Monster Hunter Wilds Free Title Update 3 out Sep 29, includes Final Fantasy XIV content

Monster Hunter Wilds Free Title Update 3 arrives on September 29, featuring a special collaboration with Square Enix’s MMORPG, Final Fantasy XIV Online! The update includes the additional monster Omega Planetes, a wide variety of collaboration content from the world of Eorzea, and much more.

In early October, Final Fantasy XIV Online will also add collaboration content from Monster Hunter Wilds, including the Guardian Arkveld. We hope you check out the fun collaboration content in both games!

Monster Hunter Wilds – Free Title Update 3

Embark on a new quest in Monster Hunter Wilds, which begins with the arrival of the characters Alpha and Omega from Eorzea, the setting of Final Fantasy XIV Online.

After downloading the update, hunters who are at least Hunter Rank (HR) 41 or higher and have completed the main mission “What Lies Ahead” can take on a new special extra mission in the Iceshard Cliffs.

Additional Monster: Omega Planetes

Omega Planetes has traveled across dimensions! Having descended into the Forbidden Lands, the Omega frame now bears a new name—one that sets it apart from the others.

Omega Planetes will spawn a Nerscylla Clone as it charges its powerful Delta Attack. Defeating the Nerscylla Clone will generate a powerful shield for you and your allies to take shelter in, so be sure to work together to take it down. Other creatures like the Morbol Seedling and the Cactuar—said to have wandered in from the otherworldly realm of Eorzea, will also appear in this special collaboration.

Two Jobs from Final Fantasy XIV join the Hunt

The two-handed sword wielding Dark Knight, who unleashes powerful techniques with the power of darkness, and the Pictomancer, who attacks by bringing paintings to life, are two unique jobs reinterpreted with unique gameplay mechanics in Monster Hunter Wilds.

Dark Knight

Activating the skill Soul of the Dark Knight on the Bale Armor α series armor unlocks the special action: The Blackest Knight. Using The Blackest Knight from the item bar consumes your own HP to generate a powerful barrier. The Greatsword “Shadowbringer” also features a unique dedicated weapon skill.

Pictomancer

Using Soul of the Pictomancer lets you unleash powerful spells with Pictomancy via the item bar. Cast three different spells in sequence and finish with the powerful Mog of the Ages spell. 

Pictomancy deals high damage to monsters in Final Fantasy XIV Online and possesses high damage potential in your hunts, so don’t forget to take advantage of it! 

Enjoy a variety of content from the collaboration, including Palico equipment, a Seikret Decoration, Pendant, Gesture, Hunter Profile background, poses, nameplate, and title!!

Arch-Tempered Nu Udra emerges in Free Title Update 3

The third Arch-Tempered monster, Arch-Tempered Nu Udra, arrives as a permanent Event Quest on Wednesday, October 22.

Defeat Arch-Tempered Nu Udra and obtain materials to forge the Nu Udra γ series hunter armor and the Udra γ series gear for your Palico. Hunters taking on this challenge will need to be at least HR100 or higher to accept this quest. 

Celebrate Autumn with the Festival of Accord: Dreamspell Seasonal Event

​​

Autumn comes to the Grand Hub during the Festival of Accord: Dreamspell! Enjoy the spooky splendor of the new decorations and meals in the Grand Hub, and obtain various rewards like limited-time gear, gestures, and camp decorations when the event runs from October 22 to November 12. We look forward to greeting you in the Grand Hub and its mysterious and unique autumn vibe!

Additional Systems and Other Features

Select a quest completion animation priority

Want a certain completion animation to play after completing a quest? You can now use the Quest Clear Animation Priority setting to select your certain animations to be prioritized at the end of a hunt. Select your favorites to customize your hunts even further!

Additional quest completion animations will be available as paid DLC. Both the Handler Set and the Smithy Set will be available on PlayStation Store after the release of Free Title Update 3, both as part of Cosmetic DLC Pack 3 and as individual purchases. 

Four nostalgic gestures arrive as free downloadable content

Check PlayStation Store to download the free gestures after the release of Free Title Update 3. 

New Event Quests

More new Event Quests are coming after the release of Free Title Update 3, including quests where you can obtain materials for crafting special equipment and rarity 8 Artian Parts, as well as a challenge quest against Seregios.

We’re also introducing a Free Challenge Quest against Arch-Tempered Nu Udra, where you’ll aim to complete the quest as fast as possible to earn exclusive rewards. This quest will be available for a limited time, so make sure to stay tuned to the Monster Hunter social accounts for more information in the future.  

Paid DLC content

Cosmetic DLC Pack 3* will be available alongside Free Title Update 3 and features a variety of items that can be obtained as part of the pass or purchased separately. 

*Cosmetic DLC Pack 3 is not included in the Cosmetic DLC Pass. It may take some time for the content to appear in the store.

Free Title Update Roadmap

Free Title Update 4 arrives this December, marking the explosive return of the Giant Halberd Dragon, Gogmazios. The update will also further build upon endgame elements and introduce various other improvements, so we hope you look forward to it! 

We hope you continue to enjoy Monster Hunter Wilds!

