When PlayStation VR2 launched last year, we were thrilled to introduce PS5 players to a new generation of VR games with innovative gameplay and immersive sensory features. Inspired by our passion to bring gamers even more content options, we’ve been working to enable access to additional games on PC, complementing the diverse PS VR2 games lineup available on PS5. Today, we’re happy to share that we’ll be rolling out this support on August 7.
Players will have access to buy and play Steam’s expansive library of thousands of VR games, including fan favorites like Half-Life: Alyx, Fallout 4 VR, and War Thunder.
To start, players will need to purchase a PlayStation VR2 PC adapter, which will be available at Suggested Retail Price of of SGD 89.90 / MYR 279 / IDR 999,000 / THB 2,090 / PHP 3,290 / VND 1,599,000 at local retailers. Players will also need a commercially available DisplayPort cable (sold separately) that is compatible with DisplayPort 1.4, as well as a Steam account and a PC that meets the minimum requirements below.*
Minimum PC requirements
Here are the minimum requirements for PS VR2 gameplay on PC:
Operating system
Windows 10 64-bit / Windows 11 64-bit
Processor
Intel Core i5-7600 / AMD Ryzen 3 3100 (Zen 2 or later architecture is required)
RAM / memory
8 GB or more
GPU / graphics card
-NVIDIA GeForce GTX 1650 or later (Turing or later architecture is required) -NVIDIA RTX series -AMD Radeon RX 5500XT or later / AMD Radeon RX 6500XT or later (For the best performance, we recommend that you use an NVIDIA GeForce RTX 3060 or later or AMD Radeon RX 6600XT or latergraphics card)
DisplayPort
DisplayPort 1.4 (must have a standard DisplayPort or Mini DisplayPort output port)
USB
Direct connection only
Bluetooth
Bluetooth 4.0 or later**
Setup is easy: simply connect PlayStation VR2 to your PC using the PS VR2 PC adapter and the DisplayPort 1.4 cable. Then, download the PlayStation VR2 App and the SteamVR App from Steam. This will allow you to set up PS VR2 on your PC, customize your settings and play area, and start purchasing and playing games in SteamVR.
As with all PC gaming technology, performance may vary depending on your PC setup, including system compatibility and the quality of your DisplayPort 1.4 cable. Please ensure your setup meets the minimum requirements. SteamVR titles also have individual system requirements, so please refer to the game information on Steam.
Download the image
Feature differences with PS VR2 on PS5
PS VR2 was designed from the ground up specifically for PS5 – so you’ll notice that some key features, like HDR, headset feedback, eye tracking, adaptive triggers, and haptic feedback (other than rumble), are not available when playing on PC. However, other high-fidelity and sensory immersion features of PS VR2 are supported, including 4K visuals (2000 x 2040 per eye), 110-degree field of view, finger touch detection, and see-through view, as well as foveated rendering (without eye tracking) and 3D Audio in supported games.***
While the most immersive way to experience PS VR2 gaming remains on PS5, we hope players will enjoy the ability to play an expanded lineup of VR games on PC using the same headset. You can check out Steam’s huge library of multiplayer open worlds, survival horror and stealth action games, sports sims, puzzlers, and free-to-play fan favorites on the Steam Store.
Additionally, as part of our Days of Play celebration, gamers in Singapore, Malaysia, Thailand, Indonesia, Philippines and Vietnam can get PS VR2 at discounted price until June 12. Please check this blog for details of the offers.
Let us know which games you’re excited to try!
*While DisplayPort 1.4 is a common standard, be sure to check that your PC supports it before purchasing a cable.
**Some Bluetooth adapters may not work due to Bluetooth adapter compatibility. We will share more details closer to launch.
***The 3D Audio experience uses SteamVR’s audio technology instead of Tempest 3D AudioTech, which is only supported on PS5.
May saw a wide variety of games, from indie retro horror to mascot brawlers and fast-paced shooters. What did you enjoy most out of the diverse lineup of titles?
How does it work? At the end of every month, PlayStation Blog will open a poll where you can vote for the best new game released that month. After the polls close we will tally your votes, and announce the winner on our social channels and PlayStation.Blog.
