Alone in the Dark Spotlight – Hollywood talent and new gameplay

Returning to the origin of survival horror with Alone in the Dark meant creating a faithful love letter for long-term fans, but also an accessible entry point for new players. Crafting a reimagining that modern gamers will love while staying true to the original experience takes time, and we’re happy to reveal that the wait is almost over – Alone in the Dark will release on PlayStation 5 on October 25.

The team at Pieces Interactive are die-hard Alone in the Dark fans, and knew exactly where to turn when it came to reimagining the game that gave birth to a genre. Creatively led by Mikael Hedberg, writer of horror classics Amnesia: The Dark Descent and SOMA, with creature designs from legendary Guillermo Del Toro collaborator Guy Davis, their vision for Alone in the Dark was a dream (or is that nightmare?) come true for us.


Alone in the Dark Spotlight – Hollywood talent and new gameplay

As with any good survival horror game, we of course have mind-bending puzzles and clues you’ll need to explore to find, with a twist. If you want to really flex your investigative muscles, choose our difficulty that offers less assistance, or you can select an option which provides more tips, hints, and overall guidance.

Today, we fully unveiled this new, nightmarish vision to the world in our Alone in the Dark Spotlight stream. Across 11 nerve-jangling minutes, we revealed our starring talent of David Harbour as Detective Edward Carnby and Jodie Comer as Emily Hartwood, gave you a look at all-new gameplay and cutscenes, and dove into how the haunting Doom Jazz soundscape of Derceto Manor was brought to life. We also launched our playable Prologue, where you can get a short glimpse of the horrors that await you in the full game, today.

A new generation of classic horror

The power of modern hardware has unlocked new possibilities, especially when it comes to our lead character performances. Being able to capture more emotion in faces meant we could bring our dual protagonists Detective Edward Carnby (David Harbour) and Emily Hartwood (Jodie Comer) to life like never before. Whoever you choose to play as, you’ll experience the entire adventure through a performance from one of Hollywood’s most talented actors in their first ever videogame role.

While Edward and Emily may go through the same overall events in Alone in the Dark, both characters will interpret their journey differently through their reactions to their environments – and a few unique story moments. They each have their own strong personalities and backstories, and the residents of Derceto will treat them in their own way.

A-list in the Dark

Edward and Emily are brought together by the same quest – finding out what happened to Jeremy Hartwood, Emily’s uncle. Be it the promise of work and professional curiosity, or finding a dear relative and shaking the family curse, both characters have complex motivations for coming to Derceto, and their actions are tainted by individual past traumas.

David Harbour brings his trademark intensity to his role as Edward, but also his playfulness. When thrust into unimaginable situations, our natural reaction is terror, even questioning our own sanity, which David captures perfectly. Sometimes, however, we try to steel ourselves against our worst fears with humor. The dry wit that David has brought to some of his most famous characters shines through in Edward, ever the inquisitive, slightly world-weary investigator.

Jodie Comer is no stranger to disappearing into a role, having recently earned a well-deserved Olivier Award for Best Actress in a Play, on top of her BAFTA and Emmy awards. Jodie portrays Emily with expert nuance, at once showing concern for her missing uncle and dread for the fate which may befall her as a result of the Hartwood curse. Whether interacting with Derceto’s strange inhabitants or fending off otherworldly creatures, Jodie gives a world-class performance.

No matter who you choose at the beginning of our game, you will experience the performance that Alone in the Dark players deserve. The game begs to be replayed through both characters’ eyes, and we can’t wait to hear what you think of our two incredible leads.

The sound of trauma

Our game is set in 1920s Louisiana, in a period of unease and excess, caught between two World Wars. Realizing this thick atmosphere of “Interbellum Horror” called for a unique sound that reflected the turmoil of the time, as well as the music that emerged from it.

Doom Jazz legend Jason Köhnen (Bong-Ra) lent his talents to capturing Alone in the Dark’s otherworldly chaos, contributing songs that feel at once nostalgic, modern… and from somewhere else, not of this world. Based on these songs, Sound Designer & Composer Árni Bergur Zoëga has crafted an eerie, mysterious soundscape that will have you looking over your shoulder for days – especially if you’re a headphones user.

A taste of the terror to come

While the team at Pieces are still working hard on putting the finishing touches on Alone in the Dark, we wanted to give you a sneak peek at the world they have constructed. Right now, you can download the playable Prologue for free and start your descent into our warped world today.

The Prologue follows eleven-year-old Grace Saunders, who eagle-eyed fans may recognize from Alone in the Dark 2 and its own playable prequel, Jack in the Dark. Tasked with delivering the letter that will bring Emily to Derceto, you’ll get a first look inside the manor and the forces preying on its residents’ sanity. Simply visit the store to download.

We still have some surprises in store between now and release – in the meantime, you can watch the Spotlight, play our Prologue, and pre-order the Digital Deluxe Edition for access to bonus content. We’ll see you on October 25!

Aliens: Dark Descent combines horror and strategy to create a bone-chilling tactical thriller 

Hi, I’m Romain Clavier, Game Director at Tindalos Interactive, the studio developing Aliens: Dark Descent, a strategic real time squad-based tactical action game with rich management systems and twisted horrors. On June 20 you’ll be able to witness the Xenomorphs stalk their prey in a contemporary strategy game. But before you descend into the darkness, I want to use this blog post to shed some light on how our development team fused terror and tactics for Aliens: Dark Descent’s intense, lo-fi world.

First, let’s look at the horror elements of Aliens: Dark Descent. As the title suggests, the game is set in the Alienuniverse, more specifically tinted towards James Cameron’s action-based take on Aliens (1986) where players take on the role of a group of colonial marines trying to escape from a colony overrun by the titular aliens. From the very beginning, we worked hard to establish a tense and foreboding atmosphere; there are cryptically dim corridors, flickering fluorescent lights, and the constant threat of a Xenomorph attack, but what really changed Aliens: Dark Descent for the better was when we implemented our unique fog of war mechanic, where areas of the map are hidden to create dread and let players’ imagination run wild. This means that you must carefully plan your routes and movements at every turn, taking into account the risk of running into a Xenomorph or other unknown dangers.

