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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

How did you overcome these challenges?

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

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

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

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

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

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

Sulfur demo out today on PS5

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

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

Sulfur demo out today on PS5

1. Customize your weapons

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

2. Cook food you didn’t know you wanted

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

3. Explore ever changing levels

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

4. Manage your loot like your life depends on it

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

5. Outsmart enemies

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

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

See you there!

Watch over 30 minutes of 007 First Light gameplay, launching March 27, 2026 

We’re thrilled to share an extensive look at 007 First Light, our third-person action-adventure game featuring a fully re-imagined original James Bond origin story. Built in-house at IO Interactive with our Glacier engine, we’re incredibly proud to share this wholly original Bond experience created from the ground up, one that blends the sharp tension of espionage with the bold spectacle the franchise is known for.

In this special State of Play, we showcased footage from two missions that highlight the game’s immersive design and cinematic flair. From a covert operation at a high-stakes chess tournament in Slovakia, closing with a high-altitude showdown, to an infiltration of a lavish gala in Kensington, London, these missions offer a glimpse into the living and breathing worlds that Bond will navigate as he discovers the world of espionage.

Watch over 30 minutes of 007 First Light gameplay, launching March 27, 2026 

Play Bond, your way

From day one, we’ve designed the game so you can approach your objectives how you want, through what we call the Creative Approach. Maybe you’ll slip in unnoticed and reach your goal without anyone knowing you were there. Maybe you’ll go in loud, using every weapon and gadget at your disposal. Or maybe you’ll use a bit of both, and improvise, turning whatever the situation throws at you into an opportunity. 

As part of the Creative Approach, there are different aspects of James Bond’s set of skills that are reflected:

Spycraft is your toolkit for the quieter side of the job. You can eavesdrop on conversations for intelligence, lift a keycard from a distracted guard’s pocket, or piece together clues from environmental details others might overlook. Every bit of information can open a shortcut or give you a way around a challenge, or a crowded security room.

Instinct is Bond’s natural aptitude in gameplay form, reflecting his quick thinking and adaptability. It’s a limited resource that will fill itself as you take down enemies, complete objectives etc… You can use it to lure a guard toward you for a silent takedown, bluff your way past someone who’s getting suspicious, or give you a bit more time to take the perfect shot during a firefight. 

Gadgets from Q Branch are an essential part of your toolkit, giving you plenty of possibilities to tackle each situation you face. You might hack a camera system to clear a path, cut through a locked door with a laser, or distract a guard long enough to slip by. We want them to feel like natural extensions of Bond’s skillset, not just one-off tricks. As you progress through the missions, you will unlock more gadgets, empowering you through your journey to become a fully-fledged spy. 

Combat in 007 First Light is built to feel true to Bond, with control, efficiency, and visceral. You’ll swap between precision gunplay and up-close brawls without missing a beat. In tight spaces, Bond can throw an opponent over a railing, smash them against a wall, disarm them in one smooth motion, or use the nearest object to incapacitate them. Melee skills include parries, throws, and takedowns, designed to look cinematic but still feel responsive in your hands.

When encounters escalate to lethal force being used, Bond earns his License to Kill, allowing him to use his marksmanship with firearms being thrown into the fight without slowing down. And because gadgets are part of his combat toolkit, you will be able to use them expertly to disorient an enemy before taking him out. The mix of melee, ranged weapons, and gadgets means every encounter feels unpredictable, personal, and very much like stepping into the 007 fantasy.

The full Bond experience

A feature we’re also very proud to introduce is one of the driving sequences, which will be present throughout the game. As you saw in the gameplay deep dive, you will have to use your skills behind the wheel during high-speed chases and other tense situations to make sure Bond gets to his objectives, especially if he has to take a shortcut. We also wanted to deliver on the action set-pieces that have been part of the franchise’s history and include big moments that reflect the stakes of the world of espionage, including being thrown out of a plane in full flight. 

