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PlayStation Store: January 2024’s top downloads

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It’s time to see which PS5, PS4, PS VR2, PS VR, and free-to-play games topped the download charts last month. New release blockbusters and vintage fan favorites are included in January’s PS5 list with Tekken 8 and Grand Theft Auto V both breaking the top five. The PS VR2 list saw Beat Saber rock and roll to the top of the list with the most downloads in both US and EU regions.

Check out the full listings below. What titles are you playing this month?

PS5 Games

US/CanadaEU
Call of Duty: Modern Warfare IIIGrand Theft Auto V
Grand Theft Auto VEA SPORTS FC 24
Madden NFL 24Call of Duty: Modern Warfare III
TEKKEN 8Hogwarts Legacy
NBA 2K24TEKKEN 8
Baldur’s Gate 3Baldur’s Gate 3
EA SPORTS FC 24Gran Turismo 7
Hogwarts LegacyMarvel’s Spider-Man 2
Gran Turismo 7Avatar: Frontiers of Pandora
Marvel’s Spider-Man 2The Last of Us Part II
The Last of Us Part II RemasteredUFC 5
Hell Let LooseIt Takes Two
UFC 5Prince of Persia The Lost Crown
Like a Dragon: Infinite WealthNBA 2K24
Mortal Kombat 1ARK: Survival Ascended
God of War RagnarökCyberpunk 2077
Avatar: Frontiers of PandoraThe Crew Motorfest
Granblue Fantasy: RelinkELDEN RING
Prince of Persia The Lost CrownNeed For Speed Unbound
ARK: Survival AscendedAssassin’s Creed Mirage

*Naming of products may differ between regions
*Upgrades not included

PS4 Games

US/CanadaEU
MinecraftEA SPORTS FC 24
Red Dead Redemption 2Minecraft
Call of Duty: Modern Warfare IIINeed for Speed Heat
Need for Speed HeatRed Dead Redemption 2
Batman: Arkham KnightA Way Out
Grand Theft Auto VGrand Theft Auto V
theHunter: Call of the WildHogwarts Legacy
Mortal Kombat XNeed for Speed Payback

Ultros dev interview: Karmic cycles in a demonic space labyrinth, out tomorrow

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Indie games are known for their daring and often groundbreaking approaches to visuals and storytelling. Ultros is a new indie title coming to PS4 and PS5 on February 13. The game is a twisted, time-looping sci-fi adventure. It’s packed with high-stakes action, clever twists on classic game design ideas, intriguing, and often unsettling environmental storytelling, and crazy-colorful pop-psychedelic visuals that makes you wonder if the game came with its own built-in blacklight. 

This eye- and mind-dazzling adventure comes to PlayStation courtesy of Sweden-based developer Hadoque. It tells the story of a spacefarer trapped in a nightmare time-cycle within a bizarre, seemingly demonic black-hole acting as a womb for an unspeakable cosmic horror–the titular Ultros. 

In the words of game director Mårten Brüggeman, “It’s a psychedelic sci-fi platforming adventure, a combat- and gardening-driven experience. It also asks a lot of existential questions if you dive into it, as you explore the  sarcophagus spaceship and try to understand what it is a metaphor for and what is dwelling inside.” 

Fight or foster

Ultros is fundamentally a search-action game where you explore an ever-expanding map that opens up further and further as you acquire more abilities for navigation and combat. It’s a popular indie game genre, and Ultros expands on it with some unique gameplay twists centered around the ideas of karmic cycles: creation and destruction, nurture and killing. 

“It’s a game about choices,” explains Brüggeman, “where you can choose to play in a destructive or constructive way, and  the choices you make change your interpretation of your in-game actions.”

The environment oozes with otherworldly threats, requiring skillful combat to neutralize the assorted hostile lifeforms. Variety is a big emphasis here. Ultros encourages you to use a diverse arsenal of moves in fun and creative ways to dispatch foes: dodge-and-strike attacks, jumping strikes, and even launching foes into the air to turn them into a living projectile weapon. 

