Interview with the creators of Armored Core VI Fires of Rubicon

In this interview, we spoke with the game’s producer, Yasunori Ogura, and the director, Masaru Yamamura, to discuss how they came to develop Armored Core VI, details about the game’s story and worldview, as well as its unique mech Assembly feature, action, and more.

We were absolutely set on making Armored Core

PlayStation Blog: This is the latest entry in the series since Armored Core: Verdict Day, which was released in 2013, tell us how the series was revived after ten years – when did the initial planning and development start?

Ogura: First, I would like to thank everyone for their continued support of the Armored Core series throughout the years, especially our fans, who have been waiting for ten years since the previous installment, Armored Core: Verdict Day.

As for the process leading up to the development of this title, our company’s President, Hidetaka Miyazaki, myself, the director, Yamamura, and many other members of the development team all really wanted to create a new Armored Core game. We also fostered a team of very talented people through our experience in developing other titles, so we basically had no reason not to go ahead with the development of a new Armored Core.

So, around 2018, in the early stages of development, Miyazaki and a few others established a small team of initial directors who went back and reevaluated the fundamentals of the Armored Core series and began development of a prototype that helped them determine the direction of the new entry. After the release of Sekiro: Shadows Die Twice in 2019, Yamamura joined the project and took over as director. Full-scale development kicked off around 2020.

Meanwhile, because we had several projects underway at the same time, we had to allocate internal resources for the development of other titles. Which in turn resulted in a long ten-year wait for this game.

Key Armored Core experiences: Assemble the perfect mech and outgun the enemies in intense mech-action

PSB: You talked about how you went back and reevaluated the fundamentals of the Armored Core series to create a new action game. What fundamentals of the series do you think makes the game unique and captivating for the players?

Yamamura: I think the key experience of Armored Core can be summed up in one word: Assembly. In a broad sense, assembling can be seen as a type of character-building, but gameplay that requires players to constantly optimize themselves in response to the challenges presented by the game is unique. It’s so much more than just a feature in the game — it presents players with the joy of mech customization, gives players a sense of connection with their mech, and also allows players to immerse themselves in the game like a professional mercenary that is required to adapt and adjust the weaponry between various missions.  I think all these elements together define Armored Core and its world perspective.

PSB: Were there things that you intentionally chose to change or not to change compared to past games in the series?

Yamamura: One of the things we did not want to change was the breadth and complexity of the customization and assembly. We did not want to simplify any of the components that offered players the freedom to create and fine-tune their one and only mechs.

On the other hand, too much complexity carries the risk of turning away new players. Therefore, tutorials and the introduction of new features in earlier segments of the game are quite detailed compared to past games. I think this is one of the things that we chose to change.

A unique worldview and story that affirms humanity, and a pragmatic approach to life and death 

PSB: What was the catastrophe that engulfed Rubicon, the frontier development planet on which this game is set, and the surrounding star systems? Can you tell us more about the story and background?

Yamamura: The catastrophe was caused by the outburst of the new energy source Coral and is called the Fires of Ibis. It not only submerged Rubicon and surrounding star systems in flames but also caused serious and deadly contamination of the biological environment.

However, this large-scale combustion had a certain directivity pattern, and there were areas of Rubicon that survived the disaster. The Rubiconians, who are the descendants of the immigrants who originally inhabited and developed this planet, survived the catastrophe. However, they are now forced to live in hostile conditions as if they are being incarcerated on their planet because an interstellar public organization called the Planetary Blockade Authority has sealed off the planet and other affected star systems.

Then, extra-terrestrial corporations who caught wind that Corals that were supposed to have been destroyed by the Fires of Ibis have resurfaced decided to move in on Rubicon, exploiting the gaps in the planetary blockade, to fight for control of the substance.

Master Assembly and find your best combination to get the job done

PSB: What were the key focal points for the Assembly feature that allows players to create their own mechs?

Yamamura: We focused on making sure that the Assembly feature affects not only the mech’s parameters, but also the play and feel as an action game, especially the leg components that determine the mech’s movement. For example, if you attach four legs to your mech, it will alter the basic action of the mech, allowing you to hover and stay in the air. For weapons, our aim was to make sure that each weapon had unique shooting styles, recoil, and bullet patterns. Compared to previous titles in the series, players will be able to assemble mechs to their liking not only based on the appearance and parameters but also to match their playstyle.

On top of that, players can assign four different weapons to the controller’s shoulder buttons (L1/L2/R1/R2), and in principle, they can all be used at the same time. The Stagger system* comes into play with this, as players can create different builds based on strategies and coordinated attacks utilizing multiple weapons. For example, players can strategize which weapon they’ll use for impact damage, which weapon to trigger a stagger, and which weapon to deal direct damage when the enemy is staggered and vulnerable. This is a new feature that encourages players to think more about their weapon choices, so we hope that they will have fun being creative and find their best armament combinations.

*A combat system where attacks will build up impact damage, and once it reaches the limit, the Attitude Control System will be overloaded, making the mechs vulnerable for a short time.

PSB: Do you have any tips on the game’s general mechanics or the Assembly feature for players new to the series?

Yamamura: We’ve implemented a Target Assist function to make the gameplay more intuitive. When this function is turned on, this will automatically focus on enemies within a certain range of your screen, and you don’t need to hold down a button each time you encounter an enemy. You will be kept busy with the three-dimensional traversal and multiple weapons, so we hope that players will make use of this feature and have fun piloting the mech.

