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Official PlayStation Podcast Episode 536: Legendary Cooperation

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Email us at PSPodcast@sony.com!

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Hey, everybody! Tim and I are back this week to talk about the games they are playing, a busy news week, and some big contenders that are releasing soon. This week also features an interview with Darren Bridges, Lead Designer, Sucker Punch, for Ghost of Yōtei Legends.

Stuff We Talked About

  • Next week’s release highlights:
    • The Seven Deadly Sins: Origin | PS5
    • MLB The Show 26 | PS5 
    • Crimson Desert | PS5 
    • Death Stranding 2 | PC

  • Big Walk hands-on report blog — Explore a puzzle-filled open world in this upcoming multiplayer game, where any moment with friends becomes an adventure. Experience the chaos and cooperation as you journey together.

  • Helldivers 2 new Warbond —  Suit up for the Entrenched Division Premium Warbond, arriving March 17 and featuring new weapons, armors, emotes, and rewards to enhance your missions.

  • Tomb Raider I-III Remastered New Challenge Mode — Dive into a free update today introducing Challenge Mode, a variety of new outfits, and a collection of fresh Trophies to earn as you explore iconic adventures anew.

  • Little Nightmares: Altered Echoes coming to PS VR2 — Step into a new dimension in the Little Nightmares universe on April 24. Connect the story between Little Nightmares 1 and 2 as you uncover secrets in a haunting VR adventure.

  • Seven Deadly Sins deep dive — Discover how haptic feedback and PS5 features elevate the anime-inspired world of Britannia when you enter on March 16, bringing the vibrant story and action to life.

  • MLB The Show 26

Share of the Week: Prize

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Last week, we asked you to share some hard-earned loot or gaming prizes using #PSshare #PSBlog. Here are this week’s highlights:

BBSnakeCorn shares Snake receiving the Patriot in Metal Gear Solid Delta: Snake Eater.

SheikhSadi80 shares Sam finding a collection of drinks in Death Stranding.

RhodWulfLeon shares Kratos opening a chest in God of War Ragnarök.

Georgie_1986_ shares Snake recovering a silly monkey in Metal Gear Solid Delta: Snake Eater.

SeeJoshsPhotos shares Aloy and the spoils of her hunt in Horizon Zero Dawn.

Call_me_xavii shares François special rock from Clair Obscur: Expedition 33.

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week?

MLB The Show 26 welcomes new legends and brings the World Baseball Classic to the game

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MLB The Show 26 Early Access starts today, March 13, and it’s your chance to get a leg up on this year’s competition. Jump start your journey to greatness with all-new challenges at the World Baseball Classic in Diamond Dynasty*, plus experience new Programs, Events, Packs, and Player Items to get you ready to take the field. Pre-order now to receive four-day Early Access to MLB The Show 26 and a Gold Choice Pack.

With MLB The Show 26 Digital Deluxe Edition, you’ll also get to enjoy all this:

  • Early access to MLB The Show 26¹
  • 20 The Show Packs
  • 2 WBC Choice Packs
  • 1 Legend Choice Pack
  • 1 WBC Uniform Pack
  • 1 Equipment Pack
  • Double Daily Login Rewards
  • 1 Cover Athlete Bat Skin Pack
  • 20,000 Stubs

Don’t miss out on our pre-order loyalty discount. You will receive 10% off your Digital Deluxe Edition pre-order² if you have purchased any digital version of MLB The Show that’s been released since MLB The Show 21³. The pre-order loyalty discount expires when the game launches on March 17.

Early Access gives you so much content and an advanced look at all the action you’ll be playing in MLB The Show 26. Let’s break it down.

What’s on deck for Early Access

Step up on the world stage

How Silent Hill f developers crafted tense melee-only combat 

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Silent Hill f is a part of a new generation for the legendary horror franchise, one that sees the ethereal and eerie titular setting extending its horrific manifestations into different places around the world. This title was an opportunity for us at NeoBards to harness what makes Silent Hill the psychological horror staple it is and shape a fresh new experience that brings the terror in both familiar and new ways.

I’m Al Yang, studio creative director at NeoBards and game director for Silent Hill f. I’m excited to share a slice of my Game Developers Conference (GDC) Festival of Gaming session for the PlayStation community, giving you all a behind-the-scenes look into the systems behind the first melee-only Silent Hill title.