What is the voting criteria? That’s up to you! If you were only able to recommend one new release to a friend that month, which would it be? Note: re-released games don’t qualify, but remakes do. We define remakes as ambitious, larger-scale rebuilds such as Resident Evil 4 (2023) and Final Fantasy VII Remake.
How are nominees decided? The PlayStation Blog editorial team will gather a list of that month’s most noteworthy releases and use it to seed the poll.
When PlayStation VR2 launched last year, we were thrilled to introduce PS5 players to a new generation of VR games with innovative gameplay and immersive sensory features. Inspired by our passion to bring gamers even more content options, we’ve been working to enable access to additional games on PC, complementing the diverse PS VR2 games lineup available on PS5. Today, we’re happy to share that we’ll be rolling out this support on August 7.
Players will have access to buy and play Steam’s expansive library of thousands of VR games, including fan favorites like Half-Life: Alyx, Fallout 4 VR, and War Thunder.
To start, players will need to purchase a PlayStation VR2 PC adapter, which will be available for an estimated retail price of $59.99 / €59.99 / £49.99 at select retailers and direct.playstation.com where available. Players will also need a commercially available DisplayPort cable (sold separately) that is compatible with DisplayPort 1.4, as well as a Steam account and a PC that meets the minimum requirements below.*
Minimum PC requirements
Here are the minimum requirements for PS VR2 gameplay on PC:
Operating system
Windows 10 64-bit / Windows 11 64-bit
Processor
Intel Core i5-7600 / AMD Ryzen 3 3100 (Zen 2 or later architecture is required)
RAM / memory
8 GB or more
GPU / graphics card
-NVIDIA GeForce GTX 1650 or later (Turing or later architecture is required)-NVIDIA RTX series-AMD Radeon RX 5500XT or later / AMD Radeon RX 6500XT or later (For the best performance, we recommend that you use an NVIDIA GeForce RTX 3060 or later or AMD Radeon RX 6600XT or latergraphics card)
DisplayPort
DisplayPort 1.4 (must have a standard DisplayPort or Mini DisplayPort output port)
USB
Direct connection only
Bluetooth
Bluetooth 4.0 or later**
Setup is easy: simply connect PlayStation VR2 to your PC using the PS VR2 PC adapter and the DisplayPort 1.4 cable. Then, download the PlayStation VR2 App and the SteamVR App from Steam. This will allow you to set up PS VR2 on your PC, customize your settings and play area, and start purchasing and playing games in SteamVR.
As with all PC gaming technology, performance may vary depending on your PC setup, including system compatibility and the quality of your DisplayPort 1.4 cable. Please ensure your setup meets the minimum requirements. SteamVR titles also have individual system requirements, so please refer to the game information on Steam.
Download the image
Feature differences with PS VR2 on PS5
PS VR2 was designed from the ground up specifically for PS5 – so you’ll notice that some key features, like HDR, headset feedback, eye tracking, adaptive triggers, and haptic feedback (other than rumble), are not available when playing on PC. However, other high-fidelity and sensory immersion features of PS VR2 are supported, including 4K visuals (2000 x 2040 per eye), 110-degree field of view, finger touch detection, and see-through view, as well as foveated rendering (without eye tracking) and 3D Audio in supported games.***
While the most immersive way to experience PS VR2 gaming remains on PS5, we hope players will enjoy the ability to play an expanded lineup of VR games on PC using the same headset. You can check out Steam’s huge library of multiplayer open worlds, survival horror and stealth action games, sports sims, puzzlers, and free-to-play fan favorites on the Steam Store.
Additionally, as part of our Days of Play celebration, gamers in select regions can get $100 off PS VR2 and the PS VR2 Horizon Call of the Mountain Bundle (for PS5) until June 12. Be sure to check direct.playstation.com (available in select markets) and participating local retailers, as offers and promotion dates may vary by region.
Let us know which games you’re excited to try!
*While DisplayPort 1.4 is a common standard, be sure to check that your PC supports it before purchasing a cable.
**Some Bluetooth adapters may not work due to Bluetooth adapter compatibility. We will share more details closer to launch.
***The 3D Audio experience uses SteamVR’s audio technology instead of Tempest 3D AudioTech, which is only supported on PS5.
Today is my lucky day because I get to talk about Tomba with legendary creator Tokuro Fujiwara. Before leaving Capcom to develop Tomba, Fujiwara worked on many games, including some you might have heard of, like Mega Man, Resident Evil, and Commando.
