Dragon’s Dogma 2 hands-on: How Capcom brings new life to the RPG sequel

It’s been 11 years since the release of Capcom’s fantasy action-role playing game Dragon’s Dogma, with fans readily anticipating the March 22 release of its long-awaited sequel, Dragon’s Dogma 2.

Dragon’s Dogma 2 takes everything that made the original a cult classic and builds upon that foundation. There are new vocations, more monsters to take on, more ways to defeat them, more places to venture to, and above all, more life in the world of the Arisen.

I got the chance to go hands-on with Dragon’s Dogma 2 and speak with its director, Hideaki Itsuno. Here’s some of the standout features from my experience with Dragon’s Dogma 2, along with some quotes provided by the director.

A connected world

The first thing I noticed on my adventure in Dragon’s Dogma 2 is how real the world feels. Thanks to the PlayStation 5 SSD, there were no loading times when traveling from land to land, making the adventure feel that much more captivating. I went straight from the starting village to monster-filled outskirts without even noticing how far I traveled due to the world’s interconnected feel.

This interconnection applies to the monsters as well. After a losing battle with a dragon and attempting to escape, I was horrified to see the scaly fiend still chasing me as I made my way back to what I thought was the safety of the village.

Of course, Itsuno was delighted to hear about my reaction to this, as it was one of his main goals to make the game feel that much more lively on current-gen hardware.

“Back on the PlayStation 3 with the original we were limited and thus, creatures would eventually load out after you got far away enough. We wanted to use the innovations to make these creatures feel alive, so now when you try to run away you’ll look back and see it won’t be as easy as before.”

More ways to battle

I didn’t run from every battle, however. Once I was accustomed to the enemies of this world I realized the additions to the battle system and new vocations take Dragon’s Dogma 2 to new heights.

One vocation that stands out is the Mystic Spearhand, which gives access to magick arts and physical attacks using a dual-ended spear. Using this class against the many fiends sprawling this world I was able to not only defend with physical resistant buffs, but also take on the hordes with simple spear swings, dash attacks, and telekinetic attacks that allowed me to pick up and throw monsters. To hit two birds with one stone, you can toss one monster at another.

This feels like a class made for all obstacles. I enjoyed the freedom granted by the dash attack to both get in quickly with a damaging stab and evade enemy attacks. And now that all vocations can preserve stamina while standing atop giant monsters, I felt ready to take on any challenge the game threw at me.

A land of endless adventure

The land of Dragon’s Dogma 2 is a large one that I immediately was lost in, heading out into the wilderness to seek adventure, where the magic of this game lies. Itsuno detailed it as a true journey title, a game where players don’t necessarily have to follow preset rules and destinations, but can make their own story. 

Enhanced AI and Pawns

Upgrades in the AI department were also made. Pawns, which are your allies, are a lot more helpful and characteristically present throughout the adventure. The Pawn system is unchanged from the original. They still do the same things, such as grabbing items for you and helping in battle, but now they do it all more efficiently. They were always nearby when I needed them and it felt more than necessary to keep them alive to aid me in battle. They also lead the way to objectives whenever you find yourself lost in the vast world.

My favorite addition to these companions comes in the personality department. Pawns will speak to you and one another, making them feel like actual characters you can feel for, even though you may trade them off for another Pawn down the road.

Immersive PlayStation 5 features

The PlayStation 5 SSD isn’t the only feature the console highlights in Dragon’s Dogma 2. The game adds even more interactivity in battle, with the DualSense wireless controller’s haptics taking center stage. Both when you attack and get struck in turn, you’ll feel the ferocity of each blow through the DualSense controller.

You can get this experience and more when Dragon’s Dogma 2 releases March 22 on PlayStation 5.

Kickflip the competition with Destiny 2’s brand-new trick-worthy vehicle, live today

The spirit of competition in Destiny 2 is alive and well with today’s launch of the Guardian Games All-Stars 2024 event. The annual competitive event pits Warlocks, Hunters, and Titans against one another to try and take the top step of the Guardian class podium. Last year, Titans took the win, their second in Guardian Games history, and this year’s event features new twists to spice up the competition. Additionally, Destiny 2: The Witch Queen expansion is available today as a PlayStation Plus Monthly Game and we dive deeper into the rad new Skimmer vehicle.

A new scoring system will be in place to keep everyone on their toes, including new Diamond-tier Medallions (the most valuable offered yet; earning these will help your class’s standings in a significant way, so these Medallions are limited to three per week). In addition, Guardians will be able to earn daily glow effects that come from a variety of sources, including individual achievement (such as being the “best in Tower” Guardian or showing your performance in modes like Supremacy or Competitive Nightfalls) as well as group achievements (like being part of that day’s winning class). 

Focus Activities are new limited-time boosts to Guardian Games activities that will grant bonus Medallions for the winning class. These events will only be open for a few hours each day, and you’ll be able to earn rewards packages by completing them; in fact, the class that dominates a particular Focus Activity will also earn a special champions rewards package that will earn your class a bunch of Medallions for the day’s competition.   

By taking part in Guardian Games events, every player can also unlock sweet rewards, including new Legendary weapons such as Hullabaloo (a new Compressed Wave Frame Heavy Grenade Launcher), a new Exotic Ghost shell, and even a new form of transportation: the Skimmer.