For Assembly, switching to a better generator is always a good idea. If you have a generator with high EN capacity, you’ll have room to bounce and fly around without worrying too much.

For those who find it difficult to use multiple weapons at the same time, I recommend melee weapons like the blades. It is a good entry weapon since melee weapons deal big damage, and there will be less to control because you won’t be able to use other weapons when you are swinging your melee weapon.

PSB: Do you have a message for all the fans excited about the release?

Ogura: It has been ten years since our last game in the series, and I am deeply honored that we are, at long last, able to fulfill our promise to everyone. Armored Core VI is a brand new mech action game that retains the Armored Core series’ fun at its core, while incorporating the ten years’ worth of knowledge and experience that we gained from working on other titles. We hope that the fans rediscover the greatness of the Armored Core series and that those who are playing for the first time will enjoy this fresh take on the combat shooter created by FromSoftware today. We hope to make this game a step forward for the new Armored Core series.

Yamamura: I am so sorry for the long wait. Our team has been working hard to create an Armored Core title that delivers both the same fun experience as well as new, exciting elements that are only possible by us today. I appreciate all the new players that are looking forward to this title and to all the fans who did not forget about the Armored Core series for the past decade. Thank you so much. See you in Rubicon!

How new NBA 2K24 gameplay features improve newcomer experience – out Sep 8 on PS5 and PS4

The NBA 2K franchise has a storied history of bringing the most authentic hoop gaming experiences to basketball fanatics and gamers alike. We recently sat down with Gameplay Director Mike Wang to discuss improvements and how the gameplay is more accessible for newcomers in NBA 2K24, available September 8 on PS5 and PS4.

PlayStation Blog: For starters, can you tell us about your overall role on NBA 2K24?

Mike Wang: My role is basically anything that involves the on-court experience, controls, and animation. The gameplay on the sticks is what my team is in charge of and what I’m directly involved with.

Gameplay upgrades are a big focus for NBA 2K24. What are some of the changes to gameplay that you’re most excited to highlight for the fans?

There’s a ton of highlights for gameplay, but I think one of the main things we wanted to focus on this year was accessibility. That was something we heard loud and clear from our community. That’s where a lot of our design changes come from, directly from the community. And they loved shooting last year, especially the more advanced and hardcore players really loved how it was more skill-based, and really let the best players rise to the top. But at the same time, we felt that we could have made it a little more accessible for the newer players and for the players who are young kids or people who are new to 2K. So, that was a big focus for this year, in just making the game more accessible. And it really extended to everything from shooting to defense, coaching. Pretty much every aspect of gameplay was made more accessible. So we’re excited about that.

Were there any other community-requested changes that the team wanted to make sure were implemented in the game this year?

One of the biggest things that the community at large really wanted to see improved was paint defense. That’s one that I think we really stepped into this year thinking, how can we improve it on different levels and different systems in our game. So the body up, that’s basically our on-ball defense in the collisions that happen when you body up the ball-handler, that system got blown out, especially under the basket/around the rim, that contact there, the post-contact in the paint shots especially–being able to put a body on a shooter in the paint was a big aspect of improving paint defense. Scoring in the paint feels correct. And scoring in the perimeter feels correct, you get the right results when you take the right shots. Or if you’re getting guarded, and you’re taking bad shots, you get the results you expect. So those are the kinds of things we’re always trying to improve on year after year.

What was the underlying inspiration for the gameplay improvements regarding specific players’ movements implemented in NBA 2K24?

That’s something that we started on a journey of, I think, around 2K7. And we’ve always deemed it a signature style. If you’re a fan of the NBA and basketball in general, I feel like it’s one of those team sports where, if you were able to see a silhouette of the game being played, and you couldn’t really see the players, you would still be able to know who’s who, just because people are so distinct in the way they move, the way they shoot. There’s a lot of repetitive actions in basketball that people build up their muscle memory for, you can tell KD shoots a certain way. 

So for us it’s always looking at what is the NBA. What are the NBA players doing? What are their moves? What are the shots they’d like to take, and then adding those into our game the best we can to make them reflect who they are. So really it comes down to a lot of things. It comes down to the way that AI works, the strategies, and just the brains that we give our players and what they like to do with it. Do they like to drive right or left, do they like to pull up off the drive, or do they like to go to the rim and finish strong through traffic, all these different things. It’s the animations they get, whether it’s their layup packages, jump shot packages, or their dribble moves. It really is a little bit of everything. Making the NBA players play exactly like their real-life counterparts is a never-ending journey for us. It’s something I think we’ve taken to the next level on NBA 2K24.

Was there a layup package, or maybe a signature move that you were most excited to emulate and bring to NBA 2K24?

One that always sticks out in my mind is Nikola Jokić because he’s an anomaly. Like LeBron is, like Shaq was, like Curry is, all these guys who kind of break the rules of basketball, Jokić is right there. You don’t see a guy with that touch, with that pass vision. So his layup package is probably the one that has the most unique content, I think, in the game this year. Sometimes he has really awkward-looking floaters or he’s stumbling into the paint with a kind of awkward looking shot that will always go in. So yeah, Jokić is one of those guys who sticks out in my mind as being synced up really well, especially with his layup package. But there’s so many that have improved. I can call out a ton of guys. De’Aaron Fox is another one. His dribble moves this year are amazing. They’re really explosive. Yeah, just a really tight handle, just like the real-life player. Curry, too. He’s actually a guy we had come and do mocap. So he did all his moves for us already. But we got even more this year, and they’re pretty impressive. I know all the kids love Curry, so they’re going to like the improvements that they’re going to see in him this year too.