Tomba is a colorful action platformer originally published by Sony Computer Entertainment and beloved by hardcore PlayStation fans. In an era where side-scrollers were being left behind for polygon-pushing 3D gameplay, Mr. Fujiwara decided to do something different: a beautiful blend of old and new, something truly unique.
Now, after almost twenty years, Tomba returns to PlayStation on August 1 with new features as Tomba Special Edition
Alena Alambeigi: In 1997, when you made Tomba, most developers focused on making 3D games like Tomb Raider or Crash Bandicoot. You instead decided to mix 2D sprites with perspective-shifting 3D environments. Why?
Tokuro Fujiwara: Tomba runs on 3D technology, with gameplay designed around 2D principles. This is why it’s described as a 2.5D game. I think 2D games have a certain kind of charm that 3D doesn’t. I also wanted to push the limits of what could be done. To bring my vision to life, I needed to use 2D principles along with 3D CG visuals. This allowed me to create something that felt new on the PlayStation.
There were times when I wondered if I should go 3D instead, 3D games have a very clear sense of space. In 2D, all the action takes place on a flat plane, and multiple layers provide a sense of depth. This means you have to design the game in creative ways so that the different layers don’t conflict. This results in something interesting that can only be achieved with 2D.
Alambeigi: What do you hope new players will take away from Tomba Special Edition?
Fujiwara: Tomba has many side quests. These come in different varieties and are hidden throughout the game. I encourage players to seek them out. Various items allow players to learn new moves, expanding how levels can be beaten. I hope players search and seal away the Evil Pigs scattered throughout the world, which will unlock even more to see! There are many discoveries to be made. I hope players can relax and enjoy the world of Tomba.
Alambeigi: Speaking of genre-bending gameplay. Tomba feels like an open world despite being described as a side-scrolling platformer. This was largely due to how nonlinearly the levels could be played. Was this done intentionally, or was it something that just happened through development?
Fujiwara: I had envisioned this open-feel game from the very beginning. It was all a blur when things started, but as development progressed, it began taking shape.
You could consider Tomba an open-world title, a term that was rarely used back then. There’s a wide area with a lot of different content in it. You encounter, discover, and collect various things as you move around. For example, you have to complete certain tasks in Tomba, but you can wander around freely and complete them however you like. Some tasks and main objectives can even be skipped entirely. Many of the ideas I envisioned for Tomba back in the day were ideas we see in open-world game design today.
I initially wanted to include 100 quests, but the final game exceeded that. It was hard work for the team to fit it all together on a timeline. What started out as vague ideas in my head ballooned into an amount of content so large it blew my mind!
Alambeigi: The original PlayStation was a massive leap in gaming technology. What was it like to experience it back then?
Fujiwara: Game development is an ongoing battle against technology growth. This was the case back then and is still true today. I felt that the PlayStation was such a remarkable improvement in terms of hardware, allowing for greater possibilities. Games went from being rendered in pixels to CG. Game developers had to learn many new skills. Expectations ballooned along with the scope of game ideas. Development environments evolved, which made things challenging but exciting for developers. The introduction of the PlayStation and the advancements from that era still impact games today.
Alambeigi: Finally, why do you think it’s important to bring Tomba back now?
Fujiwara: Tomba has been around for a long time, but continues to be loved by many. I’ve long wished that the game could be accessible to more people on modern systems. Now that the opportunity is here, I think PlayStation fans today will get a ton of enjoyment out of Tomba
Tomba Special Edition leaps onto PlayStation 5 on August 1, with PS4 to follow.
Last week we asked you take a leap in the game of your choice and share using #PSshare #PSBlog. Here are this week’s jumping highlights:
DexM_dsshares Celene leaping over obstacles in Returnal.
sorathlunashares Jin leaping from his horse in Ghost of Tsushima
Hedronikshares Eivor making a leap of faith in Assassin’s Creed Valhalla.
Dario_OtherEyesshares Yuffie leaping in Final Fantasy VII Remake Intergrade.
Tigas_VPshares a Cal leaping down to strike the Spawn of Oggdo in Star Wars Jedi Survivor
secondcaptureshares the ballerina doing a graceful backflip in Bound.
