipped with two 200 kW (268.2 BHP) electric twin motors, one on each axle, delivering a combined power output of 800 kW (1,072 BHP). The inclusion of all-wheel drive with intelligent torque distribution across both axles ensures a balanced and responsive driving experience. This is complemented by a smooth, single-speed transmission, providing seamless acceleration. 

The design of the ŠKODA Vision Gran Turismo harmonizes the exterior and interior, giving the driver the feeling of merging with the car ‒ especially once they take a seat in the cockpit of the cutting-edge carbon monocoque chassis.

 

AFEELA Prototype 2024

A revolutionary ‘mobility device’ set to change how we spend time moving. 

“Move people, through the pursuit of innovation with diverse inspirations.” Embrace cutting edge technology and create a new kind of joy in movement to inspire others. This is the purpose for which Sony Honda Mobility was founded in 2022. This new company, born from the collaboration between 2 very different companies, unveiled their AFEELA Prototype 2024 BEV at the beginning of CES® 2024. 

On the exterior, the car uses an orthodox hatchback sedan shape with a smooth aerodynamic look. There are several sensing devices across the car, including the LiDAR unit at the front of the roof and other image and radar sensors. The highly accurate data from these devices are used to provide more natural driving assistance. 

The doors open automatically as the user approaches so there is no need for door handles. Looking towards the front grille, you will find the customizable ‘Media Bar’, a digital display which allows for both self-expression and communication from outside the car. 

However, the real appeal of the AFEELA lies within its cabin. The interior features a vast array of features to ensure passengers are never bored. 

The most obvious feature as you board the vehicle is the wide dashboard display spanning almost the entire width of the car. This screen provides not only information from the car itself, but several entertainment options which can also be shown on the seatback displays for the rear seats. As well as music and movies, passengers can also view a real-time 3D representation of the car’s surroundings taken from the sensor arrays and allows them to enjoy the scenery around them as if playing a game. 

The appeal of the car is not only visual either. The AFEELA also features a personal agent feature which allows passengers to interact with the car through natural speech. Additionally, a combination of Honda’s extensive experience in mobility and Sony’s audio knowhow has resulted in an innovative noise cancelling system to reduce road noise. Isolated from the drone of the outside world, the interior’s numerous speakers provide an unparalleled audio soundstage. 

The AFEELA transforms the process of moving around from simply waiting, to enjoying the time spent in the car. This 2024 Prototype is critical milestone in the process of bring the AFEELA to market production.

Chevrolet Chevelle SS 454 Sport Coupe ’70

Popular in drag racing; sporting incredible power from a massive engine. 

Introduced in the 1964 model year, the Chevelle was Chevrolet’s first intermediate model. With an SS sports grade model in the line-up and an option for a 327ci high output V8 engine, the Chevelle carried all the hallmarks of a muscle car. 

In the following year of 1965 however, the Chevelle SS was transformed into a full-blown high-performance car, with a 396 ci, OHV V8. From then on the Chevelle SS was only offered with this 396 ci unit, drawing a clear line between it and the previous SS. 

In 1970, the Chevelle SS went on to be called the most powerful intermediate model on the market. The engine line-up that was only available in 396 ci was upgraded, offering an enlarged 402 ci model. In addition, a 454 ci, enlarged version of the 427 ci, was offered as well. 

The option codes for the two types of 454 ci models offered, were the LS5 and LS6. The former produced 355 BHP with a compression of 10.25:1, and the compression of the latter was raised to 11.25:1, and combined with high cams and high flow headers, it produced approximately 449.7 BHP. This was the most powerful catalogue model engine in the history of American cars in its day. 

The LS6-equipped Chevelle SS454 was immediately recognised as a very special model, with its wild power output unlikely for a road-legal car. Equipped with a straight exhaust and carburettor settings, it is said to have easily exceeded 493.1 BHP, and was the big contender in stock class drag racing.

Café / Extra Menus  

The following Menu has been added:

  • Extra Menu No. 38: ‘Ferrari 12-Cylinder Engines’ (Collector Level 38 and above)

World Circuits (Event)

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

  • Japanese Clubman Cup 550: Alsace – Village Reverse
  • American FR Challenge 550: Trial Mountain Circuit Reverse
  • Vision Gran Turismo Trophy: Grand Valley – Highway 1

Scapes  

‘San Diego’ has been added as a featured curation in Scapes

*Internet connection and Gran Turismo 7 game required for update.

Another Crab’s Treasure hands-on report: a playful Soulsike tribute with fresh ideas

Developer FromSoftware minted a new genre when Demon’s Souls first released on PlayStation 3 back in 2009. The “Soulslike” genre was born, inspiring developers across the globe with its risk/reward mechanics, thoughtful melee combat, and connected world design.

Aggro Crab is one such developer. I recently went hands-on with their game Another’s Crab Treasure, which charts a different course through the genre. The PS5 game, out tomorrow, April 25, eschews grim, crumbling kingdoms in favor of colorful underwater lands. Instead of grim lore, it injects cheeky humor overflowing with references to Soulslike games and other properties. While at its core it still plays like a Soulslike, it introduces unique mechanics such as equippable shells with distinct properties.