Are there any additional gameplay nuances that players might not notice at first that you want to highlight here?

We haven’t really announced much of it yet. But the badge game is very nuanced this year. Let’s put it this way, the way you play on the court is going to reflect how your badges get shaped, and how your player looks at the end of the day. So when you do something over and over again, let’s say you like to do spin jumpers, you’re going to see your abilities as a spin jumper player improve steadily over time. And so you’re going to find that just the way you play the game, what you like to do on the court is going to improve, you’re going to kind of build your player in that aspect. So I’m excited about that. 

I’m excited that we have a new feature in the game where you can mold your player on the fly as you play games. Going to be really interesting to see how that turns out. Another nuanced thing, a very nuanced thing, is probably the play-calling stuff. Because that’s something that is really deep in our game. It’s something that a lot of people are kind of intimidated by, because you’re seeing real NBA playbooks, and a lot of people just don’t even understand what these coaches are running, what these actions even mean. So we simplified a lot of it this year. We have a new feature called Favorite Plays, where if you just press left on the d-pad, you’ll see you can choose from up to 16 of the most common plays in basketball, from give-and-gos to quick ISOs and floppies. Also, we have a feature that we brought back called 2K SmartPlay. If you enable that feature, basically, as you come up the court every single time and every possession, a little overlay is going to pop up to tell you basically who the best player is and what the best action is to run for that player at this point in the game. So it’s a nice entry level way to kind of understand more nuances of not just NBA 2K but of NBA basketball.

What do you think the average gamer who’s not interested in basketball would find intriguing in NBA 2K24?

Oh, absolutely. That’s something that’s, again, we started at the top of the call talking about accessibility. We’ve always prided ourselves on this, too, because you mentioned this earlier, what are the nuanced things that advanced users get into? What we’ve prided ourselves on every year is that we always try to make it so that you can be successful by learning how to move around with the left stick, using the shoot button, the pass button, and also the steal button on defense, maybe if you need that. But really, you can play the game with like two buttons, maybe three buttons, and be successful, especially if you jump into some of the lower difficulty levels. 

Rookie is really made for someone who’s brand new to basketball, maybe you see the game on TV and that’s it, never played the sport. If they jump into Rookie, very simple just to pick up the sticks for a little kid, even just to get the ball, run around, shoot when they’re open, hopefully. But even if they’re covered, they’re not going to be as punished as they are if they’re in higher difficulty levels. I think just getting your feet wet with some of those lower difficulty levels if you’re new to basketball, and we have a feature called 2K U also that basically describes all the moves in the game. We changed it to where it’s a tutorial mode where you can go in there, you see the move being done, and then it tells you exactly how to do it.


From seasoned vets to bright-eyed rookie hoopers, NBA 2K24 has you covered with tons of gameplay improvements to help level up your game this year. NBA 2K24 releases September 8 on PS5 and PS4.

Hands-on report: Metal Gear Solid: Master Collection Vol.1, Super Crazy Rhythm Castle, and more

Stealth adventures, sci-fi action, action-rhythm and explosive party games headlined a hands-on event held by Konami this past week. Attendees could get hands-on with four upcoming titles from the publisher, which included the chance to reacquaint ourselves with Snake’s adventures in the upcoming Metal Gear Solid: Master Collection Vol.1, test our shoot ‘em up skills with Cygni: All Guns Blazing, alternate between cooperative and competitive with Super Crazy Rhythm Castle and try some fresh spins on classic multiplayer in Super Bomberman R 2. Read on for impressions on all four titles.

Metal Gear Solid: Master Collection Vol.1

Let’s get straight to the facts, shall we? Volume 1 of the Metal Gear Solid: Master Collection gives you the choice to download each game separately (with Metal Gear and Metal Gear 2 are combined into one) and the bonus contents individually onto your PS5. Each includes digital booklets on their uniform top menus, dossiers detailing the entire in-world history of MGS (complete with warning spoilers on initially opening), transcripts of that game’s dialogue, and an online manual for that specific title.  

My hands-on time was limited to the original Metal Gear Solid era. Master Collection Vol.1 contains four titles total from this release window: the 1998 original, Metal Gear Solid VR Missions, Metal Gear Solid Special Missions and Metal Gear Solid Integral.

The Collection keeps the MGS experience as authentic as possible, down to Circle being used to confirm and X to cancel, and save files limited to 30, 15 blocks per (phantom) Memory Card. The DualSense controller’s feedback mirrors the original DualShock vibrations when Snake’s wading through water, firing bullets or taking damage. After playing through the opening acts of the Shadow Moses Incident (my first since completing the game back on original release), the experience still captivates. It’s lean, and the gameplay ideas introduced – so dazzling back in the 90s – have lost little of their sheen.

Let’s continue with MGS and detail what’s new or expanded. Metal Gear Solid will include Trophy support (including a Platinum Trophy), as well as allowing you to select from multiple language versions (each housing its own separate save state). There’s a new top-level, Collection-specific menu. For the MGS era that includes options for minor visual adjustments, choosing from a selection of wallpapers to surround its 4:3 presentation or switch the gameplay screen’s positioning from center to left or right. This menu also includes an option to switch your controller port from P1 or P2. For those who this will be their first ever playthrough, this may be a seemingly odd addition. It’ll come in useful.

