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. 


Read more about Final Fantasy XVI


Official PlayStation Podcast Episode 458: Access Granted


Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or RSS, or download here


This week the team chats with Accessibility Consultant Paul Amadeus Lane about accessibility in gaming, before diving into the world of deck-building with some Inscryption talk.

Stuff We Talked About

  • Lord of the Rings: Gollum
  • PlayStation Showcase
  • Humanity Q&A
  • Project Leonardo is the Access controller
  • Interview with Paul Amadeus Lane (starts at 10:00)
  • Inscryption

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Tim Turi –  Manager, Content Communications, SIE


Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music.

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

Share of the Week – Star Wars Jedi: Survivor

Last week, we asked you to use the Force and share epic moments from Star Wars Jedi: Survivor using #PSshare #PSBlog. Here are this week’s highlights: 

dharlequin shares Cal Kestis wielding an orange lightsaber, cloaked in shadow

AreeLyBadPun shares Cal leaping towards a large creature, wielding a blue lightsaber

zaurielvp shares an agent of the Empire wielding a flamethrower, surrounded by flames

nahHermes shares Cal racing forward against a neon blue and pink backdrop

kingforever008 shares Cal gazing out from a cave at floating turrets

WriterlyRyan shares Cal and Merrin riding a spamel

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

THEME: Star Wars Jedi: Survivor – Cal Kestis

SUBMIT BY: 11:59 PM PT on May 24, 2023

Next week, we’re staying in a galaxy far, far away to focus on Star Wars Jedi: Survivor’s hero, Cal Kestis. Share portraits of Cal using #PSshare #PSBlog for a chance to be featured.

Arrows and soccer crossover in multiplayer sport title Nock, coming to PS VR2 on May 25

Nock is a fast paced, physical game of bow and arrow soccer. We’ve taken the time to level up Nock specifically for the PS VR2. Here are some of the improvements we’ve made to the game.

Top notch visuals

Running at 90hz on the highest resolution with no foveation and no reprojection, Nock looks better than ever on PS VR2. Crisp clean geometry and vibrant colors that’ll make your eyes happy. It’s a pretty sweet sight.

Feel the action with PS VR2 headset haptics

Nock is a physical sport, and now you can feel every bump of the ball on your headset. In the high-speed game of Nock, if you take your eye off the ball, you could end up on the wrong side of a knockout.

Spectator camera

Using the power of the PS5, we are able to render a second camera. With a variety of different camera options, this is perfect for streaming or having friends and family watch your dominance on the pitch.

As a bonus to our PS VR2 players, we’re throwing in a season pass with every purchase. This pass is your ticket to unlocking over 30 skins, bows, and blocks as you progress in the game.

One last thing, Nock supports crossplay with all major VR platforms. So, no matter what your friends are gaming on, you can all get in on the action together.

This is just the start. We truly can’t wait to see you out there.


Arrows and soccer crossover in multiplayer sport title Nock, coming to PS VR2 on May 25

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First look at new images and UI of the Access controller for PS5, an all-new accessibility controller kit

While accessibility is an important topic year-round, May is always special as we celebrate Global Accessibility Awareness Day and recognize the strides made by the accessibility community and the games industry to make gaming more inclusive. At Sony Interactive Entertainment, we are committed to furthering that mission, so today we’re excited to share new details and images of the Access controller for the PS5 console.

Image showing the Access controller and its swappable analog stick caps, button caps and button cap tags

New details and product images

First revealed at CES this year as “Project Leonardo,” the Access controller for PS5 is an all-new, highly-customizable accessibility controller kit designed to help many players with disabilities play games more easily, more comfortably, and for longer periods.

Developed in collaboration with accessibility experts, the Access controller will include a wide array of swappable button and stick caps so players can freely create different layouts that work for their unique strength, range of motion, and physical needs. Each Access controller will include:

  • Analog stick caps (standard, dome and ball stick cap)
  • Button caps in different shapes and sizes, including:
    • Pillow button caps
    • Flat button caps
    • Wide flat button cap (which covers two button sockets)
    • Overhang button caps (which benefit players with smaller hands as they are positioned closer to the center)
    • Curve button caps (which can be pushed if placed along the top or pulled if placed along the bottom of the controller)
  • Swappable button cap tags for players to easily mark which inputs they map to each button

In addition, players can use the Access controller on flat surfaces, orient it 360 degrees, or easily secure the controller to an AMPS mount* or tripod. They can also adjust the distance of the analog stick from the controller.