Not your typical Soulslike vibe

On the surface, Aggro Crab’s Soulslike resembles a cheerful, simple adventure based on children’s cartoons. Beneath the surface lies controls and combat encounters familiar to fans of FromSoftware’s third-person action-RPGs.

The game begins with snail protagonist Krill being evicted from his shell, as a result of not paying taxes. Naked and vulnerable, he ventures deeper into the ocean to speak with the local matriarch to reclaim his home.

Aggro Crab’s tongue is firmly in cheek throughout the colorful adventure. For example, experience points are represented by environmentally devastating microplastics. Magic power manifests as mystical “Umami.” Trash litters the sandy sea floor, including fun and groan-worthy puns (see above used popsicle stick joke). One of my favorite details is a castle guard holding a straw and plastic soda cup lid like a greatsword. Aggro Crab’s sense of humor and colorful aesthetic serve as an entertaining antithesis to the familiar melancholy Soulslike tone.

Raise shell against your enemies

Of course, the main hook of any Soulslike lies in the gameplay, and Aggro Crab remains faithful to the genre with some fun twists. Krill’s moveset includes light and heavy attacks mapped to R1 and R2, respectively. The Circle button is sprint, Square casts Umami magic, and L1 blocks with your makeshift shell. Locking onto enemies like aggressive crabs is key to studying their movements, blocking and dodging until the perfect opportunity to strike. Holding R1 unleashes a satisfying charge attack, oftentimes causing defeated foes to drift off with the ocean currents.

Krill’s shell is where Another Crab’s Treasure distinguishes itself from many Soulslikes. As the game’s name suggests, Krill is in the market for temporary homes while he reclaims his original shell. These come in the form of soda cans, bottle caps, banana peels, party hats, you name it. Each “shell” acts as a shield and offers unique stat boosts, like tradeoffs for attack, Umami, defense, etc.

Some enemies are especially vulnerable to Umami magic, which means unleashing shells’ unique magical abilities is key. I particularly enjoyed the soda can’s proximity-based attack bubbles and the tin can’s electricity field. Shells have limited durability, however, so you’re always scanning for Krill’s next defensive flophouse. I was initially hesitant about the durability factor, but I ultimately appreciated being forced to try out the myriad shells.

3D platforming fun

Many Soulslike games keep players’ feet planted firmly on the ground, which is another area where Another Crab’s Treasure swims against the current. The X button jumps, and holding it down makes Krill do a cute little glide-swim. These nimble traversal options blend well with the cheery, classic 3D platforming aesthetic. One location might hide a path behind breakable glass bottles, revealing a light platforming challenge. Another may entice players to climb to a vantage point and glide to a far-off collectible.

Krill eventually discovers a grappling hook that adds a new dimension of verticality to the mix. Holding the L2 button in mid-air slows time and allows Krill to grapple onto specific points like fishhooks and climbable nets. These traversal options encourage players to carefully study the vibrant environments for hidden treasures (once the enemies are taken care of). Pacing is key in Soulslike games, I appreciated the palate-cleansing platforming sections after tough fights.

A knowing wink to Soulslike fans

Another Crab’s Treasure reminds me of musician and national treasure Weird Al Yankovic, it delivers a humorous parody of a well-known topic yet delivers entertainment beyond the surface-level goof. For example, I was tickled by the first boss encounter, featuring a mounted knight-like sea creature charging down a hill as its name and health bar filled the top of the screen. After I was done chuckling, I had to buckle up for a genuinely challenging-yet-rewarding fight.

Based on my hands-on time the homage runs deeper than its fun references, and the unique cartoony vibe and shell-swapping mechanics freshen up the formula. Dive into Another Crab’s Treasure when it releases on PS5 April 25.

EA Sports F1 24: new details on overhauled Career and Dynamic Handling, coming May 31

Be one of the 20 in EA Sports F1 24, the official game of the 2024 FIA Formula One World Championship, arriving earlier than previous seasons for PlayStation 4 and PlayStation 5 on May 31.

Through the introduction of the new EA Sports Dynamic Handling, players will feel even closer to the action. Additionally, for the first time, join the grid in Career mode as a driver from the 2024 F1 season.


EA Sports F1 24: new details on overhauled Career and Dynamic Handling, coming May 31

Drive like the greatest

Working closely with current World Champion and Champions Edition cover star Max Verstappen, the new EA Sports Dynamic Handling redefines the feel of the car to produce a realistic and predictable performance across wheel and pad.

The driving experience is improved with entirely revamped suspension dynamics, an advanced tyre model, sophisticated aerodynamic simulation, and new car setup and engine options. Cornering, rolling resistance, brake pressure, and the ability to react to changes in ambient track temperature and fluctuating conditions are all greatly improved.