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: Hidden
SUBMIT BY: 11:59 PM PT on June 5, 2024
Next week, we’re going into sneak mode. Share moments where characters are hidden in the game of your choice using #PSshare #PSBlog for a chance to be featured.
We are delighted to finally announce the launch date for Silent Hill 2. Since our first announcement in 2022, we have been met with passionate expectations from fans across the globe. In order to meet such high expectations, we have taken ample polishing time and carefully decided on when we would be able to deliver the game with confidence. This game is at its best, a remake with respect toward the original. We have revealed one gameplay movie and one new trailer to accompany the start of pre-orders, so please give it a look.
The 13-minute gameplay footage that we revealed during the Silent Hill 2 Transmission showcases exploration in the town and the hospital so that players will have a better idea of what actual gameplay will be like. The new trailer revealed during the PlayStation broadcast includes scenes with Angela and the Otherworld.
Next up, Bloober Team Creative Director Mateusz Lenart talks through new gameplay and narrative details for Silent Hill 2.
Silent Hill 2 Remake – What to expect
The original Silent Hill 2 ignited our imaginations. When we set out to create the remake, our main goal was to recapture that same spark by fully fleshing out Team Silent’s original vision using cutting-edge technology.
So how exactly does our remake compare to Konami’s original game? Let’s take a closer look under the hood to find out from the point of narrative and gameplay.
Narrative and gameplay
Story and characters
Silent Hill 2 is known for its gripping and multilayered storytelling, and that’s something we wanted to preserve in the remake. The setting of some events may change, but their impact on the story will remain the same. Even when new locations are introduced, we’ve sought to refer to the original whenever possible so that returning players will feel right at home when they venture out into the foggy streets of Silent Hill again.
The central characters from the original story, James and Maria, are at the heart of our remake as well. Their emotional arcs have been preserved, with great care being given to showcasing their emotions with motion capture technology. This allows us to employ “show, don’t tell” techniques more often, which is why some of the dialogue has been slightly altered to add an extra layer of nuance to the character dynamics.
As many fans are already aware, we did not use the original voices to create the remake. This was due to many factors, both creative and technical. Relying solely on preexisting dialogue would’ve been limiting and would mean that many gameplay improvements, such as player guidance, could not be introduced. Instead, we’ve decided to employ an all-new cast of voice actors who’ve brought their A-game to channel the performances of the original game. We believe that Luke Roberts and Salóme Gunnarsdóttir were born to play James and Maria, respectively, and both have approached their roles with the kind of care and nuance that the original characters deserve.
Camera and combat
Overall, we wanted players to feel more in control of James in our remake, while maintaining the pervasive feeling of dread that characterizes the original. Therefore, we decided to go with an over-the-shoulder camera that supports greater gameplay immersion and the feeling of being in the game’s space.
However, this does not mean that we are changing the style of the game itself. Players will still be afraid to venture out into the fog, where limited visibility provides ample cover for a variety of monsters lurking outside the player’s field of vision. Meanwhile, James’ radio builds tension and creates a sense of uncertainty about what is out there, waiting for them in the dark, and also provides helpful audio cues for players to base their movements on.
The combat in this remake is designed to allow for a wider variety of approaches – the player’s arsenal of actions has been expanded, while also preserving the feeling of playing as an inexperienced everyman. James is not a skilled fighter and he doesn’t feel overpowered. His range of attacks is very limited, so he must use more prudent tactics, stay mindful of his surroundings and, if necessary, run instead of fighting. The way he deals with enemies is never a flashy spectacle, but rather a desperate struggle for survival.
Giving James more opportunities led to changes in how the enemies he encounters fight as well. He will still have to deal with familiar opponents from the original game, but returning players will notice how their movements and attacks have been fleshed out in order to make them more distinctive and unpredictable in combat scenarios. For instance, going against the frantically aggressive Nurse will pose a completely different challenge than a skirmish with the silent and stealthy Mannequin.
Puzzles
The puzzles in the game have been slightly altered to present a new spin on their original designs, but still maintain their eerie connection to the game’s overall theme and narrative. We’ve taken great care to build upon the memory of the original Silent Hill 2 by sometimes twisting and confounding player’s expectations with regards to certain puzzle solutions, in a kind of a tribute to the inventiveness and playfulness of the original game.