The Collection also houses the HD versions of Metal Gear Solid 2: Sons of Liberty and Metal Gear Solid 3: Snake Eater, last seen in the Metal Gear Solid HD Collection released over a decade ago.

Metal Gear Solid Master Collection Vol. 1 will launch on PS5 on October 24. A PS4 version was announced at the event, but a release date has yet to be confirmed by the time of publishing.


Hands-on report: Metal Gear Solid: Master Collection Vol.1, Super Crazy Rhythm Castle, and more

Cygni: All Guns Blazing

Edinburgh-set studio KeelWorks’ debut is a fearsome twin-stick vertical shoot ‘em up equipped with lavish visuals and gameplay hinged on continual, situational awareness. Fitting for the genre, yes. However, Cygni’s core mechanics are built to make its level-based playthroughs feel distinct.

The game’s vividly depicted cinematic sci-fi of a ravaged colony battling an overwhelming biomechanical alien race plays out on two fronts: the skies above and the ground below. While you dogfight aerial invaders, you can switch your on-board weaponry from attacking those around you to supporting troops underneath with well-aimed bombardments. L2 guides an on-screen marker while R2 fires a barrage, with a click of R3 locking on to specific targets. All the while you’re attempting to steer your ship clear of bullet hells. 

The second mechanic is hooked around the two separate but interconnected energy bars the game’s UI places under your ship. These multi-segmented half circles denote shields (taking a hit knocks a segment off the bar) and secondary weapon systems (for the demo, this was one special multi-missile shot per segment) respectively. Refill via collectables dropped by destroyed enemy vessels and your ship can route energy from one to the other by tapping L1 or R1. Cygni’s intense bullet storms means you’re continually gambling whether to shore up shields to survive incoming enemy waves or if your piloting skills are good enough to escape destruction long enough to deploy another multi-missile to clear some sky.

Cygni packs impressive end level bosses, unlockable ship upgrades, an expected but ever-welcome scoring system, multiple difficulty settings and an optional two player local co-op, and is set to fly on PS5 in the future.


Hands-on report: Metal Gear Solid: Master Collection Vol.1, Super Crazy Rhythm Castle, and more

Super Crazy Rhythm Castle

This colorful adventure, created by Second Impact Games, packs in a multitude of quirky, action-rhythm-infused challenges. You can enjoy these alone, but the chaotic energy of ever-changing objectives swaying between outright cooperative to lightly competitive is magnified the more players that join in.

The centerpiece of the experience is exploration of the eponymous castle, completing its many challenge rooms created by this world’s unhinged king, earning stars, discovering secrets and unlocking new characters along the way. Room objectives continually shift as rule sets change, complications arise and demands from the residential royalty escalate. For instance: play musician laying down a (surprisingly upbeat) tune for a summoning ritual one moment, tapping the DualSense buttons in time with on-screen prompts, then, with the spell successfully calling forth a mystical portal, race around the room (and against the clock) to grab and toss vegetables into its crackling maw. My play time was crammed with such “wait, what?” moments.

A separate Versus mode goes all in on the competitive streak. There’s everyone-for-themselves challenges (example – grabbing and holding the correctly coloured item else you’re cast out from the level) and team-based games (an early favorite: a race to the finish line by two chariots, two players per chariot, each vehicle powered by playing a song correctly in time with the music). Music is all-original rather than licenced, and quite a few got stuck in my head after my hands-on session concluded. Super Crazy Rhythm Castle will launch on PS5 & PS4.

Super Bomberman R 2

Bomberman’s latest outing packages together the gameplay and modes you’d expect from the series, with increasingly intense and enjoyably contentious battles as players clear arenas of obstacles (be those walls or competitors) by way of strategically placed bombs and ability-upgrading power-ups.

There’s plenty on offer in this new entry. Dive into the single player Story mode, tinker with custom arena creations in Stage Editor,  test your skills in the multiplayer free-for-all Standard battle mode or team up and face off in Grand Prix mode.

Super Bomberman R 2 also packs in two other modes which took up the lion’s share of my hands-on time. Battle 64 is Bomberman’s own battle royale, 64 players divided up into groups and sectioned off into smaller arenas all housed in a single, larger map at the match’s start. Soon enough walkways between open and certain arenas are shuttered, funneling survivors into increasingly hectic battlegrounds. Castle mode is new for this release. Like Grand Prix it’s team-based, but splits groups into attackers and defenders. Castle’s maps contain trap-filled fortifications within which reside treasure chests, and the keys to opening them located around the arena.I can see how the extra layers of strategy built upon Bomberman’s increasingly fast-paced matches will see this mode find an audience when the game launches on PS5 and PS4 on September 13 (on PlayStation Store) and September 14 (physical).

Official PlayStation Podcast Episode 466: Track and Field


Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or RSS, or download here


Hey y’all! This week the team dives into recently revealed gameplay details with Sledgehammer Games Creative Director David Swenson on Call of Duty: Modern Warfare III, before getting into gameplay upgrades with Senior Producer Sam Rivera on the upcoming EA FC 24.

Stuff We Talked About

  • Immortals of Aveum – PS5
  • Firewall Ultra – PS VR2
  • Armored Core VI: Fires of Rubicon – PS5, PS4
  • Armored Core Series Retrospective Blog
  • Moving Out 2 Design Blog
  • Firewall Ultra PvE First Look Blog
  • COD: MWIII Full Reveal Blog
  • Interview w/ David Swenson (starts at 9:05)
  • Interview w/ Sam Rivera (starts at 29:56)
  • Gran Turismo movie first impressions

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Tim Turi –  Manager, Content Communications, SIE

Kristen Zitani – Senior Content Communications Specialist, SIE


Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music.

