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Immersive PS VR2 action-shooter, Synapse, launches on July 4

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In a previous PS Blog article, I talked about Synapse’s dual-wielding action that combines brutal firepower and expressive one-to-one telekinesis. Today, I’m delighted to share the first details of the game’s story and reveal our A-list cast of voice talent.

Before I get into that, I’m proud to unveil our latest gameplay trailer that offers a tantalizing glimpse of the high-stakes mission that awaits you.

Immersive PS VR2 action-shooter, Synapse, launches on July 4

Be the enemy within

Synapse takes place on the eve of a devastating global attack, masterminded by the nefarious Colonel Peter Conrad. Once a respected black ops leader, the Colonel has since gone rogue and become a notorious enemy of the state whose twisted thinking has reached dangerous new levels as he re-emerges onto the world stage threatening Armageddon.

That’s where you come in. You play as a highly trained operative, uniquely equipped to extract the information needed to stop the attack. After activating a scanner connected to the Colonel – you’re transported into the neuro-synaptic relay, a gateway within the Colonel’s mind.

You have no option but to break further into the Colonel’s twisted mindscape, battling against his increasingly deadly defenses as you bid to find the vital intel on how to prevent the launch of his biological weapon.

However, you’re not completely alone on this perilous mission. Your Handler, Clara Sorensen – a Director of the ultra-secretive Bureau V will be your only connection to the outside world, guiding you through each layer of Colonel Conrad’s warped subconscious.

Meet the cast

We always had a clear idea of the two actors that we wanted to portray the Colonel and the Handler, and we’re thrilled that both have agreed to lend their voices to the characters. So, let’s introduce you to a couple of familiar faces…

David Hayter as Colonel Peter Conrad

The legendary David Hayter (Solid Snake, Metal Gear Solid) is the voice of Colonel Peter Conrad. We worked with David on one of our previous games and he was not only a fantastic voice actor but a wonderful collaborative partner. We felt that Colonel Conrad had the potential to join the legendary cast of characters that David has portrayed. Luckily for us, David agreed and he’s just

First look at Arizona Sunshine 2 revealed, launches on PS VR2 this year

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It’s time to say hello to your old pal, Fred. Arizona Sunshine 2, the next-gen sequel to the award-winning VR apocalypse, packs even more gore-geous zombie action when it arrives on PlayStation VR2 later this year.

Welcome back to sun-kissed, zombified Arizona. Take on the form of our dark-humored protagonist once more and set out on the cinematic next chapter of our VR journey in search of answers. In a post-apocalyptic world where every bullet counts, experience the thrill of realistic combat as you wield all-new and fan-favorite weapons–from shotguns to machetes and flamethrowers. An all-new melee combat system will push you to the very brink of your limits as you slaughter Freds (the zombies, for those of you who’d like to know) like never before in full, immersive next-gen glory.

And what’s better than braving the end of the world? Surviving it with your new best friend — Buddy. (We thought it was an original name, too.) Not only is Buddy your four-legged companion through thick and thin, he’s also the goodest boy and will help take down those pesky Freds for you. In a desolate world, suddenly you’re not so alone anymore.

So what are you waiting for? Hit that wishlist button and get ready for the next chapter of Arizona Sunshine. With more features to be revealed in the coming months, you won’t want to miss out on the undead PS VR2 action later this year.

First PS VR2 footage for Resident Evil 4 VR Mode revealed

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Hello PlayStation! I’m Edvin Edsö, promotion producer for Resident Evil. Today, we released the first trailer for Resident Evil 4 VR Mode. If you haven’t seen it yet, please check it out below.

First PS VR2 footage for Resident Evil 4 VR Mode revealed

Resident Evil 4 VR Mode is a free DLC for the PlayStation 5 version of the game. Take on Leon’s grueling mission as the full main story will be playable with PlayStation VR2.

Because the game takes place in VR, the perspective changes from third person to a fully immersive first-person view. From Leon’s point of view, you can really take in the details and atmosphere of the environment.

VR gameplay allows you to enter the world of Resident Evil 4 with the ultimate immersion experience. One of the themes of the RE4 was to delve deeper into the intentions of the original game, so the scares and intensity are more pronounced, but when played in VR you can enjoy even more intense and unsettling situations. In the earliest village stage shown in the trailer, which fans will recognize from the original game, you can feel the sinister intent of the Ganados and the gripping tension of a last-ditch, life-or-death attack.

Don’t forget the iconic knife, which you’ll be able to swing more freely in VR.

In addition to the knife, you will be able to wield Leon’s powerful and varied arsenal with an immersive and authentic feel. With all of these VR-adapted action elements, Resident Evil 4 VR Mode for PlayStation VR2 has truly evolved into a more realistic experience.

Resident Evil 4 VR Mode is currently in development, so please stay tuned for more information on the release date and other details.

Hello Neighbor VR: Search and Rescue comes to PS VR2 on May 25

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Hello, neighbors! The town of Raven Brooks is calling again, and this time you’re going to get up close and personal with the town – virtually speaking.

