Share of the Week: Marvel’s Avengers

Two weeks back we asked you to share unforgettable moments fighting as your favorite heroes from Marvel’s Avengers using #PS4share and #PSBlog. From thrilling action shots to stunning portraits, here are this week’s highlights:  

Captain America by astrozomb1es1.

Black Widow by CrypticVisuals.

Iron Man by Deemo_Dude.

Thor by iamroyank.

The Hulk by JustN2bad.

Ms. Marvel by virtua_photo.

Search #PS4share and #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: Tony Hawk Pro Skater 1 + 2

Share by: 9am Pacific on Wednesday, September 23

Drop into the halfpipe and share videos of your best combos or longest grinds in Tony Hawk Pro Skater 1 + 2 using #PS4share and #PSBlog for a chance to be featured.

Interview: Rebuilding and expanding Kingdoms of Amalur with Re-Reckoning

Hey all! I’m Philipp Brock from THQ Nordic. To mark last week’s launch of Kingdoms of Amalur: Re-Reckoning, I sat down with the game’s Executive Producer Reinhard Pollice to find out his perspective on what makes gameplay timeless and to find out more about the all-new Kingdoms of Amalur expansion, Fatesworn, which is scheduled for 2021.

As we’ve seen with Darksiders and, more recently, Destroy All Humans!, THQ Nordic has gained a reputation for shepherding established game franchises to new generations of playing audiences. Is it possible to distill what you look for in a franchise down to three key components? 

Reinhard Pollice: It’s not that easy because we are nowadays a gaming company that operates in a broad spectrum of genres and markets. I’d say a lot of our games have a strong emphasis on RPG elements, but we also love combat-focused games that have complex mechanics behind them. Most of all, we build our IP catalogue based on fan favorites. 

What is it about Kingdoms of Amalur that made it feel it deserved a new life for today’s players?

When the game first came out we were intrigued by the RPG systems, the combat and the lore that had a lot of potential. Over the years we realized that it still stands out in the niche it carved out.

Before we get into the expansion you have planned for Kingdoms of Amalur: Re-Reckoning, can you share a little bit about what PlayStation players that are new to the franchise can look forward to in the remaster? 

We are featuring reworked graphics by vastly improved texture resolution, new rendering features for lighting and shadows. So we believe technically this will show as a crisp and smooth experience. But besides that, we analyzed player feedback and realized that the gameplay also needed some improvements. So we changed some mechanics around the loot distribution and how creatures are placed in the world. Also we added the ultimate challenge with the new Very Hard difficulty level.

How does the expansion fit into the original campaign? What’s the story? Is it directly set after the events of the main game? 

The new content is something that starts directly where the main story finished. There is a new treat in the world and a new area that is added to the world of Amalur. The new region was previously unsettled and there is a new ruler who the inhabitants see a lot of promise in. But things are usually not that simple in this world… This story has some connections with the core of the story of Reckoning.

How did you develop new content for an 8 year old game? Was this content part of the original concept at the time of the initial release but was never finished? 

There were some loose ideas that we picked up, but mostly there wasn’t anything like a full concept or a blueprint ready to go. Fortunately we had some advice from people that worked on the original content back in the day at Big Huge Games and we also had a narrative designer joining us. The team at Kaiko also became really attached to Amalur and so we had really great ways to work on. The biggest challenge was to develop new tools and a new pipeline for doing the add-on. We even had to develop a new world editor to make this happen.

How do you intend to keep the expansion feeling like an extension of the main game yet considering a near-decade’s worth of changes and improvements to the genre?

Our goal is to make it feel natural to the world of Amalur and we also strongly feel that Amalur still holds a great niche in the genre as a combat focused RPG.

Smash, brawl, and score epic goals in HyperBrawl Tournament

Hi everyone! I’m from Milky Tea, the development studio behind HyperBrawl Tournament, a 1-4 player local and online arena-based sports-brawler where your objective is to outscore the opposing team. To help make this happen, you’ve got unique heroes, epic weapons and some legendary abilities at your disposal.

Smash, brawl, and score epic goals in HyperBrawl Tournament

Want to know more? Here are five things every brawler needs to know before entering the arena!