Ghost of Yōtei Photo Mode features detailed, tips guide

Next week, October 2, Ghost of Yōtei launches on PS5. We’ve gotten a taste of the  revenge-fuelled journey to come by way of State of Play, got to grips with the versatility of the game’s multi-weapon combat, discovered how encounters with allies and threats will shape our exploration of the Ezo’s beautiful, rugged landscapes, and even sampled its soundscape

Today, we’re turning our focus to the game’s Photo Mode.

Like its predecessor, Ghost of Yōtei will give players free reign to freeze the on-screen action at (almost) any point and access a multitude of adjustments to freely mould the moment into an eye-catching still photograph, an evocative cinemagraph, or an impressive tracking shot. Let’s look through the feature set, as well as some suggestions as how to use those settings to snap your way across Ezo. 

Ghost of Yōtei’s Photo features 
Tracking ShotRecord up to 16 placement positions for your camera for an animated tracking shot when you hit Triangle.  
Focal LengthFrom 12mm – 300mm
Depth of fieldOff, or f/1.2 – f/63
Focus distance0.1m to 200m
Colour GradingNone, Vivid, B/W, B/W Vintage, Storm, Autumn, Samurai Red, Smoke, Maple, Ginkgo, Tintype
Colour Grading Intensity 0 to 100%
Exposure Bias-5.0 to 5.0
Contrast (Black/White)1.0 to 3.0
ParticlesNone, Red Leaves, Yellow Leaves, Bamboo Leaves, Orange Leaves, Green Leaves, Cherry Blossoms, Pampas Pollen, Ash & Embers, Fireflies, Dragonflies, Butterflies, Crows, Song Birds, Violet Petals 
Particle Intensity0 to 100%
Wind Speed0 to 44%
Wind Direction 0 to 358
Clouds
Time of Day
WeatherCurrent, Clear, Fog, Heavy Fog, Sunbreak, Overcast, Rain/Snow, Heavy Rain/Snow, Thunder
Animated EnvironmentOn/Off 
AtsuNone, Hide, Muddy, Bloody
EmoteCurrent, Angry, Confused, Dead, Disbelief, Disgusted, Fearful, Happy, Enraged, Intense, Neutral, Sad, Surprised, Amused, annoyed, Concerned, Hopeful 
Helmet/MaskShow, Hide
Sword Glint0.00 to 15.0
Aspect ratioStandard, 21:9, 32:9
MusicAtsu’s Theme and more
StampsMultiple stamp types to overlay into photos. 

Note: The example shots below avoid any story spoilers, and are all taken early on into the game, and around the opening area. 

Beginner’s guide and tips 

If you’re interested in trying out Photo Mode, you’ll find a list of tips and example shots. It’s in no way exhaustive or a deep dive into the technical aspects of photography, but more reflecting on things I consider when taking photos myself. To my fellow virtual photographers: feel free to add your own tips in the comments section!

The basics

  • Photo Mode activation is activated by tapping right on the D-Pad. You can activate it at almost any point, be it exploring, in the middle of combat or even when lining up the perfect long range shot. 
  • You can reset individual settings within their submenus, or reset to default with Square (a confirmation prompt avoids an accidental full reset). The game will save your last set of customisation settings even if you dip in and out of Photo Mode. 
  • There’s an auto-focus mode that can be toggled on and off.  

Try these focus lengths for portraits, landscapes

Ghost of Yōtei’s Photo Mode camera has a focus mode stretching from 12mm – 300mm, which covers pretty much any type of setup you need. There’s a general rule of thumb on which focal lengths are a good fit for certain shot types. But it’s not a hard rule: getting creative with focus lengths can lead to great compositions. My advice? Keep experimenting. 

Landscapes: 24mm or below. 

Portraits: 35mm is good for those environmental ‘slice of life’ snaps, 50mm for headshots, 80mm for full body portraits of single subjects (especially if you combine with a narrow field of focus, which turns everything in the foreground and background blurry, keeping attention on the subject).

Macro shots: In Ghost of Yōtei, 100mm upwards can help you zoom in on finer details, or bring us up close to moments in the far distance.  

Take time to look around 

Got your shot? Great. But before you leave Photo Mode, investigate the surrounding landscape with a pan of your camera around. You might catch sight of an until then unobserved detail – be it an NPC interaction, nearby wildlife, or even an alternate composition for your existing shot. 

[right] This eagle was but a distant speck over Atsu’s shoulder during a portrait.

Play with natural light to get the shot right

You’ve got time on your hands. Cycle through a 24-hour day to test how the accompanying daylight or nighttime lighting impacts your shot. You may welcome harsher shadows due to a midday sun, the softer, warmer light of golden hour (the time just after sunrise or just before sunset), or enjoy the epic nighttime sky. You can also shift natural light until it illuminates a specific part of the photo that you want to draw attention to.   

Same shot, a few hours apart. Overcast sky and weak sunlight makes for a strong, but cool first image. Scrubbing the timeline to golden hour coupled with a slight tweak of cloud cover makes for a warmer take in the second shot. Additional tip: tilt the camera angle by a few degrees to inject extra energy into the shot (called a Dutch Angle).

Day and night portraits. The first uses the rising sun to profile Atsu, with part of her body in shadow. The second, moonlight, with Atsu placed in the lower third of the shot, emphasising the sheer scale of the night’s sky behind. 

Animated Vs Still Camera

As default, Photo Mode’s camera is set to animated. Atsu and other characters will remain still, but movement caused by the wind, or flocks of birds in flight, remain unaffected. Perfect if you want to generate a cinemagraph-style shot. A dedicated Particle option lets you introduce moving leaves, embers, insects, or birds (as well as the volume of each), with the Wind Direction option helpfully dictating which way particles will flow.  

