How Bloom & Rage: Lost Records Tape 2 takes a dark and supernatural turn on April 15

The first episode of Don’t Nod’s narrative adventure, Lost Records: Bloom & Rage, ended with a hell of a cliffhanger: a massive discovery of something unknown, possibly malevolent, and a devastating revelation about one of the story’s central figures. As the second episode, or tape, of this player-choice-driven, nostalgia-powered story aims to draw things to their conclusion when Lost Records: Bloom & Rage Tape 2 launches April 15 day one into the PlayStation Plus Game Catalog, players have been left wondering what to expect.

To dig deeper into the game’s ambitions and get some further insight on what to expect from Swann, Nora, Autumn, and Kat’s next escapade, we sat down for a chat with Michel Koch, Creative Director at Don’t Nod’s Montreal studio.

You Oughta Know

Koch was eager to tell us how this experience would differ from the first. “The first Tape, ‘Bloom’, is the nice and sunny part of the beginning of the summer, of you meeting and bonding with those girls. The second half is called ‘Rage’, which is mostly the aftermath of the cliffhanger at the end of Tape 1. We wanted Tape 1 to let the player find their own space within the group of friends, getting a feeling of a summer where you meet friends, but also giving hints of weird things. They’re finding the clearing. They’re finding the abyss. It’s a very natural story of four girls having a fun summer together before Swann moves away.”

“But Tape 2 will focus more on this weirder part of the story. We know what happened at the end of the summer. We still don’t know why, but we know that they promise not to see each other again. We know about the weird box, we know about Kat, but we don’t know the consequences of this revelation. How do you continue to have a normal summer with your friends? And, of course, the continuation of what’s happening with those weird things they found in the forest.

​​

Those supernatural elements will be more important. Personally, I love trying to blend supernatural things and surrealism revolving around the story of our characters. You can create a darker, weirder mood while still focusing on the characters and then adding the characters. We create this vibe, and it will get stronger and play a huge part of the story’s resolution.”

The pacing in this follow-up will be more brisk, as well. “Tape 2 definitely picks up the pace,” he continues. “We saw what happened with Kat and the end of the concert, and Tape 2 will start the next day with Swann having to face kind of the guilt, even if it’s not our fault, of putting friends in danger. We’ll advance through the month of August up to the end events. So yes, it’s faster paced, with higher stakes.”

Koch also emphasized that players will see more of how their choices in tape one affect the overall narrative. “We had a lot of choices. Who you are talking to, who you are getting closest to, all those interpersonal relationships with the girls, and so on. What was the choice you made during the ritual? What did you do at the abyss? How did you react to Corey and Dylan in the times you were with them? Are you behaving in a more violent or unlawful way, or are you sometimes taking the route to be cautious?  A lot of those will change the course of what’s happening in Tape 2.”

Girls on Film

One of the most interesting features of tape one was the camcorder, which protagonist Swann carries with her everywhere to chronicle her life in Velvet Cove, Michigan. Players could tape objects of interest as in-game collectibles or just film whatever and edit it together to make mini-movies. However, the camcorder becomes a crucial plot and gameplay element at several points.

We asked Koch about the role the camcorder will play in Tape 2. “We are expanding it a bit. We wanted to give you a tool that’s Swann’s ‘weapon’ or ‘shield.’ She’s filming people, but she’s also hiding behind the camcorder. We wanted to make it fun in a way that’s engaging like it was to film things in the 90s. We wanted to use these mechanics to link a lot of other mechanics of the game.

So, in Tape 2, there will be a few more exotic moments: unlocking a puzzle or finding a solution to a clue or something you have to do. There is a twist with the camcorder and your videos that I don’t want to spoil, that hopefully will resonate with players. It will be the way you film the game that will be important at a point story-wise, and hopefully, there will be a strong connection between those pictures and your own journey.”

Will Tape 2 also include more puzzles than the handful seen in the first half? Koch says yes. “There are puzzles that I really like in Tape 2. One is more like a narrative puzzle that’s still a blend of interaction, moving around, and dialogue. I think it’s very interesting because it uses all our narrative design elements, dialog options, and your knowledge about the characters to unlock situations, not just by finding objects but also by really knowing someone and using your main tools of dialogue and the camcorder.”

Tonight, Tonight

What about the other half of the narrative, the friends reuniting in a bar again 27 years later? “That part will still take place mostly in the bar,” says Koch. “We still need to finish remembering the past. We need to open the box, which will be an important scene. We have four different main endings at the end of the present-day portion, with variations on those endings based on your choices. During those endings, we will get out of the bar. You might discover a bit more of how the town is today, 27 years later.”