1) Master the HyperCurve

HyperBrawl’s main gameplay mechanic is throwing the ball (into the opposing goal). These aren’t just your regular old throws, though, but rather throws infused with the power of the HyperCurve. This ability gives you complete control over the ball, which allows you to change its course mid-air. Using this effectively allows you to avoid both opponents and arena obstacles – and honestly, allows for some pretty sweet goals. Check out a few examples below.

2) Channel the HyperForce

Winning every match is pretty awesome (or so I’m told), but for someone like me who just needs a little bit of help, we’ve got the HyperForce. Once your hero has taken enough damage, either by being attacked by an opponent or hit by the ball (or even their own teammate), they’ll be able to activate the HyperForce, which increases their speed and strength to help even the odds.

Not only is it super satisfying to serve some payback, but launching an opponent into the screen really never gets old!

3) Weapons bring the heat – and change up your play style!

To spice things up, we’ve added a bunch of futuristic weapons to the game. These range from offensive ones like the Slam Hammer or Cyclone Sword, to defensive ones like the Sentry Shield. There are even some more unpredictable weapons, like the Mine Mortar, which locks onto and tracks the closest player at any time – including you.

And yes, being knocked out by your own weapon is pretty embarrassing, but it happens a lot (to me, at least)!

4) Assemble your team

With a dozen intergalactic heroes, eight completely unique weapons, and a ton of customisation options (unlocked through gameplay), there are a lot of ways to build your 2-character team.

Do you want a faster, less durable Swift hero with a Mag Beam weapon, to keep your distance and steal the ball from afar? Or maybe a slower but durable Tank hero with a Sentry Shield, to act as your perfect goalie? Or maybe you’d prefer an all-rounder Core hero with a Boost Bomber, to quickly take out the entire opposing team, if used correctly? The choice is yours. Just remember to keep an eye on your opponent, so you can counter if need be!

5) Play alone – or with friends

HyperBrawl Tournament is always 2v2, but whether that involves one, two, three or even four players, is entirely up to you (AI will fill any remaining spots).

For starters, we’ve got a singleplayer Campaign, if you’d like a place to practice while earning some awesome in-game trophies. When you’re ready to take on the world, you can play Blitz, which is our main online mode, complete with worldwide leaderboards ranked by Wins, KOs and Goals – so even if you don’t win every match, you could still top everyone else when it comes to brawling.

You can also play with your friends either locally or online, and use our Party system to invite others no matter where they are in the world. This allows you to mix both local and online players, to play any way you want.

So there you have it, five things you should know before jumping into HyperBrawl Tournament, which, by the way, launches on PS4 on October 20. If you want to know more about HyperBrawl (we’ve only just scratched the surface here today), shoot us a message on Twitter, check out our deep dives on YouTube, or consider signing up to our newsletter for some exclusive rewards and prizes.

See you in the arena!

Surviving Spelunky 2: Tips for a successful expedition/transition

Hello again, explorers! Many moons ago — seven years ago to the day, it turns out — I penned a Spelunky HD survival guide of beginner tips and tricks on this very blog, based on my countless (779, on PS4 alone) journeys into the Caves and far beyond.

Well we’ve finally arrived at the altar of Spelunky 2 — the sequel to one of the best, most quietly influential games of all time — and after some meaningful time spent with a pre-release copy, I’m ready to share some learnings. That is to say, a handful of tips — some tangible, others philosophical — for both returning players and those brand-new to the depths. Steel yourself: the walls are shifting…again…

  • Get ready to be bad. Whether this is your first time playing or you’re a thousand hours into the franchise, don’t make the mistake of thinking that Spelunky 2 is like other games — even Spelunky HD. Sure, you’ll need some dexterity and mechanical proficiency to get more than a few minutes into it, but the other half of progress in a Spelunky game is learning how everything fits together. The level pieces that are generated and how it feels to move between them, the behaviors of the enemies, the ways they interact with each other, the differing amounts of damage everything can do to you, etc. etc. etc. You’re just going to be bad for some amount of time until you start to internalize a critical mass of information — so don’t get frustrated. Just accept it up front, and enjoy the immeasurable reward that lies at the nexus of becoming good at the game and starting to understand how it fits together.
  • ABG: Always Be Gathering. My original Spelunky HD guide began with the tip to always be carrying something — a rock, an arrow, a rat — to set off traps and throw at incoming enemies. While this is still important and is regularly a lifesaver, the small ambient level creatures (dung beetles in the first world, for example) no longer set off arrow traps, and there are a couple more ways to dodge or absorb that damage now. But even more important this time around is to gather every scrap of gold and every gem you see (or find by breaking pots, especially the “ghost jar” if you can smash it safely near a level’s exit). Why? Because the items you can buy in Spelunky 2’s shops are even more useful/varied/fun, and you’ll want to be able to afford the good stuff when you see it.