[Editor’s note: PSN 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: Heartbreaking

Last week, we asked you to share gaming moments that broke your heart using #PSshare #PSblog. Here are this week’s heartbreaking highlights: 

talenteddoge shares an emotionally scarred Sindri from God of War Ragnarök.

JoeCapri shares Terence and Dion sharing an emotional moment in Final Fantasy XVI.

TakaSanGames shares Ellie overcome with emotion while Joel is sick in the Winter section of The Last of Us Part I.

Defalt368 shares a moment from Red Dead Redemption 2 where a horse has fallen.

vp_alcachofra shares a watery-eyed Aloy from Horizon Forbidden West.

TheFourthFocus shares Ash comforting a hurt Genie friend in Concrete Genie.

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: Tower of Fantasy

SUBMIT BY: 11:59 PM PT on August 23, 2023

Next week, we’re traveling to the planet of Aida in the anime-inspired sci-fi adventure Tower of Fantasy. Share epic moments from the game using #PSshare #PSBlog for a chance to be featured.

Call of Duty: Modern Warfare III gameplay details revealed

Attention, PlayStation players! Call of Duty: Modern Warfare III releases on Friday, November 10. Get intel on some of the features coming to Modern Warfare III and learn more about every available game edition on PlayStation, plus preorder benefits you’ll earn between now and the game’s launch.

Campaign

Adapt or die in a fight against the ultimate threat. In the direct sequel to the record-breaking Call of Duty: Modern Warfare II, Captain Price and Task Force 141 face off against the ultimate threat. The ultranationalist Vladimir Makarov is extending his grasp across the world causing Task Force 141 to fight like never before.


Call of Duty: Modern Warfare III gameplay details revealed

Open Combat Missions

Combat means making choices. In addition to signature, cinematic Call of Duty campaign missions, Modern Warfare III introduces Open Combat Missions that provide more player choice than ever before.

Utilize night-vision goggles and silenced weaponry for a covert approach or enhance your protection with additional armor plates and engage the targets directly. The expansive mission environment offers you the freedom to tackle your objective from multiple angles. Play how you want, and Open Combat Missions will support it.

Multiplayer

It’s time to settle old scores and start new ones. Modern Warfare III celebrates the 20th anniversary of Call of Duty with one of the greatest collections of Modern Warfare Multiplayer maps ever assembled – both fan favorites and all new ones. All 16 launch maps from the original Modern Warfare 2 (2009) have been modernized with new modes and gameplay features and will be available at launch to get everyone started, while over 12 all-new core 6v6 maps will fuel post-launch live seasons.

Afghan. Derail. Estate. Favela. Karachi. Highrise. Invasion. Quarry. Rundown. Rust. Scrapyard. Skidrow. Sub Base. Terminal. Underpass. Wasteland. All on Day One!

The maps will keep their authenticity intact while infusing the latest tech, gameplay, modes, content, and more, including Cutthroat, a new thrilling 3v3v3 mode.

Ground War and War Modes return

Modern Warfare III will also launch with new Ground War maps boasting innovative play spaces and the epic return and evolution of the popular War Mode that first debuted in 2017’s Call of Duty: WWII. These are composed of three brand-new Battle Maps — large scale locations where Modern Warfare III’s Ground War and Invasion game modes will be fought —, and a single, colossal War map.

Tac-Stance

Breach and clear with the new Tactical Stance feature, a perfect middle-ground between hip-fire and aiming down sights: Coming to Modern Warfare III Tactical Stance provides the perfect middle-ground between mobility and accuracy. Here’s what to expect from Tac-Stance:

·   Dynamically enter the position as you want.

·   Dramatically increase your ADS movement speed while ADS, but in turn your accuracy will be affected.

·   You can fire in Tac-Stance while Sliding.

·   Designed for aggressive, close-quarter combat situations.

Evolving loadouts

With Modern Warfare III comes new levels of customization to Create-a-Class. Get ready to build your loadout based on cutting-edge military helmets, gloves, tactical vests, boots and more, allowing you to customize more aspects of gameplay.

Carry Forward

A vast amount of content and weapon progression from Modern Warfare II will come with you to Modern Warfare III. That means every Multiplayer weapon you currently have in your MWII arsenal, along with all the new weapons available in Modern Warfare III, will be accessible to use on Day One.

Open-world Zombies

For the first time, team up with other squads to survive and fight massive hordes of the undead in the largest Call of Duty Zombies map ever. Modern Warfare Zombies (MWZ) tells a new Treyarch Zombies story with missions, core Zombies features, and secrets to discover. Ready up for an open world PvE survival experience against some of the biggest enemies in Call of Duty history.

Preorders now available at PlayStation Store

Get ready to face the ultimate threat by preordering Call of Duty: Modern Warfare III available now at the PlayStation Store. Prepare for the launch of Call of Duty: Modern Warfare III on November 10th with intel on all the various versions of the game, as well as the different rewards you get for preordering.

