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Welcoming Firesprite to the PlayStation Studios Family

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After a number of years closely collaborating on several games together, including The Playroom (PS4) and The Playroom VR (PS VR), I couldn’t be more delighted to welcome Firesprite to the PlayStation Studios family as our 14th studio! Quite a few members of Firesprite come from SIE’s Studio Liverpool and we’re thrilled to welcome them back.  

Firesprite is a creative and ambitious studio that is exceptional at building incredible experiences that truly showcase the potential of our hardware. The team’s technical and creative capabilities will be paramount to growing our stellar catalogue of exclusive games, and I think you’ll be excited for what’s to come. 

Welcome to PlayStation Studios, Firesprite! 


Today is an incredibly exciting day for Firesprite as we join PlayStation Studios with the backing of Hermen and the entire PlayStation Family. We are very much looking forward to the next part of our journey!

Firesprite, headquartered in Liverpool in the North-West of the UK, was founded in 2012 with the vision of creating games that bring new innovations to any experience we develop. The North-West is steeped in gaming history, producing many iconic developers, publishers and games such as WipEout. Many of our ‘Sprites developed and shaped titles from this era and we are very proud of those roots!

We’ve had the pleasure of working with many talented developers and publishers across the industry and PlayStation in particular has been a friend and co-development partner for the best part of a decade, collaborating together on many exciting projects including The PlayRoom, Run Sackboy! Run and The PlayRoom VR.

PlayStation also gave us the opportunity to create our own IP, The Persistence, and we were given the creative freedom to explore, innovate, and release a survival horror game we are immensely proud of. Now, as a first party studio, we know we have the full support of PlayStation in furthering our heritage of combining creativity and technical innovation to offer some truly unique experiences for PlayStation fans.

I firstly want to thank PlayStation and their community for the warm welcome into a family of incredible creators. I’d also like to thank all of our ‘Sprites, past and present, who have helped shape the Firesprite we see today. I’m proud of the talent we have at Firesprite and you’ll continue to hear and see more from us all very soon!

We can’t wait to show you what we have been working on……we’re just getting started 😊!

– Graeme Ankers, MD of Firesprite

The Riftbreaker arrives on PS5 October 14

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Hello, PlayStation fans!

The Riftbreaker launches October 14 on PlayStation 5. It’s been an incredible pleasure bringing our latest game to life on the next-gen hardware, and we hope you will have a lot of fun discovering all of its secrets next month! The Riftbreaker is a base-building strategy game with elements of survival, exploration, and action-RPG. As Captain Ashley S. Nowak your job is to jump through a one-way portal to Galatea 37, a distant planet in the far reaches of the Milky Way Galaxy. Once you’re there you must singlehandedly prepare the planet for further colonization.

Luckily, thanks to the power of PS5 we could fully realize our vision and expand on it with unique features that will immerse you in the world of The Riftbreaker even further. The DualSense controller gave us entirely new avenues of communicating with the player. For instance, the Adaptive Triggers become harder to push when the player runs out of ammunition, giving them instant feedback. The Triggers also start pulsating every time the weapon is ready to release a powerful, charged-up shot, increasing player effectiveness during combat.

Thanks to DualSense’s haptics, players can feel a tangible connection with the world of Galatea 37. While exploring the vast jungle, players will feel raindrops hitting the controller, as well as different types of terrain beneath their feet. The feeling of the controller changes between biomes – you will feel the shifting sands in the desert dunes, the rubble of rocks in the volcanic zone, as well as many others. But haptics aren’t limited to nature. While using tech gadgets, such as the Geoscanner or Geiger Counter, the DualSense controller will vibrate in correlation to the strength of the readings from those sensors.

However, The Riftbreaker on PlayStation 5 offers much more than that. When we started working on this project back in 2018 we already knew that we wanted to deliver a truly next-gen experience for our players. We enhanced our custom game engine, The Schmetterling 2.0, with cutting-edge features and technologies that allow us to fully take advantage of the next-gen hardware. 

First of all, you will be able to play The Riftbreaker on PS5 with ray traced shadows. Thanks to the use of RT shadows we can ensure that every scene in the game will feature beautiful, dynamic soft shadows that are entirely accurate in every frame. This technology also allows to include additional shadow casting lights like for example a comet flying above the player’s head or a burning fire golem that illuminates its surroundings with precise shadows being cast by every blade of grass. 

None of that would matter if we had to compromise the game’s performance. Luckily, thanks to the power of PlayStation 5

BattleTech makes an epic return to PlayStation with MechWarrior 5: Mercenaries

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Greetings Mercs! This is Daeron Katz, Senior Community Manager for MechWarrior 5: Mercenaries. I’ve been a huge fan of the BattleTech franchise and MechWarrior games since the 1984 BattleDroids tabletop game. Despite the wealth of board games, novels, and MechWarrior games that bring the world of BattleTech to life, PlayStation fans haven’t had a proper MechWarrior experience since the time-tested classic, MechWarrior 2: 31st Century Combat, released for the original PlayStation in 1995.

All that changes today.

BattleTech makes an epic return to PlayStation with MechWarrior 5: Mercenaries

I feel honored to be able to formally announce that both MechWarrior 5: Mercenaries and the Heroes of the Inner Sphere DLC will be heading to PS4 and PS5 on September 23.  In terms of differences, the PlayStation 5 version supports adaptive triggers and advanced haptics with the DualSense controller. This will also be the first time MechWarrior will be on a PlayStation console in over 20 years!