The bar, he explains, is what the game’s whole concept was built around originally. “Our pitch was a story where we were trying to convey the feeling of meeting again with old friends you haven’t seen for a long time, having a discussion with them, where you would be remembering your past and seeing if you can reconnect with them today. I thought of having a moment in a bar, in a restaurant, or a room where you start to connect again, and sometimes you reconnect perfectly. Sometimes, it’s iffy, and you don’t know if you can still be friends. That was the interesting part for me, the narrative aspect. Within these walls, you’re forced to talk. You’re facing each other, so you are obliged to remember the past.”

We asked Koch if he had any closing comments for fans. “I would say to the players, thanks for playing Tape 1, and I hope that Tape 2 will fulfill their hope of where the game goes. I also hope that Tape 2 will surprise them where the game goes, and that they enjoy seeing how relationship choice and morality choices they made in tape one play out. What will happen in Tape 2 will surprise, but also hopefully satisfy them, and they will love the end of the journey. For new players, I hope that they will love the characters, interacting with those girls, and engaging with this story, with us, with the summer.”

(For Southeast Asia) Marathon launches September 24 on PS5, Steam, and Xbox Series X|S, gameplay revealed

What happened to the ghost colony on Tau Ceti IV and the infamous Marathon ship that started it all? Decades after the original Marathon trilogy, the Bungie development team is ready to dive back into the world of Tau Ceti IV in their upcoming team-based extraction shooter, Marathon. The game launches on PS5, Steam, and Xbox Series X|S on September 24.

Today we’ll be covering some of the highlights from the live Marathon Gameplay Reveal Showcase. For all the details, you can watch the livestream here.


(For Southeast Asia) Marathon launches September 24 on PS5, Steam, and Xbox Series X|S, gameplay revealed

A deadly competition

In Marathon, players work together in crews of three to scavenge the remnants of the lost colony on Tau Ceti IV. In their search for the powerful weapons and equipment left behind, they’ll face AI security forces, otherworldly threats, and rival Runner teams competing for loot.

Death is part of the journey—it’s a cutthroat world, and it’s not possible to survive every expedition. But every time you make it out alive, you get to keep everything you scavenged, which means you’ll grow in power and fill your vault across matches.

You’re only ever one run away from your next big score.

For your first look at gameplay, check out the Gameplay Reveal Trailer debuted in today’s livestream.
 


(For Southeast Asia) Marathon launches September 24 on PS5, Steam, and Xbox Series X|S, gameplay revealed

Enjoy your new shell

At the heart of Marathon are Runners.

Runners are cybernetic mercenaries who’ve given up their human form for biosynthetic shells. They’ve sacrificed a piece of their humanity for a slice of immortality that allows their consciousness to be transferred upon death.

In Marathon, you’ll choose from a roster of Runners with unique abilities, stats, and styles. While each Runner brings their own flare, they’re also a foundation for you to customize your playstyle. To do so, you’ll collect implants and other equipment during your runs that you can use to augment your Runner and dial them into how you want to play.

“For example, Glitch is all about agility, movement, and going fast. You can lean into this style harder by stacking implants and upgrades that reduce heat build-up and allow you to keep running, jumping, and sliding longer before having to cool down,” says Kevin Yanes, Senior Design Lead.

“There are also rare items that can really push the boundaries like Prestige Cores. Glitch has one that will upgrade her double jump to a triple jump, giving you a lot of maneuverability in the air.”

Combined with Bungie’s best-in-class gunplay and a wide range of weapons to loot, you can flex your Runner into multiple different playstyles.

Learn more about Runners (and more) in the new Gameplay Overview Trailer.


(For Southeast Asia) Marathon launches September 24 on PS5, Steam, and Xbox Series X|S, gameplay revealed

Returning to Tau Ceti

The original Marathon series released in the 1990s established a foundation for experiential storytelling that’s become a hallmark for Bungie games.

“The interweaving of narratives, events, and characters in the original trilogy delivered a world of discovery, wonder, and misdirection,” says Narrative Leader Jonathan Goff.

Players were challenged to engage with the stories they encountered on their own terms, either as passive observers or active investigators into computer terminal tidbits and other environmental clues.

“We’re embracing this approach to expand and explore what’s known about the worlds of Marathon through a new lens—the eyes of Runners, who are stepping into the world of Tau Ceti IV and Marathon to uncover the secrets hidden in the wake of the original trilogy’s events,” says Goff.

How and where Marathon overlaps, and sometimes clashes, with the original games is a story that’ll unfold over time. And just like those classic games, the truths, lies, and consequences of Tau Ceti’s mysteries will be placed in the hands of players to own, consider, and debate.

