Introducing the DualSense Edge wireless controller, the ultra-customizable controller for PlayStation 5

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Today, we are thrilled to unveil the DualSense Edge wireless controller for PlayStation 5, the first-ever high-performance, ultra-customizable controller developed by Sony Interactive Entertainment. Designed to give you an edge in gameplay by allowing you to create custom controls, the DualSense Edge wireless controller invites you to craft your own unique gaming experience tailored to your playstyle.

Introducing the DualSense Edge wireless controller, the ultra-customizable controller for PlayStation 5

The DualSense Edge wireless controller features a number of hardware and software-based customization options for creating a completely personalized controller experience, including:

●       Ultra-customizable controls: You can make the DualSense Edge wireless controller uniquely yours by remapping or deactivating specific button inputs and fine-tuning your aim by adjusting stick sensitivity and dead zones (the distance your analog stick moves before it’s recognized in a game). In addition, each trigger is adjustable with options to tailor travel distance and dead zones to your preference. For example, you can manually reduce travel distance of the triggers for faster inputs in competitive FPS games or reduce the dead zone for precise throttle control in racing games.

●       Ability to save multiple control profiles: Once you’ve found your ideal control settings, you can save them to unique profiles and swap between them on the fly. With the DualSense Edge wireless controller, you’ll always have your preferred controls for your games ready to go, whether you’re facing Norse gods and monsters in God of War Ragnarök, or rival players in an online battle royale.

●       On-controller user interface: The dedicated Fn button allows you to easily adjust your setup whil

Taking on Spa in new F1 Manager 2022 gameplay, out August 25

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Think you’ve got what it takes to be a Team Principal of an F1 team? As we draw closer to launch day, we thought we’d share a few more details about F1 Manager 2022 with PlayStation players as we’re very excited to be bringing an officially licensed F1 management game to console for the first time.

From August 25, you’ll be able to sit on your sofa or armchair of choice and drive every decision for your chosen team. Pick one of the 10 current teams in F1 and manage all the action both off and on the track with authentic broadcast-style presentation and unrivaled depth and detail.

We’ve worked closely with F1 to ensure that every aspect of the game authentically showcases its fast-paced, exhilarating world, and the team at Frontier has been hard at work to make sure that console players have a smooth and immersive experience. F1 Manager 2022 offers the same gameplay experience across every platform, and on console the controls have been designed from the ground up to create seamless navigation between menus and racing action.

It’s race week

Coming into the historic Belgian Grand Prix at the beautiful Circuit de Spa-Francorchamps, you’ll certainly need your wits about you.

Before the race weekend starts, you’ll need to ensure any parts you’re developing for this race are finalised and fitted, ready to test your new set-up at the track. Be sure to make the most of the data available back at your HQ, including circuit data that will provide details about the track, timing data from previous races, safety car likelihood and potential weather forecast.

Let’s touch on weather, shall we? For those of you that know Spa and those that don’t, rain is always a threat. How you, as Team Principal, prepare your drivers for this possibility will make or break your race weekend.

Your Weather Centre back at the factory will provide a weather forecast for the weekend, based on real-life, historic data. As you go into the race weekend itself, each day you’ll be greeted with a predicted forecast for the entire session, based on the accuracy of your Weather Centre. You’ll need to upgrade this facility if you want more accurate forecasts!

Time for tyres

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Share of the Week: Animals

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Last week, we asked you to share the gaming critters and creatures you’ve encountered using #PSshare #PSBlog. Here are this week’s animal highlights:

call_me_xavii shares the titular Stray crawling under a car.

Dande_Lion55 shares a sweet fox amongst the falling leaves in Ghost of Tsushima.

Amianan_NiRaGuB shares detailed shot of a flying raven in Assassin’s Creed Valhalla.

M_Joe_Hort shares a pug on the beach next to some sand castles in GTA Online.

Take6_MT shares a wolf nearly being struck by lightning in Far Cry 6.

Mujirooooo shares a monarch butterfly chilling on a rock in Away: The Survival Series.

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: Platinum Trophy
SUBMIT BY: 11:59 PM PT on August 24, 2022

Next week is all about the glory. Share a moment from a game you unlocked the Platinum Trophy using #PSshare #PSBlog for a chance to be featured.