Gettin’ tricky with it

Perhaps the most exciting reward coming for Guardian Games All-Stars, the Skimmer is the first new vehicle option offered in Destiny since the Sparrow, and it’s available to all Guardians at no additional cost (simply pick it up from Eva Levante in the Tower after completing the first Guardian Games All-Stars quest and banking your first Medallion). All players will be able to use the Skimmer during Guardian Games All-Stars, and Guardians who complete a one-step quest during the event will be able to keep the Skimmer permanently once the Games have ended.

A sci-fi take on skateboarding and snowboarding, the Skimmer is a bold new expression of Guardian mobility in Destiny 2, allowing players to perform sweet tricks and sick grinds on their way to their next destination.

“The very beginning of the Skimmer’s development started with a simple question: What is the Guardian version of a Cloud Strider’s skyboard?” said Bungie senior design lead Ben Wommack. “Imagine a Guardian saw a Cloud Strider zipping around in the air and thought, ‘Yeah, that’s neat, but how about this!’ and pulled out something that’s cooler, more stylish, and most importantly, fun to use.”

“We wanted to make sure that we were not doing just a different Sparrow skin with a Guardian standing on top but something that really fulfills new fantasies,” said Bungie staff technical animator Matt Kelly. “The original Sparrow was a blend of a jet ski and a superbike. For the Skimmer, we took inspiration from surfing, snowboarding, and skateboarding, strapped some boosters on it, and blended that up with some space magic.

“In the time between original Destiny and now, player movement abilities when traversing spaces on foot has dramatically changed and expanded, and the gameplay space has held up well. This allowed us to be comfortable pushing the edges of what we could do by adding new verbs into vehicles as well.” 

Skimmers are just as zippy as their Sparrow counterparts, and they are capable of a host of new tricks and grinds that will make travel time even more fun. Guardians will be able to pull off four base tricks that map to the emote buttons: a tre flip, a Tamedog, a 360 grab, and a 360 spin where the Guardian leaves the board. There are also four grinds: a 5-0, a boardslide, a backside darkslide, and a crooked nosegrind. In addition, the dev team has also added a variety of grounded turn dodges inspired by carving while surfing as well as some air dodges with grab spins to avoid obstacles (or slam into an unlucky enemy that gets in your way). Finally, there’s a vehicle jump ability that will launch your Guardian into the air, complete with a nice ollie grab as a finishing touch.

“We are lucky enough that we have a massive group of excited skaters, snowboarders, and surfers who were extremely excited about pointing out their favorite boarders and tricks to implement,” said Kelly. 

“We also had a bunch of animators who were able to dive in and really put the polish on some amazing and difficult-to-animate moves. Inspiration was everywhere.”

One final thought to whet your Skimmer appetite. During development, Bungie testers found some creative uses for Skimmers when combined with Strand’s grapple ability. Bungie test engineer Thomas Duda explains:

“Without any design specifically going towards this interaction, we discovered during a playtest that players can grapple the hoverboard while another player is using it. A player with Strand grapple can hook on and get pulled along with the grind, and they’ll be taken wherever the grinding player steers. If you’re in a firefight that’s not going too well, a friend can glide over you, and you can skyhook your way out of there, like the scene in The Dark Knight where Batman extracts from the high rise in Hong Kong.”

Test your medal

As if competing for the glory of your chosen Guardian class isn’t enough, we also have an additional incentive for Guardians who want to embody the spirit of the Guardian Games All-Stars event. Players who complete the Gold Event Challenge by March 26, 2024, at 9:59 AM PT, will earn the Bungie Rewards offer to purchase a physical 2024 Guardian Games All-Stars Medal through the Bungie Store.

The Witch Queen arrives with PlayStation Plus

PlayStation Plus members, the threat of the Lucent Hive continues to loom, and we’re putting the call out to you all. Starting today, and for a limited time, Destiny 2: The Witch Queen is available to all PlayStation Plus members as a Monthly Game at no additional charge. Now is your chance to own one of the greatest chapters in Destiny history, as you take on Savathûn herself in a desperate bid to take back the Light. Experience the thrilling campaign from the start, explore The Witch Queen’s mysterious Throne World, and test your skills against Legendary mode. All of that and more, and it’s yours to keep once you download it.

If you’re a PlayStation Plus owner new to Destiny 2 or looking for the ideal time to jump back in, don’t miss out on this opportunity to experience one of the best adventures Destiny 2 has to offer. Head over to the PlayStation Store, grab The Witch Queen expansion, and prepare for the fight ahead.  

Revealing 5 India Hero Project games coming to PlayStation

PlayStation has been part of India’s vibrant gaming scene for over two decades. In May 2023, we embarked on an ambitious journey with the India Hero Project. We aimed to unearth and empower India’s brightest game development talents to share their unique visions with gamers globally. The response was spectacular, with an avalanche of entries that showcased the rich tapestry of Indian culture, innovation, and storytelling.

Today, we’re excited to unveil the inaugural cohort of the India Hero Project at our landmark first developer conference in India – Develop India. Join us in celebrating their achievements and the exciting future they represent for gaming. This marks not just a milestone for these talented developers, but a leap forward in our journey to bring extraordinary gaming experiences from India to the world.

Get to know the upcoming India-developed games coming to PlayStation below, and stay tuned for future information regarding release timing.