Developing the Xenomorphs was one of the most rewarding challenges, as we want them to hit the same level of ruthlessness they’re famous for on film. Our goal is to have players drown in the tension from the potential of a ferocious ambush of a conniving pack of Xenomorphs. That said, we wanted to avoid having swarms of Xenomorphs in a way that would dull their individual significance so we opted to give the game’s enemies cunning strategic impulses to plan maneuvers on the fly, flank squads, and quickly retreat to gather more numbers.

Sound design is also crucial in eliciting that primal dread; we made sure to add the subtle hums of the tattered tech and eerie chirps of the creatures’ hissing and scurrying as you lead your crew on a variety of crucial missions.

But Aliens: Dark Descent isn’t all suspense and dismay – it also requires strategic thinking and planning to succeed. Players must manage their resources carefully, gathering supplies and weapons while avoiding detection by the Aliens and other enemies. 

While the constant threat of a Xenomorph attack creates a sense of urgency and danger, the strategic gameplay elements add depth and complexity to how players must react. Our stress mechanic is a ticking time-bomb acting as a constant reminder of how things can go wrong if distraught marines are left uncared for in this hostile environment. Permadeath will be the unfortunate reality for the most unlucky marines, making each mistake have a lasting impact; and the more the marines have progressed, the more heart-wrenching losing them will be. Players must constantly adapt and change their tactics to stay one step ahead of the Aliens, making each playthrough personal and exciting. My personal favorite feature is the slowdown mechanic, as it forces players into inescapable situations where they must make a split-second reaction while the clock ticks away.


Aliens: Dark Descent combines horror and strategy to create a bone-chilling tactical thriller 

With Aliens: Dark Descent I can confidently say we have crafted a persistent air of terror while still allowing everyone to explore the secrets of Lethe; so we’ve added a plethora of accessibility options, lower difficulty levels for players who want to focus on the story, and the option to turn slowdown mode into a full pause so you can approach Aliens: Dark Descent your way.

As a long-time fan of the Alien universe, it’s been a joy and an honor working on this game with the rest of the team at Tindalos Interactive, Focus Entertainment and 20th Century Games . We’ve pushed ourselves and overcome challenges to make Aliens: Dark Descentan unforgettable blend of suspense and strategy. I’m excited to see how our tense world keeps players on the edge of their seats.

Aliens: Dark Descent slithers onto PS5 and PS4 June 20. 

PlayStation Showcase recap: everything announced at today’s show

That’s a wrap! Today’s PlayStation Showcase delivered tantalizing first looks at all-new games in development and updates on upcoming titles by PlayStation Studios and our third party friends. With the show running over an hour and over thirty titles being revealed, there was a lot to absorb. If you want to relive the Showcase, you can rewatch it below. 

If you want to know more about some of the games shown today, read on. Alongside recaps of individual reveals, there’s additional info plus exclusive screenshots from the creators behind the games in a selection of PlayStation Blog articles. All are linked below. 

PlayStation Showcase: PlayStation Studios & third-party publisher announcements 

Take a sneak peak at new accessories revealed at today’s Showcase — the Project Q device for playing games installed on your PS5 and streamed over WiFi, plus our first official wireless earbuds offering lossless audio on PS5 and PC. More details to come in the months ahead.


PlayStation Showcase recap: everything announced at today’s show

We also announced Metal Gear Solid Delta: Snake Eater, which is coming to PS5. Check out the first trailer below: 


PlayStation Showcase recap: everything announced at today’s show

Bungie officially announced its first completely new project in more than a decade: Marathon, a sci-fi PvP extraction shooter. The studio behind Halo and Destiny debuted the very first CGI teaser trailer for the game, featuring a look at the player characters – cybernetic mercenaries known as Runners. Take a look:


PlayStation Showcase recap: everything announced at today’s show

Staying with Bungie, the studio showed off the first glimpse of its next expansion, Destiny 2: The Final Shape, which will serve as the epic conclusion of the decade-long Light and Darkness Saga. A brief teaser trailer was shown, culminating in a surprise cameo from popular character Cayde-6, the Hunter Vanguard who met his match during the events of Destiny 2: Forsaken in 2018. Cayde will be played by actor Nathan Fillion, who Bungie announced is reprising the role. Destiny fans will have their next chance to learn more about The Final Shape expansion during the upcoming Destiny 2 Showcase, a livestreamed event which will be broadcast on August 22 on Bungie channels. 


PlayStation Showcase recap: everything announced at today’s show

Street Fighter 6 is just over a week away. To celebrate, Capcom shared a new World Tour-focused trailer:


PlayStation Showcase recap: everything announced at today’s show

Alongside these new trailer debuts, we had big news from other developers: 

PlayStation Showcase: PS VR2 announcements

PlayStation Showcase: Indies announcements 

10 unmissable fighting games available in the PlayStation Plus Game Catalog and Classics

Fighting games are some of the most thrilling, fulfilling, and complex games out there. The genres varied enough for anyone to become a brawling master – from Street Fighter to Tekken, there’s a flavor of fighting game for every type of player. Thanks to PlayStation Plus Game Catalog and Classics Catalog*, it’s easier than ever to find a title you vibe with. Whether you want to try classic 2D, 3D, anime, arena, or a genre offshoot, it’s all there.

With PlayStation Plus you not only get access to dozens of fighting games, but you can also take them online to test your skills against players across the globe. Here are some of the best fighting games you can play right now on PlayStation Plus.

Ultra Street Fighter IV

No fighting game series is as iconic as Capcom’s Street Fighter series. While Street Fighter II birthed the genre’s golden age, Street Fighter IV was critical to its resurgence in the late 2000s. It brings back both mainstay and niche characters from the past, giving players more options than ever before when it comes to battles.