“At the end of the day, our goal with Marathon is not to tell a story, but to build worlds in which stories can and will unfold,” says Goff.

Experience the world of Tau Ceti for yourself in the cinematic short debuted as a final surprise in today’s showcase. Written and directed by the award-winning Alberto Mielgo, director of the “The Witness” and “Jibaro” in Love, Death & Robots.


(For Southeast Asia) Marathon launches September 24 on PS5, Steam, and Xbox Series X|S, gameplay revealed

Shape the future of Marathon

Bungie has been working with players and creators since early in Marathon’s development—the earliest Bungie has ever invited players into a game. Even before entering production, players were testing early prototypes and providing feedback that shaped the next builds.

Hearing player’s thoughts early and often has made Marathon better in ways big and small.

“When we first started playtesting, maps acted more like a persistent world,” says Game Director Joe Ziegler. “So you could drop in and out of the same map server instance multiple times. But we heard this made matches feel unfair and unpredictable, like someone could just be camping spawns forever, or the loot you were going for could’ve already been taken.”

“After hearing this feedback, we moved to the design we have today, where each match is a fresh start for everyone. This consistent starting point means you and your teammates can better strategize before each run, and then you can race enemy teams to fight for the loot you’re looking for,” says Ziegler.

With Marathon now revealed, it’s time to expand playtests so Bungie can continue development alongside players’ feedback.

“We’re beyond excited to invite more players into Marathon and to hear what they think,” says Ziegler. “Plus we have so much more to share in the weeks and months ahead. The journey is really just getting started.”

You can sign up for your chance to play in this month’s Closed Alpha Test by joining the community Discord.

Marathon launches September 24 on PS5, Steam, and Xbox Series X|S.

PS5 price to rise in Europe, Australia and New Zealand

With a backdrop of a challenging economic environment, including high inflation and fluctuating exchange rates, SIE has made the tough decision to raise the recommended retail price (RRP) of the PlayStation 5 console in select markets in Europe, Middle East and Africa (EMEA), Australia and New Zealand. 

The updated PS5 RRPs are effective starting April 14, as follows*: 

EuropePS5 Digital Edition – €499.99 
(No pricing changes for the standard PS5 with Ultra HD Blu-ray disc drive) 
UKPS5 Digital Edition – £429.99 
(No pricing changes for the standard PS5 with Ultra HD Blu-ray disc drive)  
AustraliaStandard PS5 with Ultra HD Blu-ray disc drive – AUD $829.95 
PS5 Digital Edition – AUD $749.95
New Zealand Standard PS5 with Ultra HD Blu-ray disc drive – NZD $949.95 
PS5 Digital Edition – NZD $859.95

PS5 Pro RRPs remain unchanged. 

Additionally, the Disc Drive for PS5 will be getting an RRP decrease effective starting April 14, as follows: 

Europe€79.99
UK £69.99
AustraliaAUD $124.95
New Zealand NZD $139.95

* Select markets in EMEA not listed above may also receive RRP increases. Please check with your local retailer and direct.playstation.com where available. 

Marathon developer interview: Bungie shares more on its extraction FPS action

This weekend Bungie revealed Marathon’s sci-fi-fueled gameplay to the world. The studio, celebrated for its sublime first-person gunplay and ever-expanding gameplay, is venturing into the extraction-shooter genre when the game launches on September 23. The Marathon premise is simple and enticing: load up your Runner with valuable gear, compete with other players to secure more loot, and risk it all trying to extract with all the goods. 

I had the opportunity to catch up with Marathon Game Director Joe Ziegler hot off the heels of this reveal, diving deeper into the details around Bungie’s next game. We cover lots of ground, including Bungie’s approach to a new genre, tapping into the power of PS5, the game’s bold art style, and more.


Marathon developer interview: Bungie shares more on its extraction FPS action

Tim Turi: Congratulations on the big gameplay reveal! How are you and the team feeling following the event?

Joe Ziegler: It’s pretty exciting. The term I’ve been using a lot is “nerve-cited.” It’s a labor of love we’ve been working on for a few years now, and that definitely comes with the passion that we’ve poured into it, iterating with our audiences, and this desire to produce something amazing to play and to see. 

Having it touch real players’ hands for the first time is thrilling, because we do this to excite and entertain them in amazing ways, but also nerve wracking. You know, you question a lot of decisions you made. You’re really hoping that all the things that you’ve thought of are really what players care about. And we feel like we’re there, but we’re really excited to see what players have to say.

During the development of Marathon, were there specific moments or experiences that made the Bungie team realize it was onto something special?

