Get ready for a new era of competition with the arrival of Season 01 of Call of Duty: Modern Warfare II and Call of Duty: Warzone 2.0, releasing November 16. Deploy to Al-Mazrah in the next iteration of the free-to-play Battle Royale, visit reimagined versions of the Shoot House and Shipment Multiplayer maps, team up for an additional Special Ops mission leading up to the first Raid episode, and much more.
Season 01 launches on PlayStation on November 16. Read on for all the highlights coming to both Modern Warfare II and Call of Duty: Warzone 2.0.
Call of Duty: Warzone 2.0 — New Map and Innovations
The city of Al-Mazrah within the United Republic of Adal will be your first map for Warzone 2.0. You may have already explored some of its regions in Multiplayer maps like Al Bagra Fortress, Embassy, Zarqwa Hydroelectric, Taraq, Sariff Bay, and Sa’id.
Call of Duty: Warzone 2.0 includes a wide variety of new features and mechanics, including the following highlights:
Loadouts Remain: Get your Custom Loadouts through Loadout Drops deployed later in the match or by clearing a Stronghold or Black Site. You can also use Cash at the in-match Buy Station to purchase only the Primary Weapon from created Loadouts.
Looting Mechanics: In the new DMZ mode, Operators will utilize a backpack system to further organize their items and equipment. Battle Royale will use a streamlined version of this new system.
Enter the New Gulag
The new Gulag is a 2v2 environment where randomly paired Duos must coordinate to take down the opposition. All players will receive a predefined Loadout with highly effective weaponry and gear placed toward the map’s center.
In the middle of the match, the Gulag Jailer will jump in to interfere. Defeating the Jailer returns all four Gulag prisoners back into the match. Will you work together or go for the elimination victory?
AI Combatants
In addition to the Gulag Jailer, there are two other places where players will run into AI combatants — Strongholds and Black Sites. Both are clearly labeled on the in-game Tac Map.
In Strongholds, fight off AI opponents while attempting to locate and disarm a bomb within the time limit. Black Sites offer an even greater danger but provide a permanent Weapon Blueprint reward and valuable in-match items for those who can successfully complete them. To access a Black Site, you’ll need the Black Site Key, given to the first squad to clear out an active Stronghold.
Further Innovations: Aquatic Combat, New Vehicles and Fuel System, and More
Circle Collapse: In Battle Royale modes, there can be up to three circles within the collapse, which will ultimately reconverge for the final showdown. Prepare to adjust your strategies accordingly, as this feature is randomized in each match.
Today we’re happy to reveal the November Game Catalog lineup for PlayStation Plus. These games will be available starting November 15. Let’s dive in.
PlayStation Plus Extra and Premium | Game Catalog
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The Elder Scrolls V: Skyrim – Special Edition | PS4, PS5
Explore a vast open-world, form alliances and defeat a fierce enemy set to destroy the world. The Special Edition includes the critically acclaimed game and add-ons with all-new features like remastered art and effects, volumetric god rays, dynamic depth of field, screen-space reflections, and more.
Hello there, PlayStation puzzlers!
My name is Blair Lachlan Scott, Writer & Producer at Coin Crew Games. I’m stoked to tell you about how our design approach evolved to bring you an exciting new experience in our first DLC: Escape Academy: Escape from Anti-Escape Island!
Evolving our design
After completing the base game, we looked inward at our processes to set some goals on how we wanted to evolve as a studio for our first DLC. It needed to be bigger, better, and unexpected. After some teamwide introspection, we defined three core principles in an attempt to outdo our last offering.
Avoiding repetition
The last thing we wanted after players experienced twelve school-themed levels was to have the DLC feel just like a rehashed Escape Academy. We wanted to see how far we could push our universe by taking players away from campus and still keeping the world tied to our academic backdrop. Threading the needle between these two goals, we landed on a single theme: summer vacation.
Taking the Escapists on vacation unlocked a completely new batch of environments and opened the door to dramatic new room premises. Having our players land themselves on ‘Anti-Escape Island’ also introduced a juicy dichotomy between ‘tropical island locale’ and ‘mysterious scientific facility.’ Combining these elements both in the art design and the level concepts bred some of our most exciting, and wacky, rooms to date.
Deepening the narrative
In Escape Academy, we were very cautious of having the narrative get in the way of the puzzles. We designed the story in such a way that it was able to be engaged with at various levels of depth, without missing any context for in-level elements. What we found upon release was that players craved a narrative that was more enmeshed with the gameplay and puzzles.