“We want to combat to feel intimate and visceral to emphasize destruction, ruining the balance of disruption and construction within the current cycle. We focused on movements, forcing you to be near them to fight them are integral to what we wanted to do, the intensity and intimacy of one-on-one combat.”

As your foes fall before you, they drop all manner of edible offal–which varies in quality depending on how skillful your killing blow was. Eating these remains isn’t just a health restore: it provides you with valuable nutrients, which allow you to access skill tree upgrades at save pods, which enhance your movement, fighting, and navigational abilities. 

But if eating mystery meat makes you feel a bit queasy, there’s another way to obtain sustenance: raising the seeds you find scattered around in gardens, then partaking of that plant’s fruit. Aiding you in your horticultural pursuits is your Extractor, a special device that gains numerous abilities throughout the game. 

The plants that grow over time will leave behind assorted benefits, like creating platforms to alternate routes and making planning and tending to your gardens

Foamstars: the tech that made its dynamic, persistent foam possible

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Hello, I’m Chikara Saito (a.k.a. Rickey), director of Foamstars. As the name suggests, Foamstars is a game that features copious amounts of soft, fluffy foam. However, the path that we took to actually represent that foam in digital space was much longer and tougher than we initially thought it would be.

Our experience of bringing the foam in Foamstars to life was anything but soft and fluffy, and today, I would like to tell you the tale of our trials and tribulations in the world of foam!

The first obstacle that we ran into when we started developing Foamstars was the processing power required.

In Foamstars, players can fire off as much foam as they like, and that foam flies off as fluffy bubbles throughout the whole space.

This is a huge part of what makes the game so unique, but bear in mind that up to 8 players playing together online can fire off foam at the same time – some of them in separate places, quite far away from one another – so we had to be able to sync up each instance of foam in real time.

This alone accounted for a considerable amount of load on the CPU, but on top of that, we also realised another game mechanic that is crucial to Foamstars’ gameplay: foam remaining in place and piling up to change the stage’s topography. These things together put an enormous burden on the CPU.

This meant that in the first test build of the game, we could only make about 10 shots worth of foam remain on the ground, and I can still clearly remember the feeling of disappointment as I thought to myself, “This isn’t enough to make a fun game.”

But just as I was facing this pressure to alter the direction of the game to account for these limitations, the programming team stepped in and showed me a better way!

They had the fantastic idea to dynamically alter Unreal Engine 4’s Landscape tool!

This system was originally designed for sculpting rugged terrain ahead of time, but thanks to the ingenuity and hard work of the programming team, we were able to dynamically alter the Landscape tool so that it could be influenced by player interactions during actual gameplay.

Thanks to this system, we didn’t have to manage and express each instance of foam on an object-by-object basis, but rather, we could handle the foam as vertex data instead.

This significantly reduced the load on the CPU, and made it feel much more thrilling as an actual game as well.

The test map began as a single, flat plane stretching out ahead of you. As I watched it transform dynamically due

Official PlayStation Podcast Episode 478: What We’ve Been Playing

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Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or RSS.


Hey y’all! With nasty colds circulatin’, bomb cyclones droppin’, and 2024 kicking off with a bang, the PlayStation Podcast crew has struggled to record a show for a few weeks now. Today, they get off their keisters to review some key details from the recent State(s) of Play and then talk about what they’ve been playing….

  • Tekken 8 – PS5
  • God of War Ragnarök: Valhalla – PS5
  • Alan Wake 2 – PS5
  • Cocoon – PS5
  • Jusant – PS5
  • Tchia – PS5

Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PlayStation game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.

Share of the Week: Cool

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Last week, we asked to see the coolest characters from the game of your choice using #PSshare #PSBlog. Here are this week’s extremely cool highlights:

wingsforsmiles shares Johnny Silverhand sitting back with one leg up in Cyberpunk 2077

BitarHector shares Aloy smiling in the morning sunlight in Horizon Forbidden West

Taser9001 shares Tifa rushing forward with a sparking attack in Final Fantasy VII Remake

sorathluna shares Sam side-eyeing the camera wearing futuristic sunglasses in Death Stranding

juniaxe shares Ada taking deathly aim in the rain in Resident Evil 4

FrameCaptureVP shares Jin looking out from a broken kitsune mask in this black and white portrait from Ghost of Tsushima

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:  Romantic

SUBMIT BY: 11:59 PM PT on February 14, 2024

Next week, we’re feeling the love. Share romantic moments or characters from the game of your choice using #PSshare #PSBlog for a chance to be featured.