In the first image, we went with a wide focus (24mm or so) to capture the size of the galloping herd and used a Dutch Angle to add a sense of energy. Leaf particles suggested debris being kicked up by hoofs. One mistake I made: I should have chosen Violet Petals as Particles to keep consistent with the flowers in the field. 

The second shot is the exact same instance, but using my own advice to pan the camera round to test a different composition, removed particles and changed time of day to golden hour.  

Colour grading: set mood, direct focus, get artistic 

Ghost of Yōtei’s excellent colour grade options is partly why my photo count is already in triple digits. I’ll snap multiple versions of shots with different colour grades. Let’s take a look at some executions. 

Above are four photos at the same location. The only differences? Switching colour grades, and introducing heavy fog. A serene landscape scene is given an almost abstract artistic twist with a few tweaks. 

I wanted to highlight the figures in the bottom left to better emphasize the scale of this landscape. I could alter the time of day to find a point when their stretch of field was flooded with sunlight. But a quick colour grade switch gave the area the pop I needed.

Here’s a more creative treatment of colour grading. The Maple Colour Grading desaturates an image of all but the colour red. It helped me notice – and highlight – the scratches on Atsu’s hands. Gingko Colour Grade does similar for yellow, as you can see in the second photo.  

Get creative, experiment 

As always, it’s how you put everything together to create the final result. I love discovering how Colour Grades and tinkering with Exposure and Contrast really adds extra oomph to a key moment, or sets me off in an entirely different creative direction. 

Even a duel gone wrong offers opportunity. Caught by activating Photo Mode as my opponent landed the death blow, orientating the shot to portrait, dialing up contrast and leaning on Maple Colour Grading to emphasize reds. 

Your turn

You’ll be able to test out Photo Mode yourself from October 2, and look out for a Share of the Week requesting entries for Ghost of Yōtei in the very near future! 

(For Southeast Asia) Tokyo Game Show promotion comes to PlayStation Store

PlayStation Store

Tokyo Game Show promotion comes to PlayStation Store on 24 September*! Enjoy up to 75% off on a huge range of incredible games until 8 October. Highlighted titles include DRAGON BALL: Sparking! ZERO, Assassin’s Creed Shadows, Metaphor: ReFantazio and ARMORED CORE™ VI FIRES OF RUBICON™.

Head to PlayStation Store to enjoy savings now!

PlayStation Plus

Players who join PlayStation Plus during 24 September to 8 October can save up to 33% on a PS Plus 12-month membership!

Current PlayStation Plus members can save up to 33% on the remainder of their membership when upgrading a current plan to PlayStation Plus Extra or Deluxe.**

With PlayStation Plus Extra and Deluxe, get access to monthly games, exclusive discounts, online multiplayer, and hundreds of games through the Game Catalog and Classics Catalog, including hit titles like Ghost of Tsushima, Cyberpunk 2077 and many more. Explore the Classics Catalog with PlayStation Plus Deluxe, try select games like the epic DEATH STRANDING 2: ON THE BEACH with Game Trials, and more.**

*Tokyo Game Show Promotion starts on 24 September 00:00 JST and concludes on 8 October 23:59 JST. Each title may have different sale periods. Please refer to the information in the title details page. Games featured in this promotion may not be part of this year’s Tokyo Game Show.

**Availability of Classics and Game Catalog varies over time, region/country, and plan. See https://www.playstation.com/Plus for details and updates on PlayStation Plus offerings. PlayStation Plus is an ongoing subscription subject to a recurring subscription fee taken automatically (at the then-current PS Store price) at the frequency you choose at purchase until cancellation. Terms apply: play.st/psplus-usageterms

(For Southeast Asia) Yakuza Kiwami 3 & Dark Ties revealed!

SEGA is thrilled to announce Yakuza Kiwami 3 & Dark Ties, is coming to PlayStation5, PlayStation4 on February 12, 2026.

Debuting on PlayStation 3 in 2009, Yakuza 3 returns, revitalized with cutting-edge technology. This evolved edition brings Okinawa to life, featuring more intense battles, added cutscenes that bring depth to the story, and minigames chock-full of replay value. Kiryu’s back in the brawl, continuing the fight to protect those he holds dear.

This title also includes Dark Ties, which stars Yoshitaka Mine, Kiryu’s adversary.

Follow Mine on his journey from working as a venture company’s founder to becoming a full-fledged yakuza member. After losing everything, Mine sets off in an attempt to form a connection that would fill the void in his heart.

In Yakuza Kiwami 3 & Dark Ties, you can enjoy the passionate drama of two men — “Kazuma Kiryu” and “Yoshitaka Mine” — all in one game.

STORY:When the peace is shattered,the Dragon of Dojima makes his return.

After the Omi Alliance conflict, Kazuma Kiryu leaves the Tojo Clan in Daigo Dojima’s hands and moves to Okinawa with Haruka. There, he spends his days running Morning Glory, an orphanage tied to his foster father, Shintaro Kazama.

However, a government-sponsored resort deal threatens his newfound peace.

Morning Glory is caught in the crossfire, a Tojo Clan succession dispute erupts, and a conspiracy engulfs the political world.