With Ultra Street Fighter IV, in particular, there are additional mechanics like the Red Focus Attack, the ability to select a dual Ultra combo, and more costumes than ever. It’s a great place for newcomers to get acclimated to the measured pace of the series, especially for those interested in playing the upcoming Street Fighter 6.

Available with PlayStation Plus Premium

Dragon Ball FighterZ

Bandai Namco’s Dragon Ball FighterZ gave the series one of its most fleshed-out fighting game spin-offs to date. Take the multiverse by storm and assemble a team of three Dragon Ball characters of your choice. Each fighter has three unique assist attacks to help the character you’re currently controlling damage their opponents further.

Dragon Ball FighterZ also has an extensive story mode in which Goku and the Z-Fighters take on some of their greatest foes once more. With great character interactions, like the uneasy alliance between Cell and Gohan, and tons of anime-faithful animations, Dragon Ball FighterZ is a fighter worthy of any Dragon Ball fan’s time.

Available with PlayStation Plus Extra, PlayStation Plus Premium

Injustice: Gods Among Us Ultimate Edition

Injustice: Gods Among Us takes the best of DC Comics’ brave and the bold and pits them against one another. Developer NetherRealm Studios takes the bones of Mortal Kombat and adds new features–such as interactable objects, transitioning environments, and more dynamic movement options–to make you feel like a true superhero or villain.

Each character has a special ability to amplify their unique superpowers that you can use in battle at the touch of a button. There is also a health wager mechanic where characters clash with one another and quip at each other. Throw Batarangs, launch enemies into a giant Captain Atom, or clash with your foes in the Fortress of Solitude in one of the most definitive fighting game experiences. Just watch out for the flying pigs.

Available with PlayStation Plus Premium

Fighting EX Layer

If you’re a fan of classic fighting games from the original PlayStation era, Fighting EX Layer from Arika is a must-play. This spiritual successor to the cult-favorite Street Fighter EX series feels like a blast from the past. Like games from that retro era, it starts simple, but after some playtime, the depth reveals itself.

Fighting EX Layer’s signature feature is the Gougi System, which adds passive abilities to characters when in-battle requirements are met. With 13 layers available to attach to each character, there are many different ways to play everyone. Do you want to add an extra layer to your mix-ups? Then use the Shinobi Gougi to unlock invisible dashes. Or maybe you’re a fan of the Infinity Gougi, which allows you to cancel out of blockstun with supers and passively build super meter, giving you more chances at big damage. This fighter is all about choice and giving you the freedom to strategize accordingly in battle.

Available with PlayStation Plus Extra, PlayStation Plus Premium

Touhou Genso Rondo: Bullet Ballet

Have you ever wondered what would happen if you mixed fighting game battles with the fast-paced shooting action of bullet hell games? Touhou Genso Rondo: Bullet Ballet from NIS answers that question in spectacular fashion. Imagine taking your favorite shoot-’em-up and making it an arena-confined versus experience and you’ve got the gist of things.

You and another player control bullet hell boss characters, unleashing devastating attacks toward one another while trying to dodge hundreds of projectiles. And if you’re a Touhou fan, there’s a story mode where you can learn more about the series’ most popular characters, including Reimu and Marisa.

Available with PlayStation Plus Extra, PlayStation Plus Premium

Power Rangers: Battle for the Grid

Power Rangers: Battle for the Grid from nWay is the fighting game of Super Sentai fans’ dreams. Not only can you pick from a multitude of different Power Rangers heroes and villains, but you can select up to three and play as a team, complete with assist attacks and active tag maneuvers. Unleash chaos against your opponents by summoning a giant robot Megazord as a last-ditch tactic. If you venture into this one be prepared to practice long combos and push your skills.

Available with PlayStation Plus Extra, PlayStation Plus Premium

Mortal Kombat 11

NetherRealm Studio’s Mortal Kombat franchise makes yet another grand return with Mortal Kombat 11. This entry acts as a direct continuation to Mortal Kombat X and changes the formula once more. The fighting shifts into a slower, more grounded style, focused on neutral and equal-advantage combat over speed. The defense has been upgraded to add more options, such as wakeup attacks and an armored combo breakaway.

Along core fighting changes comes another exciting story mode and more character customization similar to Injustice 2. There’s even an upgraded Krypt mode resembling an open-world bonus room players traverse while learning about the Mortal Kombat world and its behind-the-scenes development.

Available with PlayStation Plus Extra, PlayStation Plus Premium

Dead or Alive 5: Last Round

The Dead or Alive series is one of the most over-the-top 3D fighting games out there. Flashy extended combos and stage interactions – where characters are tossed into explosions, electric barriers, and off buildings – are a major part of that. But that’s not all Dead or Alive has to offer. While simple to understand, the title’s depth begins to open up when the mind games of its Triangle countering system become apparent in battle, but it never overshadows the fun factor. If you’re looking for spectacle and simple yet complex fighting, this Koei Tecmo game is for you.

Available with PlayStation Plus Extra, PlayStation Plus Premium

Garou: Mark of the Wolves

Venture into the past of famed fighting game developer SNK – known for the King of Fighters and Metal Slug series – with Garou: Mark of the Wolves. This high-skill fighter is one of the best there is and well worth the effort it takes to master. The beautiful 2D sprites on display are also a treat to the eyes, featuring remarkably detailed animations for its colorful roster, which includes the iconic Terry Bogard, Rock Howard, Gato, B. Jenet, and more. With so many characters of varying styles and difficulties, Garou is essential for any fan of retro fighting games or SNK’s classic titles.

Available with PlayStation Plus Premium

The Last Blade 2

Yet another classic from SNK’s extensive archive of fighting games from the ‘90s. The Last Blade 2 is a weapon-based fighter mixing slow, methodical play with high-octane combat. While the game is slower-paced at a glance, the intensity, quick reflexes, and requisite combo skills become evident when locked in the heat of battle.