  • What was old is made new again. Per the above, Spelunky 2’s equippable items are incredibly useful — not just the new additions (the Power Pack is an especially fun-if-chaotic way to level yourself up), but particularly the redone items from the first game. The Compass is immensely helpful in guiding you toward the exit in unfamiliar/tense new worlds like the redone Jungle, and now also points to (some) hidden exits for when you start to plumb the game’s many arcane secrets. The Boomerang now does a bang-up job of returning to you after more complex throws, and is surprisingly affordable in a shop. The Climbing Glove no longer auto-sticks to surfaces (you have to hold a button to opt in), removing the one flaw from one of the game’s best items. And also note some small downgrades for items like the Shotgun, which now has recoil even when hanging from ropes/vines/chains (unless you have the aforementioned Power Pack). And lastly the Cape is now surprisingly important for…reasons. 😉
  • Back to basics. As cool and important as all the extra spelunking tools are, a good spelunker knows that the most critical tools in their roster are the ones they start with: a whip, some bombs, and some ropes (and maybe a little bit of grit). And to get the most out of them, you need to understand exactly how they work. It will become a gut thing over time, but the whip has a very specific range and “hit box” — one that’s notably different from Spelunky HD — and it requires approaching some enemies differently than others. Perhaps you’d like to try hitting bats with a backward-facing “back-whip”? Bomb radiuses are also a bit different than they were in Spelunky HD, and knowing how far away you need to be for safety — or how many blocks you can blast through — can save an otherwise doomed run. As for ropes, don’t forget that you can use them to hit enemies above you in a pinch, and — surprise! — angry shopkeepers can now scurry up them to get you (which can also be a helpful tool in the right situations).

  • Bird’s the word. The new mounts you can ride in the game are as helpful as they are fun, and the sooner you can make them a regular part of your Spelunky vocabulary, the better. This mostly applies to the Turkeys you’ll find in the first world, which — once tamed — give you a double jump, absorb a few hits of damage for you, and can be carried around like a feathery suitcase when it’s not convenient/safe to ride them around an obstacle. They take some getting used to, but it’s worth the time investment. And if nothing else, you can roast them up with a torch or a bomb for some delectable life-giving hearts. Take care mounting the Rock Dog in the Volcana world — but if you can pull it off, fire-breathing and fire-immunity (for the mount, not you) await.
  • Torches: the new rocks. Many of Spelunky 2’s new enemies take multiple hits to kill, so the standard rock is a bit less useful than it once was (beyond setting off traps, which it’s still great for). Thrown arrows don’t break when passing through lesser enemies like bats anymore, but I’d ESPECIALLY recommend getting to know your new best friend: the torch. You can pick one up by whipping any campfire, and they do 2 points of damage when lit — and you can relight one by touching it to any lit wall sconce. You can even use a torch to cook turkeys (you monster), and take out the first mini-boss in a few throws. Don’t underestimate the humble torch!