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Creating a different Silent Hill

In Silent Hill f, the secluded town of Ebisugaoka is consumed by a sudden fog in 1960s Japan, transforming lead character Shimizu Hinako’s home into a haunting nightmare. We initially spent some time considering what types of weapons we wanted to use from Showa-era Japan, doing some prototyping work along the way. With many horror games that emphasize action, there’s gunplay and other ranged combat in the majority of them. What if we flip the script here? It isn’t something horror players are entirely unfamiliar with, but not quite to the extent we’re proposing.

When players say they want to play a horror game and that they want to be scared, I think what they really mean is they want to feel tense. Jump scares are scary, but if you’re giving nonstop jump scares, players become numb, and it detracts from the atmosphere. The real fear lives in the anticipation and build-up, which became a guiding philosophy for how we built story and combat in Silent Hill f.

Injecting tension into combat

There’s intentional design that yields crucial tension for the typical survival horror experience. Slower rhythms with things like aiming and reloading, resource management and scarcity, and pacing. How do we translate these things into our game?

There is a lot of data across the history of survival horror on how to create tension despite the power of guns. For example, let’s look at resources when you encounter a monster in your path. Having 4 bullets in this situation creates a very different feeling from seeing that creature and having 100 bullets. The player’s fear and approach change entirely.

There are no bullets in Silent Hill f, so we showcase resource management with weapons breaking. Every time you hit a monster, you see the durability bar go down. But you don’t know exactly how much damage you’re doing. It isn’t like an RPG where you see numbers or a bar above the enemy’s head. Having concrete values shown significantly decreases the tension, as a large part of the tension of horror games relies on giving the player incomplete information.

How enemies behave is key as well. With guns, monsters will take shots to different body parts and keep shambling unless you hit them in the head or another critical spot, causing them to react differently. We deliver this with the Focus system. With patience and the right timing, you can do a counter or focus attack. It is like aiming down the sights with a gun, so you can hit those vulnerable spots.

If you get in a really meaty hit, you’ll see it in ho

How the Clair Obscur: Expedition 33 dev process powered creative design freedom

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I’m Tom Guillermin, co-founder and CTO of Sandfall Interactive, and I’m excited to share some insight into how our team created the community and critically acclaimed RPG Clair Obscur: Expedition 33. This blog draws on our session at the GDC (Game Developers Conference) Festival of Gaming, where video game professionals from across a range of disciplines come together to share knowledge and experiences.

Our talk, which was delivered alongside our senior gameplay programmer, Florian Torres, explores how our small technical team aimed to give designers maximum creative freedom by enabling them to create and combine gameplay elements. Here, we will highlight examples that we believe this great community will appreciate.

The team and our reality

Creating video games is a marriage of many disciplines, and the skill set available changes as the team changes. From the bombastic abilities you see in combat to the assets that make up the game’s world map and beyond, efficient and smart structuring and planning put us in the best position to bring Clair Obscur: Expedition 33 to life.

The earliest versions of the game were made by Guillaume Broche, CEO of Sandfall Interactive, alone in his bedroom, with occasional help from me. Then we moved on to more advanced prototypes, growing the team with the ultimate goal of creating a vertical slice. Suddenly, there were twelve of us, and in 2022, we went to GDC in hopes of finding a publisher to help us continue development. There, we met Kepler Interactive, whose support meant we could develop an Alpha build and continue adding necessary roles: artists and programmers, especially.

Now for an important confession: We’re not much for coding. Our development philosophy at Sandfall is based on the reality that we have limited programming bandwidth, so we focus on what’s most important to delivering a good player experience and helping the creative team achieve their aims.

For that reason, we’re big fans of the Unreal Engine for its

PlayStation Plus Game Catalog for March: Warhammer 40,000: Space Marine 2, EA Sports Madden NFL 26, Persona 5 Royal, Blasphemous 2 and more

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This month, purge Tyranid swarms in Warhammer 40,000: Space Marine 2, run the show on the gridiron in EA Sports Madden NFL 26, slip back into stylish heists with Persona 5 Royal, or brave a nightmarish pilgrimage in Blasphemous 2. All these titles and more are available in March’s PlayStation Plus Game Catalog lineup*. And as announced in the latest State of Play, PlayStation Plus Premium welcomes classic arcade fighting in the form of Tekken Dark Resurrection. The full lineup will be available to play on March 17. 

 *Digital PS5 games available to stream from your library will vary over time, region, and country.

PlayStation Plus Extra and Premium | Game Catalog