Available with PlayStation Plus Premium

Tekken 7

Tekken 7 builds upon Bandai Namco’s iconic 3D fighter with beautiful graphics and even more complex mechanics. Each character now can now execute Rage Art and Rage Drive attacks, making offensive play more exhilarating (and allowing for nail-biter comebacks if you’re getting pummeled). And with the return of transitioning stages, there’s more of a need to hone your combos than before. There’s also a story mode to delve into and tons of guest characters from other franchises to play as, like Geese Howard from The King of Fighters and Noctis from Final Fantasy XV. Just be ready to jump out of your seat when you witness your first slow-motion finish.

Available with PlayStation Plus Extra, PlayStation Plus Premium

What are your favorite fighting games available with PlayStation Plus?

*Game Catalog titles available with PlayStation Plus Extra and PlayStation Premium memberships. PlayStation Plus Classics Catalog titles available with PlayStation Plus Premium memberships. Titles and availability subject to change without notice.

Gran Turismo 7 Update 1.34 adds 3 new cars, Engine Swap, extra Cafe Menus and more

Gran Turismo players! The 1.34 update for Gran Turismo 7 arrives today May 24 at 10pm PST* / March 25 at 6am BST / 2pm JST.


Gran Turismo 7 Update 1.34 adds 3 new cars, Engine Swap, extra Cafe Menus and more

Introduction of 3 new cars

Alfa Romeo Giulia Sprint GT Veloce ’67

An iconic high-performance coupe of Alfa Romeo in the 1960’s.

The first-generation Giulia series sold from the 1960’s to the 1970’s was a huge hit for Alfa Romeo. The Giulia only came in a 4 door initially when it was released in 1962, but a coupe version was soon added to the line up in 1963. This first coupe was called the Sprint GT. It was designed by the young Giorgetto Giugiaro, who was with Carrozzeria Bertone at the time. Having a form consisting of smooth lines and soft curves, and a characteristic edge at the front, it has retained a lot of fans over the years. The car is powered by a 1.6L DOHC inline-4. Producing 104.5 BHP and 14.2 kgfm torque, it propelled the light 950 kg body up to 111.8 mph. The Giulia Sprint GT became extremely popular as a high-performance coupe, for its compact lightweight body providing great handling, together with its sportscar engine. It became a long running model with many names and detail variants, being produced up until 1977.

Greening Auto Company Maverick

A marvelous hot rod with 1,200 BHP tucked into a nostalgic body.

The SEMA show is hosted every year in November in Las Vegas of the United States. At this world’s biggest festival of custom cars, Gran Turismo selected cars for the ‘SEMA GT Awards’; and the winner of the 2018 ‘Best of Show’ was this 1971 Ford Maverick built by the Greening Auto Company (GAC). The Maverick was originally an inexpensive compact coupe built on the Ford Falcon chassis. But GAC has rebuilt this Maverick into a monster hot rod that can still be driven on city streets. On the exterior the dropped ride height and flared fenders will catch your attention first, but the biggest highlight is under the hood. The engine contained within is Ford’s famous 7 litre Windsor V8 small block. Combined with not one but two turbochargers, it is said to produce up to 1,200 BHP. But it’s not just an uncontrollable bucking horse, switching the control logic of the engine will allow you to cruise leisurely through town. In the spring of 2019, this Maverick took on a top speed challenge, setting a record of 202.748 mph (approximately 202.6 mph). This is a rare model where nostalgia and cutting-edge technology meet.

Nissan GT-R NISMO (R32) ’90

A homologation model with 500 cars produced for Group A racing.

Armed with the RB26DETT engine with displacement meeting Group A specifications, a 4-wheel drive system to waste no power transfer to the road, and a 4WS system to extend the ability of the chassis, the BNR32 Skyline GT-R was a model that was born to win touring car races. The proof of this is the GT-R NISMO that appeared in its second year of production, a Group A homologation model with a limited production of 500 cars. Compared to the standard GT-R, the GT-R NISMO is equipped with fins above the front grille that increases airflow into the engine room for cooling, as well as air inlet openings in the front bumper. To improve aerodynamic characteristics, the rear end of the side sills is given protectors that rectify air flow around the rear tires. A small rear spoiler has been added, and the turbos were changed from ceramic to metal. The exhaust manifold was specially redesigned for this car, and to reduce weight the A/C, audio system, and rear wipers have been omitted, making the car 30 kg lighter than the base model. The GT-R NISMO won the top touring car class in Japan, as well as many other famous endurance races in Europe and in Australia. As a result, it is well known for wreaking havoc in Group A races all over the world.

Engine Swap in GT Auto

It is now possible to perform an ‘Engine Swap’ from the ‘Car Maintenance & Service’ menu at GT Auto (Collector Level 50). On applicable vehicles, this service allows users to purchase and equip new engines from different cars.

Tuning Shop – Ultimate category added

The ‘Ultimate’ tab has been added to the Tuning Shop categories. This will become available at Collector Level 50. The ‘Ultimate’ category adds even more tuning options as well as a number of rare parts.

GT Café Extra Menus

The following two Extra Menus have been added:

  • Extra Menu No. 22: ‘SEMA Gran Turismo Award’ (Collector Level 37 and above)
  • Extra Menu No. 23: ‘Group A’ (Collector Level 33 and above)

Two New Scapes

‘National Stadium’ and ‘The Lake District’ have been added to the featured section.

*Internet connection and Gran Turismo 7 game required for update

The Planet of the Discounts promotion comes to PlayStation Store

The Planet of the Discounts promotion materializes into PlayStation Store on Wednesday, May 24! For a limited time* you can enjoy out-of-this world discounts across a variety of PlayStation games.

That includes 67% off Gotham Knights Deluxe Edition and 70% off Red Dead Redemption 2: Ultimate Edition. But there are many more titles on offer. Check out the full list below then head to PlayStation Store when the promotion starts to find out your regional discount.