This response led us to building the DLC around a contained, linear story-arc where the level premises and the story were more integrally linked. While our rooms will always be playable start-to-finish without narrative context to keep the game approachable, our hope is that marrying the level design and narrative more tightly will result in more palpable stakes and deeper investment in our story, characters, and world.
Cranking up the difficulty
Prior to Escape Academy, directors Wyatt Bushnell and Mike Salyh designed real-world escape rooms and arcade cabinets. There, a critical piece of the development process
God of War Ragnarök is almost here! Tomorrow on November 9, you will finally be able to step back into the Nine Realms with Kratos and Atreus as they prepare for the coming war.
To ensure you can hit the ground running, we’ve put together a list of our top ten tips to aid hero progression! God of War Ragnarök has a ton of new features and updates to many of the returning ones from God of War (2018), so make sure you check them out below!
All equipment is legendary
For God of War Ragnarök, we’ve ditched our old rarity system when it comes to equipment.
Previously, on God of War (2018), most Armors and Weapon Attachments could only be upgraded a few times, so would inevitably get left behind as you increased your Power Level.
In this title, any equipment that has a Power Level can be upgraded all the way to Level 9! This opens a world of possibilities and combinations, allowing a much higher variety of playstyles at every Power Level.
Transmog unlocks at equipment Level 9
Speaking of Power Level caps, there is a surprise waiting for people diligent enough to upgrade their equipment to Level 9!
The ability to “transmog” equipment was one of the most requested features and we’re happy to share that in God of War Ragnarök we’ll have it!
Once your equipment reaches Level 9, you’ll be able to apply any appearance currently in your inventory. Don’t be afraid to experiment with different pieces because you like the way something looks. Find the perk of your dreams and combine it with the look you want once you reach Level 9!
This feature applies to Kratos’ core Weapons and Armors.
Don’t be afraid to go off the path
The Player Investment Team at Santa Monica Studios is responsible for both Player Progression and Exploration content, so we made sure to put some of the best equipment in our optional areas to reward those of you who take some extra time to poke around!
Don’t be afraid to say “yes” when you hear the call to explore, or you feel like things are getting a little too difficult. Completing Favors and exploring the Nine Realms is a surefire way to stay ahead of the curve.
If you’re the type of player that wants to experience the main story before diving back into the side quests and exploration, don’t worry! Quests never expire and exploration content will always be there waiting for you.
Auto-Equip
If min/maxing stats isn’t really your game, we make things simple for you with Auto-Equip feature.
Simply press L3 from the Weapons or Armor tabs and then choose which stat you want to prioritize. Auto-Equip will automatically equip the highest Power Level
PlayStation Stars is our loyalty program and it’s free to join through the PlayStation App. Members have a variety of perks including access to fun Campaigns, which are updated and added to frequently. PlayStation Plus members also get points on purchases from PlayStation Store.
Completing Campaigns can unlock Digital Collectibles or PlayStation Stars points. Points can be redeemed for limited-edition Digital Collectibles, PlayStation Network wallet funds or select games from PlayStation Store.
Most Digital Collectibles are designed to celebrate great moments in PlayStation and Sony history — some will be widely recognizable, while others will be a bit more subtle.
Let’s check out some of the Campaigns and Digital Collectibles that will be coming this month for PlayStation Stars members:
Highlights: New Campaigns & Digital Collectibles coming this month
God of War Ragnarök Campaign & Digital Collectible
For PlayStation Stars members who pre-ordered God of War: Ragnarök in any software edition through PS Store or direct.playstation.com.
We want to say thank you for pre-ordering from PlayStation and making the God of War Ragnarök launch epic.
This Digital Collectible will be available to those who qualify. Check into PS Stars to collect this reward.
Available Nov 9
Happy 20th Anniversary to our beloved Ratchet & Clank Campaign & Digital Collectible
For all PlayStation Stars members
Join us in celebrating 20 years of Ratchet & Clank. A collectible of the universe’s most debonair spy (with significant semiconductor content) is available to collect for those joining us in playing any game on PS4 or PS5 to celebrate the franchise’s anniversary.
PlayStation and You: PS3
For PlayStation Stars members who owned PS3 in Clear Black or Ceramic White
This is a campaign for those who owned the PS3 Clear Black or Ceramic White – you were with us then and we celebrate you now. Play any game on PS4 or PS5 to receive your Digital Collectible. Doesn’t have to be vintage!
Additional Campaigns live now
November Check-In Campaign & Digital Collectible
For all PlayStation Stars members
Simply ch
Last week, we asked you to share haunted moments from the game of your choice using #PSshare #PSBlog. Here are this week’s spooky highlights:
ForgottenJasmin shares Seline leaning away from a gnarled creature with a gigantic single eye in Returnal.
ke_23 shares a series of robed women floating in various positions across a red background in Fatal Frame: Maiden of Black Water.