When the maelstrom of conflicts converges, Kiryu steps into the fray once more.

BATTLE:Fight as Kiryu in His Prime Using Two Different Battle Styles

In Yakuza 3 Kiwami, Kiryu has two fighting styles at his disposal: the Dragon of Dojima Style and Ryukyu Style.

The Dragon of Dojima Style transforms you into an unstoppable force of nature. This style has been completely revamped, boasting the most diverse moveset in the series.

The Ryukyu Style utilizes traditional Okinawan weaponry, allowing for an exhilarating and technical playstyle. Master the 8 available weapons to dish out devastating attack combos.

ADVENTURE:Revel in the Nature and Tradition of Okinawa

At the Morning Glory Orphanage in Okinawa, you can experience “Life at Morning Glory” content that lets you enjoy the daily life of Kiryu and the children.With the team battle content “Bad Boy Dragon”, you can fight alongside a local ladies’ team to protect the streets of Okinawa.

Entertainment

In Downtown Ryukyu and Kamurocho, there are plenty of ways to cut loose.

Pose for the perfect shot at the Print Club, aim for strikes in bowling, and enjoy a series of other staple minigames—including golf, darts, karaoke, UFO Catchers, gambling, and mahjong!

STORY:A Man Drawn into the Heart of the Underworld

The year is 2007.

Yoshitaka Mine is the successful founder of a startup company, but he loses everything when his colleagues stab him in the back.

Wandering aimlessly through Kamurocho, he witnesses a gruesome conflict between yakuza.

The sight of the subordinates sacrificing themselves for their boss was everything Mine had been longing for—a bond that transcended material gain. The survivor of this assault is Daigo Dojima, the sixth chairman of Japan’s largest yakuza clan.

Hoping to find such a bond himself, Mine decides to acquaint himself with Tsuyoshi Kanda, a Tojo clan lieutenant.

Witness Yoshitaka Mine’s story, from his first steps into the criminal underworld to his ascent through the ranks of the Tojo Clan.

BATTLE:Ruthless Combat

Mine wields a stylish fighting style based on shootboxing.

He waits for his foes to slip up, beating them down using a string of elegant combos. You can also freely sweep through the air to toy with your enemies.

Additionally, Dark Awakening will completely transform your moveset, allowing you to unleash a barrage of brutal strikes and a dark special move that can knock the life right out of your opponents.

ADVENTURE:Paint Kamurocho red as Mine

Kamurocho, Tokyo

The city that never sleeps; a place where greed and desire run rampant.

Visitors always find themselves captivated by the restaurants, bars, and amusement facilities that line its streets. It is home to the Nishikiyama Family offices and other key locations.

In addition, unique content such as the “Kanda Damage Control” which aims to turn Kanda into a charismatic figure, and the exclusive battle spot “Underground Fight Club” for Dark Ties, where you can enjoy battles with various rules, are also available.

Entertainment

A plethora of minigames can be found throughout Kamurocho. Watch as the typically stoic Mine takes on billiards, the batting center, darts, and other series staples! You won’t want to miss his rendition of the fan-favorite karaoke track, “”Baka Mitai!””

You can also play minigames alongside Tsuyoshi Kanda at certain venues. Prepare to discover a whole new side of Mine you’ve never seen before!

key details: Release date, specify release platforms (PS4, PS5, PS VR2)

February 12, 2026.

PlayStation®5 / PlayStation®4

State of Play returns this Wednesday, September 24

Tune in live this Wednesday for more than 35 minutes of reveals and news from developers around the world. We’ll share new looks at anticipated third-party and indie titles, plus updates from some of our teams at PlayStation Studios – including an extended look at Saros, Housemarque’s mysterious new title arriving next year. Look forward to nearly five minutes of gameplay captured on PS5.

The next State of Play begins September 24 at 2pm PT / 5pm ET / 11pm CEST | September 25 at 6am JST on YouTube and Twitch, and will be broadcast in English with Japanese subtitles also available. See you then!

Regarding co-streaming and video-on-demand (VOD)

Please note that this broadcast may include copyrighted content (e.g. licensed music) that PlayStation does not control. We welcome and celebrate our amazing co-streamers and creators, but licensing agreements outside our control could interfere with co-streams or VOD archives of this broadcast. If you’re planning to save this broadcast as a VOD to create recap videos, or to repost clips or segments from the show, we advise omitting any copyrighted music.

Gran Turismo 7 Update 1.63 available today

Super limited, top-down track terror? Check. European concept car from the future paying homage to its past? Yep. Timeless off-roader that took both the sport and utility mad seriously in SUV? That part. This month’s free update from the Polyphony fam has a vehicular something for everyone, and adds two more models: ’25 Mazda Spirit Racing Roadster 12R, Opel Corsa GSW Vision Gran Turismo, ’74 Toyota Land Cruiser FJ40V, as well as the ’23 Hyundai Elantra N, and ’20 Toyota RAV4 Adventure. 

Gran Turismo 7 Update 1.63 available today

Five new events will be added to World Circuits and you can take your virtual lens to South America, Bolivia specifically, with different scenes from the country having been added to Scapes. 

Update 1.63 for Gran Turismo 7 is available as of today, Tuesday, September 23 at 10:00pm PDT / September 24 at 6:00am BST / 2:00pm JST.