Meteora: The Race Against Space Time

Developer: Big Boot Games

Shoot yourself into the nebula and join a race for survival. In this arcade combat racer, you’re not just a meteor but a force of nature. Cascade your way through a volatile universe of awe and wonder as you outmaneuver, pursue, and obliterate rival meteors in a dazzling display of strategy and skill.

Harness the power of the cosmos, level up your abilities, and climb the leaderboard in an experience that’s as thrilling as it is unforgiving. Your adventure awaits on PlayStation 5, PS VR2, and PC. 

Fishbowl

Developer: imissmyfriends 

Fishbowl is a slice-of-life story that takes players on a journey of nostalgia and melancholy, exploring themes of grief, connection, and self-discovery, set in the cultural landscape of urban India. The world is filled with crafted pixel art and an original Lofi soundtrack that forms the backdrop of our game. Fishbowl weaves together a multigenerational narrative, following the aspirations of Alo as she embarks on her first job in a new city, although working from home. 

Your decisions throughout the game will shape Alo’s journey, leading to moments of reliving the past and coming to terms with the present through a month of challenges and discoveries with Alo. Prepare for Fishbowl’s robust storytelling and immersive gameplay, coming soon to PlayStation 5 and PC.

Mukti

Developer: Underdogs Studio

Mukti is a first-person story exploration game set within the immersive environment of an Indian museum, delving deep into a critical social issue: human trafficking. In Mukti, players embark on a journey of discovery as they navigate the labyrinthine corridors of the museum, uncovering the harrowing truths and hidden narratives behind the scourge of human trafficking. Through rich storytelling and immersive gameplay mechanics, Mukti invites players to confront the realities that victims and survivors face, shedding light on this pressing global issue.

Drawing inspiration from authentic narratives and meticulously researched historical contexts, Mukti aims to raise awareness, provoke thought, and inspire action. Each interaction within the game is designed to provoke empathy, spark dialogue, and ignite change.

Launching on PlayStation 5 and PC, Mukti offers an impactful gaming experience that enlightens and empowers. 

Requital: Gates of Blood

Developer: Holy Cow Productions

Requital: Gates of Blood is a 2D side-scrolling action platformer inspired by Egyptian mythology set in the mystical underworld of Duat. Players assume the role of Zahrah, traversing the afterlife to defeat the mighty guardians of the Gates of Duat. Through a series of intense boss-rush-like encounters, players confront powerful gods, demons, and beasts.

Embark on your journey of retribution from the celestial Nile, delving into the dark and twisted realms of the Duat. Engage in the immersive interactions with entirely hand-drawn characters and environments as you unravel the lore that permeates this enigmatic underworld.

Launching on PlayStation 5 and PC, traverse the Gates of Duat and forge a path through the afterlife.

Suri: The Seventh Note

Developer: Tathvamasi

Suri: The Seventh Note is a 2D action-exploration game set in the enchanting backdrop of mythical India. A world brimming with captivating Indian mythology-inspired narratives, vibrant characters, and mythical locales, from the floating temples in the Himalayas, the lost forts of Rajasthan, ancient jungles nestled in the Western Ghats, and many more. Platforming meets a unique musical dimension as the game’s world synchronizes seamlessly with an enigmatic beat. 

Uncover the connection between rhythm and the mystical realm of Ragamandala as you traverse its landscapes and unravel its secrets. This journey promises to transport players to a realm where every step is accompanied by the pulsating heartbeat of the game’s universe. 

Get ready to embark on this extraordinary adventure, coming soon to PS5 and PC.


Stay tuned for more information on the India Hero Project and all the games in development as we work to bring new gaming experiences to players worldwide.

Players’ Choice: Vote for February’s best new game

February had no shortage of options to choose from, no matter your gaming preference. Did you spend endless hours in multiplayer or take on a solo quest? Do your part and let us know in the poll below.  

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. PlayStation Store will also showcase some top Players’ Choice winners throughout the year.

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, while remakes are reserved for ambitious, larger-scale rebuilds such as Resident Evil 4 (2023) and Final Fantasy VII Remake.

How are nominees decided? The PlayStation.Blog and PlayStation Store editorial teams will gather a list of that month’s most noteworthy releases and use it to seed the poll. Write-in votes will be accepted.

No Rest for the Wicked: Revealing new details on combat, crafting, town-building

You wake up as the survivor of a shipwreck, with nothing more than the ragged clothes on your back to your name. A short trek away lies the dying captain of the vessel, who mentions the place he was trying to reach– a place called Sacrament. And so, your long and difficult journey begins.

No Rest for the Wicked is the newest game from Moon Studios, creator of the Ori series. First announced at last year’s Game Awards, this PS5-bound action RPG is as visually luscious as their previous work but wrapped in a darker, mature narrative. We sat down with the team for an early preview of the game to discover more about its central gameplay mechanics and world design.


No Rest for the Wicked: Revealing new details on combat, crafting, town-building

In the harsh world of No Rest, suffering comes on two fronts: political maneuvering by well-connected royals and religious figures in the wake of the King’s death, and a horrific curse called the pestilence that transforms the humans it claims into unholy abominations. As all this happens, the populace is turning to more desperate and illicit means of survival.