Lunar9p_ shares a two headed skeleton creature snarling in The Dark Pictures Anthology: Man of Medan.
oimookrock shares players posing near a hanging Palico Ghost decoration in Monster Hunter World: Iceborne.
kimchitraveler shares Castle Dimitrescu looming in the foggy distance of Resident Evil Village
photomodevault shares a masked figure hanging tangled in cords in The Medium.
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: Gotham Knights
SUBMIT BY: 11:59 PM PT on November 9, 2022
Next week, suit up and fight for justice in Gotham Knights. Share pictures of the Bat family using #PSshare #PSBlog for a chance to be featured.
Last week, Final Fantasy XVI Producer Naoki Yoshida and Director Hiroshi Takai debuted the game’s newly released trailer, entitled Ambition. In that PS Blog post, they touched briefly on the game’s lore as well as sharing more information about two newly revealed characters.
After that reveal, we had yet more questions. So today, they’re going to dig a little deeper into the world of Valisthea, the Dominants and Eikons. Joined by Creative Director Kazutoyo Maehiro and Localisation Director Michael-Christopher Koji Fox, this interview covers the creators approach to its story, worldbuilding, key players’ motivations, and more.
“The world of Final Fantasy XVI may not be particularly kind or gentle. Still, I think we’ve managed to portray how its people live without abandoning hope – how they struggle, how they stand firm, and how they keep on living.”
– Hiroshi Takai, Main Director
PlayStation Blog: What did you want to achieve in this story that hadn’t been done in a Final Fantasy before?
Hiroshi Takai, Main Director, Final Fantasy XVI: I would say that, in the beginning, the Final Fantasy series set out to create pure fantasy worlds and tell rich stories about the inhabitants of those worlds. The series has gradually built out from that starting point, sometimes trying out elements closer to sci-fi, and delving more deeply into the coming-of-age stories of its youthful characters. As we come to Final Fantasy XVI, just as our players seem to have grown up, the years have taken their toll on us developers, too. The world hasn’t always been kind, and we’ve learnt that you can’t expect everything to turn out well for you. And things don’t always turn out well in the world of Valisthea, either – in many different senses of the word. Its inhabitants all carry their own burdens. That was the kind of world we wanted to show. And so, the world of Final Fantasy XVI may not be particularly kind or gentle. Still, I think we’ve managed to portray how its people live without abandoning hope – how they struggle, how they stand firm, and how they keep on living. So I really want as many people as possible to experience the world of Valisthea. (And of course, it’s not all doom and gloom!)
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Ratchet & Clank turns 20 today! Did someone tamper with The Great Clock? It’s almost hard to believe, but it’s true! Insomniac Games launched the original game in 2002, sparking two decades of grand adventures through space, time, and dimensions. Since its humble beginnings on the PlayStation 2 console, the franchise introduced us to a variety of beloved characters, a host of iconic weapons and gadgets, multitudes of eccentric alien worlds, and much more.
So, beginning today, we’re kicking off our Ratchet & Clank celebrations – #Ratchet20 if you will, by dropping a few surprises and briefly looking back at the franchise.
Let’s get straight to the good stuff: we’re thrilled to announce Ratchet & Clank: Rift Apart will receive a 20th Anniversary Armor Pack TODAY in honor of #Ratchet20, which will be available via a game update at no extra cost. * The pack includes five armors inspired by games throughout the franchise’s history – and we have an awesome selection:
- Commando Armor inspired by Ratchet & Clank: Going Commando
- Holoflux Armor inspired by Ratchet & Clank Future: A Crack in Time
- Quest Armor inspired by Ratchet & Clank Future: Quest for Booty
- Marauder Armor inspired by Ratchet: Deadlocked
- Clank rmor to celebrate the greatest of pals
That’s not all. We are also excited to announce more of the Ratchet & Clank franchise coming to PlayStation Plus Premium on November 15.** This includes:
Currently on PlayStation Plus Premium:
- Ratchet & Clank Future: Quest for Booty (PS3)
- Ratchet & Clank Future: A Crack in Time (PS3)
- Ratchet & Clank: All 4 One (PS3)
- Ratchet & Clank: Full Frontal Assault (PS3)
- Ratchet & Clank: Into the Nexus (PS3)
Coming to PlayStation Plus Premium on November 15:
- Ratchet & Clank (PS3)
- Ratchet & Clank: Going Commando (PS3)
- Ratchet & Clank: Up Your Arsenal (PS3)
- Ratchet & Clank: Deadlocked (PS3)
- Ratchet & Clank Future: Tools of Destruction (PS3)
Now that we’ve gotten the new stuff out of the way, let’s revisit aspects of the franchise that made it an iconic PlayStation staple for the last 20 years. We’ve also invited Insomniacs to share some of their memories!