Modern Warfare III: Vault Edition

The Vault Edition stands as the ultimate choice for PlayStation enthusiasts diving into Modern Warfare III, accessible at $99.99 USD SRP or its equivalent in your region. Beyond including both, the PlayStation 4 and PlayStation 5 versions of the game, the Vault Edition includes:

  • Campaign Early Access (Preorder Benefit)
  • Open Beta Early Access (Preorder Benefit)
  • Soap Operator Pack
  • Nemesis Operator Pack
  • Two Weapon Vaults
  • BlackCell (One Season), includes the Battle Pass, BlackCell Sector that includes 1,100 CP and 55 total Battle Token Tier Skips and more.

Nemesis Operator Pack (Vault Edition Benefit)

Players who preorder the Vault Edition will receive four renowned Multiplayer Operators right on the game’s launch: Captain Price, Ghost, Warden, and Makarov. Each Operator comes in animated outfits themed for their faction. The Nemesis Operator Skins will also be available during the Modern Warfare III Open Beta.

Two Weapon Vaults* (Vault Edition Benefit)

The Vault Edition includes two FATE Weapon Vaults. Also available during the Open Beta, each FATE Weapon Vault is a variant of a Modern Warfare III weapon that keeps its cosmetic properties on all associated attachments native to its base platform. This allows for instant customization, with every related attachment available for immediate use in the colors of either Task Force 141 or the Konni Group, depending on your chosen version.

Season 01: BlackCell Offering**

Preorder the Vault Edition, and you’ll receive the Modern Warfare III Season 01 BlackCell offering which includes the Battle Pass, BlackCell Sector that includes CP, Battle Token Tier Skips, and more.

This exceptional content drop includes the following:

  • Access to a MWIII Season Battle Pass, along with 25 Tier Skips from BlackCell and the unlocking of up to 1,400 COD Points
  • An additional 30 Tier Skips for purchasing the Vault Edition.
  • The BlackCell Sector within the Battle Pass Map with a variety of exclusive content, along with immediate unlocking of adjacent Battle Pass Sectors.
  • BlackCell-only Battle Pass content: expect BlackCell Alt Operator Skins, Weapon Blueprints, and more.

This also includes the full Battle Pass with access to over 100 rewards across multiple Sectors, such as functional weapons, Blueprints, Operator Skins, Emblems, Skins, Stickers, and other Modern Warfare III–specific content.

Modern Warfare III: Cross-Gen Edition

The Cross-Gen edition of Modern Warfare III includes the following preorder benefits for $69.99 USD SRP or your regional equivalent:

  • Campaign Early Access (Preorder Benefit)
  • Open Beta Early Access (Preorder Benefit)
  • Soap Operator Pack

Cross-Gen Bundle Flexibility: Preorder the Cross-Gen Digital Edition — or Vault Edition — via the PlayStation Store and you’ll have access to Modern Warfare III on PlayStation 5 and PlayStation 4.

Vault Edition Upgrade: If you preorder the Cross-Gen Digital Edition of Modern Warfare III, you can still upgrade to the Vault Edition. Upgrade directly through the Call of Duty in-game store or the PlayStation Store for $30 USD SRP or your regional equivalent.

Soap Operator Pack***

Instantly unlock the Soap Operator Pack with any Digital Edition of Modern Warfare III.

  • Instantly receive the “Masked Soap” Skin, the “Unmasked Soap” Skin, and the “Shadow Siege” Weapon Blueprint.
  • The Soap Operator Pack can be immediately used in Modern Warfare II and Call of Duty: Warzone, and will carry forward, meaning it will also be available in Modern Warfare III when it launches on November 10th.

Campaign Early Access****

PlayStation players who digitally preorder Modern Warfare III can gear up for an early taste of the Campaign. Fight against the ultimate threat up to one week prior to the game launch: Anyone who digitally preorders Modern Warfare III can prepare for Campaign Early Access.

Open Beta Early Access*****

No matter which edition of the game you preorder, including every digital and physical version, PlayStation players will have first access to Modern Warfare III’s Open Beta. Get an early look at the game’s Multiplayer mode, including maps, modes, weapons, and other features and surprises. Preorders are available now via the PlayStation Store!

Stay frosty.

(*) Weapon Vault designs are limited to Weapon Vault contents at launch.

(**) BlackCell, Battle Pass and Tier Skips, or equivalent versions will be accessible in Modern Warfare III once the Season 01 Battle Pass, or equivalent system, is made available in-game. BlackCell and Battle Pass redemption applies to one season of Modern Warfare III Battle Pass, or equivalent system, only.

(***) Call of Duty: Modern Warfare II / Call of Duty: Warzone required to redeem Soap Operator Pack. Sold/downloaded separately.

(****) One week based on estimated access; actual play time subject to possible outages and applicable time zone differences.

(*****) Actual platform availability and launch date(s) of MP Beta subject to change. See www.callofduty.com/beta for more details. Minimum Open Beta duration is 2 days. Limited time only, while Early Access Beta Codes last, at participating retailers. Online multiplayer subscription may be required.

Revealing first details on new Firewall Ultra PvE mode – Exfil

Today, we’re pumped to reveal one of the biggest evolutions to the Firewall franchise by sharing new details on Firewall Ultra’s player versus environment (PvE) game mode: Exfil (short for Exfiltration). This brand-new PvE game mode aims to challenge players in a group across every map that is available in-game to offer an unprecedented level of variety and excitement to the Firewall experience.  

In this blog, we’re going to break down the new Exfil mode and why we’re so excited for everyone to check it out when Firewall Ultra launches exclusively for PlayStation VR2 on August 24.