* The Planet of the Discounts promotion begins 00.00am local time Wednesday, May 24 and ends 23.59pm local time on Wednesday, June 7.

Destiny 2 & PlayStation Studios collaboration cosmetics revealed, live today

A new season of Destiny 2 has arrived and, with it, a new chapter in the ongoing epic narrative that is the Light & Darkness Saga. Season of the Deep kicks off today and Guardians will be diving deeper than ever before in a seasonal narrative that will see players plumbing the oceanic depths of Titan’s methane seas to uncover Golden Age tech. Featuring a new six-player activity, a challenging new dungeon, new seasonal weapons and armor, and some surprises along the way, Season of the Deep is full of adventure and rewards.


Destiny 2 & PlayStation Studios collaboration cosmetics revealed, live today

This Season, Destiny 2 is also celebrating its partnership with PlayStation with a collection of new cosmetic items, each inspired by legendary PlayStation Studios games. From armor ornaments suitable for gods, samurai, and survivors alike, to vehicle cosmetics inspired by one of the biggest critical hits (in both videogames and prestige television) of the past decade, the lineup has something for everyone.

Here, we’re breaking down what you can expect, and offering some behind-the-scenes thoughts from the Bungie team who worked to create a Destiny spin on iconic PlayStation games.


Destiny 2 & PlayStation Studios collaboration cosmetics revealed, live today

Pretty, deadly

Season of the Deep will feature three new armor ornament sets, one for each Guardian class, inspired by three of the biggest games in PlayStation history. Titans will feel right at home in the new “Godsbane” ornament set, inspired by Sony Santa Monica’s God of War. Guerrilla’s Horizon: Forbidden West inspired the “Annointed” set for Hunters, creating a look that’s ideal for any activity that requires guile, agility, and more than a little deadly force. Finally, honor and precision are hallmarks of that Warlock lifestyle, and this is expressed to perfection with the “Ancestral” ornament set, inspired by Sucker Punch’s open-world masterpiece, Ghost of Tsushima. Alongside the ornaments, there are also a trio of finishers inspired by the same games: “From Nowhere” (Horizon: Zero Dawn), “Whirling Chaos” (God of War), and “Perfect Strike” (Ghost of Tsushima).

“The genesis of any armor set starts with a question, ‘What is the fantasy?’” said Bungie Art Lead Josh Deeb. “There were some obvious inspirations – [God of War’s] Kratos is a powerful force leading the way into battle, Aloy [from the Horizon series] is a machine hunter surviving in a harsh world, and [Ghost of Tsushima’s] Jin combined studious training with seemingly supernatural fighting ability.”

Once the team defined the fantasy, it was time to talk about which features best represented the characters and how those could be expressed in the armor. As Deeb said, each character had something unique to express and the team spent a great deal of time nailing those details to bring them to life.

“The first [concern] is the more direct reimagining of costuming details, items, and weapons,” Deeb said. “Then there’s the less tangible aspects – their personalities and presence. In other words, do these ornaments feel like these characters?

Aloy influence

“For Aloy, it was about capturing the hybrid of technology [and] handcrafted, natural materials. We spent a lot of time working to make sure the details were right,” Deeb said. “This included things like building a version of the Focus on the helmet, combining two distinct styles of armor plating from each game, and even all the way down to ensuring the stitching on the Hunter’s cloak was accurate to the way Aloy’s tribe makes their garments.”


“It is always challenging to bring two very visually defined and powerful IPs together into one striking collaborative design. In the case of Destiny and Horizon, the former has a hi-tech and synthetic look, while the latter features a more natural and primitive feel. The trick is to find what both projects have in common. What truly made this outfit design work was finding the key points where the visual universes overlap and then using those as a ‘visual anchor’ to integrate the unique, organic Horizon material feel into Destiny’s universe. In this case, the overlaps were the sci-fi elements, for example, machine plating from various Horizon outfits and the hologram effects from Aloy’s Focus device. And, of course, the Hunter is a perfect match for a Nora-themed outfit.”

– Ilya Golitsyn, Lead Artist, Guerrilla


Kratos craftsmanship

“With Kratos, we would have been remiss to not make his iconic tattoos front and center of the design,” said Deeb. “Beyond that it was all about embodying the strength and power of the character. We want to make sure our Titans feel like they can go out and slay a god or two when they put on this armor. And we may have snuck a nod to the beard in the helmet design, of course.”


“Throughout all the chapters of the God of War franchise, from the first game to the most recent, Kratos has always had very recognizable elements to his design, such as his tattoo and weapons. When working on God of War (2018) and God of War Ragnarök, we were very mindful to retain the iconic elements that have always been an integral to Kratos’ design. Working with the Destiny team has been so fulfilling because we’re able to see how those elements translate and are still strongly apparent in a fantastic, futuristic realm. The way the tattoo, Blades of Chaos, and Guardian Shield have been integrated with the sci-fi armor make them feel natural to the world of Destiny, while still clearly reading as the Ghost of Sparta.”

– Dela Longfish, Lead Character Concept Artist, Santa Monica Studio


Jin inspiration

“And with Jin, we had the advantage of having some iconic face masks to work with from the source material. This created an immediate unmistakable impact. We wanted to explore combinations of the elaborate armor sets players can don and build a sci-fi samurai silhouette that felt fitting for our warrior-scholars, the Warlocks.”


“As a fan of the Destiny franchise, it was really exciting to see a version of Jin’s iconic Ghost Armor make its way into this universe. The artists at Bungie did a great job taking historical Japanese armor elements and fusing them together with their own science fiction-inspired art style. My favorite aspects are the combination of a traditional samurai half-mask (menpo) with the samurai-style top knot to make one cohesive and unique hard-surface mask. They also took the period-accurate thigh armor (haidate) and put their own spin on it, extending it further down the body to achieve the distinctive Warlock silhouette. It turned out to be a great execution in taking a real aesthetic popular 800 years ago and flinging it into the far conceptual future.”

