While accessibility is an important topic year-round, May is always special as we celebrate Global Accessibility Awareness Day and recognize the strides made by the accessibility community and the games industry to make gaming more inclusive. At Sony Interactive Entertainment, we are committed to furthering that mission, so today we’re excited to share new details and images of the Access controller for the PS5 console.
Download “Image showing the Access controller and its swappable analog stick caps, button caps and button cap tags”
New details and product images
First revealed at CES this year as “Project Leonardo,” the Access controller for PS5 is an all-new, highly-customizable accessibility controller kit designed to help many players with disabilities play games more easily, more comfortably, and for longer periods.
Developed in collaboration with accessibility experts, the Access controller will include a wide array of swappable button and stick caps so players can freely create different layouts that work for their unique strength, range of motion, and physical needs. Each Access controller will include:
Analog stick caps (standard, dome and ball stick cap)
Button caps in different shapes and sizes, including:
Pillow button caps
Flat button caps
Wide flat button cap (which covers two button sockets)
Overhang button caps (which benefit players with smaller hands as they are positioned closer to the center)
Curve button caps (which can be pushed if placed along the top or pulled if placed along the bottom of the controller)
Swappable button cap tags for players to easily mark which inputs they map to each button
In addition, players can use the Access controller on flat surfaces, orient it 360 degrees, or easily secure the controller to an AMPS mount* or tripod. They can also adjust the distance of the analog stick from the controller.
Download “Image showing 360 degree orientation options for the Access controller”
Download “Image showing the ability to attach the Access controller to an AMPS mount*”
Download “Image showing the option to adjust the distance of the Access controller’s analog stick”
Through the Access controller’s four 3.5mm AUX ports, players can integrate their own specialty switches, buttons or analog sticks.
Download “Image showing the Access controller’s four 3.5m AUX ports”
You can read more about the Access controller’s hardware features in our original blog post. You can also visit our new web page here where you can sign up for email updates and be informed when preorders launch, so you can secure your controller at the earliest opportunity.
Download “The Access controller and the DualSense controller can be paired and used together as a single virtual controller”
First look at the Access controller UI
Beyond the wide range of hardware customization options, the Access controller features a myriad of ways for players to create personalized UI settings and configurations that unlock new ways to play.
Button mapping & control profiles. On the PS5 console, players can select their preferred orientation for the Access controller, map different inputs to the various buttons, toggle buttons on or off, or even map two different inputs onto the same button. They can also create and store their favorite control profiles for different games or genres (such as “combat” or “driving”).
Download “Access controller UI image showing a button assignment preview”
Controller pairing and analog stick adjustments. Up to two Access controllers and one DualSense (or DualSense Edge) wireless controller can be used together as a single virtual controller, allowing players to mix and match devices or play collaboratively with others. Similar to the DualSense Edge wireless controller, players can also fine-tune the starting position and sensitivity of input. The ability to adjust deadzones (the distance your analog stick moves before it’s recognized in a game) and stick sensitivity is particularly helpful for players to improve their fine motor control during gameplay.
Download “Access controller UI image showing the ability to pair up to two Access controllers with a DualSense controller”
Download “Access controller UI image showing analog stick sensitivity and deadzone adjustment options within a user-created control profile”
Toggle mode. The Access controller also features a toggle mode, which allows players to adjust the behavior of any button to work like a caps lock key on a keyboard. For example, if you enable toggle mode for the acceleration input in a racing game, the Access controller will accelerate the car without you needing to hold the button down.
Download “PS5 screenshot of Gran Turismo 7 showing toggle mode enabled for the “R2” button on the Access controller”
Players can enable toggle mode for any programmable input. As an example, if a game only allows you to sprint by holding down “L3” (the left analog stick), which can be physically challenging, you can change that input to behave like “click L3 to toggle sprint” by enabling toggle mode for the button you’ve assigned to L3.
Our journey of accessibility on PS5
Alongside new details on the Access controller, we’re excited to share a video today that highlights ongoing efforts across our product development and PlayStation Studios teams to make gaming accessible for more players on PS5. Hear from team members around the world about the work they’re doing to expand gaming accessibility on PS5 through our upcoming Access controller, console UI, and games:
We’ll have more to share about the Access controller for PS5, including more product and release details, in the months ahead. Thanks to all the players who’ve shared valuable feedback and inspire us every day to bring the joy of gaming to more people through innovation and collaboration with you – our community.
*AMPS is an industry-standard mounting screw pattern for attaching devices to equipment, including accessibility equipment.
It’s almost time to see what’s next — PlayStation Showcase broadcasts live next Thursday, 25 May at 3am (BKK/JKT) / 4AM (SG/KL/MNL).
The show will run a bit over an hour, focusing on PS5 and PS VR2 games in development from top studios from around the world. Expect a glimpse at several new creations from PlayStation Studios, as well as spellbinding games from our third-party partners and indie creators.
The live broadcast starts next Thursday, 25 May at 3am (BKK/JKT) / 4AM (SG/KL/MNL) on YouTube and Twitch. Hope to see you there!
Regarding Co-streaming and Video-On-Demand (VOD)
Please note that this web broadcast may include copyrighted content (e.g. licensed music) that PlayStation does not control. We welcome and celebrate our amazing co-streamers and creators, but licensing agreements outside our control could possibly interfere with co-streams or VOD archives of this stream.
If you’re planning to save this broadcast as a VOD to create recap videos, or to repost clips or segments from the show, we advise omitting any copyrighted music.
We’re thrilled to announce the return of an exciting tournament for fighting game fans, FGC Arcade PlayStation Tournaments: Road to Evo on PS4. The tournament offers gamers worldwide a chance to win cash prizes, and winners across each region will get a roundtrip ticket to compete in Evo 2023. We invite all players who want to test their skills and take on the world stage. This is your chance to represent your region at the biggest fighting game tournament of the year.