On PS5, this is further enhanced thanks to high-definition feedback through the DualSense controller’s rumble, haptic feedback, and adaptive triggers; allowing you to feel every bump, kerb, and subtle shift in traction as your race.  

Greater authenticity

Improvements made to various circuits enhance the experience during race week, including significant updates to Silverstone for even greater accuracy. 

Modifications to Circuit de Spa-Francorchamps, Lusail International Circuit, and Jeddah Corniche Circuit guarantee that these tracks align with their actual world equivalents. 

Cinematic replays, broadcast camera angles and showrooms once again feature ray-traced lighting on PS5, with on-track action benefitting from Dynamic Diffuse Global Illumination, offering a more realistic feel to light and shadows.

A new broadcast presentation package and cutscenes add to the race day immersion. In addition, actual driver audio samples taken from F1 broadcasts add a new dimension, as they react to on-track incidents. 

Sound in general plays a massive part in the overall racing experience. With spatial diffraction and reflection (compatible headphones required), you’ll be able to hear the difference between racing on a tightly-packed street circuit, compared to the vast plains of a circuit in the desert.

Revamped Career

In the revamped Career mode, players have the opportunity to become F1 drivers from the 2024 roster, promising contenders from the F2 scene, or iconic drivers from the past.

Two new Icons are introduced exclusively for those with the Champions Edition of F1 24: James Hunt, a former World Champion, and Juan Pablo Montoya, the most accomplished F1 driver from Colombia.

Further innovations to Career mode include:

Gain Recognition: Establish your reputation in the Paddock by achieving on-track goals. Stay concentrated on the finish line with race-day tasks. Fulfilling Contract Targets can aid in securing a new contract or lead to confidential discussions about switching to a fierce competitor.

R&D Upgrades: Driver reputation also influences the level of support received from the team. The higher the reputation, the more motivated the team. Players can invest fully in a single innovation or distribute resources for a more balanced progression.

Earn Accolades: Apart from short-term accomplishments, every driver has long-term goals based on seasonal expectations. These could vary from a certain number of Top 10 finishes, Pole Positions, to winning the World Championship.

Race with a Friend: Collaborate or compete in a two-player Career mode, with each of the Career mode changes applied. With individual driver goals, players need to remain focused to become the top driver of the team.

Challenge Career: An ideal starting point before taking on a 24-race season. Step into the role of a pre-chosen F1 driver and participate in a series of mini seasons, with community voting shaping the conditions and tracks for future events.

F1 World returns

F1 World, the platform for Multiplayer, Grand Prix, Time Trial returns for a second season with a new addition: Fanzone.

During a Podium Pass season, players get to choose their preferred team and driver and participate in a time-restricted league that spans the entire season, including cooperative objectives whilst competing against opposing teams.

Available to pre-order now

Players who pre-order the digital-exclusive Champions Edition by May 1 will get immediate access to a selection of 2024 liveries for use in F1 23’s special Time Trial mode, as well as the two new Icons, 18,000 PitCoin, an F1 World Bumper Pack, up to three days of early access starting May 28 including exclusive Verstappen-inspired special events with unique unlockable rewards, and one bonus VIP Podium Pass.

Plus, those who own F1 2021, F1 22, or F1 23 on PlayStation, can take advantage of a 15% loyalty discount on F1 24 Champions Edition pre-orders Load any of these games to find out how.

Players pre-ordering the Standard Edition will receive 5,000 PitCoin and an F1 World Starter Pack.

Darkest Dungeon II rolls onto PS5, PS4 July 15 

We are thrilled to officially announce that Darkest Dungeon II will arrive on PlayStation 5 and PlayStation 4 on July 15. You can preorder it starting today, with a discount available to PlayStation Plus members.

In Darkest Dungeon II, we translated the beloved art style of the first game into 3D, complete with full character animations. We also carried forth the series’ signature turn-based combat system, but we rebuilt it from the ground up to be even more strategic and a true treat for the eyes and ears. But whereas the first game was pure dungeon crawler, the sequel is a roguelike road trip of the damned!

Each expedition, you will first form a party of four flawed heroes and equip your stagecoach. Then you will set off on an arduous journey across a decaying landscape filled with remnants of crumbling civilizations. Your mission: to overcome one of your past failures, embodied by a monstrous boss lurking atop the far off snow-capped mountain.

Along the way you will experience the tragic playable backstories of over a dozen heroes, and in so doing unlock the full potential of their skills, stats, and signature equipment. Just like in the first game, you’ll need to pay attention to heroes’ stress. But now you also can tend to their relationships. Resting at each Inn gives an opportunity for heroes to spend time together and become friends, lovers, or even bitter enemies. A good party is a harmonious one; a team of rivals may disintegrate long before you reach the mountain.

Whether you succeed or fail, after each expedition you return to the Altar of Hope and invest–in true roguelite fashion–in new items, boons, and content that will help you in future runs.

Releasing on PlayStation has allowed us to use the visceral DualSense controller features. You’ll feel the heartbeat of heroes on Death’s Door and the rumble of the stagecoach’s wheels as it rolls over a trap.