Ed boxes his way into Street Fighter 6 on February 27

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Entering the ring on February 27 in Street Fighter 6 is the troubled protégé, the bad boy of boxing, the Young Commander, Ed. With psycho power imbued within, Ed beats down his enemies with a flurry of fists to prove that he’s the true high-def picture of strength.

Ed boxes his way into Street Fighter 6 on February 27

First appearing in Street Fighter V, Ed was initially to be used as an alternate body for M. Bison, but rejected the idea and managed to escape. Coming into his own confidence, he formed Neo Shadaloo with a group of other experiments, intending to help others like them. In present-day Street Fighter 6, he senses movement in the shadows from the remnants of Shadaloo. Ed soon discovers they have a twisted goal and need his unique abilities to achieve it.

​​

“Ed is a high-speed boxer. We designed his lower half so that you can clearly see his nimble footwork and added some volume to his upper body to make his punches look impactful,” according to Game Director Takayuki Nakayama. “ We also hope you take notice of the emblem on his chest and the design on his back. His attack animations have also changed significantly from Street Fighter V. To respect his background as a traditional boxer, all his attacks are now punches (except for his Level 2 Super Art). His kick buttons have been designated to various flicker attacks.”

Find the brazen boxer in World Tour on the subway fighting the Mad Gear Gang. Like all the Year 1 Characters, you can increase your bond with Ed and learn his psycho-powered moves (hot-headed attitude not included). Bring those moves into Avatar Battles in the Battle Hub to see what new combos you can create.

​​

We’ve seen comments asking how Ed will work with Modern Controls since his inputs were already simplified in Street Fighter V. We decided to keep his simplified inputs and incorporated them in his Modern Controls while creating expanded inputs for his Classic Controls. Ed now has quarter-circle and dragon-punch inputs for his special moves in Classic. What an edge lord, right?

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Inside look: Rise of the Ronin’s recreation of late 1800s Japan

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Coming to PlayStation 5 on March 22, Rise of the Ronin is a combat-focused, open-world action RPG from Team Ninja, the developer of Nioh and Ninja Gaiden. The game will immerse you in a story set in the final days of the Tokugawa Shogunate in Japan, known as Bakumatsu, where you can experience different play styles and battle in simple yet profound combat as a Ronin, using an array of weapons and equipment – melee weapons as well as ranged weapons like firearms and thrown weapons.

Inside look: Rise of the Ronin’s recreation of late 1800s Japan

The resurrection of three major cities of the Edo Era in Team Ninja’s open-world

The story takes place in Bakumatsu, Japan, a period of great change triggered by the arrival of the Black Ships. In this era of mayhem, the story first unfolds in Yokohama, then in Edo (today’s Tokyo), and finally in Kyoto. These three major cities are each built as an open world where the non-homogeneous mixture of newly introduced Western culture and traditional Japanese beauty is dramatically depicted in detailed quality with new-generation graphics technology.

Yokohama

The first major city the anti-Shogunate protagonist visits is Yokohama. In the Kannai area of Yokohama, where the East meets the West, you’ll explore Yokohama’s landmarks, such as the U.S. Consulate, Chinatown, the Yokohama State Guest House, the lighthouse, and even brothels. As you travel the outskirts of Yokohama, you’ll find yourself in a series of inn-towns along the Tokaido Road, the most important route of the era in Japan, linking Kyoto, the imperial capital, with Edo, the seat of the Tokugawa Shogunate.