New Cars**

Hyundai Elantra N ’23 

(Can be purchased from Brand Central / Used Cars)

Hyundai’s Elantra N is a circuit-ready thrill machine born from the brand’s racing DNA. Debuting with the 7th-gen Elantra in 2020, it packs a 2.0L turbo engine pushing 276 BHP and 40 kgfm torque, sprinting 0–62 mph in just 5.3 seconds. Available in 6-speed manual or 8-speed DCT, it features N Grin Shift, N Power Shift, and N Track Sense Shift for racetrack precision. Electronically controlled dampers, ELSD, and Michelin Pilot Sport 4S tires deliver sharp cornering and stability. Inside, bucket seats, a custom wheel, and N Sound Equalizer elevate the drive. A TCR touring variant proves its motorsport chops—this isn’t just a daily driver, it’s a track-honed beast.

Mazda Spirit Racing Roadster 12R ’25 

(Can be purchased from Brand Central / Used Cars) 

Only 200 made, the Mazda Spirit Racing Roadster 12R is a factory-built track weapon born from Mazda’s motorsport initiative. Debuting at the 2025 Tokyo Auto Salon, it’s based on the ND Roadster but packed with race-grade parts: a hand-assembled engine with custom internals, Bilstein dampers, Brembo brakes, forged Rays wheels, Recaro seats, and a Fujitsubo exhaust. Developed by a team of Mazda employees who raced in the Super Endurance Series, this roadster reflects deep racing know-how. With performance tuned to the edge of endurance limits, it’s the ultimate expression of Mazda’s works team spirit—raw, rare, and ready to rip.

Opel Corsa GSE Vision Gran Turismo

(Can be purchased from Brand Central)

Opel’s Corsa GSE Vision Gran Turismo is a bold, all-electric concept celebrating 60 years of innovation. With dual motors delivering 788 BHP and 800 Nm torque, it rockets from 0–62 mph in 2.0 seconds and tops out at 198.8 mph. Its sleek, muscular design features the next-gen Opel Vizor and Compass lighting signature, while active aero elements boost high-speed handling. Inside, a stripped-down cockpit offers a focused racing experience with HUD, six-point harness, and electrochromic safety alerts. As a ‘phygital’ show car playable in Gran Turismo 7, it blends Opel’s motorsport legacy with futuristic tech—an electrified glimpse into the GSE brand’s high-performance future.

Toyota Land Cruiser FJ40V ’74

(*Can be purchased from Legend Cars)

The ’74 Toyota Land Cruiser FJ40V is a compact off-roader that defined the “go anywhere and come back alive” philosophy. Introduced in 1960, the third-gen model stayed in production for 25 years and became a global icon. Its short wheelbase made it ideal for rugged terrain, while part-time 4WD and a 2-speed transfer case delivered serious capability. Originally powered by a 3.9L gas engine, a 3L diesel was added in 1974. Its legacy lives on through the FJ Cruiser and GAZOO Racing’s reproduction of model 40 parts. Beloved for its reliability and versatility, the FJ40V remains a timeless symbol of adventure.

Toyota RAV4 Adventure ’20

(*Can be purchased from Brand Central)

The 2020 Toyota RAV4 Adventure is a rugged crossover that lives up to its name. Built on Toyota’s TNGA platform, it blends off-road capability with urban comfort. A 2.0L Dynamic Force Engine paired with Direct Shift-CVT delivers smooth acceleration and fuel efficiency. Its standout feature: Dynamic Torque Vectoring AWD with a disconnect system for better economy. Rugged styling includes a custom grille, skid-plate bumper, and 19-inch tires. Safety comes standard with Toyota Safety Sense, featuring pre-collision alerts, Lane Tracing Assist, and adaptive cruise control. Inside, smartphone integration and a Panoramic View Monitor enhance everyday driving. It’s the perfect SUV for those who crave adventure—on or off the road.

World Circuits (New Events)

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

  • Sunday Cup

Sardegna – Road Track – C Reverse

  • Japanese FR Challenge 450

Suzuka Circuit

  • Race of Turbo Sportscars

Watkins Glen Long Course

  • Vision Gran Turismo Trophy

Nürburgring GP

  • World Touring Car 700

Alsace – Village

Scapes

‘Bolivia’ has been added as a featured Curation in Scapes.

*Internet connection required for update.  
**Credits (paid or via game progression) required to purchase vehicles.

Four ways Silent Hill f evolves the series’ formula

Survival horror took a step onto chilling new ground when Silent Hill first emerged from the mists in 1999 on PlayStation. Since then, each return to the titular fictional American town has been hotly anticipated, leading to this latest instalment which adds a keen new perspective to its bleeding edge. I got to explore the fictional Japanese town of Ebisugaoka in the final version of Silent Hill f to discover what’s new to the series, as well as familiar elements that fans will love.

Four ways Silent Hill f evolves the series’ formula

Four ways Silent Hill f changes the series’ formula:  

1. Combat is more modern

Intriguingly, there are a couple carryovers from the remake of Silent Hill 2, with a new spin. It pays to be strategic with your light attacks (R1) and heavy attacks (R2), the latter capable of a staggering counterattack against some enemies, letting you strike them without risk. It feels responsive without overpowering the vulnerability essential to the genre.