In addition to the base game, The Binding Blade DLC (two new heroes, a special questline, wandering boss, and more) is also available for preorder as part of the Oblivion Bundle. Buy the bundle to get a tidy discount.

We at Red Hook Studios are thrilled to bring Darkest Dungeon II to PlayStation, and we hope you’ll join us on the journey. The game is a labor of love for us, and we plan to continue to expand it.

Now, it’s time to face your failures.

Dead Island 2 adds new zombies variants in SoLA expansion available today

Dead Island 2’s new SoLA expansion introduces players – sorry, Slayers – to a whole new side of Hell-A: an all-American festival where the stage is set for some of the game’s most gruesome zombie slaughter yet. The crowds of rotting, shambling festivalgoers will provide endless zombie-slaying hits, but where would any festival be without its headline acts?


Dead Island 2 adds new zombies variants in SoLA expansion available today

Enter the Whipper and the Clotter, two brand new, powerful Apex Variants designed to give even the most experienced Slayers some serious frights and fights.

On the one hand, you have the Whipper, an undead bohemian that’s swapped festival glam for guts.  In fact, she’ll flail you with her intestines or try to blind you with a handful of thrown entrails.

On the other you have the Clotter, a brutal zombie that can decompose and recompose at will. This big guy can effectively teleport in and out of the player’s space, making it hard to maintain visibility and control.  

“The starting point was always the mechanics of the two new archetypes,” says Dambuster Studio’s Associate Character Art Director, Richard Smith. “They both offer completely new behaviors never seen before in the Dead Island enemy roster.”

Whippers are fast-moving, mid-ranged enemies with powerful attacks and special abilities that can stop Slayers using their own Fury powers. Clotters hound the Slayer, keeping them under constant pressure and unable to dominate one position.

Putting flesh on the bones

To create the new enemies for the expansion, the team started out with a range of zombie concepts, then whittled them down to the final two. The basic concepts were fleshed out into concept art, always making sure that the new zombies would fit into the Dead Island universe and feel plausible within its blood-splattered, body horror aesthetic.

“In the case of the Whipper,” says Smith, “we had the call out that they would be self-mutilating intestine wielders. Filled with frustration at the zombie infection within, they’ve attempted to remove it, gouging out their own innards and becoming entangled in their own intestines, which are used to extend their attacking reach like an organic web.”

To tie the Whipper in with the expansion’s festival style, the team looked to the social media imagery associated with big American festivals, and the boho chic fashion styles you’d find on the festival ground. “We’re focusing on the visual storytelling and signposting the enemy,” Smith explains, “and we want to ground the player in the location and make sure it fits in with the vibe.”

As the art development progressed, new ideas emerged, which also fed back into the design. “For example, we wanted the Whipper to thrash around violently and indiscriminately,” Smith adds. “To add to the torment, we gave the character hands that are frozen in a rigor mortis, so they’re almost forced to thresh around.”

Slayers get a new nightmare

Meanwhile, the Clotter let the studio push what could be done with Dead Island 2’s F.L.E.S.H. system – the super-gory technology that allows Slayers to break zombies down into bloody chunks of flesh and bone. The team knew they wanted a teleporting zombie, but wanted to avoid any sci-fi stuff that wouldn’t fit in with the game’s more grounded style.

F.L.E.S.H. provided the answer. “We really wanted to find a way to use these features, to make the Clotter completely disintegrate in front of the player’s eyes and then reassemble from a puddle of meaty goo,” Smith explains.

As this enemy needed to move fast, the team steered clear of over-elaborate effects. “We were able to squeeze in a glimpse of the skeleton falling to pieces and the gloopy flesh turning into liquid around the bones, but it takes a lot of work back and forth to balance it – to make sure it all happens at the right place for the gameplay.”

The Clotterleans into the storyline at the heart of the new expansion. “And the festival background is an ideal location for it,” adds Smith, “in terms of the quantities of gore and body parts that are lying around, waiting to be reanimated.”

There are always some ideas that don’t fit in with Dead Island 2’s zombie-first focus, or with the personality of its slapstick splatter. “It’s tough, but we love the challenge,” says Smith. “We like creating things for the game that you won’t have ever seen before.”

Synth Riders goes ‘80s with new music pack, out April 23

I don’t know about you, but I think the 1980s are awesome! Big hair, big shoulder pads, and huge hits. So we put together a mixtape: Synth Riders 80s Mixtape – Side A… and it’s coming to the PlayStation VR2 on April 23.

We picked five favorites from the 80s, then created dancy beat maps inspired by the era. So, whether you came up in Gen X, or just learned about this stuff from YouTube videos and Stranger Things, we’ve got some new Synth Riders add-on tracks for you to take on.

80s Mixtape – Side A features:

  • a-ha – Take on Me
  • Starship – We Built This City
  • Devo – Whip It 
  • Phil Collins – Sussudio
  • INXS – New Sensation

and….