For strangers to the world of MechWarrior, here’s the TLDR: The year is 3015 and humanity has colonized thousands of systems across space. The battlefields of the future are dominated by MechWarriors (that’s you!), elite mercenaries for hire who pilot gigantic engines of war known as BattleMechs. As the leader of a growing mercenary company, it’ll be up to you to take on assignments from various factions across the universe — and expand your team of MechWarriors and BattleMechs over the course of the game.

Whether you’re more of a solo player and want to focus on building up your mercenary squad of AI-controlled MechWarrior mercenaries in the single-player PvE campaign or are looking for more teamwork focused Instant Action with 4-player co-op, there’s lots to enjoy and discover as you level cities and lay waste to rivals on your own or with friends.

The dev team at Piranha Games is already super excited about how MechWarrior 5: Mercenaries is shaping up for its PlayStation debut. The base game benefits from over a year’s worth of additional development work and comes stacked with tons of gameplay, systems, and quality of life improvements – many of which are based directly on fan feedback.

One of the more noteworthy features PlayStation players can look forward to is the ability for players to switch between any of the AI Lance BattleMechs during a mission. For the initial release, manual control was limited to the player’s main BattleMech. This seemingly small update makes a huge impact, allowing players to instantly bounc

Call of Duty: Vanguard multiplayer and beta details revealed

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In Call of Duty: Vanguard’s gripping Campaign, PlayStation players will witness the birth of Special Forces. In Multiplayer, you are the Special Forces. Prepare for tactical combat with a focus on a global cast of Operators, all deeply integrated for a new era of Multiplayer.  We’re excited to give you a view of the massive offering that Call of Duty: Vanguard is bringing to Multiplayer on November 5.  You won’t want to miss it, and fortunately PlayStation players won’t have to wait long to squad up and dive in.

Call of Duty: Vanguard Multiplayer is ready to rise on every front. Here’s your first look at the action ahead:

Call of Duty: Vanguard multiplayer and beta details revealed

Call of Duty: Vanguard Beta dates

Before the game launches on November 5, you’ll have the chance to play Multiplayer through the Call of Duty: Vanguard Beta, and for PlayStation players that chance is right around the corner. 

The Beta takes places over two weekends:

Weekend 1 – PlayStation Early Access

Available to those who pre-order Call of Duty: Vanguard  for PlayStation 5 or PlayStation 4, this first weekend takes place from Friday, September 10 at 10 AM PT / 6 PM BST to Monday, September 13 at 10 AM PT / 6PM BST.* That’s this weekend, so to make sure you’re ready you can head to the PlayStation Store to pre-load now.

There’s a robust MP experience waiting in weekend one: play the new Champion Hill tournament mode or go classic with Team Deathmatch, Domination, and Kill Confirmed. Also try Patrol, a new Multiplayer mode featuring an objective that’s constantly on the move. Weekend 1 features three Multiplayer maps: Hotel Royal, Red Star, and Gavutu, which span three different fronts of WWII and three distinctly different environments.  

Weekend 2 – PlayStation Open Beta

Then, keep the action going during Vanguard’s second Beta weekend, which is completely Open for PlayStation players**.  This second weekend lasts from Thursday, September 16 at 10 AM PT / 6 PM BST to Monday, September 20 at 10 AM PT / 6 PM BST. Stay tuned to the Call of Duty social channels for more info as we get closer to those dates.

In addition to being among the first to try out the core Call of Duty: Vanguard MP experience, those who participate in the Multiplayer Beta (either in the Early Access weekend and/or the Open Beta weekend) and who reach a Level of 20 will rec

The puzzle box is open: Pinhead joins Dead by Daylight

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 Hello, People of the Fog!   

If one were to create a Mount Rushmore of 80s horror icons, you’d be hard-pressed not to include Hellraiser’s Pinhead on the side of that cliff. Even though, let’s face it, he’d be an absolute nightmare to sculpt.  

Few villains can claim to be as memorable, prolific, and downright original as this staple of horror cinema. All the more reason it was so important to do Pinhead justice as we welcomed him into Dead by Daylight.  

We tapped our creative team to shed some light on the process, the pleasure, and the pain of taking everything that makes Pinhead unique… and translating it into a video game. 

The Hellraiser Chapter is available now in Dead by Daylight!  

The puzzle box is open: Pinhead joins Dead by Daylight

That Cenobite vibe 

Calling Pinhead “recognizable” is an understatement, and no matter how fun the apex Cenobite might be to play, if the look and feel isn’t right, the fans’ connection to the character is lost. Getting it right starts with the source material.  

“We watched and rewatched that original movie again and again to try and make sure our movements and behaviors in-game rang true with Pinhead,” shared Animation Director, David Prenoveau. “After discussion with the design and art teams, we tested these movements on an existing Killer – The Trapper – to make sure we could actually feel that very specific Cenobite vibe coming through even on another character model.” 

It’s said that during production of the original Hellraiser, explicit direction was given to Pinhead to subdue his movements and gestures. The goal was for the character to maintain an aura of complete control at all times. The challenge then fell to David and his team to translate that same essence into Dead by Daylight, where Killers need to be very mobile.  

“Pinhead is very stoic in the first two movies. His movements are restrained and effortless,” explained David. “We just couldn’t imagine him doing things like kneeling down to pick up Survivors and tossing them over his shoulder.”  

“In DbD we have a basic set mechanics that are common to all Killers like picking victims up and tossing them onto hooks. For every single one of these we asked ourselves ‘how can we make sure this really feels like Pinhead?’ Our answer ended up being to use his chains and hooks as an interaction tool. As the player you control Pinhead’s chains and use them to manipulate Survivors in ways other Killers need to do by hand. We’re hoping this touch makes the player feel even more powerful when they’re playing as Pinhead!” 

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