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How Super Meat Boy 3D captures the series’ identity, out March 31

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When Super Meat Boy first released, it quickly became a landmark for indie games. It wasn’t just a great platformer, but a figurehead for indie gaming, defined by lightning-fast gameplay and brutal difficulty.

So, when we began working on Super Meat Boy 3D, our biggest goal was simple: it had to feel like Meat Boy. We worked on the prototype for a few months to test out our main ingredients, and what was firstly more of a feeling we wished to translate, became much more concrete when we started working with Tommy of Team Meat.

Translating such a precise 2D platformer into a fully navigable 3D space meant rethinking many parts of the game while protecting the core identity of the series.

Saros hands-on report: intense sci-fi action in a beautiful, deadly alien world

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There’s an accepted understanding that the Housemarque name brings with it an expectation of exceptional action. Great gunplay. A superbly tuned gameplay intensity by way of ultra-refined and overlapping mechanics and systems. And in just over a month, PS5 players can experience that pedigree first hand again with the Finnish studio’s latest, as a rescue crew tries to discover the fate of a human colony gone dark at the far reaches of the cosmos. Saros is sci-fi action with a cosmic horror twist.

Housemarque has shared a taste of what’s to come before in a scene-setting story trailer, and outlined the gameplay systems that’ll power your survival on the alien planet of Carcosa. We’ll play Enforcer Arjun, his combat prowess making him the perfect choice to scout out the terrain for the rescue crew. And we know on Carcosa, death is not the end. Arjun resurrects every time he falls, returning to the rescue crew’s home base to start his expedition anew. That resurrection is a common theme during our hands-on with a three hour slice of the game proper, which incorporates the game’s first two levels – the cliffside Shattered Rise and the claustrophobic Ancient Depths – and the brutal bosses that lie at their end.

To go alongside that session, we chatted to creative director Gregory Louden and art director Simone Silvestri to dig deeper into the systems at play.

Turning threats into opportunities

Saros’ core mechanics are extensive yet easy to memorise, tied as they are to different resistances of DualSense controller’s adaptive triggers, as well as L1 and R1 bumper taps and holds.

Soltari’s human-crafted tech covers your collectable handheld weapons such as Hand Cannons, Rifles and Shotguns. You’ll scavenge these as you explore, and while there are multiple variants, each with its own unique perk, they all have two fire types. Primary fire is mapped to a pull of R2, with an alt-fire mode unique to each weapon chosen through pulling L2 halfway down (a satisfying resistance in the adaptive trigger signifying activation), with a trigger of R2 to unleash.

The Spring Sale comes to PlayStation Store March 25

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PlayStation Store’s Spring Sale begins tomorrow, Wednesday, March 25. For a limited time* you can enjoy deep discounts of up to 75% on a vast range of games that include iconic blockbusters, acclaimed classics, and more.

*PlayStation Store Spring Sale promotion runs from Wednesday, March 25 at 00:00 AM PDT/BST/JST and finishes Wednesday April 22 at 11:59 PM PDT/BST/JST**. Each title may have different sale periods. Please refer to the information in the title details page. 

**The promotion’s start and finish time may differ in certain regions. Game selection may differ by region.

Virtual Hunter brings the pursuit to PS VR2 on May 27

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I’m Jesse Passoja from Korpi Games, lead designer on Virtual Hunter. Virtual reality is a lightning rod for all the things that make simulation games like ours click with the genre’s audience: Slower-paced, highly immersive experiences with a great range of freedom. However, the hunting genre was almost completely missing from VR when we started working on Virtual Hunter.

Damon and Baby: hands-on with the ridiculous twin-stick shooter, out March 26

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Arc System Works and Executive Director Daisuke Ishiwatari are known for fighting games, and their upcoming game, Damon and Baby, is a huge shift. It’s an action-adventure game that’s defined by an overhead viewpoint, twin-stick shooter mechanics, a lighthearted, cartoonish art style, and a wry, satirical wit — a departure from series like Guilty Gear and BlazBlue.

Damon and Baby is an expansive game that packs a surprising amount of depth and challenge. I recently played through the first 10 hours of Damon and Baby ahead of its release to get a first-hand feel for its blend of action mechanics and comedy stylings.

You take on the role of Damon, a demon with aspirations for greatness, who has what turns out to be an unfortunate friendship with a priest. At the start of the tale, the priest shows up mortally wounded and entrusts Damon with a baby. Little does Damon know that, through supernatural shenanigans, the two have become inseparable, and if Damon wanders too far away from the baby, he’s instantly teleported back to her.