A world of great beauty and unspeakable suffering

Moon Studios is well known for its ability to create compelling worlds and stories, and No Rest for the Wicked explores new territory for the developer. “After having made both Ori games, our next goal was to create our own huge fantasy universe,” says Thomas Mahler. “With Ori, we always relied on using allegory. We told stories that touched people, but we used fantasy creatures that, in essence, had to deal with very human problems. This time, we wanted to actually use humans and craft a Shakespearian tale with very strong human themes like family, trust, betrayal, comradery, and so on.”

To that end, No Rest offers up a very different feel from that of Ori’s warm, inviting natural environments: dilapidated, crumbling fortresses, barren, scarred landscapes, and vicious-looking foes — human and non-human alike — populate the tumultuous land of Isola Sacra. With each sword-slash, you see blood and viscera, illuminating the brutal, painful reality of life here. 

Yet among it all is a strange and compelling beauty, captured in the gorgeous stylized visuals Moon Studios specializes in, the studio seemingly not missing a step with the switch from 2D to 3D: every frame looks like a painting come to life.

“We’re just very much set in not being yet another studio that tries to go for a photorealistic style,” Mahler continues. “We think paintings age less quickly than trying to pursue photorealism. When I see a Caravaggio painting, I’m still amazed by what he was able to accomplish just using oils 500 years ago.”

Humble beginnings

Starting up the game, you have next to nothing on your person. That changes quickly as you discover a worn one-handed sword and some discarded tools, likely the scraps the nearby bandits didn’t bother looting from their victims. Taking up the blade and using some found materials to cook up a basic stew, you prepare to fight through the area under the bandits’ control to try and reach Sacrament.

There are many ways to engage foes–barging in head-first, or trying to get the jump on them with a sneaky ambush–but once you engage them, you’ll need to fight smartly, as your stamina meter makes sure your every move counts. A careless sword swipe, a bad dodge, a failed parry, or a broken guard can quickly get extremely painful. If you’re in a pinch, a well-placed Rune attack might help you turn the tables, but at the cost of focus.

Fortunately, you have a variety of gear on your side–which you’ll either find, buy, or craft– and a stat-building system that lets you invest points where you choose on level up. Unlike many action RPGs, which have you pick a class very early and restrict your gear based on that choice, you grow into a class in No Rest for the Wicked more organically. 

“We just wanted to give players an extremely diverse set of gear they can find to fulfill all their fantasies of the characters they’d like to play within an RPG,” notes Mahler. “We start the player out with pretty simple movesets, but as they progress further and further, they’ll be able to advance those movesets, and combine various combos, special attacks, and spells together. As for leveling and stat-building, in general, our methodology was that we wanted things to be as active as possible. We believe that players want all progress to be felt instead of just seeing some numbers go up that might not immediately affect your playstyle.”

Shaping your adventure

The overhead view of the action helps the environments in No Rest for the Wicked feel epic and atmospheric while also giving you subtle hints about out-of-the-way paths or hidden nooks and crannies. Background objects may be more destructible than first assumed, often yielding some precious loot as a reward for our experimentation. Pushing against odd-looking walls and bits of geometry that seemed a bit off may reveal passages filled with valuable treasures–and sometimes also their guardians.

Besides combat gear, there are plenty of other items to be acquired–bits of food for cooking, wood and ore for crafting, and assorted other sundries. With tools like an axe or pickaxe, we can chop down trees and harvest ore–though you’ll want to make sure the area is clear from hazards first. Otherwise, a flaming projectile to the face might interrupt your gathering session.

The harvesting and crafting elements become more and more pronounced as the game progresses, and eventually, you can choose to engage in the reconstruction of Sacrament. “We have so many different mechanics all mashed into this one game, which we then had to all make work together, “explains Mahler. “The idea is simple: We create certain needs for players and then we provide a lot of tools on how to fulfill those needs. For example, if players choose to farm and engage in housing, crafting, etc., they’ll then be able to take the outcome of those interactions back into the battle.”

“The ultimate goal here is once again to fulfill that RPG fantasy and ultimately craft a game that is not just about slaying enemies. We want you to have a diverse set of things you can do at all times. Tired of being in combat? Well, go and get some resources instead. Or go and help rebuild Sacrament. Or engage in housing and build yourself a dream home that constantly produces resources for you. Or go fishing. There should be no end of ‘Or’s’ in this game.”

The first few steps on a long road

The demo ended with a boss battle against the pestilence-infected Warrick, who has been warped and transformed beyond recognition. It’s not an easy struggle, but learning the parry cues makes the fight more manageable, turning the corrupted creature into a sitting duck for a precious few seconds. So ends the beginning of what’s likely to be a very, very long journey.

Thomas Mahler hopes players will enjoy the game his team has spent many moons crafting. “During development, we looked at what current ARPGs offer players. Our goal was to take all the aspects from all these games we love, mix that together, and create a new recipe that ultimately becomes the game we always wanted to play!”

Preparing for Final Fantasy VII Rebirth – Who is Zack Fair and what’s happening with the timeline?

Final Fantasy VII Remake and Final Fantasy VII Rebirth are two masterfully made retellings of the classic PlayStation RPG from 1997. Final Fantasy VII Rebirth is the second entry in the Remake project and continues where the previous title left off, hopefully bringing answers to questions posed with it. Not only is this new sequel a nostalgic experience for veterans of the 90s original, but Square Enix has crafted it to be another perfect spot for newcomers to join Cloud and the gang. 