  • Free 1980s-inspired Endless Cafe Stage for all Synth Riders owners

The only thing that screams, “Totally 80s” more than the music is the looks of the era. I was talking with Esteban Meneses, 3D Artist on Synth Riders, about what it’s like recapturing a party from 40 years ago:

“It’s like trying to capture a melody that everyone remembers a bit differently. Some might remember the neon glow of arcade games, others the revolutionary sound of synth-pop, or the emergence of digital culture. Our challenge is making sure it feels authentic whether you lived through the ’80s or experienced it secondhand.”

That’s why the team took inspiration from the ’50s café vibes with the fun of ’80s bowling alleys, then sprinkled in some retro-futuristic flair. Kind of like how in Back to the Future II people looked back at the 1980s (from 2015!).

Of course, it wouldn’t be the ‘80s without lots of pink, light blue, and chrome shine. “We wrapped these colors around the stage for that classic ’80s pop. It’s all about mixing these unique elements – colors, luxury, and design – into the game’s world to spark that retro feel.”

Alright, enough talk. It’s time to slip on some bangles (or your controllers) and get ready to relive five totally awesome 80s tracks on Synth Riders 80s Mixtape – Side A!

The new Add-Ons will be available for download as a pack ($7.99) or as individual tracks ($1.99/song) on April 23..

P.S. As you gathered from the name of the pack, this is just side “A.” We’re working on assembling another Mixtape, but we’d love to hear from you. What are YOUR favorite things that came out of the 1980s?

Share of the Week: Dragon’s Dogma 2

Last week, we asked you to dive into Dragon’s Dogma 2 and share epic moments using #PSshare #PSBlog. Here are this week’s highlights:

​​

photomodeoftsu shares a player facing off against an attacking Griffin

​​

Photoingame shares a bunch of snakes hissing

​​

shimo_ps shares a player fighting against a cyclops with a purple strike of magic

ArturoZ99754030 shares a portrait of a red-haired red-eyed female Pawn

emranimam shares a player standing before the Sphinx

​​

adambomb2mk shares a portrait of an armored character standing in front of a pool of light.

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?

THEME:  Dragon’s Dogma – Pawns
SUBMIT BY: 11:59 PM PT on April 17, 2024

Next week, we’re focusing on the Pawns of Dragon’s Dogma 2. Share portraits of Pawns using #PSshare #PSBlog for a chance to be featured.

PlayStation Store: March 2024’s top downloads

It’s time to see which PS5, PS4, PS VR2, PS VR, and free-to-play games topped last month’s download charts. March’s PS5 list saw democracy being preserved with Helldivers 2 holding the most downloads in both US and EU regions, with new releases MLB The Show 24 and Dragon’s Dogma 2 entering the chart’s top 3 in the US. New release cyubeVR reached the top spot on the PS VR2 list in both the US and EU regions.

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

PS5 Games

US/Canada EU
HELLDIVERS 2 HELLDIVERS 2
MLB The Show 24 EA SPORTS FC 24
Dragon’s Dogma 2 Dragon’s Dogma 2
WWE 2K24 Tom Clancy’s Rainbow Six Siege
Madden NFL 24 Rise of the Ronin
STAR WARS Battlefront Classic Collection WWE 2K24
Tom Clancy’s Rainbow Six Siege Grand Theft Auto V
EA SPORTS FC 24 STAR WARS Battlefront Classic Collection
Rise of the Ronin FINAL FANTASY VII REBIRTH
NBA 2K24 Call of Duty: Modern Warfare III
FINAL FANTASY VII REBIRTH It Takes Two
Call of Duty: Modern Warfare III The Outlast Trials
Grand Theft Auto V NBA 2K24
The Outlast Trials Assassin’s Creed Mirage
SOUTH PARK: SNOW DAY! Planet Zoo
Baldur’s Gate 3 Gran Turismo 7
Marvel’s Spider-Man 2 UFC 5
Mortal Kombat 1 Hogwarts Legacy
STAR WARS Jedi: Survivor STAR WARS Jedi: Survivor
UFC 5 SOUTH PARK: SNOW DAY!
*Naming of products may differ between regions
*Upgrades not included

PS4 Games

US/Canada EU
Minecraft EA SPORTS FC 24
Red Dead Redemption 2 Minecraft
Batman: Arkham Knight Red Dead Redemption 2
MLB The Show 24 Need for Speed Heat
Need for Speed Heat The Forest
Madden NFL 24 Batman: Arkham Knight
EA SPORTS FC 24 STAR WARS Battlefront II
NBA 2K24 Need for Speed Rivals
Call of Duty: Modern Warfare III Grand Theft Auto V
The Forest A Way Out
Grand Theft Auto V Unravel Two
WWE 2K24 Need for Speed
STAR WARS Battlefront II Sniper Elite V2 Remastered
Need for Speed Rivals Titanfall 2
Tom Clancy’s Rainbow Six Siege Need for Speed Payback
STAR WARS Battlefront Classic Collection S.T.A.L.K.E.R.: Call of Prypiat
Call of Duty: Black Ops III Kingdom Come: Deliverance
Mortal Kombat X Assassin’s Creed Odyssey
Titanfall 2 TEKKEN 7
Need for Speed Payback Tom Clancy’s Rainbow Six Siege
*Naming of products may differ between regions