– Omar Aweidah, Character Art Lead, Sucker Punch Productions


Apart from the ornaments, the Bungie team has been working with the team at Insomniac to create a new Ratchet & Clank-inspired emote, as well as with Naughty Dog on two new vehicles and an accessory inspired by The Last of Us. A ghost shell, a ship, and a Sparrow are available, each afflicted by the Cordyceps fungus that drives the games’ celebrated narrative. “We know that the environments in games become just as much a part of the story as the characters and players in them,” said Deeb, when talking about the Cordyceps-infected look. “We wanted to leverage the evocative infected visuals of the mutated fungus and have that invade our world.”

Bungie artist Ben Platnick said that translating the gritty realistic art style of The Last of Us into Destiny’s optimistic sci-fi style was an enjoyable challenge for the team. “The solution there was to blend the way we’ve done spore-like VFX in Destiny, such as the Egregore found in the Haunted Leviathan, with the motion and color patterns we see in The Last of Us, making a result that felt at home in both universes.”


“When the Destiny 2 team approached us with the prospect of putting The Last of Us into the next season, we were so excited about the opportunity. The Last of Us is known as a very grounded and human experience, while Destiny 2 offers players an epic sci-fi world with elements of fantasy and mythology. Playing in that sandbox is something quite unique and exciting for us and we couldn’t pass it up. When the team showed us concept art of the fungal cordyceps design on top of the inorganic material of Destiny’s ships, sparrows, and Ghosts, the idea made so much sense. The juxtaposition of the organic vs. inorganic material felt like a harmonious approach to bringing The Last of Us-inspired design to their world. Working very closely with the Bungie team, we helped with how our particular cordyceps design grows; from a large central vein mixing with smaller fungal tissue clusters and fan-like spreads at the ends of tendrils. Then, when the design was placed on the Ghost shell, well, we had to include one additional Easter egg element in it. That we will leave it up to players to discover.”

– Joshua Bradley, Senior Designer of Brand, Marketing & Product, Naughty Dog
– Erick Pangilinan, Art Director, Naughty Dog


Reel big fish

In Season of the Deep, you’ll be traveling to Saturn’s moon of Titan to begin an exploration of its uncharted ocean. You’ll investigate rituals occurring on the seafloor and dive deeper and deeper each week to harvest the dark energy required to communicate with a mysterious creature we’ve discovered. All while collecting new and powerful rewards, of course.

When you aren’t maxing your Guardian’s rizz or delving into the new adventures that make up Season of the Deep, there’s a new pastime awaiting you: a new fishing experience. While exploring underwater, Guardians will discover fishing equipment and, with the help of a long-time friend, will scope out several prime fishing holes across the solar system in search of that perfect catch. Players will earn more than just a good tall tale to tell; fishing will… ahem… net players additional rewards including new and returning Seasonal armor, masterwork materials, and more.

“Fishing is intended to give players a chance to take a break from the frenetic pace of combat and spend some time relaxing and bonding with other Guardians, all while earning rewards and progress towards some of their other goals this Season,” said Bungie Systems Designer Corey Willis. “We wanted to keep it simple and rely on existing gameplay systems to keep it familiar, while pushing the boundaries of how we’d asked players to engage with those systems in the past.”

Whether you are exploring the chilled depths of Titan’s methane seas, repping legendary game characters, or just taking some “me time” with your thoughts and a trusty fishing rod, a bountiful haul of fun awaits Destiny 2 players this Season. Best of all, you can dive in straight away, as Season of the Deep is available now.

Backbone One – PlayStation Edition launches on Android today

Today, we are thrilled to announce that Backbone One – PlayStation Edition, an officially licensed smartphone controller, is now available for both iOS and Android users internationally.

The reception we received when we recently announced Backbone One – PlayStation Edition for iOS has been incredibly exciting. We’ve seen many gamers take advantage of the PS Remote Play app feature, enabling gamers to play PS4 and PS5 games streamed from the console with the Backbone One – PlayStation Edition while they are out and about or anywhere in the home.* It has quickly become one of the most popular gaming features on the BackBone platform.

We’ve heard repeatedly from Android users asking for the same best-in-class gaming experience, so we’re excited to now offer Backbone One PlayStation Edition for Android  as well.

We’ve closely collaborated with the PlayStation team on the look and feel of Backbone One – PlayStation Edition for Android. The colors, materials and finishes are all inspired by the design of the DualSense wireless controller, including the transparent face buttons. It matches the look of the PS5 console, and if you already own the Pulse 3D wireless headset, you can connect it directly to your Backbone One via its 3.5mm headphone jack.

The latest update to the PS Remote Play app on Google Play allows for easy setup and play with Backbone One – PlayStation Edition. If you have access to broadband internet and a PS5 or PS4 console, plug an iPhone or Android device into the Backbone One and instantly start playing your PS5 and PS4 games with the power of the PS Remote Play app — whether that’s out and about or even elsewhere in the home*. See the PlayStation Remote Play website for more information.

When using the PlayStation App, players can double-tap the Options button on Backbone One – PlayStation Edition to easily access the app. Additionally, the latest PlayStation App update will also support controller-based navigation in landscape orientation to optimize the user experience.

Available games may differ by region.

Backbone One also works wonderfully with Google Play and App Store games as well as other game streaming services that support controllers, and may be used with games like Call of Duty: Mobile, Fortnite, Diablo Immortal, and more.

Players can download the Backbone App for a customized PlayStation experience. Inside the app, you’ll see various PlayStation integrations such as custom glyphs representing the iconic PlayStation shapes, and the ability to browse hundreds of game titles. The Backbone app on Android brings all your games into one place, including app store games and supported game streaming services. Players will also find a dedicated row inside the Backbone App with new releases and updates from PlayStation.

Finally, Backbone One PlayStation Edition will soon be available in Japan, Korea, Taiwan, Hong Kong, and Singapore, in addition to existing availability in the US, Canada, Latin America, Europe, Middle East, Australia, and New Zealand.

