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How Silent Hill f developers crafted tense melee-only combat 

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Silent Hill f is a part of a new generation for the legendary horror franchise, one that sees the ethereal and eerie titular setting extending its horrific manifestations into different places around the world. This title was an opportunity for us at NeoBards to harness what makes Silent Hill the psychological horror staple it is and shape a fresh new experience that brings the terror in both familiar and new ways.

I’m Al Yang, studio creative director at NeoBards and game director for Silent Hill f. I’m excited to share a slice of my Game Developers Conference (GDC) Festival of Gaming session for the PlayStation community, giving you all a behind-the-scenes look into the systems behind the first melee-only Silent Hill title.

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Creating a different Silent Hill

In Silent Hill f, the secluded town of Ebisugaoka is consumed by a sudden fog in 1960s Japan, transforming lead character Shimizu Hinako’s home into a haunting nightmare. We initially spent some time considering what types of weapons we wanted to use from Showa-era Japan, doing some prototyping work along the way. With many horror games that emphasize action, there’s gunplay and other ranged combat in the majority of them. What if we flip the script here? It isn’t something horror players are entirely unfamiliar with, but not quite to the extent we’re proposing.

When players say they want to play a horror game and that they want to be scared, I think what they really mean is they want to feel tense. Jump scares are scary, but if you’re giving nonstop jump scares, players become numb, and it detracts from the atmosphere. The real fear lives in the anticipation and build-up, which became a guiding philosophy for how we built story and combat in Silent Hill f.

Injecting tension into combat

There’s intentional design that yields crucial tension for the typical survival horror experience. Slower rhythms with things like aiming and reloading, resource management and scarcity, and pacing. How do we translate these things into our game?

There is a lot of data across the history of survival horror on how to create tension despite the power of guns. For example, let’s look at resources when you encounter a monster in your path. Having 4 bullets in this situation creates a very different feeling from seeing that creature and having 100 bullets. The player’s fear and approach change entirely.

There are no bullets in Silent Hill f, so we showcase resource management with weapons breaking. Every time you hit a monster, you see the durability bar go down. But you don’t know exactly how much damage you’re doing. It isn’t like an RPG where you see numbers or a bar above the enemy’s head. Having concrete values shown significantly decreases the tension, as a large part of the tension of horror games relies on giving the player incomplete information.

How enemies behave is key as well. With guns, monsters will take shots to different body parts and keep shambling unless you hit them in the head or another critical spot, causing them to react differently. We deliver this with the Focus system. With patience and the right timing, you can do a counter or focus attack. It is like aiming down the sights with a gun, so you can hit those vulnerable spots.

If you get in a really meaty hit, you’ll see it in ho

How the Clair Obscur: Expedition 33 dev process powered creative design freedom

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I’m Tom Guillermin, co-founder and CTO of Sandfall Interactive, and I’m excited to share some insight into how our team created the community and critically acclaimed RPG Clair Obscur: Expedition 33. This blog draws on our session at the GDC (Game Developers Conference) Festival of Gaming, where video game professionals from across a range of disciplines come together to share knowledge and experiences.

Our talk, which was delivered alongside our senior gameplay programmer, Florian Torres, explores how our small technical team aimed to give designers maximum creative freedom by enabling them to create and combine gameplay elements. Here, we will highlight examples that we believe this great community will appreciate.

The team and our reality

Creating video games is a marriage of many disciplines, and the skill set available changes as the team changes. From the bombastic abilities you see in combat to the assets that make up the game’s world map and beyond, efficient and smart structuring and planning put us in the best position to bring Clair Obscur: Expedition 33 to life.

The earliest versions of the game were made by Guillaume Broche, CEO of Sandfall Interactive, alone in his bedroom, with occasional help from me. Then we moved on to more advanced prototypes, growing the team with the ultimate goal of creating a vertical slice. Suddenly, there were twelve of us, and in 2022, we went to GDC in hopes of finding a publisher to help us continue development. There, we met Kepler Interactive, whose support meant we could develop an Alpha build and continue adding necessary roles: artists and programmers, especially.

Now for an important confession: We’re not much for coding. Our development philosophy at Sandfall is based on the reality that we have limited programming bandwidth, so we focus on what’s most important to delivering a good player experience and helping the creative team achieve their aims.