Meet the cast

Our introduction to 007 First Light would not be complete without revealing our amazing ensemble cast of voice and motion capture actors, who deliver tremendous performances:

  • Patrick Gibson as James Bond
  • Priyanga Burford as M
  • Alastair Mackenzie as Q
  • Kiera Lester as Miss Moneypenny
  • Lennie James as Bond’s mentor, John Greenway
  • Noemie Nakai as Miss Roth

Thank you for joining us for this first real taste of 007 First Light, and we hope you enjoyed it just as much as we had creating it. We can’t wait for you to step into Bond’s shoes and see how you’ll earn the number!

007 First Light launches on PlayStation 5 and PlayStation 5 Pro on March 27, 2026. Pre-order now and get an upgrade to 007 First Light – Deluxe Edition at no additional cost.

Deluxe Edition includes 24hour early access, 4 exclusive outfits, 1 new weapon skin, and a Gleaming Skin Pack.

Players’ Choice: Vote for August 2025’s best new game

Last month, we traveled through the dark and explored new shores. Some big new releases included Madden NFL 26, Metal Gear Solid Delta: Snake Eater, Midnight Murder Club, Shinobi: Art of Vengeance, and Sword of the Sea.

How does it work? At the end of every month, PlayStation Blog will open a poll where you can vote for the best new game released that month. After the polls close we will tally your votes, and announce the winner on our social channels and PlayStation.Blog.

What is the voting criteria? That’s up to you! If you were only able to recommend one new release to a friend that month, which would it be? Note: re-released games don’t qualify, but remakes do. We define remakes as ambitious, larger-scale rebuilds such as Resident Evil 4 (2023) and Final Fantasy VII Remake.

How are nominees decided? The PlayStation Blog editorial team will gather a list of that month’s most noteworthy releases and use it to seed the poll.


State of Play presents 007 First Light gameplay deep dive on September 3

Prepare for a deep dive on 007 First Light! During this special State of Play, the development team at IO Interactive declassifies new gameplay on James Bond’s upcoming espionage action-adventure thrill ride.

Catch the show live on PlayStation’s Twitch and YouTube channels on September 3 at 11am PT / 7pm BST / 8pm CEST.

Back at June’s State of Play, we unveiled the game’s Reveal Trailer, offering your first look at IO Interactive’s unique take on Bond.

In this upcoming State of Play, tune in for over 30 minutes of gameplay featuring a playthrough of Bond’s first mission as an MI6 recruit. The action includes everything from high-speed car chases to on-foot stealth sequences and shootouts. Stay tuned after the playthrough for insights from IO Interactive on the intense espionage gameplay.

We can’t wait to show you what the team has been cooking up on September 3.

Official PlayStation Podcast Episode 522: Silence, Snakes, and Swords

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey, everybody! Kristen, Tim, and I are back this week to discuss taking up the mantle of Big Boss in Metal Gear Solid Delta: Snake Eater, soul surfing in Sword of the Sea, the biggest news stories of the week, and more.

Stuff We Talked About

  • Next week’s release highlights:
    • Metal Eden | PS5
    • Hirogami | PS5
    • Hell Is Us | PS5
    • Hollow Knight: Silksong | PS5, PS4
    • Cronos: The New Dawn | PS5
    • Everybody’s Golf: Hot Shots | PS5
    • NBA 2K26 | PS5, PS4
  • Romeo is a Dead Man sneak peek — New info on combat and puzzles, along with the major story beats of its ludicrous narrative.
  • Helldivers 2 update — Enter the Terminid Hive Worlds and battle underground monsters when the Dust Devils Premium Warbond lands September 4.
  • Lumines Live release date  — Try out the limited-time demo for PS5 to experience the new multiplayer mode and more before the game launches on November 11.
  • GT7 1.62 update  — Add the sleek Chevrolet Corvette CX to your collection and other eye candy with the latest batch of new vehicles.
  • No Man’s Sky Voyagers update  — Customizable multi-crew starships are now available. Cruise the galaxy as a unit and face new challenges..
  • New Judas details  — See how your decisions impact gameplay and other insights from Creative Director Ken Levine.
  • Skate hands-on  — Play Early Access starting September 16 for free and explore San Vansterdam and its many choice spots.
  • Shinobi: Art of Vengeance dev interview  — Learn what steps were taken to create a modern take on the classic action platformer