  • Let The Path come to you. For new players, I’d recommend doing your best to take it slowly (though not more-than-three-minutes slow, lest the ghost show up) and observe the routines of enemies, conveyor belts, etc. before you rush into them. Let the unexpected become the expected, and avoid unpleasant surprises by being a fly on the wall until you’re reading to take the lowest-risk next steps. (Especially for the moles in the first world — watch their patterns and just let them run their course — it’s rarely worth engaging them.) For experienced players, The Path means something entirely different. And you know what? You’ll solve it eventually, and every step of the way will be a wonderful new revelation. But try to avoid the FOMO of not solving it immediately, or being the only way you’re allowed to conquer the game. Just delight in the joy that is Spelunky, and spend your time getting good again. It will take longer than you think, and you’ll be all the better equipped to tackle its more furtive challenges. Which leads me to…
  • Start a Spelunky pod! Pods are all the rage in this weird world of ours (is that why Spelunky 2 is set on the moon?), so why not find a few pals with whom to plumb the depths together? You can learn so much by just having a friend watch and make suggestions, or take turns doing runs. I haven’t tried proper online co-op as of this writing, but I have to assume it’s excellent. But beyond that, try your best to not dive headfirst into Spelunky 2 spoilers and secrets online, since they are myriad, and discovering them in-game — or working through them as a small group — is deeply satisfying. Remember when you didn’t know everything about everything all the time? Remember sharing rumors and theories with friends down at the arcade? Spelunky 2 is the perfect game for that, so at least for the first few weeks, talk amongst yourselves…and perhaps not on the internet. And if you don’t have such a pod in your life, I’ll mention a different sort — the podcast that I host, Eggplant: The Secret Lives of Games (formerly The Spelunky Showlike), on which we’re starting a deep-dive miniseries on Spelunky 2 this Friday (09/18) — so if nothing else, you can listen in and play along with us.

And that’s it! Spelunky 2 is just a treasure trove of brilliant design, challenges, laughs, secrets, and well, treasure. And I hope you now feel slightly more equipped for your journey. Godspeed, explorers!

P.S. Special thanks to my co-hosts Zach Gage and Doug Wilson for their contributions! And to Derek Yu for not only his wonderful game, but for sanctioning this post.

PlayStation 5 launches in November, starting at $399 for PS5 Digital Edition and $499 for PS5 with Ultra HD Blu-Ray Disc Drive

This is truly an exciting time for all of us at PlayStation. Over the past few months, we’ve been able to show you a glimpse of the stunning new games being created for PlayStation 5, taking advantage of the console’s unique capabilities to deliver lightning-fast loading, heightened immersion, and a whole new generation of experiences. And we’re excited that the time for you to experience these brave new adventures is almost here.

As we have just announced in our PS5 Showcase, we’re only a couple of months away from launching the next generation of play. Starting on November 12, PS5 will be available in seven key markets: the U.S., Japan, Canada, Mexico, Australia, New Zealand and South Korea. The global rollout will continue on November 19 with launches throughout the rest of the world*, including Europe, Middle East, South America, Asia and South Africa. PS5 Digital Edition will be available for a recommended retail price (RRP) of $399.99/¥39,980/€399.99/£359.99 (MSRP), and PS5 with an Ultra HD Blu-ray disc drive will be available for an RRP of $499.99/¥49,980/€499.99/£449.99 (MSRP). Pre-orders will be available starting as early as tomorrow at select retailers, so please check with your local retailer.

We’re pleased to provide choice to gamers with two PS5 console options at launch, depending on if you want a digital-only experience or prefer disc-based gaming. Whichever PS5 you choose, you’ll enjoy the same breathtaking, next-gen gaming experiences. Both PS5 models use the same custom processor with integrated CPU and GPU for high-fidelity visuals, including 4K graphics and ray-tracing support, as well as the same ultra-high-speed SSD with integrated I/O for lightning-fast loading. PS5’s 3D audio and the DualSense Wireless Controller will also provide the same heightened sense of immersion on all PS5s. 

We are proud of the breadth of games being created for PS5, and it’s our goal to continue filling our portfolio with new, rich experiences from the most talented game creators in the industry. Today we shared a sneak peek at the following new games coming to PS5:

These newly revealed titles, along with the games we’ve shown previously, represent the best lineup we’ve ever seen in PlayStation history. Games like Marvel’s Spider-Man: Miles Morales, Call of Duty Black Ops: Cold War, and Demon’s Souls will launch alongside the console. Our own Worldwide Studios titles will be priced from US$49.99 to US$69.99 (RRP) on PS5. 