We hope Android owners will enjoy the PlayStation App, PS Remote Play experience and mobile native games with the Backbone One – PlayStation Edition. Visit PlayStation Support to find out more about how to set up Backbone One – PlayStation Edition for Android for use with PS Remote Play on Android and other compatible devices.

*A PS4 or PS5 console, the PS Remote Play App and an account for PlayStation Network are required to stream your games to other devices. PS Remote Play can be used with a mobile data connection or Wi-Fi. Broadband internet with at least 5Mbps is required. For a better PS Remote Play experience, a high-speed connection of at least 15Mbps is recommended using either Wi-Fi or mobile data connection. Titles that require PS VR, PS VR2, or other peripherals such as PlayStation camera are not compatible with PS Remote Play. Availability of DualSense features such as audio output and haptic effects vary when using PS Remote Play on Android, PC, Mac, iPhone or iPad, and some features may not be available.


Backbone One – PlayStation Edition launches on Android today

Hello Neighbor VR: Search and Rescue comes to PS VR2 on May 25

Hello, neighbors! The town of Raven Brooks is calling again, and this time you’re going to get up close and personal with the town – virtually speaking.

Developed by VR veterans Steel Wool Games and launching on May 25 for PlayStation VR2, Hello Neighbor VR: Search And Rescue is a thrilling new adventure set in the twisted little world of the Hello Neighbor franchise. There’s all the puzzling, sneaking and mystery you’ve come to expect from snooping around the Peterson Estate (all while dodging the attention of your eccentric and unhinged neighbor), but this time, you’re going hands-on, using every trick in the PS VR2 book to intuitively navigate a reactive, physical world.

Everything in the world of Hello Neighbor VR reacts the way it should in the real world, so it’s time to get your grubby little fingers where they don’t belong and dig up some mysteries. Nervously nudge doors open, poke your head around corners (while listening carefully for unseen dangers) rummage through cupboards with haptic feedback relayed direct to your fingertips, and generally act like a sneaky little kid should. Or kids, as the case may be.

For the first time in the Hello Neighbor series, Search And Rescue puts you in the shoes of an entire crew of meddling youngsters. While this is a single-player game, you’ll be switching control between five kids; the self-titled Raven Brooks Rescue Squad. Each has their own unique puzzle-solving gadget, and all of them will be needed to unravel the maze of machines and traps you’ll find. Coordinate the movements of the entire team, using your walkie talkie to switch perspectives at any time. Put their heads together and rescue your missing friend from the mysterious mad gadgeteer (and part-time kidnapper) Mr. Peterson.

We’re excited to let you loose on the trap-laden, off-kilter Peterson Estate. Every little crack in the walls can give you a glimpse of coming danger, so keep those eyes peeled. While it’s always good to see trouble coming, sound is essential in any stealth game, and the PS VR2’s 3D audio capabilities are perfect for the job here. Press your ear up against doors for an early hint of danger, or tilt your head to figure out whether that creaking is coming from the attic or basement. Just tread gently and don’t let your Rescue Squad members get snatched up. Rescuing one kid is hard enough!

Of course, controlling an entire squad comes with its perks. Footsteps getting uncomfortably close for comfort for one character? Switch to another and make a noise. Ring the doorbell, turn on the TV or flush a toilet and then scurry off to a hiding spot. The neighbor is sure to come running, giving the rest of your team some breathing room. Play your cards right and you’ll drive your enemy to distraction – just don’t push your luck, or you could end up backed into a corner with nowhere to go. Rescuing your pal Nicky will be a tough job, but with a bit of thought and a local Raven Brooks can-do attitude, anything’s possible.

Keeping your squad in top puzzle-solving condition is essential in Search And Rescue. The Peterson Estate is a strange web of interconnected machines and puzzle-pieces. Many of the puzzles are intuitive and physical, able to be completed in creative, improvisational ways, but sometimes you’ll need the right kid in the right place at the right time. Each of the gadgets carried by the Rescue Squad members gives them a unique place in the puzzle, and you might need several kids positioned strategically and working in sync to open up new paths. Mr. Peterson might think he’s some kind of big-shot inventor, but five small minds put together are better than one big jerk.

We think that VR fans and Hello Neighbor veterans alike will find this trip to the neighbors house to be their most thrilling yet. Steel Wool Games have managed to craft a world jam-packed with creative squad-based puzzles, hidden passages, mystery tunnels and ever-shifting rooms to explore. Mr. Peterson has always been intimidating, but from the perspective of a waist-high kid in VR, he’s a towering, terrifying foe. Give him a run for his money, and foil his plans later this month in Hello Neighbor VR: Search And Rescue. We look forward to your visit on May 25.

See you around the neighborhood!

How Square Enix built Final Fantasy XVI’s fantastical, believable, lived-in world

There’s one particular Final Fantasy XVI development story Naoki Yoshida admits he’s unlikely ever to forget. The producer describes a particular port city the studio conceptualized. Its key feature: a colossal stretch of huge wall that runs the length of the city, separating it from the surrounding ocean and which has successfully protected those behind it from invasion for over three centuries. It’s a visually impressive sight, one that fits perfectly with the larger fantasy world of Valisthea. There was, however, one issue.

“You look over these designs,” explains Yoshida-san, “And in the far corner of the town, on the sea side, there’s a natural cliff. And this cliff is maybe 15 meters high. And the leader of this city, the most important person, is housed right there beside it. What stopped pirates just coming up, destroying the house and taking over? It made no sense.” 

The result was a proverbial – and literal – return to the drawing board to correct the oversight.

It’s a recollection that articulates the careful work to make this fantastical world believable, lived in. And that story is but one of numerous examples of the complexities the producer, alongside Art Director Hiroshi Minagawa and Localization Director Michael-Christopher Koji Fox have navigated as they built Valisthea and the player’s journey through it.