Regardless, the Remake project is bursting with intriguing stories, colorful characters, and rich lore. Here, we’ll reflect on the story so far, how Final Fantasy VII Remake differs from the original, and some of the mysteries it left us with.


Spoiler warning for Final Fantasy VII Remake and Final Fantasy VII Rebirth


Where we left off


Preparing for Final Fantasy VII Rebirth – Who is Zack Fair and what’s happening with the timeline?

Final Fantasy VII Remake took us down memory lane, beginning with Cloud’s first mission alongside the eco-terrorist group Avalanche and ending with the team leaving the steel skies of Midgar. But throughout this story, things happen differently from the original 1997 FFVII, following the constant theme of the antagonist Sephiroth’s proposed defiance of fate. 

This is further showcased by characters facing off against Whispers, ghost-like creatures that fight the characters to ensure they don’t deviate from the initial timeline. However, the Whispers fail at many points of the story, resulting in certain characters being depicted in a different way than the original game. One of those characters is Cloud’s brother-in-arms, Zack Fair.

Who is Zack Fair?

He’s standing equal to Cloud in the Final Fantasy VII Rebirth game art, but who is this mystery man? Zack is one of the most essential characters in the series mythos, being the hero who kickstarts the legend of the title’s headlining character, Cloud Strife, before the events of the actual game. In the prequel game Crisis Core: Final Fantasy VII and the original 1997 game, Zack Fair acts as a big brother and inspirational figure to Cloud. This fellow Soldier stood as a pillar to a girl with whom he had a fateful encounter, Aerith Gainsborough, and witnessed Sephiroth’s fall from grace.

In the original  Final Fantasy VII, Zack meets an untimely end protecting an incapacitated Cloud from a barrage of Shinra troops. The ending of Final Fantasy VII Remake showcases an opposite fate for the fallen Soldier, depicting him carrying an injured Cloud to Midgar after successfully defeating these Shinra troops, shrouding the diverging timelines of the Remake project in even more mystery.

An intermission between remakes

Final Fantasy VII Remake: Episode Intermission is an extra DLC episode for Final Fantasy VII Remake. This title takes place between Remake and Rebirth, serving as an introduction to one of Rebirth’s new party members, Yuffie Kisaragi. Fellow Wutain ninja, Sonon Kusakabe, accompanies her as they infiltrate Shinra to steal the ultimate materia and restore glory to Wutai.

Of course, nothing is that simple. Sonon meets his end, sacrificing himself to save Yuffie during the mission. The young Wutain is left to leave Midgar on a Chocobo to find allies to help her on her new mission to take down Shinra. She doesn’t know that she’s on a direct course to cross paths with our main heroes of Cloud and company.

This new addition doesn’t just add a new character but also the new Synergy Ability mechanic featured in Rebirth. Characters can now Synergize, which lets them team up to attack an enemy simultaneously with team attacks to stylishly rack up extra damage.

How the story continues in Rebirth

In Rebirth, our party goes from freedom fighting against Shinra to pursuing Sephiroth who seeks power that would doom the world. Not only have the stakes evolved, but the gameplay has, too. Rebirth introduces a much larger world outside Midgar to the Remake’s universe, giving players a much more non-linear adventure.

There are tons of quests, side content, and other World Intel objectives to tackle in various open, explorable regions. Characters can ride atop unique Chocobo types that excel in different biomes to quickly travel from place to place. Along with these additions, new playable characters join the party, like Yuffie, Red XIII, and Cait Sith, which means FFVII Rebirth is bursting with content to discover.

The iconic story continues in a big way with Final Fantasy VII Rebirth. Enter a larger reimagined Final Fantasy world on PlayStation 5 today.

Gran Turismo 7’s 1.43 update features three new events, new cars, and Café Menu

Gran Turismo players! Update 1.43* for Gran Turismo 7 is available as of Wednesday, February 28 at 11:00pm PST / February 29 at 6:00am GMT / 3:00pm JST.


Gran Turismo 7’s 1.43 update features three new events, new cars, and Café Menu

3 new cars added this month

Audi TTS Coupé ’09 

(Can be purchased at Brand Central or Used Car Dealership)

A high-performance model aggressively evolved from the TT. 

The TTS is the high-performance version of the TT, which first debuted at the North American International Auto Show in January of 2008. The powertrain combines a 268.2 BHP @ 35.7 kgfm 2 L direct injection turbo engine with either a 6-speed manual or 6-speed S-Tronic dual-clutch transmission. Though it has the same displacement as the standard 2L turbo model, the TTS features a bespoke engine block, pistons, and connecting rods, and the turbocharger has been improved to increase performance. It produces 71 BHP more power and 7.2 kgfm more torque than the normal 2L turbo unit in models such as the 2.0 TFSI quattro. As a result, the 0-62.1 mph acceleration time is 5.2 seconds for the S-Tronic model, and 5.4 seconds for the 6-speed manual transmission. 

Aside from the standard coupe body, a convertible ‘Roadster’ model was released in certain regions. On the mechanical side, the car is equipped with the ‘Audi Magnetic Ride’ variable dampers system as standard. When selecting the sports mode from the switch on the console, the ride height drops by 10 mm, allowing for more dynamic handling. This also provides a more aggressive ride befitting the TTS name.

Mitsubishi Lancer Evolution IX MR GSR ’06 

(Can be purchased at Brand Central or Used Car Dealership)

The ‘9.5’, the final 4G63 powered Lancer Evolution.