Additionally, we know that the PS4 community will transition to PS5 at different times, and we’re happy to announce PS4 versions of some of our exclusives. Marvel’s Spider-Man: Miles Morales, Sackboy A Big Adventure, and Horizon Forbidden West will also launch on PS4. While these three games were designed to take advantage of PS5 and its unique next-gen features like the ultra-high-speed SSD and DualSense controller, PS4 owners will also be able to enjoy these experiences when they launch. The PS4 digital versions of launch games include a free upgrade on both PS5 consoles, while the PS4 disc versions of these games include a free upgrade on the PS5 with Ultra HD Blu-Ray disc drive.

For PlayStation Plus members, we’ll have a special new offering on PS5 – the PlayStation Plus Collection**. PS5 owners with PS Plus will be able to download and play a curated library of PS4 games that defined the generation, like Batman Arkham Knight, Bloodborne, Fallout 4, God of War, Monster Hunter: World, Persona 5 and many more. The PS Plus Collection will be an added benefit to the existing PS4 benefits that PS Plus members receive for a single subscription price. 

Also launching this November is a slate of new accessories:

  • DualSense™ Wireless Controller (standalone) – US$69.99/¥6,980/€69.99 (RRP)
  • PULSE 3D™ wireless headset – with 3D audio support and dual noise-cancelling microphones US$99.99/¥9,980/€99.99 (RRP)
  • HD Camera – with dual 1080p lenses for gamers to broadcast themselves along with their epic gameplay moments US$59.99/¥5,980/€59.99 (RRP)
  • Media Remote – to navigate movies and streaming services with ease US$29.99/¥2,980/€29.99 (RRP)
  • DualSense™ Charging Station – to conveniently charge two DualSense Wireless Controllers US$29.99/¥2,980/€29.99 (RRP)

This year has been unlike any other, and there have been many challenges the world has faced. Everyone at PlayStation, along with all of our partners in development, publishing, technology, and retail, have devoted a lot of effort to launch PlayStation 5 in time for the holiday season. We’re all working closely together to achieve our mission of delivering the best that gaming has to offer to our community. I truly want to thank you, the fans, for your tremendous support (and patience!), while we take this journey to PS5. We can’t wait for November to arrive – when you’ll be able to get a PS5 console in your hands to begin exploring new adventures and creating new epic memories for many years to come.

*Availability in each country subject to local import regulations. PS5 launch date for China is still under exploration and will be announced at a later date.

**Availability of PlayStation Plus Collection titles may vary by country. The Plus Collection is not available in China.

PlayStation 5 Launch Day Games from SIE Worldwide Studios

  • Astro’s Playroom (Japan Studio) – pre-installed on PS5
  • Demon’s Souls (Bluepoint Games / Japan Studio) – US$69.99/¥7,900/€79.99 (RRP)
  • Destruction All Stars (Lucid Games / XDEV) – US$69.99/¥7,900/€79.99 (RRP)
  • Marvel’s Spider-Man: Miles Morales (Insomniac Games) – US$49.99/¥5,900/€59.99 (RRP)
  • Marvel’s Spider-Man: Mile Morales Ultimate Edition (Insomniac Games) – US$69.99/¥7,900/€79.99 (RRP)
  • Sackboy A Big Adventure (Sumo Digital / XDEV) – US$59.99/¥6,900/€69.99 (RRP)

PlayStation®5 Specifications

CPU x86-64-AMD Ryzen™ “Zen 2”
8 Cores / 16 Threads
Variable frequency, up to 3.5 GHz
GPU AMD Radeon™ RDNA 2-based graphics engine
Ray Tracing Acceleration
Variable frequency, up to 2.23 GHz (10.3 TFLOPS)
System Memory GDDR6 16GB
448GB/s Bandwidth
5.5GB/s Read Bandwidth (Raw)
Optical Drive Ultra HD Blu-ray (66G/100G) ~10xCAVBD-ROM (25G/50G) ~8xCAVBD-R/RE (25G/50G) ~8xCAVDVD ~3.2xCLV
PS5 Game Disc Ultra HD Blu-ray, up to 100GB/disc
Video Out HDMI™ OUT port
Support of 4K 120Hz TVs, 8K TVs, VRR (specified by HDMI ver.2.1)
Audio “Tempest” 3D AudioTech
Dimensions PS5: Approx. 390mm x 104mm x 260mm (width x height x depth)(excludes largest projection, excludes Base)PS5 Digital Edition: Approx. 390mm x 92mm x 260mm (width x height x depth)(excludes largest projection, excludes Base)
Weight PS5: 4.5kgPS5 Digital Edition: 3.9kg
Power PS5: 350WPS5 Digital Edition: 340W
Input/Output USB Type-A port (Hi-Speed USB)USB Type-A port (Super-Speed USB 10Gbps) x2
USB Type-C® port (Super-Speed USB 10Gbps)
Networking Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T)IEEE 802.11 a/b/g/n/ac/axBluetooth® 5.1