Details revealed for Kena’s free Anniversary Update, out September 27

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It’s been one year since our launch. To celebrate, we’re thrilled to share our biggest update yet – the Anniversary Update! As a thank you for your amazing support we’ve expanded the Kena experience with many new features, including: New Game+, Charmstones, Spirit Guide Trials, Kena Outfits, accessibility features, and more.

The Anniversary Update will be a free update available to all PS4 and PS5 players, new and old, on September 27.

During development, we aimed to take fans’ comments into consideration while also adding more unique features and gameplay to expand the experience. New Game+ has been a big one! Once players have completed the game, they will have the opportunity to convert their save file into a New Game+ game. From there, they will restart Kena’s journey with all of their previously unlocked Abilities, Upgrades, Outfits, Rot, etc. as they face redesigned and more challenging combat encounters. Combat encounters adjustments even include new enemy types unique to NG+. Many bosses even have some additional phases.

Charmstones are another big addition coming in our September 27 update. Individually equipable – these unique collectibles each provide different adjustments to Kena’s stats and abilities. Some Charmstones contain a benefit and a drawback, encouraging players to strategize about how they want to take on certain enemies and challenges. Rare Cursed Charmstones are aimed at players who want a serious challenge by attacking the game with reduced abilities. Players will find most Charmstones hidden around Kena’s world, with a few connected to another big addition: Spirit Guide Trials.

In a whole new game mode accessed from the Mask Shrine, the Spirit Guide Trials will challenge players’ skills. By building a variety of replayable challenges, we wanted to encourage all players to test out different combinations of their upgrades and deepen their combat experience. The Spirit Guide Trials fall into three different categories: Obstacle Courses, Wave Defenses, and Boss Reflects. 

Each Trial can be played as many times as players want and include various objectives to complete within that particular Trial. In the Obstacle Courses for example, players focus on Kena’s primary abilities: the Bow, Bomb, and Dash as they navigate through courses

How Ghost Pattern built the story-driven world of Wayward Strand

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Hey, I’m Goldie, the art director for Wayward Strand, coming to PlayStation 5 and PlayStation 4 on September 15 (that’s so soon!!)

For the first time in the six years since Ghost Pattern was formed, me and the team are sharing a deep dive into the making of our real-time, simultaneously told story, Wayward Strand, starring Casey, a 14-year-old aspiring journalist, as she follows her curiosity wherever it takes her.

Early artwork of how the ship might be loaded up with supplies, by me! Goldie Bartlett

From the start, the game was heavily inspired by immersive theater, slice-of-life comics, and graphic novels. Something I love about this format is that there’s a lot of space and area to tuck moments in amongst the larger plot points and knots of storylines.

Cast away! Creating our characters

Our team created Wayward Strand’s characters based on personal experiences and stories from people in our lives, particularly older people. We wanted our characters to be active within the story, as opposed to waiting around for the player to come by before they do anything. Georgia Symons, one of Wayward Strand’s writers, remembers that “the goal was to give each character the potential to ‘move the story forward’, through whatever actions they take.”

In early demos we were excited by how simultaneous storylines give the player the opportunity to happen upon scenes or storylines in mid-flow. It helps the player both understand and feel that there is a world of activity going on outside of their character.

Ghost Pattern’s earliest mock-up of the Day 1 schedule in 2016/2017. Each row, a different character and each column a time of day.

Wayward Strand’s other writer, Jason Bakker, feels like telling many storylines at the same time means we can really round out our characters. “It allows each character to have quiet moments, time to themselves. Each character can be the centre of attention for a bit, then the player can follow them as they return to their rooms, and be with them as they process what just happened.”

Screenshot of the current build, at the front of the ship overlooking the coast.

We’ve challenged ourselves to make every character as interesting as possible over the course of three in-game days, and that’s a part of making Wayward Strand I’ve absolutely loved. Often I’d have a conversation with someone — my mum or an aunty or a friend — they’d tell me some story about someone they once knew and I’d think, “that is SUCH an Esther thing to do” or ‘that’s exactly how Joe (one of the nurses) must be feeling about Dr. Bouchard’. Over the past six years, little nuances that relate to people we know have been added to the characters piece by piece.

By the sea-nery

An early rendering of Casey visiting Ida using 3D modeling.

We’ve gone through many generations of the visuals for our liv


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