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New Clair Obscur: Expedition 33 gameplay – fighting and exploring the Flying Waters region

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Clair Obscur: Expedition 33 is a turn-based RPG incorporating real-time elements, focusing on a unique journey to stop The Paintress from ever painting death again. In this early preview of the game’s initial stages, PlayStation fans will get a first look at gameplay in Flying Waters, a mysterious region where Gustave and Lune search for their missing companion, Maelle. 

New Clair Obscur: Expedition 33 gameplay – fighting and exploring the Flying Waters region

Each environment within Expedition 33 offers something distinctive. Flying Waters, for example, defies conventional physics, presenting a setting that is both underwater and not. This surrealistic approach is central to the game’s design, aiming to immerse you in a world where the impossible becomes possible. Inspirations from surrealist art are woven throughout, creating a striking experience that constantly keeps you on the edge of discovery. 

In Flying Waters, you will navigate environments filled with remnants from past expeditions, such as destroyed structures, worn paths, and other telltale signs of previous groups that met untimely ends. Expedition 68 perished here, and by closely examining the area, you can piece together how they met their tragic end. 

Making these environments fun to explore was something key for us. So, we built them to be nonlinear, with a layer of verticality and full of mysteries and secrets. There are multiple tools at your disposal to reach every hidden area: a grapple, climbing hooks left by previous expeditions, ropes… Exploring a level fully will always be very rewarding and you may find secret bosses, items or even entire secret levels by being meticulous in your exploration.

 Combat in Expedition 33 blends traditional turn-based mechanics with reactive real-time elements. During battles, timing is key—whether initiating attacks or defending against incoming strikes. The battle system requires quick reflexes and strategic thinking. While commands are inputted in a turn-based format allowing you to take as much time as you need to establish your strategies, you must also react swiftly during enemy attacks to defend effectively.

Basic attacks in the game deal minimal damage, so you must rely on skills and special abilities to topple powerful enemies. Many skills come with timed commands that enhance damage or provide other bonuses. As battles progress, you will see the turn order displayed on the left side of the screen, giving you a clear unders

NBA 2K25 hands-on report – Learn 2K teaches the fundamentals

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NBA 2K25 launches September 4 and packs in enhancements and features aimed at both seasoned hoop gamers and rookies alike. To prepare for tip-off I got some hands-on time with the new Learn 2K mode, which is perfect for newcomers like myself. The beginner-friendly mode teaches mechanics like Rhythm Shooting and Signature Go-To Shots, and the practice boosted my confidence to hold my own on the court. 

Master the fundamentals

As the NBA great Larry Bird once said, “First, master the fundamentals.” With the hands-on event being hosted at the Naismith Basketball Hall of Fame I decided to do as the greats do, kicking off the experience with a deep dive into basics in the new Learn 2K mode.

Though tutorial modes are present in some past NBA 2K games, Learn 2K is a comprehensive tutorial into nearly every facet of the game from shooting to off-the-ball movement and defense. This year’s tutorial mode breaks each category of gameplay down into three difficulty levels: Beginner, Intermediate, and Advanced, giving the player full control over how deep they want their arsenal of moves to be. While getting my practice reps in, I learned how precise directional analog stick movement must be to execute these effortless-looking moves on the court.

Back to the playground

In addition to the Freestyle, Scrimmage, and Practice Plays modes typically grouped into tutorials, NBA 2K25 adds a fresh way to test your fundamentals with the new Mini-Games mode. Practicing your skills competitively while under less pressure makes Mini-Games a novel addition.

The Shooting Frenzy mini-game gives you an open court to freely practice your jump shot to rack up points. The Knockout mini-game took me back to my playground hooping days, adding a bit more pressure to make three-pointers on the first try. Fail, and you’re “knocked out” by the player behind you if they make their shot first.

One of the most challenging but rewarding mini-games was Dribble Speedrun, where you play as De’Aaron Fox with the goal of sprinting while performing dribble moves on command. The mini-game’s difficulty made for a tense but amusing time, and finally nailing Fox’s tight handles on cue is truly satisfying.

Rhythm of the game

I finished the hands-on experience with QuickPlay. I set up a battle of the California coast with the Golden State Warriors vs. the LA Lakers. The opening animations and gameplay depict the player’s faces and movements faithfully, with Pro Play using real-life game footage to translate into the game. In-game, some of the new mechanics I learned made my game feel formidable.

The new Rhythm Shooting mechanic is stimulating. Hopping into an actual game made me realize the need to learn the rhythm of each player’s shot to be successful. Once getting used to the quick release of Steph Curry, the tempo-based mechanic became intuitive and made me comfortable firing off shots from any range.

