Players can soon join Sam on the next chapter of his journey when Death Stranding 2: On the Beach arrives on PlayStation 5 consoles on June 26. We recently had a chance to speak with key members of the game’s development team: Yoji Shinkawa (Art Director, Character & Mech Design), Hiroaki Yoshiike (Lead Level Designer), Takayuki Uchida (Technical Art Director, Lead Environment Artist), and Akio Sakamoto (Chief Technology Officer, Technical Director). They gave us insights into their inspiration behind Sam’s next journey and how they brought their ideas to life.
More intuitive, satisfying, and grittier combat
PlayStation Blog: Were there any key takeaways from using the Decima Engine (a game engine developed by Guerrilla Games) in the first Death Stranding, and did any of those learnings impact the development of the sequel?
Sakamoto: When developing the first game, our hands were full trying to master the various features of the engine, partly because it was our first time using Decima, and partly because our highest priority was to release a game as quickly as possible. However, with Death Stranding 2, we kicked off development with a better grasp on the engine, so we were able to leverage its features and make improvements that served our purpose better.
Death Stranding 2 was tailored for PS5. How have the graphics evolved, and are there any visual enhancements that were only possible thanks to the power of PlayStation 5 Pro?
Uchida: We implemented a new day/night cycle in the open world. This achieves more realistic transitions between the time of day and introduces new dynamics that weren’t present in the previous title. The scenery and atmosphere now change depending on the time of day, so exploration is also more compelling and exciting.
For the base PS5’s Performance Mode, we stabilized the framerate by switching the LOD (Level of Detail) earlier to reduce geometry and adjust the resolution dynamically. On PS5 Pro, players can enjoy a higher resolution that is closer in quality to Resolution Mode, while maintaining 60fps gameplay.
Combat has been enhanced significantly. What principles guided you when implementing some of the changes?
Yoshiike: We focused on making the combat more intuitive, satisfying, and grittier than the predecessor. The previous game required players to switch bullets based on enemy type, which was important to us as part of world-building, but we removed that complexity in Death Stranding 2. We also fine-tuned certain elements, like improving the gunplay to feel snappier and adding slo-mo effects during combat so it’s easier and more satisfying to chain attacks. Sam is a porter, so rather than focusing on stylish moves, we emphasized action that felt more grounded and relied on Sam’s physical capabilities.
Are there any conversations you had with Kojima-san that stand out?
Uchida: One day early in development, a casual hallway conversation turned into a full-blown brainstorming session. Kojima-san joined the conversation mid-way, and the atmosphere instantly shifted. He came up with so many incredible ideas at lightning speed, and I was completely awestruck. Kojima-san’s ability to think outside the box and his dedication to the creative process inspired me to stay focused and committed as well.
We are pleased to share that Digimon Story Time Stranger, the first completely new installment in the Digimon Story series in nearly a decade, will be released on October 3.
Digimon Story Time Stranger is a monster-raising RPG that combines a rich narrative centered on the bond between humans and Digimon, a deeply strategic turn-based battle system, and extensive Digimon collection, training, and customization mechanics. Players take on the role of an agent from the secret organization ADAMAS, which specializes in investigating supernatural phenomena. Your mission will take you across both the human world and the Digital World: Iliad – and beyond the boundaries of time itself.
The game is developed by Media.Vision, the team behind the fan-favorite Digimon Story Cyber Sleuth. Building on that experience, we’ve introduced new systems and immersive ways to express the game’s world, story, and characters to create a special experience for longtime fans and those just discovering Digimon games alike.
What Is a Digimon?
In this title, Digimon are electronic lifeforms that possess characteristics of both organic matter and electric signals. Early on, players will take on their first hostile Digimon encounter with their choice of a Digimon provided by ADAMAS. Defeat each Digimon type often enough to create an instance of it in a process known as Conversion. You can collect and train over 450 Digimon, each with unique traits and non-linear evolution paths.
Attributes and Elements – How to beat the odds
The turn-based battle system is built around the interaction of Digimon Attributes and Element. Their interactions create a battle environment where deeper strategies can emerge.