PS VR2 Games*

US/Canada EU
cyubeVR cyubeVR
Beat Saber Beat Saber
Pavlov Pavlov
Among Us VR Arizona Sunshine 2
Creed: Rise to Glory – Championship Edition Among Us VR
Job Simulator Horizon Call of the Mountain
Arizona Sunshine 2 Creed: Rise to Glory – Championship Edition
Horizon Call of the Mountain Job Simulator
The Walking Dead: Saints & Sinners – Chapter 2: Retribution Kayak VR: Mirage
Legendary Tales Crossfire: Sierra Squad
*PS Store purchases only. Game upgrades or games bundled with hardware not included

PSVR Games

US/Canada EU
ASTRO BOT Rescue Mission Sniper Elite VR
Creed Rise to Glory Batman: Arkham VR
Sniper Elite VR Creed: Rise to Glory
The Elder Scrolls V: Skyrim VR Goalkeeper VR Challenge
Beat Saber Job Simulator
Job Simulator ASTRO BOT Rescue Mission
Batman: Arkham VR Beat Saber
The Walking Dead: Saints & Sinners – Chapter 2: Retribution Horror Adventure : Zombie Edition (VR)
Paranormal Activity: The Lost Soul The Elder Scrolls V: Skyrim VR
SUPERHOT VR The Walking Dead: Saints & Sinners – Chapter 2: Retribution

Free to Play (PS5 + PS4)

US/Canada EU
Fortnite Fortnite
Roblox Roblox
Fortnite Battle Royale Fortnite Battle Royale
Call of Duty: Warzone Call of Duty: Warzone
Fall Guys Rocket League
Apex Legends Fall Guys
THE FINALS eFootball 2024
Rocket League Apex Legends
Destiny 2 THE FINALS
The Sims 4 The Sims 4

Genshin Impact version 4.6 arrives April 24

Greetings, Travelers! Today we are excited to announce that Genshin Impact‘s version 4.6 Two Worlds Aflame, the Crimson Night Fades is arriving on April 24. With this update, we can’t wait to show you the power and the past of our frenemy, Arlecchino. After the crisis of Fontaine, the Fourth of the Fatui Harbingers is finally ready to meet us again as both a recruitable team member and a formidable Weekly Boss.

More surprises continue to pop up across Teyvat. A large submerged ancient empire that flourished and demolished before the birth of the Court of Fontaine is finally revealing itself in the Sea of Bygone Eras. Meanwhile, Arataki Itto and Dvorak are going to rock Inazuma with a music festival and concert tour.

The Knave and the Father

In the Archon Quests of Fontaine, Arlecchino made an indelible debut even without showing her hand, balancing the fine line between ally and adversary. Upon version 4.6, we can discover more about her power, the roles she plays, and the past that made her who she is today.

As the Fourth of the Fatui Harbingers, Arlecchino aka The Knave shows an overwhelming strength in combat with her use of Pyro and a polearm, as well as her special mechanic — Bond of Life. First found in some Fatui Operatives and certain weapon effects around Fontaine, the Bond of Life effect stays on its target and prevents healing until the victim receives the same amount of healing equal to the active Bond of Life. However, Arlecchino is able to utilize the Bond of Life on herself to strengthen her own attacks.

When Arlecchino becomes a member of your team, piling up her Bond of Life with her Elemental Skill and Elemental Burst is the key to surviving and sustaining an efficient offensive rhythm. When Arlecchino is affected by a Bond of Life greater than or equal to a certain percentage of her Max HP, she will enter the Masque of the Red Death state, converting her Normal, Charged, and Plunging Attacks to deal Pyro DMG which cannot be overridden, and consuming a portion of her current Bond of Life to increase her DMG of Normal Attacks and reduce her Elemental Skill’s cooldown time. Arlecchino’s Elemental Skill can apply Blood-Debt Directives and deal DMG to multiple targets. The Blood-Debt Directives can be absorbed to increase her Bond of Life when she uses a Charged Attack, or heal herself when she uses her Elemental Burst. And her Elemental Burst is the only way to heal herself in combat due to her unique Talent.

If you encounter The Knave as your enemy in the new Trounce Domain, out-healing the Bond of Life and repaying the Blood-Debt Directives she applies to you will be crucial to victory. So long as you are affected by the Bond of Life, all her attacks against you will be enhanced. But if you manage to out-heal the Bond of Life and repay the Debt, you will be rewarded as your Charged Attacks against her are enhanced. As the fight proceeds to later phases, The Knave will gradually reveal more of her true power as her crimson bone wings unfold. Travelers who reach Adventure Rank 40 or higher can now challenge her directly via the Quick Challenge feature in Adventure Handbook, or follow her Story Quest to embrace the challenge.