DualSense™ Wireless Controller Specifications

Dimensions Approx. 160mm x 66mm x 106mm (excludes largest projection) (width x height x depth)
Weight Approx. 280g
Buttons PS button, Create button, Options button, Directional buttons (Up/Down/Left/Right), Action buttons (Triangle, Circle, Cross, Square),R1/L1 button, R2/L2 button (with Trigger Effect)Left stick / L3 button, Right stick / R3 button, Touch Pad button, MUTE button
Touch Pad 2 Point Touch Pad, Capacitive Type, Click Mechanism
Motion Sensor Six-axis motion sensing system (three-axis gyroscope + three-axis accelerometer)
Audio Built-in Microphone Array, Built-in Mono Speaker, Stereo Headset JackOutput : 48kHz/16bit, Input : 24kHz/16bit
Feedback Trigger Effect (on R2/L2 button), Vibration (haptic feedback by dual actuators), Indicators (Light bar / Player indicator / MUTE status)
Ports USB Type-C® port (Hi-Speed USB), Stereo Headset Jack, Charging Terminals
Communication Wireless: Bluetooth® Ver5.1
Wired: USB connection (HID, Audio)
Battery Type: Built-in rechargeable lithium-ion battery
Voltage: DC 3.65V
Capacity: 1,560mAh

Crash Bandicoot 4: It’s About Time Demo spins to PS Store today

Crash Bandicoot 4: It’s About Time is coming on October 2, but you don’t have to wait until then to wump into the action – pre-order the game digitally at PlayStation Store and you will be able to download and play the demo starting today*.

Crash Bandicoot 4: It’s About Time Demo spins to PS Store today

The demo includes three levels from the middle of the game – so make sure to brush off your platforming skills and get ready for some new mechanics. And while the full game will allow you to switch between Crash and Coco, the demo focuses on Crash in two levels and Dr. Neo Cortex in the other. 

Snow Way Out

Miss those slippery Ice Levels from Crash? The Crash 4 Demo will help solve that and add in some new time bending madness to the mix. In this level Crash uses the Time Mask – Kupuna-Wa – to slow down ice blocks and temporary platforms for safe passage. The level also includes optional Bonus Path offering even more challenge for those looking to get their crate game on.

Snow Way Out (Cortex Timeline)

Snow Way Out also has an alternate timeline that will put you in the shoes of Dr. Neo Cortex himself, who has entirely different capabilities and moves. For example he can turn enemies into platforms or gelatinous cubes to bounce on. He can also dash on the ground or in mid-air to cross chasms that would otherwise send him to his doom.

If you make it all the way to the end of this section and you’ll converge on the original timeline, and finish the rest of the level as Crash, encountering all new Crate types and updated Crate placements that provide a refreshed challenge.

Dino Dash 

The other level in this demo is Dino Dash. Landing in 88 Million B.C.B, Crash will explore the Eggipus dimension that is littered with pre-historic enemies including, you guessed it, a T-Rex. It wouldn’t be Crash without a good old fashioned chase sequence, right? With the help of Lani-Loli (the phase shift mask), Crash will have to phase objects in and out of existence to navigate hazards and make it through safely. There is another optional bonus path on this level if you really want to test your skills.  

Pre-Order Plans: The Totally Tubular Skins

On top of demo access, purchase Crash Bandicoot 4: It’s About Time digitally (whether a pre-order or after launch) to receive the Totally Tubular Skins (available upon completion of the second level), which show off Crash and Coco’s radical 90s roots.

Crash Bandicoot 4: It’s About Time is available at a suggested retail price of $59.99 / €69.99 / £59.99, and can be pre-ordered at PlayStation Store.