- Attribute: Vaccine, Virus, Data, Free, Variable, and others (7 total)
- Element: Fire, Water, Plant, and others (11 total)
Virus-type Digimon are weak to Vaccine-type, which are weak to Data-type. The other Attributes have their own strengths and weaknesses. Separately, each Digimon has resistances and weaknesses to the Elements.
For example, if your opponent is a Virus-type, attacking with a Vaccine-type Digimon will grant a +100% damage bonus. Additionally, using Water-type skills against them if they’re weak to water will further increase the damage multiplier! The reverse is also true—if both attribute and element matchups are unfavorable, the damage dealt will be significantly reduced.
Gain the battle advantage by obtaining a variety of Digimon through both converting Digimon and by Digivolving them. As digital beings, Digivolution is not linear—meeting certain conditions will unlock multiple evolution paths, and Digimon can even be De-digivolved to a younger form, allowing for flexible training strategies.
Digimon Personalities – daring or adoring?
One of the new systems introd
Attention, drivers! Drive the iconic WRC champion and the mini-Italian stallion, the ’92 Lancia Delta HF Integrale Rally Car with Update 1.60 for GT7. The very French slab-sided ’87 Citroën BX 19 TRS and ’21 Peugeot SUV 2008 round out the Euro-leaning car additions. Three new events, an Extra Menu, new Scotland Scapes location, and expanded Sophy AI racing agent to the Alsace – Village circuit round out the very fresh and very free content, courtesy of the Polyphony team.
Update 1.60* for Gran Turismo 7 is available as of today Wednesday, June 25 at 11:00pm PDT / June 26 at 3:00pm JST / 8:00am CEST.
*Internet connection and Gran Turismo 7 game required for update.
New cars**
’87 Citroën BX 19 TRS
(Can be purchased from Brand Central / Used Cars)
Citroën’s do-it-all tourer features a modern new look.
In 1976, Citroën started over again as part of Peugeot. This raised questions from many as to what a Citroën was now, and the BX was released to answer them, debuting at the 1982 Paris Auto Salon.
The BX was filled with elements that were undeniably Citroën-esque. It retained the image of classic Citroën models like the GS and CX in a thoroughly modern package that featured simple, yet strong lines. The cabin was comfortable and there was plenty of room for luggage as well. The design itself was conceived by Marcello Gandini, who was working for Bertone at that time.
Much thought was also put into the mechanicals. While many models had begun to share more and more parts with Peugeots, the BX featured the signature hydropneumatic suspension. This system uses nitrogen gas and oil instead of conventional coil springs and dampers. This allows for the ride height to be adjusted freely and also creates the unique feel of a Citroën.
The car was available with a number of different engines, but the 19 TRS featured here is a grand tourer-style model using a 1.9L gasoline engine. While not a particularly powerful engine, it is helped along by the relatively lightweight and aerodynamic body, allowing it to tackle long drives on holiday with ease.
The BX would prove to be a success for Citroën, selling for 12 years running. This car also proved that Citroën was still a competitor at a time when there was constant innovation in the French automotive industry.
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PlayStation Plus is celebrating its 15-year anniversary later this month, and it’s amazing to see how much the service has evolved since it first launched on June 29, 2010. From all of us at Sony Interactive Entertainment, we want to send out a huge thank you to all our fans for your support throughout these years.
We hope you can join us for a number of celebratory activities we have planned this summer to commemorate this incredible milestone. But first, here are the July Monthly Games for PlayStation Plus members available July 1 until August 4.
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Now, that game, Devil Summoner: Raidou Kuzunoha vs. the Soulless Army, returns tomorrow as RAIDOU Remastered: The Mystery of the Soulless Army, an enhanced remaster for PlayStation®4 and PlayStation®5!
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The Raidou Kuzunoha games quickly gained a loyal following due to their unique alternate Taisho-era setting, engaging detective narrative, and real-time combat alongside demon companions. Players take on the role of Raidou Kuzunoha XIV, the successor to a lineage of Devil Summoners. Created as spin-offs to Shin Megami Tensei: Devil Summoner, the first Raidou Kuzunoha game debuted in Japan in 2006, followed by its sequel, Devil Summoner 2: Raidou Kuzunoha vs. King Abaddon, in 2008.
The first Devil Summoner: Raidou Kuzunoha game returns after 19 years with its new-and-improved version
Nearly two de