Despite being a ruthless Fatui Harbinger with horrifying power, Arlecchino is also called Father by the children from the House of the Hearth with great trust and respect. The House of the Hearth is a Fatui intelligence organization operated by The Knave. It takes in children who no longer have a home due to all manner of reasons, and teaches them a variety of disciplines. In Arlecchino’s Story Quest Ignis Purgatorius Chapter, you may find out the unique charm of this character and why she is called Father through her past.

Arlecchino and Lyney may be recruited in the first half of version 4.6 Event Wishes, followed by Wanderer and Baizhu in the second half. In addition, the new weapon Crimson Moon’s Semblance, a 5-star polearm that can enhance combat abilities regarding the Bond of Life, will also become available in the first half of version 4.6.

Symphony of a lost empire

Venturing southeast from Romaritime Harbor nestles a small village named Petrichor. Here begins a new adventure to discover the fabled kingdom of Remuria, a once thriving realm, yet now cradled by deep water, slumbering soundlessly with its narrative lost to the waves. Ruled by King Remus, Remuria mysteriously disappeared in history, well before the establishment of the Court of Fontaine.

However, strange occurrences started to emerge in Petrichor recently. Led by a talking cat, we’ll navigate through the sunken castle and dive into an enchanting and vibrant deep-sea area Sea of Bygone Eras to unveil the truth behind the kingdom’s fall. Even a mysterious dragon of dreamy appearance will await silently ahead.

King Remus also composed a Symphony, carried with wondrous power that you may use to unleash special soundwaves, resonating with a variety of swaying or wandering underwater creatures and mysterious mechanisms during the adventure. Meanwhile, the centaur-shaped boss enemy Legatus Golem awaits in the recess of the Faded Castle with its sword, shield, and a blazing melody of flames.

Time to Rock for Life

Back to Watatsumi Island in Inazuma, a music tour organized by Arataki Itto and Dvorak is on its way. The music tour Iridescent Arataki Rockin’ for Life Tour de Force of Awesomeness will rock and roll for life, honoring a brave puppy who saves countless lives of other creatures on the battlefield. The passion also needs a stage to perform, which will split into 3 main stages of preparation, including playing different instruments at wills, collecting items, and restoring the melodies by filling in missing notes. Participants of the festival may have the chance to obtain a brand-new instrument Nightwind Horn and the opportunity to watch Itto perform on stage in person!

Resonating the spirit of rock music, the Windtrace: Seekers and Strategy event is back in Mondstadt with a few upgrades. This beloved hide-and-seek game between Rebels and Hunters now adds the Surveillance Zone where captured Rebels will be detained for a short period, and a Signaling Device to repair as a new goal of Rebels.

There are still more surprises waiting, but we will keep this sharing short and sweet. With version 4.6, we hope Arlecchino, the ancient empire undersea, and the rock tunes from Itto can give you a fun and unexpected experience!

Stellar Blade: how a Hollywood monster designer and clay models shaped the terrifying Naytiba

Mixing style, action, and fearsome monsters is a familiar formula for success in action games. However, with its first PlayStation title, Stellar Blade, developer Shift Up is adding a lot of unique flair to the equation. A large point of this distinction comes from its creature design, which quickly became a focal element of the upcoming action-adventure experience.

Stellar Blade incorporates many assets in the creation of its race of behemoths called the Naytiba. These resources include real-life animal research, 3D clay models, and the assistance of famous Korean movie monster designer, Hee-Cheol Jang, who originally came on board as consultant, but ultimately became more involved on the actual design and production of the Naytiba.

We sat down with the studio and monster designer to find out what makes the Naytiba unique, delving into many of their variations, such as the Raven, Stalker, and Gigas to understand the process behind creating a new face of horror in gaming.


Stellar Blade: how a Hollywood monster designer and clay models shaped the terrifying Naytiba

The birth of the Naytiba

PlayStation Blog: Hee-Cheol Jang, how did you get involved with Shift Up and Stellar Blade? Was it your creature designs from The Host and Okja that got the conversation moving?

Jang: I remember visiting the studio one day after being contacted by Mr. Kim [Kim Hyung Tae, Stellar Blade director] and being surprised to see a workshop full of models and drawings. I think he made the offer after seeing my experience in creating clay models – scannable maquettes – for communication and 3D scanning during the design process of [movies] ‘The Host’ and ‘Okja’. At the time, the film industry was moving towards digital models using ZBrush for efficiency reasons, so I was shocked by the idea of using traditional modeling/3D scanning for creature creation for a new console game project.

How did Shift Up decide on what kind of enemy types Eve would face?

Director, Hyung Tae Kim: What Eve encounters is an unknown entity powerful enough to destroy humanity. We deliberately tried to design them to be eerie and unnerving, with missing eyes and faces stuck in the wrong places, which ties in with the content of the game.

The Naytiba have a terrifying, cosmic horror feeling to them. Why choose that direction instead of a more grounded approach?