Image showing 360 degree orientation options for the Access controller

Image showing the ability to attach the Access controller to an AMPS mount*

Image showing the option to adjust the distance of the Access controller’s analog stick

Through the Access controller’s four 3.5mm AUX ports, players can integrate their own specialty switches, buttons or analog sticks.

Image showing the Access controller’s four 3.5m AUX ports

You can read more about the Access controller’s hardware features in our original blog post. You can also visit our new web page here where you can sign up for email updates and be informed when preorders launch, so you can secure your controller at the earliest opportunity.

The Access controller and the DualSense controller can be paired and used together as a single virtual controller

First look at the Access controller UI

Beyond the wide range of hardware customization options, the Access controller features a myriad of ways for players to create personalized UI settings and configurations that unlock new ways to play.

Button mapping & control profiles. On the PS5 console, players can select their preferred orientation for the Access controller, map different inputs to the various buttons, toggle buttons on or off, or even map two different inputs onto the same button. They can also create and store their favorite control profiles for different games or genres (such as “combat” or “driving”).

Access controller UI image showing controller orientation options

Access controller UI image showing button mapping options

Access controller UI image showing button assignment choices

Access controller UI image showing a button assignment preview

Controller pairing and analog stick adjustments. Up to two Access controllers and one DualSense (or DualSense Edge) wireless controller can be used together as a single virtual controller, allowing players to mix and match devices or play collaboratively with others. Similar to the DualSense Edge wireless controller, players can also fine-tune the starting position and sensitivity of input. The ability to adjust deadzones (the distance your analog stick moves before it’s recognized in a game) and stick sensitivity is particularly helpful for players to improve their fine motor control during gameplay.

Access controller UI image showing the ability to pair up to two Access controllers with a DualSense controller

Access controller UI image showing analog stick sensitivity and deadzone adjustment options within a user-created control profile

Toggle mode. The Access controller also features a toggle mode, which allows players to adjust the behavior of any button to work like a caps lock key on a keyboard. For example, if you enable toggle mode for the acceleration input in a racing game, the Access controller will accelerate the car without you needing to hold the button down.

PS5 screenshot of Gran Turismo 7 showing toggle mode enabled for the “R2” button on the Access controller

Players can enable toggle mode for any programmable input. As an example, if a game only allows you to sprint by holding down “L3” (the left analog stick), which can be physically challenging, you can change that input to behave like “click L3 to toggle sprint” by enabling toggle mode for the button you’ve assigned to L3.

Our journey of accessibility on PS5

Alongside new details on the Access controller, we’re excited to share a video today that highlights ongoing efforts across our product development and PlayStation Studios teams to make gaming accessible for more players on PS5. Hear from team members around the world about the work they’re doing to expand gaming accessibility on PS5 through our upcoming Access controller, console UI, and games:


First look at new images and UI of the Access controller for PS5, an all-new accessibility controller kit

We’ll have more to share about the Access controller for PS5, including more product and release details, in the months ahead. Thanks to all the players who’ve shared valuable feedback and inspire us every day to bring the joy of gaming to more people through innovation and collaboration with you – our community.

*AMPS is an industry-standard mounting screw pattern for attaching devices to equipment, including accessibility equipment.

(For Southeast Asia) You’re Invited: PlayStation Showcase broadcasts live next Thursday, 25 May at 3am (BKK/JKT) / 4AM (SG/KL/MNL)

It’s almost time to see what’s next — PlayStation Showcase broadcasts live next Thursday, 25 May at 3am (BKK/JKT) / 4AM (SG/KL/MNL).

The show will run a bit over an hour, focusing on PS5 and PS VR2 games in development from top studios from around the world. Expect a glimpse at several new creations from PlayStation Studios, as well as spellbinding games from our third-party partners and indie creators.

The live broadcast starts next Thursday, 25 May at 3am (BKK/JKT) / 4AM (SG/KL/MNL) on YouTube and Twitch. Hope to see you there!

Regarding Co-streaming and Video-On-Demand (VOD)

Please note that this web 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 possibly interfere with co-streams or VOD archives of this stream. 

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.