The Cast

Kristen Zitani –  Senior Content Communications Specialist, SIE

Tim Turi – Content Communications Manager, SIE

O’Dell Harmon Jr. – Content Communications Specialist, SIE


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

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

Share of the Week: Sword of the Sea

Last week, we asked you to surf through the deserts and oceans in Sword of the Sea using #PSshare #PSBlog. Here are this week’s highlights:

HappyMoonInc shares Wraith riding down a chain surrounded by sealife.

fogsblue shares Wraith riding an orca after freeing the sea on a new region

MdeavorVP shares Wraith falling in darkness alongside gold currency

LazareGvimradze shares a look up at Wraith doing a trick over sealife on the hoversword

hedgehog860 Wraith riding an orca with another floating nearby

Photo_Ra_Phy shares Wraith and their companion riding in a bubble

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: Metal Gear Solid Delta: Snake Eater
SUBMIT BY: 11:59 PM PT on September 3, 2025 

Next week, sneak through the world of Metal Gear Solid Delta: Snake Eater and share Naked Snake’s most epic moments using #PSshare #PSBlog for a chance to be featured.

Lost Soul Aside launches today with free playable demo

I’m thrilled to share that Lost Soul Aside is officially out today on PlayStation 5 console and PC via Steam and the Epic Game Store, and you can also jump in with a free playable demo starting today!

Lost Soul Aside launches today with free playable demo

From the very beginning, this project was born out of a dream to create fast, fluid, and visually striking action gameplay, and I’m incredibly excited that you can now experience the full adventure – or get a taste of it with the demo.

Blades flash like lightning. Movements blur like wind. This is the heart of Lost Soul Aside and today marks just the start of your journey.

Lost Soul Aside launches today with free playable demo

Demo beginner’s guide: The art of high-speed combat

In this demo trailer, Kaser and Arena join forces to overwhelm enemies with their lightning-fast, high-octane combat style. The trailer showcases radically distinct weapon techniques, split-second combat performances, and breathtaking dance of clashing blades, embodying the game’s combat philosophy – “Strikes roar like thunder, evade fade as phantoms.”

This playable demo features an early-game boss challenge and a mid-game adventure stage, allowing players to experience Lost Soul Aside’s signature combat system: 

Core combat: fast-paced, seamlessly smooth, and endless-combos.

  • Seamless weapon switching: Sword (split-second strikes) and Greatsword (earth-shattering power) enable endless combo variations, making battles flow like poetry in motion.
  • Aerial combat: Launch enemies mid-air and strike with unstoppable combo storm.
  • Boss encounters: Face off against enemies like Rose Queen, Holy Knight Commander Victor, and the titanic Ancient Mecha. Master movement, timing, and counterattacks to survive.

Combat tips: Precise Dodges, Precise Blocks, Energy Burst Pursuits

  • Perfect Dodge: Evade at the last moment to trigger a special counterattack.
  • Precise Block: When blocking an enemy’s powerful attack right as the blue circle warning appears, you’ll stagger them and create an opening.
  • Burst Pursuit: When a blue glow appears on Kaser, press the Burst Pursuit button to unleash a spectacular strike.

The journey starts now

Whether you’re a hardcore action gamer or someone who loves exploring breathtaking fantasy worlds, now’s your chance to dive in. The full game is available now, and you can also try it free with the playable demo on both PlayStation 5 console and PC via Steam.

If you haven’t already, check out our behind-the-scenes video in our previous article to see how the world, combat, and characters came to life.