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The evolution of Astro Bot’s adorable character design

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From the moment he popped out of our transformed DualShock DualShock 4 wireless controllers in Playroom VR, it was clear that Astro Bot was going to charm hearts across the galaxy. Eight years later, this amazing character is truly ready to step into the spotlight via his titular PS5 adventure – Astro Bot. So we sat down with Team Asobi’s studio director Nicolas Doucet to get into the nuts and bolts of the origins and evolution of this iconic PlayStation mascot-in-the-making.

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Metal Gear Solid Delta: Snake Eater – hands-on report

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When Konami announced Metal Gear Solid Delta: Snake Eater on PlayStation 5, you could almost hear the iconic “!” alert ring across the gaming world’s collective ears. A remake of the stealth genre classic Metal Gear Solid 3: Snake Eater – originally on PlayStation 2 – coming our way? With a wealth of updates and enhancements? There’s no place for Snake to hide – the entire planet is watching…

I got to play a short demo of MGS Delta, as well as talk with the game’s producer, Noriaki Okamura, on how the game is shaping up to be much more than simply solid.

The right team for the job

It’s no small feat to remake a revered classic like MGS3. Which is exactly why Komani and Virtuos Studios’ combined development team has a mixture of talent new and familiar to the original, combining fresh eyes and safe hands.

“We had to sift out some old dev documents, but thanks to the expertise of some of the veterans who worked on Snake Eater we didn’t have to spend too much time figuring out preparation,” says Okamura. “We’re also aware that there’s an entire generation who have never played a single Metal Gear Solid game before.”

Revamped controls with traditional options

Keeping with the vital but tricky philosophy of ensuring Delta appeals to all, a strong focus has been on the controls. Traditionalists to MGS3 will feel right at home, but there’s also an option that will feel natural to modern audiences. So if you prefer to play with a third-person camera on the right stick while being able to move and fire simultaneously via an over the shoulder viewpoint, you’ve got it.

“Initially our goal was to keep things as close to the original as possible,” explains Okamura. “But obviously over the course of 20 years, the way people play games has evolved and changed. So we looked at modern action games to ensure Delta was on par with some of those, so it doesn’t detract from the experience.”

This definitely had a desired effect on my playthrough of the demo, where the changes to Delta created a satisfying illusion of how I remembered MGS3 controlled even though it wasn’t. The transition felt natural, smooth and fun.

Accessibility considerations 

The number of quality-of-life improvements also extend to a modernized menu design and a variety of accessibility options that will invaluably make the game better to play for a wider audience. This includes the ability to tweak how you ready and use your weapons/equipment, removing the need to hold down a button when grabbing enemies, and the chance to change visual elements such as color correction and the center dot display.

Utilizing Unreal Engine 5

Of course, the general presentation doesn’t fall short of upgrades, either. Unreal Engine 5 gives Delta an incredible visual punch. “We didn’t want new players coming

Concord launches on PS5 & PC today – 5v5 action, Training Mode, Time Trials, and more awaits

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Hey everyone! We’re excited to share with you all that Concord* is live and available now worldwide on PS5 and PC. So, grab your crew and queue up to take down your rivals, earn cosmetics, and explore the Concord Galaxy. To celebrate this moment, we’re thrilled to debut our brand-new launch gameplay trailer.

Your adventure begins

Launch is just the first step, and now that Concord is live, your adventure is just beginning! During our first week and every week after, we’ll be premiering our weekly cinematic vignettes in-game. These brief cinematics expand upon the characters and the universe of Concord. We can’t wait for you to learn more about the Crew of the North Star, their journey, and of course their tidy ship in the coming weeks.

Concord launches on PS5 & PC today – 5v5 action, Training Mode, Time Trials, and more awaits

As you start your adventure in Concord, you’ll be able to begin expanding your character roster with the first unlockable Variant for Teo—a former elite soldier turned Freegunner on the Northstar crew. Like all Variants in Concord, this unlockable Variant of Teo will grant you a new cosmetic Outfit for Teo and a unique Combat Trait that modifies his skills and abilities—in this case, giving you extra grenades to deploy in combat. You can use them to clear out areas on the map for your team, or to just make fights a little chaotic. You can expect us to introduce a new Variant every week for you to earn and add to your collection.

Evolving the experience

Continuing to grow and evolve Concord with our community as we release regular and Seasonal content updates is such an important part of this journey. We poured through all your comments after our beta last month, including your questions about solo modes, leaver penalties, join-in-progress, and more—and we’re excited to share that many of your frequently requested features are available for launch. 