Developed by VR veterans Steel Wool Games and launching on May 25 for PlayStation VR2, Hello Neighbor VR: Search And Rescue is a thrilling new adventure set in the twisted little world of the Hello Neighbor franchise. There’s all the puzzling, sneaking and mystery you’ve come to expect from snooping around the Peterson Estate (all while dodging the attention of your eccentric and unhinged neighbor), but this time, you’re going hands-on, using every trick in the PS VR2 book to intuitively navigate a reactive, physical world.

Everything in the world of Hello Neighbor VR reacts the way it should in the real world, so it’s time to get your grubby little fingers where they don’t belong and dig up some mysteries. Nervously nudge doors open, poke your head around corners (while listening carefully for unseen dangers) rummage through cupboards with haptic feedback relayed direct to your fingertips, and generally act like a sneaky little kid should. Or kids, as the case may be.

For the first time in the Hello Neighbor series, Search And Rescue puts you in the shoes of an entire crew of meddling youngsters. While this is a single-player game, you’ll be switching control between five kids; the self-titled Raven Brooks Rescue Squad. Each has their own unique puzzle-solving gadget, and all of them will be needed to unravel the maze of machines and traps you’ll find. Coordinate the movements of the entire team, using your walkie talkie to switch perspectives at any time. Put their heads together and rescue your missing friend from the mysterious mad gadgeteer (and part-time kidnapper) Mr. Peterson.

We’re excited to let you loose on the trap-laden, off-kilter Peterson Estate. Every little crack in the walls can give you a glimpse of coming danger, so keep those eyes peeled. While it’s always good to see trouble coming, sound is essential in any stealth game, and the PS VR2’s 3D audio capabilities are perfect for the job here. Press your ear up against doors for an early hint of danger, or tilt your head to figure out whether that creaking is coming from the attic or basement. Just tread gently and don’t let your Rescue Squad members get snatched up. Rescuing one kid is hard enough!

Of course, controlling an entire squad comes with its perks. Footsteps getting uncomfortably close for comfort for one character? Switch to another and make a noise. Ring the doorbell, turn on the TV or flush a toilet and then scurry off to a hiding spot. The neighbor is sure to come running, giving the rest of your team some breathing room. Play your cards right and you’ll drive your enemy to distraction – just don’t push your luck, or you could end up backed into a corner with nowhere to go. Rescuing your pal Nicky will be a tough job, but with a bit of thought and a local Raven Brooks can-do attitude, anything’s possible.

How Square Enix built Final Fantasy XVI’s fantastical, believable, lived-in world

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There’s one particular Final Fantasy XVI development story Naoki Yoshida admits he’s unlikely ever to forget. The producer describes a particular port city the studio conceptualized. Its key feature: a colossal stretch of huge wall that runs the length of the city, separating it from the surrounding ocean and which has successfully protected those behind it from invasion for over three centuries. It’s a visually impressive sight, one that fits perfectly with the larger fantasy world of Valisthea. There was, however, one issue.

“You look over these designs,” explains Yoshida-san, “And in the far corner of the town, on the sea side, there’s a natural cliff. And this cliff is maybe 15 meters high. And the leader of this city, the most important person, is housed right there beside it. What stopped pirates just coming up, destroying the house and taking over? It made no sense.” 

The result was a proverbial – and literal – return to the drawing board to correct the oversight.

It’s a recollection that articulates the careful work to make this fantastical world believable, lived in. And that story is but one of numerous examples of the complexities the producer, alongside Art Director Hiroshi Minagawa and Localization Director Michael-Christopher Koji Fox have navigated as they built Valisthea and the player’s journey through it.

A youthful Clive Rosfield explores a castle’s inner courtyard, passing by training grounds and soldiers unpacking supply crates

A world’s design, of how Valisthea rests at a crossroads between multiple teams at the studio – environmental artists, level designers, combat teams and more – is the focus of an insightful conversation with the three midway through their two-day stopover in London. That stay is just one stage of a multi-country tour for the game they’re attached to, each stop giving attendees several hours with the near-final PS5 game.

It’s a robust hands-on. We first sample the game’s opening hours, a flashback to a key period in Clive Rosfield’s youth that sets up what’s to come. (It’s this section that players will experience in a public demo which drops ahead of the full game’s launch.) We then play through the two hours and change directly following that demo’s conclusion. Lastly, we’re left to roam for thirty minutes in one of the game’s open areas, a lush valley filled with optional beasts to defeat and side-quests to take up.

In that collective time we wander through castle grounds and hideouts, battle our way through more guided scenarios, partake in a spectacular, cinematic Eikon versus Eikon clash. As such, we get a better understanding of the game’s structure, the environment design. I have answered a question I never thought to ask: what is Final Fantasy’s version of gardening tools?

Boss battles, be they Eikon versus Eikon or Clive’s clashes with bigger threats, promise to be unique encounters. FFXVI has a speci

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