If you missed our gameplay trailer and edition details, you can check that out here (including info on what’s included with the Digital Deluxe Edition) or head over to PlayStation Blog’s hands-on report to learn more about how the game plays. 

The Firewall franchise is well-known in VR for its pulse-pounding gameplay without respawns, intense firefights across an assortment of maps, and deep customization and progression. All those pillars are carried into the new PvE Exfil mode but this time with a focus on challenging AI enemies. 

What is the Exfil mode?

In Exfil, you and up to three other players will set out on missions to secure data on three laptops—which is a big change from the single laptop format in our PvP mode, Contracts. You can read more about our PvP mode here.  We’ve designed each map to accommodate both PvE and PvP game modes so you’re always uncovering new pathways through levels and finding great flanking spots to take out enemies. 

When you first load into a mission in Exfil, you’ll hack into one of two available access points to reveal the laptop locations and then make your plan of attack. Will you try to split up to cover more ground as a squad, or will you stick together to cover each other’s backs? Do you plan to sneak through corridors and try to remain undetected for as long as possible, or will you roll up guns blazing to wage war? The choice is yours since every level in Exfil is like a miniature playground with a wide assortment of options and possible scenarios.

Once the laptops are revealed, they will appear at spawn points from a dynamic set of locations so when you replay levels it’s not repetitive. You’ll need to be careful in this mode though, because the AI patrols are deadly. 

At the start of a mission the enemy units won’t know your location, so they’ll simply be preoccupied patrolling around the map. Once you initiate a hack and start firefights, that’s when things get more intense. Reinforcements equipped with various weapons will dynamically converge on your position from around the map in unique ways to keep you on your toes. 

AI enemies also have an assortment of gadgets at their disposal, similar to players, with the ability to throw out grenades, lay traps, breach rooms by kicking down doors, and even deploy C4 charges. These aren’t your run of the mill AI bots that just run into the line of fire blindly—they take cover, flank you, and react to your moves intelligently.

If you manage to hack all three laptops and secure the intel, this is when things escalate. You and your squad must make it to the Exfil zone and hunker down to survive until your evacuation completes. This is the hardest part of the match as enemies converge on your location and give you everything they’ve got. For players that manage to make it out alive, they’ll be rewarded with in-game currency (crypto) and hopefully they’ll have completed a few Black Road Dealer assignments as well—more on that later.

Firewall Ultra is designed as the kind of game you can keep coming back to again and again over time on your PS VR2 and consistently find something fresh and new to do and see. As a live service title, that means constant updates with new content such as maps, weapons, and contractors, as well as redesigns for locations like the shooting range and safehouse lobby environment. We want this to feel like a living, breathing world that evolves over time. Just like the world of Firewall Ultra is five years into the future from the previous Firewall title (Firewall Zero Hour), as time goes on, Firewall Ultra itself will also see changes.

The wait is almost over since Firewall Ultra launches exclusively for PS VR2 on August 24, 2023 at $39.99 (USD) for the Standard Edition and $59.99 (USD) for the Digital Deluxe Edition. Pre-orders are live now so you can be ready to dive into the all-new PvE Exfil mode to put your skills to the test or squad up for 4v4 PvP matches.

PlayStation 5 and PlayStation VR2 required to play. PS VR2 is not for use by children under age 12. Internet connection & PS Plus membership required for online play. PS Plus is subject to a recurring subscription fee taken automatically until cancellation. Full terms: play.st/psplus-usageterms.

Experience The First Descendant open beta with immersive DualSense controller features

Greetings.  I’m Beomjun Lee, the project lead of The First Descendant. The long wait is finally over. The First Descendant’s Crossplay Open Beta will be available to PlayStation players from September 19 to September 25.

The First Descendant is a next-generation third-person looter shooter featuring high-quality graphics developed using Unreal Engine 5. As various attractive characters, the Descendants, players will defend humanity from alien invaders. Dynamic combat against the invaders can be experienced in environments with stunning visuals using various skills, guns, and freedom of movement. After the Beta last year, our Dev team made sure to improve every aspect of the game, and you will now be able to find those improvements on PlayStation 4 and 5.   

Today, I would like to introduce you to exclusive features that can only be experienced on PlayStation 5.  


Experience The First Descendant open beta with immersive DualSense controller features

4K Resolution and Supported Modes

First, The First Descendant’s PlayStation 5 version supports 4K resolution and offers an in-game performance and fidelity mode.

You’ll enjoy stunning visuals in 4K resolution through the fidelity mode. With HDR support, you’ll encounter high-quality graphics of charming and unique characters, various cosmetic elements, and colorful worlds in 4K resolution.

Through the performance mode of up to 60 FPS, enabling smooth gameplay, you’ll experience splendid, fast-paced combat in The First Descendant. Additionally, as we’ll support Variable Refresh Rate (VRR), you can play in a stable gameplay environment without limits to the frames.

Adaptive Triggers

The adaptive trigger is one of the innovations the DualSense wireless controller brought.

In The First Descendant, each weapon class serves a different purpose, and we reflected the characteristics of each weapon in the adaptive triggers. To make every weapon class feel unique, we set different pressure and intensity values for each of our 11 weapon classes, depending on their usage.

For instance, a light handgun’s adaptive triggers will be lighter than a heavy launcher or a sniper rifle with heavier trigger pressures, each providing a unique experience. Through the adaptive triggers, our Dev team created a much more immersive experience when using weapons.

Haptic Feedback

The haptic feedback is another innovative feature of the DualSense wireless controller.