Stuck with putting his demonic plans on hold to care for a cute child, Damon sets out to find a way to separate himself from the baby. But he quickly discovers that while he wants to get rid of the kid, there are demonic forces, led by Death, who will do anything to claim her. And while Damon is a curmudgeonly demon, it turns out he has a heart of gold, so he grabs some guns and sets about fighting through hordes of supernatural enemies.

Microsoft Flight Simulator 2024: a deep dive into PS VR2 mode

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When Microsoft Flight Simulator 2024 was announced last year for PlayStation 5, you could almost hear the inevitable question on everyone’s lips:

“Will it support PS VR2?”

Asobo Studio and the Microsoft Game Studios team at Microsoft wasted no time with the immediate and welcome revelation that, yes, you’ll be exploring new heights in one of the most advanced flight sims available with a free PS VR2 update launching early this year. But as with any VR mode, it’s not just a matter of pressing a magic button to get the job done.

“Cockpit interactions in Microsoft Flight Simulator 2024 are complex,” explains Jorg Neumann, Head of Microsoft Flight Simulator. “There are so many different instruments, knobs, and switches to interact with. Every interaction model had to be redesigned to fit the PS VR2 Sense controllers to action them in a natural and intuitive manner.”

On top of the control elements, there were many technical aspects that posed a variety of challenges to the team, especially those related to ensuring a smooth framerate, something essential to such a visually demanding game. “Getting foveated rendering with Flexible Scaled Rasterization right was quite a challenge,” said Jorg. “It impacts the entirety of the rendering pipeline, and subtle off-by-on-pixel bugs during development could result in dramatic quality issues.

Share of the Week: Ghost of Yōtei Legends

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Last week, we asked you to take on the new Ghost of Yōtei Legends mode using #PSshare #PSBlog. Here’s are this week’s highlights:

nna_Roc shares a Legends version of Atsu poised to strike

Leumir4 shares a portrait wielding a kasurigama in the Kitsune mask

call_me_xavii shares their character standing before a corrupted torii gate

pannn03_ shares Atsu with an eye-patch, ready to throw something

UkkoVP shares their character approaching a dark see of watchful eyes

LosBjornOs shares a black and white portrait leaping into action with a katana

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?

THEME: Resident Evil 30th Anniversary
SUBMIT BY: 11:59 PM PT on March 25, 2026 

Next week, we’re celebrating 30 years of Resident Evil. Share your scariest moments from any game in the iconic horror series using #PSshare #PSBlog for a chance to be featured.

Pragmata interview: combat, hacking, resource management, and more

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Capcom’s upcoming PlayStation 5 title Pragmata , launching on April 17, is a bold new sci-fi adventure that combines puzzles and action to deliver an experience that is both thrilling and deeply strategic.

During the recent hands-on, we also spoke with the game’s director, Yonghee Cho, and producer, Naoto Oyama, who shared some insight into the game’s development as well as its PS5-specific features.

(Left) Yonghee Cho, Pragmata director, Capcom (Right) Naoto Oyama, Pragmata producer, Capcom

Note: the following interview has been condensed for brevity.

PlayStation Blog: How have players been reacting to the Pragmata Sketchbook demo that’s out now?

Oyama: We’ve gotten a lot of positive feedback. We expected more mixed reactions, so it’s been a pleasant surprise to see how much the players enjoyed it.

I think it’s one of those games where you can’t fully understand what makes it special until you actually play it. That’s why we decided to release the demo fairly early, and we’ve been thrilled by the amount of positive feedback. The game experienced multiple delays, being first revealed in 2020 with a 2022 release window, which was later moved to 2023, and then delayed indefinitely. Even so, the team never lost focus and kept pushing forward. Now that players can finally try the demo, I feel equal parts relief and anxiety.

Cho: We never imagined the game would attract this level of anticipation. Although our goal was always to create something unique, every new trailer seemed to amplify the buzz. With that attention came greater pressure, and trying to meet every player’s expectation probably played a part in the delays.

The intricately designed streets of New York really stand out, as did details like Diana’s smooth, flowing hair and the metallic finish of the enemy bots. Could you tell us more about the attention to detail that went into the visuals?

Cho: I’ve always felt that bold, intentional designs are essential when creating artificial machines. The mechs in this game have a sleek, near-futuristic aesthetic, which gives the visuals a very different feel from other Capcom games like Resident Evil or Devil May Cry. To create beautiful mechanical designs, I worked closely with the modeling and background teams. Natural elements are full of visual information, like a zombie’s blood in Resident Evil. Mechs, on the other hand, can easily appear flat or sterile, so we focused on ways to add depth and nuance. Adding decals and carving subtle grooves helped us create a sense of complexity and scale.

Oyama: For the enemy bots, we refined every component, paying attention not only to their smooth exterior, but also how they look after their shields are destroyed by Diana’s hacking.

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