So many of them are these unpredictable moments. Moments where you thought one thing was going to happen, but another thing happened. In our game, you’re traveling to this mysterious world where danger could lurk around every corner. Sometimes you turn a corner and you’re face to face with the United Earth Space Council (UESC), these really brutal and dangerous opponents inside of our game. Or sometimes you’re just traversing across the map and bullets are whizzing by from another crew that has seen you. And some of those moments get extremely exciting, because you don’t think you’re going to make it out of it, and you turn the tables, or you just barely eke by, and you find your way out to the exfil. When you get out, you’re just shaking with an awesome intensity that you’re going to remember for a long time.

What’s the backstory behind the name “Marathon?”

In the original (1994) game, “Marathon” is the name of the colony ship sent out from Earth by the UESC. They sent it past the reaches of our solar system to establish the first colony on a system called Tau Ceti. And so the UESC Marathon is kind of a weird ship built into an asteroid-like moon, and then sent out to make the long journey. …if you were to make me guess, I’d assume that “Marathon” refers to the fact that it was a 500-year journey, and was an appropriate name for a very, very long commitment of travel. 

We’re using the Marathon name [for this new 2025 game] because of the legacy of the IP. We’re taking a lot of those familiar IP elements, the UESC Marathon ship as well, and bringing it to light in modern day. We’re reinterpreting a lot of things, but there are a lot of familiar elements as well, such as the ship and Tau Ceti, that I think fans from the past will really enjoy seeing.

Bungie is famous for its pitch-perfect gunplay. How do you go about being true to that legacy while making Marathon’s FPS action feel like its own thing?

A lot of it comes from the nature of the game and the types of decisions that you want players to be making and how you want them to make those decisions. This game is very much about survival. And in survival-style games, a lot of the pressure is on you to manage resources, be adaptive, and be situationally aware. What we’re doing with our gunplay and our systems is we’re taking a lot of that familiar action base that players really enjoy, and we’re adding intense survival layers on top. For example, you don’t regenerate health automatically very quickly, but you have consumables that help you heal. Part of that is to create moments where you make decisions to either go into battle or fall back. You have to think about the resources that you’re carrying. 

Do you have a message for any players curious about extraction shooters, but are a little nervous or intimidated by the risk/reward?

I will definitely say that this game is challenging and intense, but it’s very rewarding. As you learn it you’ll feel yourself developing survival skills that you may not have experienced before, that begin to make you feel masterful. We have also designed this game to feel really natural on controllers as well. There are a lot of PC extraction shooters where mouse and keyboard are a little bit more common, and so in designing for that what we’re trying to do is get the interface and gameplay finickiness out so you can play it naturally. We want you to be able to focus on adapting and learning those survival skills to pull off memorable runs.

Obviously players are risking their valuable loadouts in a given match. Can you tell us about any persistent progression elements?

We want to make sure the players feel like they get something for their time spent in every match. Some of that is going to be experience-based. For example, leveling your runner level in any given season. Some of that will be related to upgrades provided by factions. As you gather materials or get currencies, you’ll be able to increase some of your overall character stats. So you might get a little bit more stamina, or you might be able to loot boxes a little bit faster. Some of it will also increase the options that you have to purchase from an in-game item store called the Black Market. You can use the currency you collect in game to purchase different weapons, implants, and upgrades based on what you unlock inside of that upgrade tree. So as you play the game you’ll see a lot of your options grow.

What ways is Bungie taking advantage of PlayStation 5 technology for Marathon?

We definitely have haptic support for [DualSense wireless controllers], which is pretty fun when you get into some of those gunfights and you feel feedback on your fingertips. We’re also supporting the Tempest 3D Audio engine, so you’re going to hear a lot of immersive audio. 

In addition, a lot of the rendering technology on the PS5, and especially on the PS5 Pro, is really awesome. So we’re planning some awesome usage of PSSR (PlayStation Spectral Super Resolution), and some additional support in upscaling and resolution. So if you have a PS5 or PS5 Pro you’ll be pleasantly surprised by how we deliver on the console. 


Marathon developer interview: Bungie shares more on its extraction FPS action

Marathon’s art style is not quite like anything else out there right now. Can you walk us through what makes it so striking and unique?

Our aesthetic is hugely inspired by graphic design and a lot of modern product design trappings. But I think what really sets us apart is whenever I look at a [Marathon] image, I go, “I think I understand it,” or “I think I don’t… but I really like it.” There’s something really enticing about visuals that look so bold and graphic like something you’d see in print but also pulled onto the screen and mixed with this technological sci-fi shaping. That, and also put against a very organic background and the contrast of all these things really pops.