*Demo availability subject to change. Internet Connection Required for download. Available in participating territories. 

Rocket League goes Free To Play September 23

Rocket League is revving up for the launch of free to play and new content! Not only will the game be available for free on September 23, but the latest update for current players goes live tomorrow. This update will lay the groundwork for the launch of free to play, plus it’s bringing new features and improvements that Rocket League veterans are going to love. 

Here’s everything you can expect from the update and the launch of free to play this month!

Competitive Tournaments

Get ready for a new way to compete! The launch of free to play will bring Competitive Tournaments. Jump in and join these free Tournaments by yourself or with a full squad of three to be entered into a bracket with 32 teams with similar ranks. Perform well and earn Tournament Credits, and redeem them for all-new items that you’ll find in Competitive Tournaments. New Tournaments will be available to join every day. Assemble your team and dominate your bracket! 

Game-wide Challenges

Up for a Challenge? Free to play is coming with game-wide Challenges that you can complete to earn items and XP. All players will receive three Weekly Challenges, while Rocket Pass Premium owners will get three additional Challenges each week. Plus, there are Season Challenges that will be live all season long that grant better rewards. 

Cross-platform progression

Once the update goes live, players will be able to share their progress wherever you play Rocket League. Just log into your Epic Games Account on our account linking page that goes live tomorrow, link your platforms, and choose a primary platform where you have the highest Rank and XP level. Then, you’ll be able to share your inventory, Competitive Rank, XP Level, and Rocket Pass progress wherever you play Rocket League!

Season 1 and new Competitive Ranks

Once free to play launches, Competitive Seasons, Rocket Pass, and soon Competitive Tournaments will all follow the same start and end date. It all starts with the launch of Season 1 on September 23. 

Season 1 is also bringing new Competitive Ranks, so get ready to climb to new heights. We’re adding new Ranks at the top of the Competitive ladder. At the launch of free to play, Grand Champion will be split into Grand Champion I, Grand Champion II, and Grand Champion III. Then comes Supersonic Legend, an all-new rank above Grand Champion. Best of luck climbing the ranks in the next Competitive Season!

There’s a lot coming to Rocket League between these new features and the launch of free to play on September 23. Whether you’re a seasoned veteran on the pitch, or a newcomer ready to play for the first time, we hope you enjoy the latest content coming to the game this month! Get your squad and get ready to take your shot!

Fall Guys mixes it up in today’s mid season update

Fall Guys: Ultimate Knockout’s fusion of TV show obstacle course mayhem with a ‘battle royale’ quest for the crown has been delighting players — so much so that we’re apparently the most downloaded PS Plus game of all time — what?! Today’s mid-season update adds a whole new layer of super-colourful chaos, full of fiendish takes on familiar rounds and some surprising twists to keep those jelly beans on their toes.

Round variations — expect the unexpected!

One of the most exciting parts of working on Fall Guys has been the opportunity to let our imaginations truly run wild with the rounds we create. We love the way our pesky jelly beans stumble and tumble around our technicoloured arenas. We revel in the ingenious tactics and techniques the community have come up with to achieve victory… or their inevitable, slime-flavoured failure. But of course, we want to keep our players guessing! That’s why we are excited to announce a huge range of new round variations to keep the Fall Guys experience fresh, fun and delightfully slapstick before Season 2 hits.

With this latest patch, you will quickly start to see that all is not what it seems in The Blunderdome. Familiar favourites will have to be tackled in all new ways, with the addition of dozens of obstacles, dizzyingly random rotations and of course, plenty of tumbling fruit. And what’s more, players will have no idea when these changes will occur — no bean’s dignity shall be spared!

Dropping in at random, players will need to think on their feet to avoid an early trip to the slime! We really want to let these be a surprise for the community but as a sneak peek, you can expect to witness some wildly devious mixes of Season 1 classics. 

Reliable door patterns on Gate Crash may end up all kinds of wavey. Turntables could turn the tide in an unpredictable take on Fall Ball. And just when you thought you’d got a handle on the topsy-turvy See-Saw? We’ll just say that your approach may need to be tweaked! Remember the turnstiles you had to jostle and bump your way through in Hit Parade. Well, things may take a turn for the precarious with a nest chock-full of mini Whirlygig spinning clubs. You’ll be playing with some real Frankenstein monster mash-ups and we can’t wait to hear what players think!