With the release of the game today, you’ll be able to learn about some of our Freegunners and game mechanics in-game with a solo Training Mode, as well as special Time Trials. We also heard your suggestions during the beta about having a way to test out Freegunners, their weapons, and their abilities before heading into a match, so based on your feedback, we’re launching with a brand-new Practice Range feature based on your feedback.  The team has also made several changes to make Crew Bonuses more apparent during character selection and in Crew Builder based on your feedback.

The lore of the broader Concord Galaxy, the Freegunners, and what awaits you in the Wilds will als

Share of the Week: Teachers

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Last week, we asked you to showcase the best teachers in the gaming world using #PSshare #PSBlog. Here are this week’s highlights:

horace0816 shares a stoic profile of Sadanobu Ishikawa

BitarHector shares a touching moment with Joel and Ellie

Lny_Trpr_EE7 shares a wizard passing down knowledge

Amianan_NiRaGuB shares Sokrates being a philosopher

wmcapture shares Jackie Welles deep in thought

juniaxe shares Marvin Branagh helping Leon

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: Squads
SUBMIT BY: 11:59 PM PT on August 28, 2024

Next week, showcase how teamwork makes the dream work by showing off your squad. Highlight your favorite crew for Share of the Week using  #PSshare #PSBlog for a chance to be featured.

Monster Hunter Wilds: hands-on report

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I recently had the opportunity to play Monster Hunter Wilds, the next installment in the hunting action series Monster Hunter, and take on a single-player quest to hunt the fanged beast Doshaguma. 

Seamless, load-free traversal

Handler Alma gives players a quest to hunt down Doshaguma in the Windward Plains. Players can now take two weapons into a quest, so I selected a Switch Axe and a Light Bowgun, securing a versatile tactic of both close and long-range combat.

Once prepared, I embarked on a journey to the Windward Plains on my very own ridable Seikret. Expecting a familiar loading screen, I was instead greeted by a seamless transition into the field. That’s right, base camp is now seamlessly integrated into the game’s vast world.

Riding the nimble, invaluable Seikret

The Seikret boasts an autopilot option, which gave me a hands-free ride to the location Alma marked on my map. The beast of burden’s ability to traverse rough terrain reminded me of the Jagras and Kestodon companions from Monster Hunter World.

Even in autopilot mode, players retain control over the Seikret with the left analog stick, allowing them to deviate from the path if they spot something that piques their interest. Once done exploring, the Seikret will resume its automated journey to the Doshaguma’s locale. I was pleasantly surprised that I could still collect items and wield weapons while riding my mount..


Large Dung Pods repel packs of monsters

Upon arriving at the destination, I was met by a pack of Doshaguma, the largest of these  being the quest target. After I landed a hit on the boss, the rest of the pack instantly stampeded me. Dealing with multiple monsters and the boss simultaneously added to the challenge of this hunt.

To break up the pack, the newly introduced Large Dung Pods are deemed highly effective. Firing the stinky pod at the pack causes a noxious explosion that breaks the group up. After a quick chuckle at the humorous sight of the repulsed monsters, it was time to give chase.. With a whistle I called my feathered mount – who remains nearby during my clash – back to my side. Back in the saddle, I resumed my hunt. 

Floatopia is coming to PS5 in 2025

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Hello, PlayStation community! I’m Zane, the Lead Game Designer of Floatopia. Today, we’re thrilled to show you the World Premiere trailer for a new life simulation game where you travel in a superpowered world and meet new friends. We look forward to bringing Floatopia to the PlayStation community and joining you on your journey above the clouds.

Floatopia is coming to PS5 in 2025

Embark on a journey in the clouds

Our story is set in a fantastical world filled with superpowers that can be acquired through just a phone call. Unfortunately as the protagonist, you find that all the best superpowers in the world have already been taken, leaving you with – well, frankly, the much less impressive ones. This situation has led you into a dead end job, and you feel marginalized and underappreciated. But, by chance, you come across a floating island and there, you join others with similarly “useless” superpowers. Together, you embark on a healing journey, exploring the new chapters of your lives.

This world is made up of unique miniature toys with an art style that is bright, fresh, and full of fantasy. It feels as if you handcrafted it piece by piece. Here, you will see residents that look like figurines, houses made from milk cartons, and stations seemingly crafted from clouds. We have put a great deal of effort into the details of this magical world, utilizing high-quality rendering techniques, exquisite material details, and delicate lighting… These elements work together to showcase the game’s unique miniature world, creating a believable and immersive experience.