A youthful Clive Rosfield explores a castle’s inner courtyard, passing by training grounds and soldiers unpacking supply crates

A world’s design, of how Valisthea rests at a crossroads between multiple teams at the studio – environmental artists, level designers, combat teams and more – is the focus of an insightful conversation with the three midway through their two-day stopover in London. That stay is just one stage of a multi-country tour for the game they’re attached to, each stop giving attendees several hours with the near-final PS5 game.

It’s a robust hands-on. We first sample the game’s opening hours, a flashback to a key period in Clive Rosfield’s youth that sets up what’s to come. (It’s this section that players will experience in a public demo which drops ahead of the full game’s launch.) We then play through the two hours and change directly following that demo’s conclusion. Lastly, we’re left to roam for thirty minutes in one of the game’s open areas, a lush valley filled with optional beasts to defeat and side-quests to take up.

In that collective time we wander through castle grounds and hideouts, battle our way through more guided scenarios, partake in a spectacular, cinematic Eikon versus Eikon clash. As such, we get a better understanding of the game’s structure, the environment design. I have answered a question I never thought to ask: what is Final Fantasy’s version of gardening tools?

Boss battles, be they Eikon versus Eikon or Clive’s clashes with bigger threats, promise to be unique encounters. FFXVI has a specific team, a small group of game designers, animators and programmers, dedicated to creating these. 

From chocobo stables, ruined towns amid murky swamp land, mountainscapes under repeated Eikon devastation, all is lavish, detailed production. On this first, lengthy glance at least, everything placed throughout is purposeful, every area has a backstory. That, obviously, takes work and collaboration. (“You made us remember things we don’t want to,” Yoshida-san jokingly concludes at the interview’s end after revisiting the challenges that yielded such fantastic results.) 

The first step was the story concept, a decision made when looking at what worked, and what didn’t, for Final Fantasy XV. While the majority of Final Fantasy game stories are standalone adventures, they don’t sit in a bubble. Adding to the larger tapestry naturally meant looking back at what came before. Yoshida-san points to players being unhappy with FFXV’s story. “It was incomplete. Things were promised, things weren’t delivered. So that’s what we wanted to avoid for FFXVI.” 

One of Clive’s earliest boss encounters is against FFXVI’s take on the series’ multi-tentacled, poison–spewing Morbols. Its tentacled slam attacks are signposted early, letting the player perfect precision dodges.

Next, they had to envision what was driving the world, driving the characters. The producer likens Valisthea’s Mother Crystals – a staple of Final Fantasy games – to oil fields, the crystal’s Ether production akin to oil. Ether powers magic, powers the world. With that resource dwindling, conflict breaks out. Certain regions felt a natural fit for particular elements, which organically led to matching those with Eikons of similar elemental power (the FFXVI version of the franchise’s monstrous summons). These in turn are controlled by Dominants, unique individuals who as a result of that power can alter the tide of conflict and are thus nation states’ prized assets.

With those aspects envisioned and placed the art team and story writers commence work. As exemplified by a natural cliff nearly bringing a port town low, the complexities of world creation aren’t straightforward. Neither is ensuring locations feel authentic to that area’s backstory and lore.

The world’s dense backstory is easily digested by the Active Time Lore system. A click at any time brings up a shortlist of characters, factions and nations with a short text all of which update contextually based on what’s happening on screen.

“This is not something that can only be done just by the designers. I mean, they tried. They put objects down and they realized quickly that this is not going to work… It didn’t feel real,” Art Director Hiroshi Minagawa remembers, recalling a moment of time early on when there was an overabundance of generic barrels placed across the world. “Go into the desert, nothing but barrels everywhere,” he laughs. “You’ll have some staff that just think ‘the more barrels the better’,” interjects Yoshida-san. “It doesn’t feel like it’s something that’s lived in.”

The solution: cross-pollination between teams. “We brought a member of the scenario and lore team over to give them feedback on what this town is, what the town’s lore is,” explains Minagawa-san. “We had that person provide pictures about what their image of what each area would be, what they were aiming for in the lore, working with the designers with that information to get the proper feel. Something that would fit better with a team. And once that person from the lore team entered, you know, joined with the designers then things got a lot easier.” With clutter reduced and shrewder choices of set dressing made, towns started to reflect the regions they were based on, hinted at a locale or people’s backstory through visual cues alone.

The game’s vertical slice allowed the studio to finesse its vision, experimenting what it could achieve visually on PS5 and use that chosen area’s design to help define what the wider game would feel like. Environmental artists and level designers review and adapt to each other’s suggestions, while the combat team tests if the spot is spacious enough for battle. That gameplay slice incorporates the Caer Norvent stage, which will be playable early in the story campaign.

After being mesmerized by composer Masayoshi Soken’s score from the sections I played, I ask whether music is the final bow that ties any area together. “We didn’t have music until literally right at the end,” Yoshida-san confirms, saying they’ve more than 200 unique tracks in the game. “Early on, we decided on themes for the different nations as well as for the different characters. And it was about taking those core themes and then using arrangements of those for the different situations.

“So for us, it was very surprising as well because we’ve been playing through these with no sound… even we were moved hearing [that music] those first few times towards the end of development.”

The swell of an orchestra or choir is one detail of many that aims to make you feel fully immersed in Valisthea, and all those rich details, no matter how minor, have been made with careful decisions by its developers. Yoshida-san returns to that port town wall of how to sell a lived-in world.

“It’s not been invaded, not fallen. But certainly over 300 years, people have tried. And so you wouldn’t have a nice, clean, unbroken wall after three centuries. You’d have places that are cracked and maybe crumbled, but the wall has held. And just by having that visually, it tells that story. That yes, it hasn’t fallen, but people have tried. And so making sure that the history and the lore that we’ve built is making its way to the design team so they can make sure that that’s in the visuals. It’s very difficult, but that makes the game better.”

Final Fantasy XVI launches on PS5 June 22. 


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