It’s a mixture that I don’t think we’ve seen a lot of before, and we’re really excited by it, because it creates all those visual contrasts and conflicts that go together to help the tone of the game, which is really about paranoia. It’s about intensity. It’s about not knowing the truth you know, seeking to find it, and constantly being wrapped into a rabbit hole of information. You don’t know what’s true or false. So all those things kind of come together really nicely through the art style as well. 

Is there anything else you’d like to make sure the PlayStation audience takes away from this big reveal?

If you’re a person who really enjoys getting into survival experiences. If you’re a person who really enjoys testing your mettle with other players inside of that space trying to do the same. And if you’re a player who really, just wants to go on a thrilling ride that you never know the outcome of… I think this is going to be a game for you. Especially because we’ve focused so much on making this an experience that translates across platforms really well. I’m especially excited to see PlayStation players come in and experience the genre and our offering inside of it. We’ve poured a lot of passion and love into [Marathon], and we’ve played it a lot, and we played a lot for fun too. So we’re excited to have them join our community, show us what’s good, and show us how good they can be.

Marathon launches September 23 on PS5, Steam, and Xbox Series X|S.

Official PlayStation Podcast Episode 512: True Blue

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey, everybody! Sid, Kristen, Tim, and I are back this week to discuss Days Gone Remastered and the new hit indie game Blue Prince. We also get Tim’s top five most-played PlayStation games and discover what new titles everyone has been checking out.

Stuff We Talked About

  • Next week’s release highlights:
    • Darkest Dungeon II | PS5, PS4
    • Flintlock: The Siege of Dawn | PS5
    • EA Sports College Football 25 | PS5
  • Marathon — Gameplay Reveal Showcase on April 12
  • Blue Prince — Behind-the-scenes with the devs 
  • PlayStation Portal — Cloud Game Streaming Beta features
  • Days Gone Remastered — New Horde Assault mode deep dive 
  • Bloom & Rage Lost Records — Creative Director interview all about Tape 2
  • The Last of Us Complete — Now available on PS5
  • Indiana Jones and the Great Circle — PS5 Pro features deep dive 
  • Assassin’s Creed Shadows — PS5 Pro features detailed by Bethesda 
  • PlayStation Plus Game Catalog April
    • Extra and Premium
      • Hogwarts Legacy | PS4, PS5
      • Blue Prince | PS5
      • Lost Records: Bloom & Rage – Tape 2 | PS5
      • EA Sports PGA Tour | PS5
      • Battlefield 1 | PS4
      • PlateUp! | PS4, PS5
    • Premium
      • Alone in the Dark 2 | PS4, PS5
      • War of the Monsters | PS4, PS5

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Kristen Zitani –  Senior Content Communications Specialist, SIE

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

Tim Turi – Content Communications Manager, 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: Heights

Last week, we asked you to climb to great heights and share images from above in the game of your choice using #PSshare #PSBlog. Here are this week’s highlights:

call_me_xavii shares Aloy taking a hot air balloon ride in Horizon Forbidden West

PattyGnand shares the four girls sitting on a lookout ledge in Lost Records: Bloom & Rage

secondcapture shares Wander raising a sword atop the head of a colossus in Shadow of the Colossus

deogovakin shares their ship zooming through space in No Man’s Sky

wingsforsmiles shares Cal being flown over lava in Star Wars Jedi Survivor

xenobitz shares the player dropping into Fortnite

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: The Last of Us Complete
SUBMIT BY: 11:59 PM PT on April 16, 2025 

Next week, we’re joining Joel, Ellie, and Abby on their complete journey. Share epic moments from The Last of Us Complete using #PSshare #PSBlog for a chance to be featured.

LEGO Horizon Adventures soundtrack launches on streaming platforms today

Whether you’re dancing as Aloy, Varl, Teersa or Erend through a post-post-apocalyptic world made of LEGO bricks, you need a soundtrack that can keep up. Today we’re celebrating the launch of the official LEGO Horizon Adventures soundtrack, a collection of tracks that reimagines Aloy’s journey in a whole new light. To kick things off, we’re debuting a special music video for post-post-apocalyptic dance party by mxmtoon, a synth-powered anthem that perfectly captures the game’s playful energy and mxmtoon’s passion for both music and gaming. 


LEGO Horizon Adventures soundtrack launches on streaming platforms today

Dancing through a LEGO World

For mxmtoon, the collaboration was personal, playful, and packed with nostalgia. “The very first moment that I started writing ‘post-post-apocalyptic dance party’, I was sitting in my grandma’s living room in Florida. I was just so excited to have the opportunity to write a song that felt inspired by a character that I’ve grown to love and it just felt really natural,” she says. Her love for both LEGO bricks and games, and the Horizon series helped guide the tone of the track from the very first note. “My inspiration behind creating and writing this song is definitely because I grew up loving and playing a bunch of the LEGO games, and I love music. It felt like the perfect opportunity to express both of those interests and loves into one project.” 