On the flip side, protagonist Hinako Shimizu is a little more agile than your typical Silent Hill main. Time your press of the Circle button just right and you’ll activate a perfect dodge, replenishing Hinako’s stamina. Attacking and dodging saps stamina, making perfect dodges crucial to master.

2. Unusual Yokai will break your sanity… 

Memorable monster design is key to any horror story, and Silent Hill f delivers in blood-soaked spades. Where things differ here is the use of Japanese folklore and mythology to inspire many of its brutal antagonists. References to the slit-mouthed Kuchisake-onna spirits and tentacle god-beast Akkorokamui were creepy enough, but there are a number of enemies that warp the visuals of traditional Japanese dolls and figures, too.

Adding more anxiety to these scuttling monstrosities is Hinako’s sanity meter, which drains from psychological attacks, reducing your ability to use Hinako’s powerful Focus strikes (charging with L2 then hitting R1 to execute) and eventually eating into her health.

3. …But Faith helps repair it

Keeping within the theme of healing from psychological trauma, Faith is a mechanic which offers some hope for Hinako. Dotted around the intimidating environment are items such as drinks, snacks and desserts. While they’ll help restore health or stamina, you can also convert them at hokora shrines for Faith, which you can use to help recover sanity, and trade for omamori trinkets which offer buffs such as decreasing an enemy’s line of sight. You can even pray with blank ema tablets to increase maximum health, sanity, stamina, or omamori slots.

4. Different themes and a fresh perspective

Silent Hill f’s 1960s Japan setting gives the series a chance to delve into societal and cultural expectations of gender roles, something reflected in ever-present dolls both as artefacts and part of its monsters, and the complicated and sometimes toxic relationships between the characters.

This bleeds into the series’ examination of trauma, isolation and decay, but is also present through Hinako’s journal, accessed by pressing the Up Directional Button, which details some of the lore, characters and puzzle clues. Hinako’s descriptions change over time to reflect her experience, which plays into the story both on a literal and meta level.

Four ways Silent Hill f stays true to the series:

1. It looks and feels like Silent Hill should

It might be set in a different country and time period, but Silent Hill f remains as powerfully creepy as you’d expect. The minimal UI, muted colour palette and atmospheric compositions (partly crafted by long-time series composer Akira Yamaoka) all make for a classically chilling experience – along with those narrow, claustrophobic, misty maze-like areas.

You’ll also feel a slight heartbeat-like tremble from the DualSense wireless controller when Hinako runs or is close to death. Unsettling.  

2. Despite its combat, this isn’t an action game

Like Silent Hill: Origins and Silent Hill: Downpour, your scarce weapons deteriorate over time, their condition handily referred to by their visual state and Hinako’s comments, so evasion rather than combat often offers better chances of survival.

There were times where I was overwhelmed by just two enemies, and there were visual puzzles I had to solve while being stalked by brutish beasts in the dark. That traditional survival horror vulnerability is still very much present.

3. An Otherworld awaits

Hinako’s hellish journey isn’t limited to Ebisugaoka. Just like many other Silent Hill games, you’re transported to a mysterious Otherworld which acts as a dark reflection of Hinako’s psyche. There, the puzzles take a more mythical tone, such as discovering and correctly placing sacred items, while my first monster encounter continued the traditional Silent Hill trait of not having a clearly visible face – in this case, a hollowed out, maggot-infested head cavity. 

4. New Game Plus and multiple endings

No spoilers here, but Silent Hill f features five different endings, unlocked via the New Game+ mode after first completion. And yes, one of those endings features some classic Silent Hill humour in it. If you know, you know.

Can you already feel the fear? It’s not long before you’ll see the horrors of Ebisugaoka for yourself when Silent Hill f claws its way onto PS5 on September 25. 

Secrets behind Dreams of Another’s creation, out October 10

I’m Baiyon, the director of Dreams of Another and a multimedia artist. The release date for the game, October 10, is fast approaching.

In this post, I’d like to share the inspiration behind the themes of the game, the ideas behind the object dialogues, which is one of the aspects that makes the game special, and my personal dedication to the soundtrack I created. 

Secrets behind Dreams of Another’s creation, out October 10

How did the theme “no creation without destruction” come about?

Dreams of Another is built around the philosophical theme of “no creation without destruction.” Rather than destroying objects by shooting, as in traditional shooting games, here, your shots materialize and create the world around you.

I have a memory about “destruction and creation” that has stayed with me. It happened during my middle school cultural festival. According to the school rules, everyone had to prepare some kind of exhibit, and my friend and I collected cardboard to make and display a cardboard sculpture.

When the chime signaling the end of the one-day festival rang and cleanup began, I lightly started punching and breaking the sculpture. Since it was going to be thrown away anyway, perhaps it was a lighthearted thought born of youth: “If it’s going to be cleaned up anyway, let’s have some fun.”

At first, my friend laughed as he watched, but after a while, I felt a pain in my back. When I turned around, I saw my friend, with an angry face, kicking my back. From there, it escalated into a full-on fight, and a teacher, noticing, came into the classroom and shouted at me, “Are you making something to destroy it?!”

Those words stayed with me in a way different from the teacher’s original intent. I think I understood that the teacher meant I should take care of what I create, but I kept thinking, “It’s going to be thrown away anyway…” Yet I found this human contradiction somehow interesting.

That feeling has always run deep in my approach to creating things, and this game allowed it to take shape.