Kannai – Yamashita

An area overlooking the ocean in southeast Kannai, while Yamate designates the bluff and upper town, Yamashita designates the lower town. In accordance with provisions set out in the US-Japan trade treaty, it is the site of the Foreign Settlement, where soldiers from various nations are stationed. Yamashita Park, one of the popular tourist spots today, was built with reclaimed rubble from the Great Kanto Earthquake of 1923 and formally opened in 1930.

How Skull and Bones takes advantage of immersive PS5 features, out February 16

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Thar be no room for landlubbers here. Get ready to start a golden age pirate’s journey taking you from shipwrecked nobody to kingpin when Skull and Bones launches February 16 on PlayStation 5, with an Open Beta running from February 8-11*. The development team at Ubisoft Singapore has been hard at work ensuring that the Skull and Bones experience is as immersive as possible on PS5, thanks to features like 3D audio, adaptive triggers, haptic feedback, and more.

We sat down with Skull and Bones Technical Director Jussi Markkanen to find out how these features are utilized to make Skull and Bones such a unique adventure on the PS5, where the only thing missing is the smell of the salty sea.

PlayStation Blog: What is the backstory behind the title of Skull and Bones beyond the infamous Jolly Roger reference?

Markkanen: Skull and Bones is set in an unforgiving environment, during the tumultuous Golden Age of Piracy, in a world inspired by the Indian Ocean. Here peril awaits at every turn, and you will need to leverage every opportunity available to endure and flourish in this harsh world.

The title Skull and Bones reflects the gritty approach that we’re bringing to the pirate fantasy, as you begin your journey a shipwrecked nobody, and have to plunder and outsmart your way to become the most fearsome pirate kingpin.

How are the DualSense controller’s haptics used in Skull and Bones?

In Skull and Bones, naval combat is at the heart of the experience. You are able to equip a multitude of powerful weapons to outgun other ships, attack forts, and take down legendary sea monsters.

On the PS5, naval combat really comes alive with the DualSense wireless controller when using the adaptive triggers. From sea fires and giant ballistae, to rocket launchers and mortars, you will be able to experience the different tensions of the triggers as you fire a variety of different weapons.

For example, faster-firing arsenal such as ballista or carronade require only a light pull on the adaptive triggers. The weight of the long guns or sea fire are communicated through a stronger resistance, while the adaptive triggers translate the heft of your heaviest arsenal, such as of bombards or rockets, ensuring that every shot you fire is Skull and Bones feels satisfying and unique.

The controller also rumbles in specific locations based on where your weapons are firing and where you’re taking damage. When an enemy launches a volley of cannons at your starboard, you’ll feel the intensity of the attack in your hands as you see it on screen.

Do you have any setup recommendations for players using the customizable DualSense Edge wireless controller?

One option could be mapping the spyglass shortcut! An important tool in any pirate’s kit is their spyglass. It allows them to glean more information about the world, including scoping out enemy weaknesses and identifying new opportunities such as bountiful trade routes.

How was PS5’s 3D Audio implemented into Skull and Bones’ gameplay?

3D Audio has allowed us to push boundaries in how you hear our game. For example, you can pinpoint the arc of incoming

World of Tanks Modern Armor celebrates its 10th anniversary with new tanks, challenges, and more

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Can you believe it? Ten years of tanks! The game known today as World of Tanks Modern Armor officially made its debut in the console arena on February 12, 2014.

As one of the first free-to-play titles available on consoles, WoTMA (or just “World of Tanks,” as it was known then!) helped lay the foundation for experiences that PlayStation players would enjoy over the next decade. Of course, the game couldn’t have come as far as it has without the support of a thriving community… or without the efforts of a dedicated staff.

In fact, several of our Wargaming staff members who were present for the game’s early days are still part of the team today. Together, they’re taking a look back at the game’s history and a sneak peek at what’s ahead during the year-long event we’re calling Celebrations.

