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UPDATE: On September 26, 2024, pre-orders will be available directly from PlayStation at direct.playstation.com and at participating retailers in territories where direct.playstation.com isn’t available. On October 10, 2024, pre-orders will be available at all other participating retailers.
Over the last four years since the launch of PS5, we’ve worked hard to continuously evolve the console experience and deliver the great games our players expect from us. Today, I’m incredibly proud to announce the next step in that evolution and welcome PlayStation 5 Pro to the PlayStation family – our most advanced and innovative console hardware to date.
We developed PS5 Pro with deeply engaged players and game creators in mind – as many have asked for a console that runs even higher fidelity graphics with smoother frame rates at 60FPS. We achieved this on PS5 Pro with several key performance features.*
- Upgraded GPU: With PS5 Pro, we are upgrading to a GPU that has 67% more Compute Units than the current PS5 console and 28% faster memory. Overall, this enables up to 45% faster rendering for gameplay, making the experience much smoother.
- Advanced Ray Tracing: We’ve added even more powerful ray tracing that provides more dynamic reflection and refraction of light. This allows the rays to be cast at double, and at times triple, the speeds of the current PS5 console.
- AI-Driven Upscaling: We’re also introducing PlayStation Spectral Super Resolution, an AI-driven upscaling that uses a machine learning-based technology to provide super sharp image clarity by adding an extraordinary amount of detail.
PS5 Pro provides gamers with amazing graphics at high frame rates. You can hear Mark Cerny, lead architect for PS5 Pro, discuss the key innovations from PS5 Pro in the following video presentation. This presentation provides a deep dive into the key performance features that make PS5 Pro truly special.
When Liu Kang changed the timeline to what we know it to be in Mortal Kombat 1, he created a whole new universe of possibilities. In this New Era, some characters have been reimagined. Sektor first appeared in Mortal Kombat 3 as a cybernetic ninja, famous for punishing enemies with missile barrages and flamethrower attacks. In Mortal Kombat 1: Khaos Reigns which launches September 24 on PS5, Sektor emerges as a reinvented character with an arsenal of new abilities. Including a devastating new Brutality, which we’ll be sharing for the first time here.
Design-wise, we wanted to explore the idea that in this new timeline Sektor fights in a cyber suit as opposed to being completely robotic, a precursor to the origins of the Lin Kuei’s cybernetic initiative before they reached the level of fully converting humans into cyborgs. For Mortal Kombat 1, the goal was to convey strength and overwhelming firepower through her use of heavy weapons. Sektor’s power comes primarily through an exosuit that deploys her assortment of weapons but also enhances her hand-to-hand fighting ability using thrusters on her palms and feet. Despite Sektor’s new appearance, it remained imperative to design abilities that retain the DNA from the klassic version of the character, while simultaneously complementing her toolkit with new powers that highlight the technology of her new exosuit.
To highlight these new attacks, we continually looked for opportunities to design Brutality moments that pair well with key special moves. Brutalities are prominent moments during gameplay where an opponent gets destroyed in a compelling, over-the-top way. The recipe for a good Brutality often lies in a combination of imagination while creating a visceral reaction with comedic elements. For us, Sektor’s Tug of War Brutality ticks each of those boxes. The attack is based on a move she had in Mortal Kombat 3 where a mechanical arm comes out and throws her opponent. In Mortal Kombat 1: Khaos Reigns, we wanted to pay homage to this by having the mechanic arm tear off the victim’s head and hold it up like a trophy. This then presented a unique opportunity in terms of how the opponent’s head could be best demolished in the most audacious way possible. After mulling it over, our design group decided on having her grind the head up as if it was jammed into a garbage disposal, with the liquefied remains ejecting outward from the flaps in her suit, which we think will elicit a reaction from players.
It’s been quite a long time since the pioneering fighting game franchise Fatal Fury has seen a proper new installment. Yes, characters from the Fatal Fury series have shown up in other games, but the last proper Fatal Fury game, Garou: Mark of the Wolves, hit arcades all the way back in 1999. 25 years later, the Legendary Wolves are back in action in Fatal Fury: City of the Wolves, ready to captivate a new generation of fighting gamers and tie-up plot threads longtime fans have seen dangling for decades.
To get a close-up look at Fatal Fury: City of the Wolves, we sat down with director Hayato Konya and art director Yoichiro Soeda to discuss the game’s development, the new and returning faces, and what makes it special.
A continuation long in the making
Fatal Fury is among the pioneers of the fighting game genre. The original game followed martial artists Terry and Andy Bogard and their friend Joe Higashi on a quest to avenge the death of their adoptive father. It emphasized story and cinematics, ending with a shocking climactic scene where villain Geese Howard falls to his demise from a skyscraper. From that point on, Fatal Fury’s gameplay would evolve greatly. Still, the emphasis on stylish and memorable characters, action-film-inspired stories, and its vibrant Southtown setting would continue.
“In the very beginning, we had the concept where Fatal Fury was like a movie, where the protagonists had to work up to fight the big villain,” Soeda said. “It was popular, and players wanted more, so we kept expanding with each game. At one point, Terry takes on Geese’s child Rock as his son. At the time, we didn’t know where that would lead.”
Eventually, however, Rock became the new face of Fatal Fury.
These wolves pack style
One of the most striking elements of City of the Wolves is its bold, vibrant art style. The visuals were meant to evoke a mixture of American comic art and Japanese anime and appeal to both old and new players.
“We wanted the characters to really ‘pop’ and be striking. We thought American comic books do that well, and we wanted to emulate that,” Soeda said. “Fatal Fury traditionally has an anime style to it. We felt that, for the modern audience, the blending of those two things would work well for the game. Now we have it, and it looks great.”