We believe that this approach, alongside the numerous and often surprising references to the original present in the game, will bring joy to fans of the classic Silent Hill 2, while at the same time offering them something new and interesting to solve. We like to think of it as our way of expressing love for the original game – by enriching the experience, while still being mindful of preserving its essence.
Standard Edition and Deluxe Edition details
The deluxe edition includes various DLCs, such as a digital artbook full of concept art for the town of Silent Hill and its monsters, a digital soundtrack with tracks by Akira Yamaoka, and a Pyramid Head mask made from a pizza box (Note: The digital artbook and soundtrack will be distributed in the form of a bonus application. The contents will not be available for download in specific audio formats, such as MP3.). The Pyramid Head mask is available as a cosmetic item for in-game characters.
If a pre-order is placed, the standard and deluxe editions will include a Mira the Dog mask and a Robbie the Rabbit mask (*PlayStation 5 exclusive) DLC as pre-order bonuses. Likewise, each mask can be used as a character’s cosmetic item. Deluxe edition pre-orders also come with 48-hour early access. These are great deals full of content, so we recommend pre-ordering and purchasing through the PlayStation Store.
We will be revealing more information for Silent Hill 2 as the launch date approaches, so stay tuned. Our other titles, Silent Hill: Townfall and Silent Hill 2f, are also currently in development. We will follow up on these games when the time comes, so please look forward to more.
Path of Exile 2, the next generation free-to-play action RPG from Grinding Gear Games, will be coming to PlayStation 5, and now with a great new feature, couch co-op.
Path of Exile has always been a game that plays great with your friends, but until now, you needed multiple devices to play it on. For Path of Exile 2 though, we really wanted to bring the experience of playing together to the couch.
Players can play collaboratively on a single account, or log in with two separate Path of Exile accounts on the same console.
In addition, Path of Exile 2 is introducing full cross-play and cross-progression. Play with your friends without losing any progress!
Key features
Twelve character classes
Path of Exile 2 features twelve character classes, two for every combination of Strength, Dexterity and Intelligence. While each of the class variants focuses on a different playstyle, they’re just a starting point. You can combine skills from many classes together to create your ideal character build.
Each of the twelve character classes has its own three Ascendancy specialisations, resulting in a total of 36 Ascendancy Classes to pick between.
New Skill Gem system
Path of Exile 2 features 240 Skill Gems that grant devastating active skills, and 200 Support Gems that modify their behaviour. Earn the Gems as you play through the Campaign and combine them together to create your perfect build.
This is the next generation of Path of Exile’s famous skill system. Support Gems are now socketed directly into Skill Gems, removing many of the frustrations present in the old system while maintaining all the previous depth. It’s now possible to six-link every skill your character uses.
Dual-specialise your Passive Skill Tree
Path of Exile’s iconic Passive Skill Tree has made a return, with 1,500 skills that allow you to completely customise your gameplay experience. It now features Dual Specialisation, the ability to allocate some passive skill points to two different sets of skills. They engage whenever the appropriate weapon or skill type is used. For example, you can have some points allocated to both daggers and traps, or ice and lightning, and as you swap between attacks, the appropriate skill points will apply. This lets you specialise in multiple areas without opportunity cost.
Uncover all-new items
Path of Exile 2 features 700 equipment base types and every single one has its own unique item you can find. You can augment your arsenal with new weapons such as Spears, Crossbows and Flails, as well as supplementary items like Focuses, Traps and redesigned Sceptres.
Encounter unique bosses
In Path of Exile 2, every area of the Campaign contains a boss encounter. There’s over a hundred bosses to fight as you make your way through the Acts and they all have unique mechanics to learn.
Explore a new endgame
At the conclusion of Path of Exile 2’s six-act campaign, you’ll gain access to its endgame. Each of the more than 100 endgame maps has its own boss encounter! We’ll reveal more details of the surprises that await you in Path of Exile 2’s endgame in the leadup to release.
Fair-to-play. Never pay-to-win
Path of Exile 2 is a separate game to the original Path of Exile. We will continue to offer expansions for both games going forward. They are completely free-to-play and will never be “pay to win”. Purchases are shared between the two games.
Join Early Access on PlayStation 5 later this year.
State of Play is back! Tune in live for updates on PS5 and PS VR2 titles, plus a look at PlayStation Studios games arriving later this year.