That blend of influences helped shape not only the sound of the track, but the storytelling within it, referencing nods related to the lore and unique setting of Horizon. “There were so many elements of the Horizon series that were incredibly influential to me when I was writing this song because you’re provided this really rich landscape of lore and world-building through the canvas of Horizon Zero Dawn which was a world I was really familiar with as a fan of the game. It was really fun to involve those pieces of lore and vocabulary into moments of the song, whether you’re talking about the Focus or you’re talking about the landscape of a post-post-apocalyptic world. So it felt really fun just to be like, naturally a nerd about the game and involve all the elements and bits that I loved learning about while I was playing into writing the song.” 

The whole process also stirred up a bit of nostalgia for mxmtoon. “It was like being 15 again, writing a piece of music that I was just excited to make, about something I wasn’t quite sure what it would be yet, but eventually turned into a project I’m so proud to be a part of.”

Diving deeper into the soundtrack

While mxmtoon brings the pop, the rest of the musical world of LEGO Horizon Adventures is shaped by composer Homay Schmitz, whose score strikes the perfect balance between adventurous and whimsical. “Right from the start the idea was to keep it light and upbeat rather than going too epic for most of it,” says Homay. “The game has such a playful and lighthearted charm to it, we wanted to reflect that in the overall tone‬ throughout the score. When you go through the game you have all these different environments that‬ change from folkier stomps and claps to slightly funky synth pop to something that has hints of a western‬ desert blues and over to orchestral metal but the through thread was always to keep it fun, bright and‬ adventurous or something you could potentially groove to.‬”

The game’s visual design also played a key role in shaping the sound. “The very first time I saw gameplay I thought how stunning and detailed everything looked,” Homay points out. “Especially the movement of each of the LEGO elements and the way the waterfall moves. It created a very specific style and there was such a‬ warmth and friendliness about it all.‬”

Working within the LEGO version of the Horizon universe meant embracing both its emotional roots and its reimagined, light-hearted tone. Homay explains: “‬Some themes from the original game were carried over to create a sense of familiarity and tie the two‬ worlds together. For example, ‘‬Aloy’s Theme’‬, written by Joris De Man, was a choice that made sense to keep for the main character, which is instantly recognisable and was peppered throughout the game. It just had to be infused with LEGO DNA to transform its beautifully haunting‬ quality into something more sprightly.‬”

That playful twist did not mean abandoning the essence of Horizon. Homay wove familiar motifs into the score in clever, unexpected ways. “One detail I personally found really exciting, though maybe more subtle, was having access to a few of the original game’s sound sources. These included a combination of tuned and untuned percussion put together by composers‬ The Flight‬, which we were able to incorporate into the new score. Having played‬ Horizon‬ and listened to its soundtrack, I recognised those sounds immediately. It felt really special to use‬ elements from such a beloved game in LEGO form—another way of bridging the two worlds.‬” Fans might have noticed one more Easter Egg while playing the game, says Homay: “‘In The Flood’ from Horizon Forbidden West was played back by a baby mobile as a lullaby‬ and appears in one of the cut scenes!”

Homay had to get creative while composing some of her favorite pieces on the soundtrack: “If I had to pick a couple it would be ‘Jewel Tones’ and ‘Melodies on the Mesa’. One of which made good use of Boomwhackers, which serve as percussion instruments and are basically tuned plastic tubes, and material wise, fits nicely into the LEGO world. I have also not worked with them before so that was a fun palette to explore!” 

Whether it’s Aloy soaring through a LEGO version of Mother’s Heart or battling a Sawtooth made of LEGO bricks, the music punctuates each moment with personality and punch. “Finding the right tone for the first combat cue was both enjoyable but maybe also slightly challenging‬,” Homay recalls. “I had to strike the right balance between fun and intensity to make it drive enough for the fight but without ever sounding too threatening or too dark in any way. Once that was established though, it set a‬ good marker for the other following combat cues to safely go to battle without it ever getting too intense or‬ unsettling.‬” Speaking of epic battle tracks, Homay mentions the cue she worked on with composer Harry Brokensha: “The orchestral rock metal mix for the final boss. There are a fair few different genres that can be found overall‬ in the game, which were all fun to work on but I really loved what Harry did with this track, which is‬ probably the most dramatic cue amongst them all but still has all the fun elements it needs in it!”‬

Homay looks back with fondness on the collaboration with the development teams and the response of the community. “‬From start to finish, it was an absolute delight to work with such an incredible team! We collaborated closely on the music and had regular catch-ups to discuss the LEGO‬ Horizon‬ world, its themes, and the‬ styles within it.” We are all super excited for the Horizon community to get to enjoy the soundtrack anywhere they go! 