Kim: Since these creatures never existed, they didn’t need to be realistic. We actually wanted them to look like different species or race. However, if you look closely, there are a number of designs that seem to be related to existing life on Earth, and I think you’ll see why when you play the game.

Hee-Cheol Jang, was your process for creature design different for a game, vs a film? For example, in a game players have to interact with your creature in a variety of ways, so does that mean you have to consider additional complexities when designing?

Jang: In most games, creatures are often targets for real-time combat, so it’s important to be able to match the sum of their motions and design. Other than that, there are some cosmetic differences between live-action and non-photorealistic mediums, but they seem to be converging in recent years.

Were there any designs that worked great on paper, or perhaps may have even worked in film, but for whatever reason didn’t translate to gameplay?


Jang: In a film, you can experience and understand the creatures over the course of the runtime. In games, we’re often forced to interact with a large number of creatures repeatedly in a relatively short amount of time, which is not always well thought out. For example, I personally have a habit of throwing in before/after twist gimmicks, which are often unnecessarily complicated or prolonged, making them inappropriate for resource creation or play.

Are there any personal fears that the team tapped into when bringing the Naytiba to life?

Kim: I think for me, it’s the human element. Something that’s human but different, that’s more terrifying than just an ugly lump.

Clay-made creatures

What positives come from sculpting the Naytiba designs out of clay before bringing them into the digital world?

Concept Art Lead, ChangMin Lee: Ease of communication for multi-team coordination – and gravity. In the digital world, you can’t really feel gravity, but if you are working with a physical sculpture you will be affected by it because the weight of the clay is real. This is important in determining the shapes and proportions of the creatures.

For example, if you make a head that is too big for the body it can actually cause the clay to crack or fall off. I think having these limits in place helps me design creatures that feel more realistic and grounded.

How long does it typically take to settle on a design? Can you go into detail about the review and refinement process?

Lee: Rough designs can be finalized in as little as a week or two. After that, it takes about two to three months to mold, and during those two to three months there are numerous reviews and revisions. During the discussion process with the other teams, specific body proportions, length attack methods, and necessary elements of other attack and defense are discussed and agreed upon. Also, revisions according to the direction (received from Mr. Kim)  are made by seeing and touching the actual sculpt.

Despite their fictional origins, do you consider the muscle and skeleton composition, as well as skin texture of each Naytiba during this stage of its creation?

Lee: Absolutely. The muscles and skeleton in particular are based on real-life creatures. Skin textures are also heavily referenced. For example, the skin textures of reptiles, insects, crustaceans, mollusks, and so on, are mostly referenced. In the case of Gigas, the muscular and skeletal characteristics of gorillas are heavily referenced. The big shapes and concepts are fictional creatures, but without real-life references, they’re merely fiction.

Does the proposed movement of the Naytiba come into discussion and inform the clay model process, or is that fine-tuned once the mode is scanned into the game?

Lee: Things are discussed and adjustments are made in both ways mentioned. During the clay model process, all the teams, especially the animation team, get together and discuss. We talk about things like: “Do this design and these proportions make movements possible?” “How do we make the attacks look cool?”

After scanning, I usually talk a lot with the 3D model team. We discuss practical and efficiency issues, such as which details to keep, and whether there are any unnecessary designs when creating the 3D model. Throughout this process, we make detailed design adjustments and finalize the final product.

How much clay have you used in total to create Stellar Blade’s Naytiba?

Lee: Let’s see.. I didn’t keep count, but probably around 100kg? I think we used a lot. Usually, one portion of clay weighs around 900g and I think I used over one hundred of them.

Designing the bosses

Can you describe the three currently revealed bosses: Gigas, Raven, and Stalker, and any unique attributes that will stand out when Eve faces them?

Lee: Gigas and Stalker are creatures that are in some ways like brothers. They both have unique shapes of moving saw blades, and I wanted Eve to feel scared and threatened by them. Raven, as the name suggests, has large wings and bird-like characteristics. We chose black as the concept color to represent darkness and fear.

How do you find inspiration for attacks specific to the boss monsters?

Lee: In the rough concept stage, we first ask, “What part of the body/what weapon will it use to attack?” and work out the specifics as we go along. During that process, we gain inspiration and continue until the end.

Are there any stories unique to the design of these three boss monsters?

Lee: When we were working on the initial concept for Giga and Stalker, we had fun calling them the fan and dryer brothers. Some of the boss monsters we called “openers,” but you’ll have to find out for yourself which ones those are, and what we mean by that.

Are there any special details you’d like to share with players that they miss when encountering these creatures?

Lee: If you look closely at some, but not all, of the monsters, you’ll see baroque symbols and statuesque faces. You may not be able to see them at times because the combat is so fast and dynamic, but keep your eyes peeled!

You can get a closer look at Gigas, Raven, Stalker, and the rest of the Naytiba’s designs as you face them in Stellar Blade when it releases on April 26 for PlayStation 5.