The past

It takes more than a few people to bring a game like World of Tanks to market, but five who made the game what it is today are:

  • Andy Dorizas, Art Director
  • Valerie MacCracken, Director of LiveOps Operations
  • Ben Crawford, Senior Player Experience Manager
  • JJ Bakken, Senior Producer
  • L. Daniel Burr, Live Game Director

Any of them will tell you that hard work and scrappiness were key to their efforts. Valerie MacCracken, who started at Wargaming in 2011 in a customer support role, drives the point home, saying, “The first North American office was brand new when I joined, and there were only maybe fifteen employees; I recall that on one of my first days, we assembled furniture for the lobby area!”

Physical infrastructure for various offices wasn’t the only challenge; there were technical challenges in developing the game, too. According to Andy Dorizas, who was Lead Artist at Day 1 Studios before it became Wargaming Chicago, “We had to trim things down just to get it to run on early hardware. Art assets had to be shrunk or compressed. Levels had to be simplified… It was a seriously large mountain to climb.”

JJ Bakken, who joined the Chicago studio as an Associate Producer in 2013, adds another issue the team faced: the novelty of what Wargaming was doing! “This was the studio’s first time developing a free-to-play game, and it was early in the days of F2P on console platforms,” he says. “Figuring out a new genre and a new way to connect with game players is always challenging, but exciting at the same time.”

How did they do it? MacCracken says that the process was gradual, “with the alpha, beta, [a] soft launch in certain regions, and then [the] full launch happening, back-to-back.” She also ran what she calls a “super-secret” forum, available only to early testers. “When I saw the passion that the game was creating among our early testers, many of which are still around today, I knew we had something good going.”

Bakken echoes this: “…there is always extra trepidation on launching a live-service game (will the servers perform, etc.), so we were hopeful all our technical efforts would be rewarded. Spoilers: it went pretty well and here we still are, ten years later!”

The future

Ben Crawford, who started with Wargaming Europe ten years ago as a Customer Experience Manager, is excited about the changes he sees in WoTMA’s technology and services, saying, “The evolution is evident in the updated portal [website], new support tools, expanded capabilities outside the game, a

State of Play Recap: Final Fantasy VII Rebirth demo out today, 11 minutes of new gameplay revealed

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Final Fantasy VII Rebirth, the newest installment in the Final Fantasy VII remake project and one of 2024’s most-anticipated games, tells the tale of main protagonist Cloud Strife and his loyal companions who explore a massive world outside Midgar, the city of Mako, as they pursue Sephiroth, one of the most iconic antagonists in video game history. 

Ahead of the full game’s release on February 29, the demo releasing today allows you to not only take control of the protagonist, Cloud, but take full control of the legendary swordsman Sephiroth in battle. You will be able to play as Sephiroth as part of the extended flashback section, as Cloud recalls an earlier mission in his career as a Soldier – the Nibelheim incident. Taking place several years before the events of the game, this will set the stage for several important moments within Final Fantasy VII Rebirth. What’s more, we’re planning to release an update later this month that will allow you to explore part of the Junon region before the release of the full game on February 29. We hope you’ll take this opportunity to venture into the world of Final Fantasy VII!

State of Play Recap: Final Fantasy VII Rebirth demo out today, 11 minutes of new gameplay revealed

Today’s State of Play includes a new trailer focusing on the story of Final Fantasy VII Rebirth alongside around 11 minutes of never-before seen gameplay. This footage includes the world premiere of many unseen elements of the game: an overview of the world map, ways to get around the expansive world including a wide range of vehicles and mounts, varied exploration, minigames, and much more.

It’s a must-see, both for those excitedly awaiting Final Fantasy VII Rebirth and those who have yet to dive into the world of Final Fantasy VII.

Highlights from the Final Fantasy VII Rebirth gameplay 

The around 11 minutes of gameplay footage showcases the following elements of the game:

The stage for your new adventure: a gigantic world map, connected seamlessly

The stage for the adventure of Final Fantasy VII Rebirth is a gigantic world map, constructed of several areas seamlessly joined together.

The footage showcases a wide range of ways to get around the expansive map, from Chocobos – that Final Fantasy series mainstay – to buggies and wheelies. Chocobos will be of particular help to Cloud and his companions, since they have different abilities in each area. Some can swim through raging currents, jump over mushroom footholds, or even scal

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