The official LEGO Horizon Adventures soundtrack is now available on all major streaming platforms—so whether you’re reliving your favorite in-game moments or vibing out to ‘post-post-apocalyptic dance party’, there’s something here for every fan. Stream the full soundtrack here today!

(For Southeast Asia) The Last of Us Complete hits PS5 today

Here at Naughty Dog, we have some exciting news to share with The Last of Us fans, whether you’ve been with us since its debut in 2013 or are just wanting to jump into the games now. We wanted to celebrate our studio, the series, and you, the fans, by making it easier than ever to experience this story.

We’re proud to introduce The Last of Us Complete.

Check out our announce trailer below:


(For Southeast Asia) The Last of Us Complete hits PS5 today

Available today on the PlayStation 5 console, The Last of Us Complete allows players to experience both The Last of Us Part I and The Last of Us Part II Remastered in one package. The Last of Us Complete makes it easier than ever to experience the full story on PS5, whether you’ve played both entries, just one, or have yet to immerse yourself in the world of Joel, Ellie, Abby, and all of our characters. 

The Last of Us Complete digital download is available now

The complete experiences of Part I and Part II Remastered are the definitive ways to play each of these games. Our team rebuilt The Last of Us Part I from the ground up specifically with PlayStation 5 in mind, offering full DualSense support, 3D audio, and more. The Last of Us Part II Remastered allows you to not only experience an enhanced edition of the sequel, but also dive behind-the-scenes with hours of commentary, and additions like Lost Levels, the roguelike No Return mode, Guitar Free Play, and more. 

From our entire studio, thank you so much for your incredible support for The Last of Us and Naughty Dog over the years. This is such an exciting moment for both the franchise and our teams. We are so humbled by your personal stories of what the series has meant to you, have marveled at your incredible Photo Mode shots, and inspired to keep pushing ourselves forward to create more stories and worlds you’ll love.

**3D Audio via built-in TV speakers or analogue/USB headphones.

An old foe returns with The Elder Scrolls Online’s new 2025 adventure

During the recent 2025 ESO Direct livestream, The Elder Scrolls Online team unveiled an exciting year of adventures, stories, and improvements. This included the new 2025 Content Pass and Premium Edition, the Seasons of the Worm Cult zone and storyline, a unique kind of in-game event, and base-game additions. Want to know more? ESO’s Game Director Rich Lambert and Executive Producer Susan Kath are here to expand a little on what was revealed during the big show. 


An old foe returns with The Elder Scrolls Online’s new 2025 adventure

A sequel 10 years in the making

“For this year, we knew we wanted a story that celebrated 10 years of the game being live,” says Lambert. “We’ve always been interested in doing a sequel to the original launch game and figured this was the perfect opportunity. As we started in on the process, one piece of player feedback kept coming up—players wanted something different. So, we took that to heart this year.”

Because of this feedback, the Seasons of the Worm Cult continues ESO’s base game story and returns Tamriel original bad guys to the fore: the Order of the Black Worm. 

In addition to the returning foe and storyline, Seasons of the Worm Cult introduces Solstice, a new zone divided by an arcane barrier known as the Writhing Wall. The wall itself is the focus of a new in-game event in Q3/4, which will take place between Seasons of the Worm Cult Part 1 and 2 and open the way to the second half of the zone and the conclusion of the larger storyline.

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“This is a new server-wide event—the shattering of the Writhing Wall—that will see players’ collaborative actions determine the outcome of the conflict,” explains Kath. “Solstice and the wall are all part of the 2025 Content Pass, but if you don’t have access and still want to help in the war effort, there will be special activities that everyone can participate in from mainland Tamriel as well.”

Introducing 2025 Content Pass and 2025 Premium Edition

Also announced during the ESO Direct was the 2025 Content Pass and 2025 Premium Edition. For the first time in the game’s history, you can acquire an entire year of adventures in one. 

“We’ve talked recently about our plans to move away from the yearly Chapter release model, and this year is where we’ll start that evolution,” says Kath. “In the past, because of the lead time and resources necessary to create Chapters, it’s been difficult to allocate time to experimental updates, because we had to have every little detail planned far in advance.”

Now, the team has more flexibility to introduce emergent content such as the recent Cyrodiil Champions test, which saw players help the development team collect valuable PvP data and feedback on a unique Alliance War campaign. 