Thank you for all your support over the years. Now go push your limits, master every combo, and show us what you’ve got.

Shinobi: Art of Vengeance – the (re)making of a ninja

You never see a true ninja attack coming. So it’s only appropriate that none of us predicted Joe Musashi sneaking back onto our screens when Shinobi: Art of Vengeance was announced at The Game Awards in 2023. It’s been eagerly anticipated since, but the 2D action platformer is finally ready to unsheathe its blade on PlayStation 4 and PlayStation 5 August 29.

Less of a surprise was the reveal that Lizardcube was tasked with Shinobi’s razor-edged return. The developer is no stranger to breathing life into Sega’s classic IP, with its slick work on WonderBoy: The Dragon’s Trap remake and Streets of Rage 4 proving its pedigree.

“Back in 2021 Sega wanted to revive an older IP and hinted if I had anything in mind,” says LizardCube CEO and Art/Creative Director Ben Fiquet. “I’m a Shinobi kid, so I quickly pitched my vision for that. Because we make 2D titles, when I create drawings it’s like rendering what will be the same in the final game.”

The actual art of Vengeance

This immediate visualization provided a relatively easy win in terms of Shinobi’s striking aesthetic, something Ben describes as “a continuation of their style; a bit more Japanese, but still very French and very Lizardcube”. With Ben revealing that he grew up on beautifully animated 16-bit platformers like Aladdin, it’s easy to see what inspired that look. But from there the challenge became working out how to mix classic Shinobi authenticity with a contemporary feel.

“It was a bit different compared to working on Streets of Rage or Wonder Boy because Shinobi has more iterations,” explains Ben. “At first I wanted to make something more like a direct follow up to the original Shinobi games. But I quickly realized that it wasn’t as fun as I remember. Gameplay-wise you can lose yourself by going too far in the other direction, too, but Shinobi has always been changing with the times. So we wanted to make a modern game but with the appeal of the first titles.”

“We felt that a slow-paced, methodical 2D game wouldn’t quite match the tastes of modern players,” agrees Toru Ohara, Sega of Japan’s Chief Producer. “We decided to focus on delivering exhilarating, satisfying action, and make the most of Lizardcube’s strengths — their distinctive art style and their expertise in 2D games.”

Cutting into the combat

The big secret weapon in keeping that classic Shinobi feel with an up-to-date gloss? A katana. And kunai. And Ninpo. And… okay, let’s just wrap it all up into the development team’s focus on fast, fluid, personalised combo-driven combat.

“We quickly realized we wanted to push the combat further,” says Ben. “So we added more systems. That sort of thing can snowball when you’re making it, given it mixes platforming with fighting. But it’s very satisfying to be able to fight your way through levels, and more ninja-like by being swift and chaining combos.”

That wasn’t to say that the process of crafting this system was entirely smooth. “The prototype we had was very different to what we ended up with,” Ben reveals. “After a playtest we saw something was missing so we went back to the drawing board.”

The result was the inclusion of the execution system, which rewards the player with stylish finishing moves and resources to spend on upgrading Joe’s abilities. Which played nicely into the freeform system that sits at the centre of Shinobi’s compelling and polished gameplay.

“Lizardcube wanted to prioritize freedom of choice and allow players to perform actions that look cool,” says Toru. “I’ll admit I had some concerns at first, but as the system took shape, I realized that being able to unleash the move you want, when you want, created a tremendous sense of exhilaration.

“I often explain it like this: in the early stages, the character controls like one from an action game, but by the mid-to-late game, it starts to feel more like controlling a character in a fighting game. Being able to create that kind of fresh gameplay experience was a very pleasant surprise.”

“And you can mash buttons and still do something cool, and maybe end up with an execution,” laughs Ben. “We’ve already seen players do amazing things in the demo, with speed runs and combos.”