In Floatopia, you can travel with your own island to explore various fantastical realms. We integrate fantasy elements based on different regional cultures and natural landscapes, and plan to regularly update the game with new realms for a rich and novel experience.

Let’s build a beautiful life together

We hope that beyond traveling, you can truly “live” in Floatopia. Here, you can meet residents with unique superpowers and

Dragon Ball: Sparking Zero – creating the Majin Buu saga

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Joining us today is the main producer of the highly anticipated game Dragon Ball: Sparking Zero Jun Furutani. This game has generated a lot of buzz in the gaming community, and we are thrilled to talk with him about it.

In Dragon Ball: Sparking Zero, the team has taken this legacy series to new heights. Today, we have the privilege of peeking into the creative process behind the game, exploring the inspirations and challenges the team faced during development, and getting an inside look at what makes this installment so unique.

To understand the challenges behind this project, we will be asking Jun Furutani some questions about characters from the iconic Majin Buu saga, which will be playable for the first time in Europe at Gamescom 2024, giving attendees a first-hand experience of these beloved transformations and abilities. With that in mind, let’s dive into the details and explore what makes these characters and their transformations so special!

What challenges did you face when animating Majin Buu’s unique abilities and transformations?

First, the characters that can transform are getting stronger in the game. That’s why we have made adjustments that allow you to experience them in terms of tactile comfort, such as their speed and number of attacks, as well as their status.

However, it has been difficult to adjust so as not to upset the overall balance of the game, partly because of the large number of characters. Majin Buu has many special moves, and compared to human characters, he has many unusual movements, such as extending his arms and making his body look like a ball, so it was a little challenging. Hope you will pay attention to those points as well.

How did you ensure that the game’s combat system reflects the intensity of the Majin Buu Arc battles?

What we value is the recreation of the actions depicted in the original work. Many techniques of the characters active in the Majin Buu arc are modeled after scenes from the story. For example, Ultimate Gohan’s normal attack movements are based on his fight with Super Buu, and he has a special throw that only activates when fighting Super Buu. We have paid attention to these details so that players can recreate the original scenes and experience the excitement firsthand.

Are there any unique interactions between Majin Buu Arc characters and other characters in the game?

There are special interactions between certain characters before and after battles, and in this game, there are also characters who have interactions with characters from Dragon Ball Super. We hope you will enjoy these elements as you have in previous games.

How did you approach the storytelling for the Majin Buu Arc within the Episode Battle mode?

It’s not limited to the Majin Buu arc, but in order to deepen the experience of playing as a character, you can enjoy challenging battles against powerful enemies, and in some scenes, you can see a special ending depending on the outcome of the battle. I hope this feature will have everyone who plays wondering “What would have happened if I had done this in that battle?” and that leads them to try something new next time!

What are you most proud of in terms of the Majin Buu Arc content in Dragon Ball: Sparking! Zero?

This may overlap with the previous question, but I would like you to pay attention to the detailed

Little Nightmares III: co-op gameplay detailed in new trailer

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In Little Nightmares III, players follow the journey of Low & Alone, two best friends looking for a way out of the Nowhere.

Trapped within the Spiral, a cluster of distorted areas within the Nowhere, they will have to work together to survive in a dangerous world full of delusions and escape the grasp of an even greater threat lurking in the shadows.

Little Nightmares III returns to Gamescom with a brand-new trailer, highlighting the synergies between the two characters and teasing new environments to explore!

Little Nightmares III: co-op gameplay detailed in new trailer

Co-operative features and new puzzle-solving mechanics

Little Nightmares III is the first game in the franchise to feature 2 players online co-operation. The latest trailer shows some of the co-operative gameplay mechanics that will be useful when players play together in co-op, or solo with the other character controlled by AI. 

Low and Alone, the two playable characters, are both best friends and very complementary. They each have an iconic item: the bow for Low and the wrench for Alone. 

Working together will be key to progress in the game. For example, in the trailer we see that Low can bring down smaller enemies with his bow, while Alone has to finish them off on the ground with her wrench. 

You can also see Low put his bow to good use at the end of the trailer, saving Alone from the petrifying glare of Monster Baby. 

However, teamwork isn’t only about using items. It is also about clearing the way for your partner so they can help you move forward in turn. You’ll need to be proactive and take initiative for both of you to make it through. 

“The relationship between the two characters is very strong, and we were keen to explore that bond in the game. It is even more relevant when we see them working together to escape the many threats that make up the Nowhere”, mentioned Wayne Garland, Little Nightmares III Game Director at Supermassive Games.

New settings, faithful to Little Nightmares’ atmosphere

Teamwork is at the heart

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