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Can you believe it’s been 10 years since Destiny first launched on PS3 and PS4? 10 years since players first chose Hunter, Titan, or Warlock and jumped into Bungie’s expansive sci-fi world to build up their fledgling Guardian. I can still vividly remember my first time facing off against a daunting Fallen Walker in the Cosmodrome during the Destiny alpha all those years ago.
To celebrate the series’ decade-long run, we asked developers from PlayStation Studios to share their fondest memories playing Destiny and their developer perspective on what makes the game so sticky and satisfying.
With no further ado, happy 10th anniversary, Destiny!
“When Destiny first launched, and after I played for a bit, I actually reached out to my old high school friends who live in another town and convinced them to buy a PS4 and immediately join me. We had such a great time that it kickstarted our weekly game night that has been going on since 2014. Destiny was basically the reason why we reconnected and became even better friends.
I usually can’t play a game without analyzing the animations. I’ve always been impressed with Destiny’s cinematics and enemy animations. Each faction has always felt very distinct and unique from each other with varied personalities coming through their movement. Bungie’s use of runtime, full-body IK rigs has always been amazing as well.“
– Bruno Velazquez, Game Director, Santa Monica Studio
Join us for a streamed presentation hosted by Mark Cerny, Lead Architect of the PS5 console. The 9-minute Technical Presentation will focus on PS5 and innovations in gaming technology.
How to watch
The stream will be broadcast in English on the PlayStation YouTube channel September 10 at 8:00am PT / 11:00am ET / 4:00pm BST.
Regarding co-streaming and video-on-demand (VOD)
Please note that this broadcast may include copyrighted content (e.g. licensed music) that PlayStation does not control. We welcome and celebrate our amazing co-streamers and creators, but licensing agreements outside our control could interfere with co-streams or VOD archives of this broadcast. If you’re planning to save this broadcast as a VOD to create recap videos, or to repost clips or segments from the show, we advise omitting any copyrighted music.
Astro Bot made his anticipated return to PS5 with last week’s release of the titular game. Team Asobi, the PlayStation Studio behind Astro’s Playroom, infused the little bot’s big new adventure with enough stages, power-ups, secrets, and fun to make any 3D platforming fan grin.
With the game’s launch fresh in our minds, I visited Team Asobi’s studio to interview the development team about the studio’s history, development style, and tribute to 30 years of PlayStation. Let’s delve right into it.
 
Art & Animation: Everything begins with gameplay ideas
Left: Jamie Smith, Principal Animation Director, Team Asobi Middle: Sebastian Brueckner, Principal Art Director, Team Asobi Right: Maki Murakami Senior Animator, Team Asobi
PlayStation Blog: What do you prioritize the most when creating characters?
Jamie Smith: I pay close attention to “playfulness.” When creating animations, we model how children express joy, like jumping up and down with excitement, to elicit jubilant feelings among players. Children are packed with actions and emotions, and we strive to imbue all these essences in our character designs.
 
How do you decide which of these ideas make it into the game?
Sebastian Brueckner: First and foremost, everyone must agree that these ideas will enhance the gameplay. We don’t choose ideas solely from the art aspects, but everything begins with the gameplay ideas. As a team, we collectively envision a series of gameplay scenarios and make decisions on the world and its details. For instance, if the gameplay involves ice, we further collaborate on the idea and may suggest the sea as the world setting. Once the details are finalized, the art comes in to refine the world.
Maki Murakami: This brainstorming process is particularly palpable in Astro’s new power-ups and enhancement designs. Handy-D is one example. The idea behind this long-armed monkey was to assist Astro in climbing. Then we explored the ideas on how we could make it cuter and agreed on the design for it to be carried on Astro’s back. We create prototypes, then playtest them and refine them together to take the level of fun to eleven.
Tech & Programming: New features stem from the pass
Last week, we asked you share gaming characters getting to work using #PSshare #PSBlog. Here are this week’s highlights:
MrioMoreno5 shares Lake protagonist Meredith delivering mail and package in her hometown.
snejku23 shares Rivet grabbing a selfie with some industrial workers in Ratchet & Clank: Rift Apart.
juniaxe shares Ada showing off her credentials in Resident Evil 2 Remake.
fsantos1697 shares Sam Bridges pausing to collect himself while delivering things in Death Stranding.
call_me_xavii shares Alan staring down writer’s block (or worse) in Alan Wake 2.
SeeyoulaterHihi shares Judy hard at work editing brain dances in Cyberpunk 2077.
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: Astro Bot SUBMIT BY: 11:59 PM PT on September 11, 2024
Next week, Astro Bot’s off on his next big mission! Share adorable and adventurous moments with the titular bot and his many rescued friends using #PSshare #PSBlog for a chance to be featured.
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Hey folks! This week the podcast crew got to sit down with Team Asobi Studio Director Nicolas Doucet and SIE Studio Business Group CEO Hermen Hulst to talk all things Astro Bot. Plus, we discuss a few games we’ve been playing including Star Wars Outlaws, Doom + Doom II, and of course sweet Astro Bot.
Stuff We Talked About
- Next week’s releases:
- Warhammer 40,000: Space Marine II | PS5
- Dragon Quest III HD-2D Remake new Monster Wrangler vocation
- EA Sports FC 25 hands-on details
- Interview w/ Nicolas Doucet and Herman Hulst (begins at 7:55)
- Astro Bot
- Star Wars Outlaws
- Doom + Doom II
The Cast
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