Unique dialogue with objects like trees and doors

In this game, you can not only interact with people in the dream world but also talk with objects such as trees and doors. One of the game’s major charms is being able to hear their sentiments and experience their emotions.

For example, when I am thinking about ideas for this door’s dialogue, I first realized that even when we say “door,” there are many kinds and positions. Doors in public places, such as buildings, schools, or shopping malls, doors in one’s home, doors of the living room or bedrooms of children and teens, the door of the family home lived in for decades, or the door of a grandmother’s house after losing her husband… Each door is connected to human life, and I imagined that, like us, they might feel pride or even envy other doors.

If I were a door, I would want to be a door that is there for an individual’s personal space, rather than merely a being that separates spaces. At the same time, some doors might actually feel comfortable being roughly used by a large family in a living room, while others might feel suited to existing for strangers in a public facility. 

Imagine doors having a variety of preferences and ways of thinking. In the dialogues, nothing is imposed as “right” or a conclusion. I wanted players to reflect on their own environment, access past memories, and have a moment of reflection. 

In this way, the dialogues are not just flat and one-dimensional—they can be experienced in a multi-layered way, from various perspectives, and connected to one’s own memories.

Of course, it’s perfectly fine to enjoy it simply as a door saying something a little strange. That playfulness and unexpectedness of the dialogues are part of the unique charm of this dream world.

A unique approach to composing the soundtrack

I have worked on various game soundtracks alongside my own projects over the years, but this time, I felt especially the sense of “I made the music for a game.”

I wanted to create music that resonated with the scenarios and dialogues I wrote myself, as well as the situations and atmosphere of each scene, which made me approach the music in a way different from before. For each scene, I composed music with the intention of evoking certain feelings in the player and expressing particular emotions myself.

Additionally, a key theme was to convey the instability and ambiguity of the dream world with music. One thing I consciously tried to avoid was being “too polished.” As a musician, this approach is somewhat challenging, but instead of creating compositions that are overly tight or densely structured, I aimed for music that flows.

Also, for example, For a particular river scene inspired by my own memories and experiences, I actually spent a long time traveling to the location for field recordings to compose the music for the scene, capturing sounds such as flowing water and stones being rubbed together—the latter of which I then incorporated as rhythmic elements. These particular touches may go unnoticed by anyone, but for me, the focus was on keeping things genuine. By incorporating elements drawn from the source of inspiration as much as possible, I believe it could enrich the experience.

I think there are many sounds that aren’t often heard during gameplay. While playing, I hope you take a moment to listen closely to these subtle details—they might lead to small discoveries or interesting experiences.

Dreams of Another will launch on October 10 for PS5 and PS VR2. A special bundle is also available for pre-order, which includes the previous game I directed, PixelJunk Eden 2.

If you’re interested, please check out the store page. I truly look forward to you enjoying this special experience.

Battlefield 6 hands-on with Operation Firestorm, Mirak Valley

The thing that makes Battlefield feel like Battlefield is the enormous scope of its maps and the many ways you’ll fight your way across them. After Battlefield 6’s open beta test, I got another hands-on chance to play the game—this time, on two of its biggest maps and with the game’s full slate of vehicles strafing through combat.

While my first hands-on experience with Battlefield 6 gave a sense of weapons, the return of character classes, and the variety in map design, this look focused completely on Battlefield at its biggest and most explosive. Here’s everything I saw through the four-hour play session, including the return of Operation Firestorm and the new Escalation mode.

New maps, new mode

This hands-on session featured two of Battlefield 6’s biggest All-Out Warfare maps: Mirak Valley and Operation Firestorm. It also featured the new Escalation mode, which makes excellent use of those huge maps, with players fighting spread-out battles in the beginning of a match, only for the area of operation to become smaller to make for more intense skirmishes.

Mirak Valley — Battlefield 6’s largest map at launch is set in Tajikistan, just like the Liberation Peak map. It combines wide-open spaces with a big, burgeoning construction zone in the center and a small village at the far side, supporting both close-quarters infantry gameplay in and around the structures, and plenty of vehicle combat outside of them. Trenches cut through part of the map to allow infantry to move around while keeping their heads down to avoid snipers, although staying out of the sights of tanks is tougher.

Operation Firestorm — Operation Firestorm turns an oil field and refinery into a huge combined-arms battlefield with a mix of wide-open outdoor areas, high smokestacks that are great sniper nests, and lots of interior spaces. What was most notable was the application of Battlefield 6’s new destruction system to this revived Battlefield 3 map. There are plenty of buildings for infantry to fight in and use for cover, but with tanks, fighter jets, and attack helicopters on the prowl, you can never take the safety of four walls for granted.

Escalation — This mode is new for Battlefield 6, combining elements of Conquest and Breakthrough to offer both a wide-open approach to a battle, but with some more strategic aspects. The game starts with capture points littered across the map. When one team holds the majority of capture points, they start to “capture territory,” with a bar filling up on the screen. If the team manages to hold the majority of capture points until the bar fills completely, they score a point. The first team to score three points this way wins, but each time a team scores, one capture point is removed from the map. That forces players closer together, making them fight harder for fewer capture points.

Class training

Choose your class training — When I went hands-on with Battlefield 6 at its multiplayer reveal, I only got to see half of the class “Training” elements that will launch with the game. These are specializations that let you alter a particular class’s focus and role. Each class has two training options.