Hey there, Fuzzball….
After three mystical dragon-filled adventures, it was time to venture deep into the cosmos and explore a brand-new galaxy of opportunities. The premise was simple: a fuzzy-eared alien and a tiny robot trek from planet to planet, collecting weapons and gadgets, and save worlds in the process. Cue Ratchet and Clank. One, a Lombax with a penchant for mechanics and a desire to explore beyond his desert planet Veldin. And another, a robot, an intelligent and logical being with an earnest heart and a desire to d
Experience Need for Speed Unbound at 60fps and 4k resolution on PS5, feel every bump in the road through haptic feedback, and immerse yourself in the world of Lakeshore, a street racers’ playground!
Recently we debuted the reveal trailer for our latest Need for Speed. Unbound is an all-new street racing thrillride in development by Criterion Software and is due out next month. As teased in the video above, your goal is to reach The Grand, Lakeshore’s ultimate street racing challenge by taking on weekly qualifiers (and outsmarting the cops!). Along the way, you’ll have the opportunity to build out a garage filled with custom rides.
Today, we’re going to dig into how PlayStation 5’s features will immerse you even further. Let’s dive in.
Race against time, outsmart the cops, and take on weekly qualifiers to reach The Grand, Lakeshore’s ultimate street racing challenge when Need for Speed Unbound releases on December 2, 2022.
Pack your garage with precision-tuned, custom rides and light up the streets with your style, exclusive fits, and a vibrant global soundtrack that bumps in every corner of the world. Check out how PS5 features take street racing to a whole new level in Need for Speed Unbound.
60fps and 4k Resolution
The most realistic looking cars in Need for Speed history are paired with a vibrant graffiti-inspired art style to deliver high-energy visual and sound effects as you’re tearing through the streets of Lakeshore. Enjoy every detail thanks to the power of the PS5 unlocking 4k resolution, a 60fps framerate and 60Hz simulation rate that brings more responsive visuals and handling in the moments you need it most.
A richer world and more detailed car models
What’s the use in having a fresh new custom if no one’s around to see it? Lakeshore’s a popping city, and the PS5’s CPU allows for a higher density of traffic and pedestrians to deliver a more living world. When you’re testing out the latest upgrades on your ride, Lakeshore’s streets will be booming with other city dwellers taking care of business. That means plenty of cars to weave in and out of or scrape alongside… depending on your skill behind the wheel.
Richer car simulation also allows for a more in-depth handling model, creating an intuitive driving experience. Anyone can get in the seat but mastering the roads and earning a spot in The Grand is a completely different challenge that requires skill, bravery, and a trunk load of flair.
Haptic feedback
Feel the tyres on the road as the DualSense controller fires direct feedb
Hello everyone, my name is Ryota Nozoe, Lead Visual Effects Artist on Forspoken.
This expansive new action RPG puts you in control of Frey Holland, a young woman who is transported to the mysterious world of Athia! This land may be beautiful, but it’s dangerous too – a phenomenon called ‘the Break’ has corrupted the people and creatures… and turned them into hideous monsters.
Fortunately, Frey is able to call upon a wide range of magic spells to defend herself, from harnessing the elements to manipulating nature itself. You can get a close look at the exciting combat in our latest deep-dive video:
As you can see, magic is varied and visually spectacular! Read on, and I’ll tell you a little about how we achieved it:
Defining the ‘look’ of Forspoken’s magic
We put a great deal of time and thought into how we visualise the spells in Forspoken.
First and foremost, we wanted to stay away from having things like fire or rocks just suddenly appearing out of nowhere. While that certainly would have been fine, and wouldn’t have caused any issues, doing that felt too expected and boring – especially for a game so focused on magic.
We decided that every spell would share a common rule – it would start with magic energy, and transition into natural phenomena like the afore-mentioned fire and rocks. Then, when the spell is cast, it would revert back to magic energy before fading away.
We also wanted to stay away from using auras or summoning circles when Frey was using spells – this would lack originality. Early in development, we decided that magic energy in Forspoken would be represented by geometric patterns.
This informed the visual design of all of the game’s magic, and ensured we kept a consistent visual style throughout the game.
Each spell in the game was the result of a team of visual artists, game designers and programmers all working very closely together. To give you an example of this, here are three spells you can use in the game – and what went into bringing them to life!