Better, faster, smoother, stumbles

Since the very beginning, we’ve been keeping a keen ear out for feedback from the community and implementing hot-fixes and tweaks to improve the Fall Guys experience. This major mid-season patch continues this quest! You can expect changes to enhance server stability, nifty VFX improvements and a whole lot more to make Fall Guys just that little bit smoother.

And another thing…

There have been plenty of rumblings across the community about a certain large and rather aggressive hammer obstacle, rumoured to be bringing future physics wildness to Fall Guys. Well, we can’t be sharing all the details just yet but let us just say — their name is Big Yeetus and they’re a-coming!

The mid-season patch goes live today and we cannot wait to hear what you think. You can catch us on Twitter or on our official Discord server. See you on the starting line!

Discover Tohu, a gorgeous new adventure coming to PS4 later this year

Hi everyone! I’m Matt, a producer here at The Irregular Corporation. It’s my absolute pleasure today to take you behind the scenes to show off some more of Tohu, the gorgeous adventure game coming to PS4 which we’re helping to put together with the talented team of puzzle conjurers over at Fireart Games.

What is Tohu? Well, without further ado, Tohu is…

… A tale told across fishy planets

Tohu’s story takes place across a weird and wonderful universe of fish planets. Jump in and you’ll discover a startling variety of locations to explore. From the back of a fetid swamp fish, to the garish hide of a circus seahorse, each location offers up a vivid new visual tapestry to feast your eyes upon.

… The story of a little Girl and her Cubus

From the outset you’ll play as a mysterious little girl who has the unique ability to transform at will into her mechanical alter-ego, Cubus. As The Girl you can nimbly scale precarious environments, as well as squeeze into small spaces to reach new areas. Need something heavy lifting? Then switch to Cubus to get your lift on!

… Inspired by the classics, but made for modern players

Gamers of every ilk will have an opinion one way or another regarding traditional adventure games, but Tohu has been designed from the ground up to be a different kind of adventure game. Our aim is to provide a challenge for players used to the classic titles, but one which can be picked up and played by just about anyone, regardless of their experience with the genre. We want as many people to enjoy Tohu as possible!

… A soundscape crafted by Christopher Larkin, the composer of Hollow Knight

When it came to nailing the unique atmosphere of Tohu it was incredibly important that we got the music just right. Christopher Larkin, best known for his work on the seminal soundtrack for Hollow Knight, lends his talents to that end. It was a constant delight for the core development team to discover where Chris’ ears went with each new theme that he worked on.

… Full of weird and wonderful characters to meet

A man made of junk. A tub-dwelling pawn broker. A terrified mammoth with a penchant for soothing tribal singing. These are just some of the unique folks you’ll meet on your journey across the fish planets. Each character is brought to life with slick and charming animation, and, yes, plenty of them also have secrets of their own for you to uncover!

… A test of your puzzling skill (though not without a kind heart)

It wouldn’t be an adventure game without an opportunity to stretch your brain muscles at some point, right? In Tohu, said puzzles come thick and fast, and though we have a generous hint system for those who need it, there’s a bucketful of satisfaction to be earned through each of the unique conundrums you face. That’s true whether you’re designing moustaches for a bevy of moles, or convincing a troupe of pirates to ‘un-mutiny’.

… Hiding a collection of secret critters to discover

Each area you visit in Tohu is full of detail, ideal for players that like a good mystery to unravel. But look closer still and you’ll discover a tiny army of bizzare critters out there waiting for you to find and collect. Keep your eyes peeled!

Watch Live: PlayStation 5 Showcase on Wednesday, September 16

Before PlayStation 5 launches this holiday, we wanted to give you one more look at some of the great games coming to PS5 at launch (and beyond!).

Our next digital showcase will weigh in at around 40 minutes, and feature updates on the latest titles from Worldwide Studios and our world-class development partners. 

Tune in live on Twitch or YouTube this Wednesday, September 16 at 1pm PDT / 9pm BST / 10pm CEST to see what’s next for PS5.