For that reason, we’re big fans of the Unreal Engine for its

PlayStation Plus Game Catalog for March: Warhammer 40,000: Space Marine 2, EA Sports Madden NFL 26, Persona 5 Royal, Blasphemous 2 and more

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This month, purge Tyranid swarms in Warhammer 40,000: Space Marine 2, run the show on the gridiron in EA Sports Madden NFL 26, slip back into stylish heists with Persona 5 Royal, or brave a nightmarish pilgrimage in Blasphemous 2. All these titles and more are available in March’s PlayStation Plus Game Catalog lineup*. And as announced in the latest State of Play, PlayStation Plus Premium welcomes classic arcade fighting in the form of Tekken Dark Resurrection. The full lineup will be available to play on March 17. 

 *Digital PS5 games available to stream from your library will vary over time, region, and country.

PlayStation Plus Extra and Premium | Game Catalog 

Gran Turismo 7 Free Update 1.68 available today

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One of the most striking vehicle designs of the ‘90s, if not of all time, the ’91 Mazda RX-7 Type R and its overly complicated sequential twin-turbo system boosting a rotary engine joins the Gran Turismo 7 lineup. 

Joining the FD3S are a restomod ’69 Chevrolet Camaro Race-Mod pushing 657.8 BHP from its supercharged V8 and a ’21 Renault Captur S Edition TCe 140 crossover. 

March’s free update also brings four new events to World Circuit. 

Update 1.68 for Gran Turismo 7 is available beginning today, March 11 at 11:00pm PT / March 12 at 7:00am GMT / 3:00pm JST.* 

Invincible Vs open beta runs April 9 to 11, Training Mode details revealed

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You’re about to experience more than a fraction of the power of Invincible’s characters. The upcoming Invincible Vs, a 3-on-3 tag-team fighting game based on Robert Kirkman’s comic series and the Amazon Prime adaptation of it, will hit PlayStation 5 on April 30. But before then, you can try the game with an open beta that’ll include 10 of its superpowered characters, running April 9 to 11.

Ghost of Yōtei Legends: everything you need to know about the online co-op multiplayer mode

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Time to take up your blade once more, warrior. Like its predecessor, Ghost of Yōtei’s rich single player campaign is just one side of a Zeni Hajiki coin, as Sucker Punch Productions brings its acclaimed PS5 adventure’s combat thrills to a supernatural plain in Ghost of Yōtei Legends. Launching tomorrow, March 10*, this online co-op multiplayer mode builds on the wonderful foundations of Ghost of Tsushima’s own Legends mode while reimagining Yōtei’s new mechanics and threats in a mythical, mystical spin fit for any storyteller’s fantastical yarn.  

Lou’s Lagoon soars onto PS5 later this year

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Hi, I’m Ines from Tiny Roar and we’re thrilled to announce that Lou’s Lagoon, our high-flying adventure, will be landing on PS5 later this year!

Today, I’m excited to share more details about the game and take you behind the scenes to show some of the work that has gone into creating the places you’ll visit, the people you’ll meet, and the journey you’ll go on.

A fierce storm and a missing uncle

Lou’s Lagoon begins with you arriving on Limbo, a tropical archipelago that has been hit by a nasty storm; worse still, your beloved Uncle Lou was caught up in the storm and is missing. You’ll take to the skies in your trusty seaplane to trace Lou’s journey across Limbo’s islands and use a clever arsenal of gadgets to rebuild the communities and help residents back on their feet.

Big Walk hands-on report: cooperative chaos exploring a puzzle-filled open world

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Big Walk begins the way all great co-op games should: a few friends in the same space, immediately poking at everything just to see what happens. I was able to bring two friends from the PS Blog team along to my hands-on session with House House’s upcoming cooperative adventure, because this is not just a game you play with friends. It is a game about what happens when you do.

Share of the Week: Heroic

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Last week, we you to share heroic gaming moments using #PSshare #PSBlog. Here are this week’s highlights:

lunar9p shares their hero flying on the back of a massive eagle in Dragon’s Dogma II.

themarkplumb shares their hero raising their sword in Echoes of the End.

crimsonashtree shares Connor being a hero in Detroit Become Human.

PhotoModeColin shares their heroic Space Marine in Warhammer 40,000: Space Marines II.

s_dream44 shares Batman overlooking Gotham in Batman: Arkham Knight.

Photomode_Raro shares Cal Kestis in combat in Star Wars Jedi: Survivor

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: Prize
SUBMIT BY: 11:59 PM PT on March 11, 2026 

Next week, share some hard-earned loot or in-game prizes using #PSshare #PSBlog for a chance to be featured.

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