The Mitsubishi Lancer Evolution IX MR GSR is the 2006 update of the ‘Lan Evo’ IX GSR which debuted in 2005. On first glance, the car appears to be almost identical to the previous model, but numerous refinements have been made across the entire car. For example, while the maximum power and torque numbers of the 4G63 engine remain the same, the MIVEC variable valve timing system has been retuned, the standard specification turbine wheel has changed to a titanium-aluminium alloy, and the compressor inlet diameter has been downsized. Along with other minor improvements, this resulted in sharper engine response and faster acceleration. The suspension has also been upgraded, employing high spring rate Eibach coils combined with Bilstein dampers, and the electronically controlled ‘Super AYC’ 4WD system has been reprogrammed to focus on cornering ability. 

There have also been refinements to the aerodynamics with the shape of the front bumper being changed to reduce lift. The ‘MR’ of the model name stands for ‘Mitsubishi Racing’. Throughout the company’s history, this designation has been given to the highest performance sports models. For the Lancer Evolution, MR models first appeared in the VIII line-up, making this IX the second MR model in the car’s history.

Renault R4 GTL ’85 

(Can be purchased at Brand Central or Used Car Dealership)

The world’s first hatchback found great success through utilitarian design. 

The Renault 4 (often called the ‘Quatre’ from its French name) is a compact car that debuted in 1961 to replace the best-selling Renault 4CV. Though its predecessor featured an ‘RR’ layout, which puts both the engine and drive wheels at the very rear of the vehicle, the Renault 4 featured a front-engine front-wheel drive (FF) configuration. The car would prove to be a massive success and served as the people’s car for many years to come. The car’s most notable design element is its packaging which formed the basis of the modern hatchback. The FF configuration allowed for a more spacious interior and the 4 also featured a large and lightly usable luggage space behind the back seats. 

The mechanicals of the car are also unique. For example, although it features torsion bar suspension, which uses the elastic force of twisting a metal bar in place of a spring, it uses 2 different torsion bars in parallel for each of the rear wheels, which displaces them slightly and results in a different wheelbase on the left and right of the car. Additionally, as the transmission has been placed at the very front of the car, ahead of the engine, gear changes are operated by a long rod which reaches over the engine and protrudes into the cabin. The driver changes gears by pushing and pulling the rod in and out of the dashboard.

Café / Extra Menus 

The following Menu has been added:

  • Extra Menu No. 36: Lamborghini (Collector Level 43 and above)

World Circuits (Event)

The following new events have been added to World Circuits:

  • Sunday Cup Classic – Tsukuba Circuit
  • Japanese Clubman Cup 550 – WeatherTech Raceway Laguna Seca
  • European Clubman Cup 600 – Tsukuba Circuit

Scapes 

Pyrenees has been added as a featured curation in Scapes

*Internet connection and Gran Turismo 7 game required for update. 

PlayStation Plus Monthly Games for March: EA Sports F1 23, Sifu, Hello Neighbor 2, Destiny 2: Witch Queen  

The PlayStation Plus Monthly Games for March sees racing sim thrills in the shape of EA Sports F1 23, martial arts-powered face-offs with Sifu, a slice of stealth horror in Hello Neighbor 2 and sci-fi action with Destiny 2: Witch Queen. 

All four will be available to PlayStation Plus members on Tuesday March 5 until Monday, April 1*. 

Let’s take a closer look at each game. 

EA Sports F1 23 | PS4, PS5

Be the last to brake in EA Sports F1 23, the official videogame of the 2023 FIA Formula One World Championship. A new chapter in the thrilling “Braking Point” story mode delivers high-speed drama and heated rivalries. Race wheel-to-wheel at new Las Vegas and Qatar circuits and earn rewards and upgrades in F1 World. New Red Flags add an authentic strategic element, and the 35% Race Distance feature delivers more action and excitement. Drive updated 2023 cars with the official F1 lineup of your favorite 20 drivers and 10 teams. Also, F2, the ultimate training ground for F1 is now updated with the latest 2023 Season content, including the new cars and driver lineups across the paddock. Create your dream team and race to win in My Team Career Mode, compete in split-screen or in the expanded cross-platform multiplayer, and be more social with new Racenet Leagues.

Sifu | PS4, PS5 

Is one life enough to know Kung Fu? Sifu is a stylish yet gritty beat-em-up, featuring visceral hand-to-hand combat in a contemporary urban setting. From Sloclap, creators of acclaimed PS4 fighting game Absolver, Sifu follows a young kung fu student on a path of revenge, hunting for the murderers of his family.  One against all, he has no allies and countless enemies. He will have to rely on his unique mastery of kung fu to prevail and preserve his family’s legacy.

Hello Neighbor 2 | PS4, PS5

Solve the mystery of missing kids in the rural town of Raven Brooks in this family-friendly stealth horror sequel. Hello Neighbor 2 invites you to a seemingly quiet town of Raven Brooks where everyone is hiding something. You are an investigative journalist looking to uncover the darkest secrets of your neighbors and solve the case of Mr.Peterson, infamous antagonist of Hello Neighbor. Sneak around, search for clues behind the mysteries and play against complex opponents controlled by advanced neural network AIs that learn from you and all other players – the whole town is your playground now!