The 2025 Content Pass (and Premium Edition) includes a ton of adventures and challenges for you to discover, including Seasons of the Worm Cult Part 1 and 2 (zone and storyline), two dungeon packs, and access to the Writhing Wall event—everything coming in 2025 in one.

“Another benefit for players this year is that it means there’s always something exciting around the corner, rather than a big release in June that you can play through and then find you’re waiting a year for the next big release,” explains Kath. “With all that in mind, this year is a transition year for us, and you’ll see even more changes coming in 2026.”

Big base-game additions

In addition to all the new adventures, the Update 46 base-game patch introduces a host of free updates for all ESO players, including the powerful Subclassing system.

“Subclassing is something I’m very excited about,” says Lambert. “It gives you even more freedom and flexibility in how you play your character, without having to reroll a new one and lose all the time and progress you have put in over the years.”

A major shakeup to the way you manage your character builds, Subclassing allows you to replace two different class skill lines to create your ideal hybrid playstyle.

Arriving alongside Subclassing is the new Hero’s Return system—helping you get back into the game after a prolonged absence. 

“With all of these changes, we want to make it as easy as possible for past players to hop back in and check it all out, and that’s at the core of Hero’s Return, updating tutorials, and refreshing the early game zones,” says Kath. “We’re also looking to the ESO community for more insight and feedback into what they really want us to be working on next.”

Your pass for adventure 

Big changes are on the horizon for The Elder Scrolls Online, and the above are just some of the new adventures and changes coming in 2025. 

Don’t forget, you can purchase the 2025 Content Pass or Premium Edition right now on the PlayStation Store and get immediate access to the Fallen Banners dungeon pack, with the Seasons of the Worm Cult Part 1 arriving June 18 on PS5 and PS4—we’ll see you in Tamriel!

The Last of Us Complete hits PS5 today, physical Collector’s Edition coming July

Here at Naughty Dog, we have some exciting news to share with The Last of Us fans, whether you’ve been with us since its debut in 2013 or are just wanting to jump into the games now. We wanted to celebrate our studio, the series, and you, the fans, by making it easier than ever to experience this story.

We’re proud to introduce The Last of Us Complete.

Check out our announce trailer below:


The Last of Us Complete hits PS5 today, physical Collector’s Edition coming July

Available today on the PlayStation 5 console, The Last of Us Complete allows players to experience both The Last of Us Part I and The Last of Us Part II Remastered in one package. The Last of Us Complete makes it easier than ever to experience the full story on PS5, whether you’ve played both entries, just one, or have yet to immerse yourself in the world of Joel, Ellie, Abby, and all of our characters.

The Last of Us Complete digital download is available now, but we’ve also created a special physical version. The Last of Us Complete: Collector’s Edition is also now available for pre-order exclusively at direct.playstation.com and will be available on July 10.*

The Last of Us Complete’s physical release is housed in a beautiful collector’s box featuring new artwork capturing the humanity at the heart of our story through a beautiful, intricate design. Included is a Steelbook Case with this artwork, which stores physical discs with new, minimal designs for both The Last of Us Part I and Part II Remastered.  

The complete experiences of Part I and Part II Remastered are the definitive ways to play each of these games. Our team rebuilt The Last of Us Part I from the ground up specifically with PlayStation 5 in mind, offering full DualSense support, 3D audio, and more. The Last of Us Part II Remastered allows you to not only experience an enhanced edition of the sequel, but also dive behind-the-scenes with hours of commentary, and additions like Lost Levels, the roguelike No Return mode, Guitar Free Play, and more. 

Additionally, we’re proud to include a set of lithographs from a host of talented artists. Our team hand-picked artists who we felt could offer beautiful takes on these characters that mean so much to both our studio and to all of you. They make for wonderful pieces to display, representing the heart, humanity, and beauty at the core of our series. 

From our entire studio, thank you so much for your incredible support for The Last of Us and Naughty Dog over the years. This is such an exciting moment for both the franchise and our teams. We are so humbled by your personal stories of what the series has meant to you, have marveled at your incredible Photo Mode shots, and inspired to keep pushing ourselves forward to create more stories and worlds you’ll love.

*direct.playstation.com purchase information: Starting April 10, 2025 at 10am PT in the U.S., and 6pm local time in the U.K and Portugal., 7pm France, Germany, Austria, Spain, Italy, Netherlands, Belgium, and Luxembourg, players will be able to pre-order The Last of Us Complete: Collector’s Edition exclusively 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.

**3D Audio via built-in TV speakers or analogue/USB headphones.