Bosses now, villains next

If you’ve not yet played the demo – and you should – the question some of you now might be asking is, “can I perform these combos and executions on the bosses?” Yes, you absolutely can. And those boss fights remain spectacular in their own right, something Ben is keen to keep as a surprise for you to discover yourself. Although when pressed, he admitted he has a couple of favourites. “The monkey boss Kozaru at the end of the first stage,” he admits. “And the boss of stage five. It’s a vampire Yakuza, but I can’t say anything more than that.”

Which led us to talk about the Villains Stage DLC coming at a later date, featuring boss characters from other Sega titles, the first being Sonic the Hedgehog’s arch rival Doctor ‘Eggman’ Robotnik. “I hoped people would see this game as one of Sega’s many iconic IPs making a comeback,” says Toru. “So I thought it would be interesting to go beyond the original Shinobi world.”

“We wanted to acknowledge the amazing presence that these IPs have,” agrees Ben. “As well as offer other little references here and there. Shinobi is kind of a serious game. But also silly, in a way.”

What Ben is referring to is the wry sense of humour present across Lizardcube’s games which keeps things from getting too dark in Shinobi. Sure, it’s occasionally bloody, brutal and visceral, but the dev team also leans into its inherent absurdity, too.

“Joe only says one word through the entire game, which is very much an intentional joke,” says Ben. “And he’s the most obvious ninja you’ll see, dressed in white and red, riding his dog and fighting demons. But it still works. The premise is silly, but you have to treat it with respect. I just want people to have fun and help keep the IP alive.”

Stay sharp because this is one action platformer you won’t want to miss – Shinobi: Art of Vengeance launches on August 29 for PS4 and PS5.

(From Southeast Asia) PlayStation Plus Monthly Games for August: Psychonauts 2, Dragon Marked For Death , Viewfinder

Play psychic super spy, get ready to experience the unique, dark fantasy world and reshape the world with a photo with the PlayStation Plus Monthly Games lineup for September. Psychonauts 2, Dragon Marked For Death and Viewfinder will be available to PlayStation Plus members from September 2.

Let’s take a closer look at the games. 

Psychonauts 2 | PS4

Razputin “Raz” Aquato, trained acrobat and powerful young psychic, has realized his lifelong dream of joining the international psychic espionage organization known as the Psychonauts! But these psychic super spies are in trouble. Their leader hasn’t been the same since he was rescued from a kidnapping, and what’s worse, there’s a mole hiding in headquarters.  Combining quirky missions and mysterious conspiracies, Psychonauts 2 is a platform-adventure game with cinematic style and tons of customizable psychic powers. Psychonauts 2 serves up danger, excitement and laughs in equal measure as players guide Raz on a journey through the minds of friends and foes on a quest to defeat a murderous psychic villain.

Dragon Marked For Death | PS4

Dragon Marked For Death is a side-scrolling 2D action RPG that can played solo or with up to four players in local or online multiplayer.You play as the survivors of the Dragonblood Clan who set out to take revenge on the Kingdom of Medius, who destroyed their home and captured the Dragonblood Oracle, Amica. To obtain the power they need to enact their revenge, they forge a pact with the Astral Dragon Atruum. Use your newly acquired powers to take on quests from villagers and raise your status in the kingdom. How you perform in these quests can have a direct effect on the game’s final outcome. Quests aren’t all about defeating enemies, though. You’ll guard a ship’s passengers from monsters, search for hidden treasure, rescue a princess from a castle under siege, and a lot more!

Viewfinder | PS4, PS5

Use an instant camera to challenge perception, redefine reality and reshape the world. View the world through a new lens in this charming and unique first-person puzzle adventure. Reshape a wealth of stunning environments through your instant camera’s viewfinder in order to solve a variety of mind-bending puzzles. Bring photos, paintings, sketches and postcards to life as you reshape reality and slowly uncover the surprising mysteries that lie behind this colourful world.

Last chance to add PlayStation Plus Games for August to your library

PlayStation Plus members have until September 1 to add Lies of P, Day Z and My Hero One’s Justice 2 to their game library.