Destiny 2: Witch Queen** | PS4, PS5

Delve into Savathûn’s Throne World to uncover the mystery of how she and her Lucent Hive stole the Light. Learn the secrets to crafting new weapons, the new Glaive, and survive the truth within her web of lies. A twisted wonderland of corruption and splendor, Savathûn’s Throne World plays host to a fragile balance of power. From her palace to the swamp, all that she hides can be found here. Create custom weaponry with unique mod, shader, and stat combinations. Master the new Glaive weapon type and unleash powerful melee combos, projectile attacks, and a deployable energy shield.

The Finals S.O Sleek Bundle, exclusive to PlayStation Plus members

PlayStation Plus members can access a unique cosmetic bundle in The Finals, includes two different sets of military themed outfits and weapon skins:

•  2 Epic Outfits
•  12 Epic Weapon skins

You’ll be able to find and download this bundle in addition to the PlayStation Plus Monthly Games line up on PlayStation Store. Download The Finals from PlayStation Store to access. Once downloaded, the bundle’s contents will be available in-game immediately, regardless of whether you’re a new or returning player.  

Last chance to download February’s Monthly Games

Foamstars, Rollerdrome and Steelrising are available to add to PlayStation Plus members’ game library until Monday, March 4. 

*PlayStation Plus Game Catalog lineup may differ in certain regions. Please check the PlayStation Store on launch day for your region’s lineup. 

**Destiny 2 is required to play Destiny 2: Witch Queen. Destiny 2 is available for download at no extra cost on PlayStation Store.

How the Star Wars: Dark Forces Remaster devs Nightdive Studios enhanced the classic FPS

Last year, it was revealed that the masters of remasters at Nightdive Studios have taken on the task of bringing the beloved 90s classic Star Wars: Dark Forces to modern audiences. The remaster is set to release February 28 on PS5 and PS4, nearly 30 years after the release of the original game from LucasArts in 1995.

Similar to Nightdive’s previous endeavors with titles like Quake II and Turok 3: Shadow of Oblivion Remastered, Star Wars: Dark Forces Remaster honors the strong foundation of the original while updating it for modern consoles through the studio’s proprietary KEX engine, allowing the game to run at up to 4K resolution at 120FPS on PlayStation 5.

With this, fans of the original as well as a whole new generation of gamers, will be able to experience Star Wars: Dark Forces and appreciate what made it such an essential title within LucasArts’ (now Lucasfilm Games) impressive catalog. Further honoring the work that went into its initial development, it’s been revealed that Star Wars: Dark Forces Remaster will feature a special Vault jam-packed with never-before-seen content from the making of the 1995 original!

With improved spritework and remastered cutscenes, those looking to dig deeper into a truly unique story within the Star Wars galaxy will be able to enjoy a visually pleasing narrative experience as they join protagonist Kyle Katarn, a defector turned mercenary for hire working for the Rebel Alliance, in foiling the Galactic Empire and its secret Dark Troopers Project.

As much as we’d love to continue gushing over why this has been such an exciting project for Nightdive and must-play title for fans and newcomers alike, let’s dive deeper into the fascinating history and behind-the-scenes work of breathing new life into Star Wars: Dark Forces with Nightdive’s Project Lead and Producer, Max Waine.

Exploring The Vault

PlayStation Blog: What was the most exciting challenge you faced while working on Star Wars: Dark Forces Remaster?

Max Waine: For me, it was bringing something new and worthwhile to existing fans of the game. Our way of tackling that was by bringing in The Vault. It was imperative that I find and present interesting snapshots of the development of the game. From there, it was a lot of coding to make it all work, conversion of various assets to be able to load in the remaster, and a great deal of text to write for the titles and descriptions; balancing being informative of what I did know from the development files without drifting into speculation proved exceptionally difficult.

When diving into the Remaster, what details about the original LucasArts spritework stood out to you from a historical development perspective?

From a development perspective, Dark Forces seemed to have a relatively typical way of approaching sprites for the time and genre. A combination of touched-up scanned models, hand-drawn sprites, and rendered 3D models (from 3D Studio) are ordinary fare. The software they used for spritework, DeluxePaint Animation, was also seemingly pretty standard. One interesting detail is that many of the human sprites seemed to be mostly hand-drawn but would use incredibly basic models to provide things like poses and such.

Design and assembly

What about the game’s cutscenes? Can you share insight into the work Nightdive has done to remaster these?

I integrated the new cutscenes into the game itself, with the help of Daniel Albano to allow for supporting different languages within the cutscenes. Outside of setting up the video player, I created a text-based format that could change the music in-sync with the video the same way the original did.

I’ll be paraphrasing Brendan McKinney here, who was our 3D maestro on the cutscenes. Beside Brendan, development was done with paintings of the new characters by Ben Chandler, ship models by Daniel Andersson, and guidance from Lucasfilm Games’ David Yee.

Due to the original cutscenes blending of different types of assets, the process of updating the cutscenes proved difficult. Initially the approach was to try to recreate the same cutscenes at a higher resolution, but this resulted in greater scrutiny being drawn to the differences in the disparate types of assets that could be provided in a cutscene.

The approach that was ultimately taken was to embrace the mixed medium spirit of the originals while still narrowing the divide so that, even at higher resolution, everything fit comfortably together.