In addition to the vibrations, it has been designed so that the haptic feedback would work in tandem with your character controls and the environment. Bringing the game to life, the haptic feedback can be found throughout the game, such as the direction a boss appears and walks towards, the direction in which you’re attacked when you use a gun, and more.

Furthermore, when using the grappling hook, the key to the speed and dynamic controls of the game, the haptic feedback delivers a much more vivid experience based on your speed and direction.

3D Audio

As you all know, mesmerizing sounds fill the space and perfect the fantastic visuals. PlayStation’s 3D Audio does a great job of bringing the world to life. It’s hard to explain the tension you feel when you encounter the sound of a missile passing by a character in 3D Audio during a battle against a mighty giant boss.

Crossplay Open Beta Announcement

During the Crossplay Open Beta, which will run from September 19 to September 25, you’ll experience how much fun The First Descendant can be on PlayStation 5.

The Open Beta will feature 13 attractive characters, various missions, nine giant boss raids, and enhanced immersive experiences in combats and through grappling hooks when using the DualSense wireless controller. Additionally, we’ll have a new prologue and story, a variety of never-before-seen cosmetic items, and a wholly revamped character progression system.

Lastly, as we’ll send rewards to those who sign up for and participate in the Open Beta, we ask for much participation from you all.

Join the Open Beta September 19-25

(For Southeast Asia) August Savings come to PlayStation Store

The August Savings promotion comes to PlayStation Store, bringing with it discounts across a range of titles and editions for the coming weeks. For a limited time* you can enjoy choice picks with reduced pricing. That includes Wo Long: Fallen Dynasty(30% off),  Red Dead Redemption 2:  Ultimate Edition  (70% off) and Grand Theft Auto V: Premium Edition & Megalodon Shark Card Bundle (60% off).

But there are plenty more games on offer. Head to PlayStation Store to discover your regional discount.

*The August Savings promotion runs from Wednesday August 16 until Wednesday August 30 PlayStation Store

EA Sports NHL 24 hits PS5 & PS4 on October 6

NHL 24 brings the rush and fatigue of high-pressure hockey to life with a suite of new gameplay features. The Exhaust Engine is powered by Frostbite and combines the Sustained Pressure and Goalie Fatigue systems to form concentrated pockets of opportunity that allow even more in-game situations. The Sustained Pressure System triggers for offensive players who maintain offensive pressure long enough, lowering opponent’s attributes for a limited time to open up creative opportunities. The Goalie Fatigue System then uses the same offensive pressure to grow goalie fatigue that affects how they react to shots; 75 new goalie animations have been introduced to bring this to life on the ice.

Something else that’s sure to be a big hit in NHL 24: Physics-Based Contact. Physical contact is more realistic and dynamic than ever, making body checks look and feel just like they do on the ice. Reactions to body checks are even more varied with new rag-doll animations that open up more chances for turnovers and opportunities. New rag-doll and animation-based reactions make more types of plays possible, opening up space and creating turnover opportunities via massive body checks. Body checks timed just right can even break the glass and send players tumbling onto the bench.

EA Sports NHL 24 is more connected than ever with enhanced cross-play in Hockey Ultimate Team and World of Chel, so players can now play with and against players across same-generation consoles.

New features hit the ice

Updated Human Goalie Controls

Playing in goal is better than ever with updated and new gameplay features like the Tethered Control System that lets players slide back and forth to make big saves and automatically slide back to the center of the goal after. The new Instinct System makes saving shots even more dynamic by letting players guess the location of a shot and then potentially get a bonus on that save attempt.

Hockey Ultimate Team

‘The new HUT Moments feature recreates classic moments in hockey history and the biggest plays of the current season for players to experience and share. There’s also a new objective-tracking system based on item types, teams, players, and on-ice actions that updates in real-time. Now players can complete objectives faster and focus on creating big moments on the ice more consistently.

World of Chel

Not only is cross-play making World of Chel even bigger, this fan-favorite mode is also bringing a streamlined Creation Zone to give players more customization in NHL 24. EASHL Playoffs now has a different format that keeps things simple on a do-or-die 16-game path to glory, and players will earn individual Ranking Points as they move up in the bracket.

Modernized presentation

Flex Moments is a massive, comprehensive broadcast upgrade that includes 75 new goal celebration animations, camera angles, lighting effects, and the ability for players to map celebrations to controller buttons so they can flex every celebration exactly how they want. Event reactions in-game now support significant stoppages, rushes down the ice, Exhaust Engine peaks, and dramatic comeback moments, giving NHL 24 the most dynamic, organic crowd reactions yet.

EA Sports NHL 24 hits PS5 and PS4 on October 6. Sharpen your skates and prepare for a new year of professional hockey by learning more about pre-order info below.

Pre-order details

Pre-order* EA Sports NHL 24 Standard Edition and receive:

  • HUT Power Up Icon Choice Pack
  • WOC Battle Pass XP Modifier (x2)

Pre-order* EA SPORTS™ NHL 24 X-Factor Edition and receive:

  • HUT Team Building Player Choice Pack (only before 9/25)
  • Dual Entitlement
  • 3-Days Early Access
  • 4600 NHL Points
  • Exclusive Cale Makar Player Item
  • HUT Power Up Icon Choice Pack
  • WOC Battle Pass XP Modifier (x5)

*Conditions & restrictions apply. See http://www.ea.com/games/nhl/nhl-24/game-and-offer-disclaimers for details.