The 30+ minute show features 14 titles, and begins May 30 at 3pm PT / 6pm ET | May 31 12am CEST / 7am JST on YouTube, Twitch, and TikTok. 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 players! This month’s update brings back a few of the classic GT legends including the Honda NSX GT500 and the Nissan Skyline GTS-R ‘87.
Update 1.48* for Gran Turismo 7 will be available as of Wednesday, May 29 at 11:00pm PST / May 30 at 7:00am BST / 3:00pm JST.
5 new cars added this month
Honda Civic SiR・II (EG) ’93 (Can be purchased from Used Cars)
The top-grade 5th generation Civic balances speed with comfort.
The Civic, now equipped with a VTEC engine and much faster, passed the baton to the 5th generation model in September of 1991. The body was available in a 3-door hatchback, the newly christened “Ferio” 4-door saloon, and the 5-door shuttle. The car’s tagline called it the “Sports Civic”. Engine variety increased due to the further development of the VTEC system. The base models were equipped with the carbureted 1.3 L and 1.5 L, on top of these were the easy to drive 1.5 L SOHC VTEC and the more fuel efficient 1.5 L VTEC-E.
The top of the line was crowned with SiR model, which featured the high performance 1.6 L DOHC VTEC. All cars used Honda’s new standard double wishbone suspension. The SiR model, which served as the face of the “Sports Civic” boasted 9.9 BHP more power than the previous generation, achieving 167.7 BHP. Also for the suspension, the spring rate, amount of suspension stroke, etc. were revised, and were set to be more sports oriented. As with previous models, the SiR aimed for lower weight through simplified equipment, while the SiR・II featured a full suite of comfort amenities such as automatic air conditioning, power windows, and a genuine leather wrapped steering wheel.
Honda NSX GT500 ’00 (Can be purchased from Legend Cars)
A new design with a lower centre of gravity was the key to victory for this JGTC champion.
During the 2000 All-Japan Grand Touring Car Championship (JGTC), the three big automakers Honda, Toyota and Nissan engaged in an unprecedented war for the GT500-class title. The NSX development team decided on major changes to the 2000 model even going so far as repositioning the transverse mounted engine. Mounting a V-type engine in a transverse layout helps to shorten the length of the vehicle, but the layout creates problems in routing the exhaust pipes coming from the two-cylinder banks. Previously, the NSX’s exhaust pipes had ran under the engine, but the development team decided to re-route them to the sides and lower the engine itself. However, in this configuration the gearbox, which was mounted on the side of the engine, would be in the way. To make space for the exhaust pipes, the team set about redesigning a smaller gearbox. The result was a completely bespoke transmission that employed formula car gears, which are thinner and more compact than regular gears.
Five NSX teams were entered for the 2000 season. Among them, the Castrol Mugen NSX team, along with Takata Dome NSX, took on the role of advanced-development “works cars” inside the NSX camp. The Takata Dome NSX showed overwhelming performance, taking win. However, the unique weight handicaps in the JGTC rules resulted in the team missing out on the championship title. In its shadow emerged the Castrol Mugen NSX, putting in one solid run after another. It was driven by Ryo Michigami and Osamu Nakako, with Nakako being replaced by Hidetoshi Mitsusada halfway through the season. The Castrol Mugen NSX team were able to deftly handle the weight handicaps incurred from its 1st place finishes and went on to glory as the series champion.
Nissan Skyline GTS-R (R31) ’87 (Can be purchased from Used Cars)
An unlikely monster machine born from the elegant lines of the 7th gen. Skyline.
Though it still retained the same sporty appeal of the previous generation R30 model, the 7th generation R31 Skyline marked a change of direction for the line when it was released in August 1985. In the Japanese car scene of the time, there was a growing trend in both the sales and general popularity of luxury outfitted ‘high-society cars’, typically either 4 or 2-door models. In response to this cultural boom, the Skyline was repositioned as a luxury saloon. At its debut, the new model featured a somewhat understated line-up, featuring a 4-door hardtop, a sedan and an estate. Fans would have to wait until May 1986 for the anticipated 2-door coupé.