This is where Ben Chandler came in, doing painted versions of characters like Crix Madine and Jabba, who were based on or fully taken from stills of the films respectively for their depiction in the original. Brendan recreated the environments in 3D, painting over them afterward to bring the composition nearer to Ben’s character work. The space sequences were approached with the intent to keep things simple, matching the feel of the original work.

Is there a weapon design unique to Dark Forces that you specifically like? What makes it interesting from a development POV?

It’s gotta be Kyle’s trusty sidearm, the Bryar pistol. The weapon just really looks the part. A lot of the weapons were rendered out from 3D models, and for some it can chafe against the technical limitations of the time, but the Bryar pistol just looks absolutely perfect as-is.

Adding to this, what can you share about the Phase 02 Dark Trooper character model from a developer standpoint?

The Phase 02 Dark Trooper as a character seemed to go through a fair bit of iteration from initial conception to what ended up present in the final game. Renders of the character model definitely appear to be what is used in both the original cutscenes and as a basis for the spritework. I can’t be exactly certain how they animated pre-rendered cutscenes with the Dark Troopers though, as we don’t have a significant amount of the 3D-related assets.

Honoring the original Dark Forces

What’s the most impressive feat accomplished with this game based on the time it was created?

Dark Forces is greater than the sum of its parts, and while I will point out key impressive aspects of the game, I want to emphasize just how strong it is as a cohesive whole. There are two things that jump out at me the most for the time period: support for 3D environments that allow for room-over-room, which was something that the Doom engine was not capable of; seamless integration of fully 3D objects within the environment (like Kyle’s ship, X-Wings, Mouse Droids, etc.).

Lastly, what do you think Dark Forces did to move the budding FPS genre forward during its time?

At a time where FPSs were largely abstract in locales, Dark Forces pushed the tech forward enough to be able to successfully realize familiar and more realistic environments. In addition to that it was able to tell a cohesive story, complete with fully voice-acted cutscenes. The sum total of this is a game that really pushed forward just how immersive FPSs could be.

We want to thank Nightdive’s Max Waine for the blast from the past experience we’ve had learning about the work being put into Star War: Dark Forces Remaster, including how it features The Vault, which packs in a wealth of behind-the-scenes visual content from the development of the 1995 original!

Additional features fans can look forward to with Star Wars: Dark Forces Remaster are visual improvements, including advanced 3D rendering with realistic lighting and atmospheric effects, and up to 4K at 120FPS on PlayStation 5. Not to mention action-packed, first-person ground combat with 10 weapons and 20 enemy types!

Can’t wait to play the Remaster? Keep an eye out for Star Wars: Dark Forces Remaster later this month when it releases on PS5 and PS4 on February 28.

Foamstars new season Groovy Disco begins on March 8

Foamstars released on February 6 as a PlayStation Plus Monthly Game, and we’re elated that so many players have tried out the game. It’s not too late for PlayStation Plus members to add it to their library before March 4.


Foamstars new season Groovy Disco begins on March 8

In Foamstars, each season will last about 5 weeks, so we’d like to share details on the new season, Groovy Disco, which begins March 8.

New Foamstar – Coiff Guy

Groovy Disco features the new Foamstar, Coiff Guy. Coiff Guy can use a rocket launcher-style foam gun to take down enemies from a distance, while his skills include an up-close body slam inspired by his background as a pro wrestler.

Coiff Guy can be unlocked by progressing the Season Pass to Tier 31. He may also be unlocked immediately for users who purchase the Premium Pass.

New season Groovy Disco – Season Pass details

Earn XP via online matches, completing missions or clearing Challenges to progress through the Season Pass tiers and unlock new items. In the Groovy Disco Season Pass, on top of the new Foamstar Coiff Guy, Foam Gun skins for multiple characters and a Character skin for The Baristador are also available for free.

By purchasing the paid Premium Pass, you can unlock even more glorious rewards. Players will immediately unlock any rewards up to their Season Pass Tier at time of purchase.

New Solo Missions added

Missions 4 through 6 will be added to the current Foamstar Missions.

In Mission 6, Dark Ramzey will appear, offering a harder challenge compared to the previous bosses.

Please try to use what you’ve learned thus far to beat it!

Ranked Party – Compete for World Rankings

Compete solo in Ranked Party Lonestar or with a team in Ranked Party Tribe-Vibe. Both events will be available to play in Groovy Disco.

Ranks in Foamstars are categorized into seven tiers: Bronze Star, Silver Star, Gold Star, Platinum Star, Diamond Star, Superstar, and Party Legend. Once enough Rank Points (RP) have been attained, you will be able to partake in Rank Up Trials which if completed successfully, allow you to progress to the next Rank.

The Ranked Party Lonestar action kicks off starting March 11 PST (March 12 UTC), and Ranked Party Tribe-Vibe begins on April 4 PST (Aril 5 UTC).

Extreme Party – New limited-time events

Extreme Party will be held twice during Groovy Disco. In the first event – All Coiff Guy Party – every player will join the fun as Coiff Guy.The second event, Super Duel Party, will introduce intense 1-on-1 battles. Please see below for the schedule and join these events!

The All Coiff Guy Party kicks off on March 22 PST (March 23 UTC), and the Super Duel Party begins on March 30 PST (March 31 UTC).

All PlayStation Plus members can redeem, download, and play Foamstars at no extra cost until March 4 on both PlayStation 5 and PlayStation 4.