Assault: Frontliner and Breacher  — The Frontliner training puts focus on damage recovery and a faster capture rate on objectives, while the Breacher training gives you additional grenades and a faster reload for room-clearing weapons like the Incendiary Shotgun and Breaching Launcher.

Support: Combat Medic and Fire Support — Everybody knows Support’s focus on keeping other players alive, but if you don’t like running around with defibrillators to resurrect squaddies as a Combat Medic, you can also go the Fire Support training route. Its focus is on creating defensible positions, providing suppressing fire, and dropping smoke to cover allied movements.

Engineer: Anti-Armor and Combat Engineer — Engineers’ Anti-Armor training gives them an advantage in taking down opposing vehicles, providing extra rockets and dampening the effects of enemy repairs. If you’re not a fan of always carrying a rocket launcher, however, there’s the Combat Engineer training, which can boost the rest of your team’s gear to make it more effective and enhance the repair capabilities of your tools.

Recon: Sniper and Spec Ops — The Sniper training gives Recon players better awareness, spotting targets at a longer range and dropping players with headshots so their teammates can’t revive them. With the Spec Ops training, you’re harder to detect, producing less sound when you move and leaving the In Combat state faster when you’re prone, so your teammates can spawn in on your location more quickly.

Adjustments since the beta

The Battlefield team has taken on a lot of feedback from players since its open beta in August, and we saw some of those adjustments in matches.

Tactical movement with less momentum — In the open beta, players could be pretty quick and pretty bouncy with the new Kinesthetic Combat system. Momentum has been dialed back a bit since then so that players can’t chain so many quick movements together. Moving around maps still feels quick and responsive thanks to lots of options, like sliding, diving, and moving more quickly when you put your weapons away.

A little less sniper dominance — There are some very long sightlines on both Mirak Valley and Operation Firestorm, and snipers were a major force in all the matches I played. That said, both maps have been designed with a wide variety of terrain and structures that provide a lot of cover. Snipers have also been tuned down a bit; they’re still dangerous, but you’re a little less likely to get dropped before you know you’re under fire.

More weapons feel useful — You can also feel the adjustments the Battlefield team has made to some of the weapons. In my first hands-on with the game, some guns didn’t feel especially viable; the light machine gun that’s default for the Support class, for instance, felt like it struggled to secure kills at any range. I’m happy to report that Medics can now secure a few kills as well as lay down covering fire for teammates. And the M87A1 Shotgun that dominated the beta is now a little less terrifying, but still feels great when clearing corners or a trench.

Speedy vehicles — The variety of vehicles in Battlefield 6 makes for some very intense and surprising moments, especially with its destruction system. All ground vehicles now also have a brief boost, which is especially great for dodging fire or getting heavy tanks over treacherous terrain.

Battlefield 6‘s launch is quickly approaching—it hits PS5 on October 10—so you won’t have to wait long to jump into a tank or a helicopter and try some of those new maps, modes, and adjustments for yourself.

Earthion blasts onto PS5 & PS4 tomorrow

Hello, everyone. Yuzo Koshiro of Ancient here. It is with immense excitement that I can finally share some truly fantastic news with you all. On September 18, after years of hard work, my development partner Makoto Wada and I will release our passion project, Earthion, on PlayStation 4 and PlayStation 5.

Earthion blasts onto PS5 & PS4 tomorrow

When we first began developing Earthion, it was born from a deep love for the 16-bit era and a desire to revisit one of my favorite consoles ever, the Sega Genesis/Mega Drive. I wanted to see what could be achieved on the original hardware with today’s advanced tools and three decades of gained knowledge. The response to the initial prototype was overwhelmingly positive, and it became clear this was a project we had to see through.

We made the conscious decision to build Earthion natively for Sega’s 16-bit hardware, pushing it to the limit with stunning pixel art and a frenetic soundtrack, which I composed using its FM sound chip. We were not simply making a “retro-inspired” game; we were making a true 16-bit title for the modern age.

I’m thrilled that PlayStation 4 and PlayStation 5 owners will soon be able to enjoy Earthion. Although it hails from a later era of gaming, PlayStation has been home to countless classic shooters that have pushed the boundaries of what was possible across its 30-year history.   PlayStation continues to embrace retro arcade experiences, allowing them to reach new audiences.

In creating Earthion, we drew on a lineage of shmup masterpieces from the 80s and 90s. We took cues from the very best the genre has to offer, creating a game that feels both familiar and fresh.

The care we took in developing for 16-bit hardware has been extended to the PlayStation 4 and PlayStation 5 releases. Working with Limited Run Games, we have gone to great lengths to ensure that the authentic experience is perfectly preserved for modern consoles. For those who want to feel like they are playing on a CRT television, we have included a suite of configurable scanline and screen filters. This allows players to replicate the nostalgic glow and visual fidelity of a classic setup, ensuring that the pixel art is displayed exactly as we intended—without a single detail lost. And of course, Earthion supports PlayStation Trophies for fans who want to put their skills to the test.

Earthion is more than just a game to us; it’s a love letter to the golden age of shmups and the hardware that made them possible. We poured our hearts and souls into every pixel and every sound. We hope that when you get your hands on it on September 18, you feel the passion we have for this genre. Thank you for your support, and we can’t wait for you to experience this intergalactic adventure for yourselves.