The real attraction of the 7th generation would show up much later still though. This was the GTS-R, released in August 1987 in a limited run of only 800 cars. The GTS-R was developed to reclaim the Group A racing title and was a very sporty model. The powerplant was based on the turbocharged RB20DET DOHC inline-6 featured in the GTS, which generated 177.5 BHP and 23.0 kgfm of torque. The GTS-R version added a stainless-steel exhaust manifold and a T04E turbocharger, achieving 207.1 BHP and 25.0 kgfm torque. This was a very special engine, earning itself the designation RB20DET-R.
The suspension and exterior were also modified. While the normal GTS-X had an automatic front spoiler that deployed according to vehicle speed, the GTS-R instead used a fixed spoiler, with the rear spoiler also being upgraded to a larger unit. In addition, the car was offered in an exclusive ‘Blue Black’ body colour.
Volvo 240 SE Estate ’93 (Can be purchased from Used Cars)
A historic model which taught the world to love the station wagon.
When people think of Volvo, they think estate cars. And when they think estate cars, they think Volvo. Such was the automobile scene for quite some time until the worldwide SUV boom began gaining momentum in the late 1980’s. One car that cemented this maxim was the 240 Estate.
The 240 series itself had debuted in 1974, made up of the ‘244’ 4-door sedan, ‘242’ 2-door, and ‘245’ 5-door wagon. The 3rd digit of the model number denoted the number of doors. It wasn’t until 1983 that all these models were consolidated into a single ‘240’ model. Additionally, when the car originally debuted it featured round headlights, the iconic square lamps were introduced later in 1979. The 240 retained most of its original styling throughout its production until 1993, though its safety features were kept constantly up to date with additions like airbags and ABS as standard equipment. Even in an era where sedans ruled sales figures, over one third of total production was made up of wagon models, proving just how popular the Estate was in the 240 line-up.One of the most notable features of the 240 Estate was its styling, which appeared square no matter what angle the car was observed from. It features a long front overhang to incorporate crumble zones, and on the rear as well a long overhang facilitates both impact absorption and extra luggage space. This resulted in the car’s characteristically long thin silhouette.
Volvo V40 T5 R-Design ’13 *Can be purchased from Brand Central
The globally successful Volvo that serves as a saloon, estate, and coupe.
The V40 was revealed at the 2012 Geneva show as a C-segment 5-door hatchback. Though it was positioned as Volvo’s entry-level model, the V40 would actually play a huge role in the Volvo catalogue as it served as the combined replacement for 3 different models: the conventional S40 saloon, the V50 family estate, and the sporty C30 3-door hatchback. To create a car that could provide the comfort of a saloon, the utility of an estate and the youthful, sporty styling of a coupe, the car was developed completely from scratch. While the base structure utilized a platform in common with Ford cars, the styling is innovative and has no trace of Volvo’s conservative image of the past. Incorporating design cues from the classic P1800 of the 60’s and its later 1800ES variant, the car has flowing lines and a soulful silhouette that can be interpreted as a coupe or an estate. The car was an immediate hit from its debut, attracting worldwide attention for both its aesthetics and utility, able to comfortably seat 4 adults along with all their luggage. The T5 R-Design is the sportiest model of the series. Its 210.1 BHP 2L inline-5 turbocharged engine provides quick acceleration performance, and its sports suspension and 18-inch wheels provide both sharp handling and a smooth ride. The special front bumper and rear diffuser provide additional aerodynamic performance, as well as giving it a bold look.
Café / Extra Menus
The following Menu has been added:
Extra Menu No. 39: Racers of the Japanese GT (Collector Level 48 and above)
World Circuits (Event)
The following new events have been added to World Circuits:
Europe Sunday Cup 400 – Kyoto Driving Park: Yamagiwa
Japanese FF Challenge 450 – Autopolis International Racing Course: Short Course
Japanese FR Challenge 450 – Autodrome Lago Maggiore: West
World Tour Car 800 – Circuit de Sainte-Croix: A
Scapes
‘Move the camera up and down II’ has been added as a featured curation in Scapes.
*Internet connection and Gran Turismo 7 game required for update.
Hi everyone! We are happy to share that Days of Play sale is back this year and it features discounts on PlayStation 5 consoles, PS VR2, DualSense and select PS5 titles.
Days of Play 2024 promotion starts from 29 May till 12 June 2024. Please note that offers vary by region and are available while supplies last.