Last year, we saw players across the world compete in PlayStation Tournaments for an opportunity to play on the world’s biggest fighting game stage. Among them, we saw amazing performances and even new champions crowned. Watch the recap from last year’s event.
Road to Evo 2023 Tournament Details
This tournament will give players in the global fighting game community a chance to make a name for themselves in their region. See the tournament details:
Dates
May 26 – June 24, 2023
Regions
North America, Latin America, Europe, Middle East, Asia-Pacific
Prizing
$7,500 in prizes and a trip to compete in Evo 2023
Featured Titles
Tekken 7, The King of Fighters XV, Mortal Kombat 11, Guilty Gear -Strive-, Dragon Ball FighterZ, Melty Blood: Type Lumina
Rules & Eligibility
Active PS Plus membership required. Must be of appropriate age and a member of an eligible country. Void where prohibited. See full rules.
Each title will have four Qualifiers per region, with the top competitors moving onto broadcasted Final matches in an ultimate showdown of talent and skill. Whether you’re planning to sign up to compete or a spectator looking to watch some amazing action — it’ll be an exciting competition that will shift the global FGC rankings and spotlight the players to watch out for at Evo 2023.
How you can sign up for the Road to Evo 2023
*Sign up for the Road to Evo 2023 in your region on the Competition Center, or head over to the Events tab on PS4. See you there.
*Access to PS4, game title, and active PS Plus membership required. Must be 18+ and a member of an eligible country. Void where prohibited.
*The Event in all parts is open to players from across the world, except as otherwise provided in this Section. The Event is not open to individuals wherever restricted or prohibited by applicable law or in any country where participation is prohibited by U.S. law. Without limitation of the foregoing, the Event is not open to individuals in the Crimea region, Cuba, Iran, Iraq, North Korea, Somalia, Sudan, Syria, and Turkey.
Shuhei Yoshida chats with Yugo Nakamura, creative director, art director, designer, and narrative designer for Humanity, and Tetsuya Mizuguchi, executive producer for Humanity, on how the title delivers a new puzzle game experience. They discuss the thought process behind the creation of Humanity as a new form of interactive experience and how they came up with the game’s main theme.
Humanity is available starting today as a Day 1 PlayStation Plus Game Catalog title.*
Inspired by the “flocking behavior of birds”
Shuhei Yoshida (SY): I heard that Nakamura-san likes to observe flocks of birds, and that’s where you found inspiration for Humanity. Can you tell us more about that?
Yugo Nakamura(YN): I specialize in Interactive Design, and I like to spend my time programming, sharing my work, and creating visual experiences; I enjoy these things and that’s why I do them for a living. I think a lot of people like me have used a simulation program called “Boids,” which essentially simulates the flocking behavior of birds. If you focus on just a single creature, you’re able to create very organic movements just by programming three simple rules and connecting them. But in the case of birds, the simulation looked so alive, and it was fascinating to see how organically the flock of birds moved, even though it was based on such a simple mechanism.
From there, I spent some time making a bite-size mobile game that used simple bird movements as motifs. It was like a racing game where you control a flock of birds.
SY: It’s the one where you try to progress further into the game, right?
YN: Yes. In a regular racing game, you’re only responsible for controlling one car, but in this game, you basically had to control 300 different cars. If you made a small mistake, you lost 100 birds, but then eventually gained back 200!
SY: Game developers like us are always looking to surprise people by creating something that goes above and beyond what you’d expect from a hardware’s capabilities. So when I saw your game, I felt something similar.
YN: I had similar thoughts as a consumer myself. I was shocked at how smoothly games ran back on the original PlayStation, and I thought that was such a great achievement. From there, I decided that since I already made a game with birds on a smartphone, next I wanted to create a system that controlled large groups of humans. That’s how the idea for Humanity was born.
SY: Birds’ movements are driven completely by instinct, but in the case of humans, a mix of intellect and social conventions come into play. What aspects did you focus on when designing the movement of crowds of humans?
YN: My first eureka moment was when I saw huge crowds of people at Comic Market (Comiket) in Japan, all properly lined up and waiting patiently. I was fascinated by how the movement of that many people was so controlled and regulated – I think this sort of behavior is unique to humans who are not just herded by instinct.
“Humanity is something special” – how development started
SY: How did you meet Mizuguchi-san?
YN: I’ve always loved games, and I’d seen Mizuguchi-san many times in gaming magazines since his time at Sega. I was a fan of his work. I once had a chance to meet him briefly, but then I saw him again at Unity Developer’s Delight – a developer event hosted by Unity. There, one of our engineers, Yama, showcased a human crowd simulator demo which was the prototype for Humanity. Mizuguchi-san was one of the judges there, and he later got in touch.
Tetsuya Mizuguchi (TM): I met Yugo once at the Japan Media Arts Festival, hosted by Japan’s Agency for Cultural Affairs, but to me he was like a superstar creator that produced so many unique and creative products. If you turned on the TV you’d see a show that he produced, and if you walked the streets of Ginza, you’d see UNIQLO ads that he had worked on.
Enhance helps navigate the complexities of game design
SY: Nakamura-san’s“tha ltd.” isn’t a game development studio. How does the collaboration between Enhance work?
YN: We aren’t a game studio, but our expertise lies in design and tech for interactive experiences. Even though we didn’t know much about video game design, we were overly optimistic at the beginning, and decided that our team will be responsible for development, and Enhance will take on the role of publisher and producer.
However, the deeper we went into development, we realized that game development was not at all like we had imagined. I realized rather early on that creating a fun gaming experience is not something an amateur can easily pull off, so I spoke to Mizuguchi-san to have seasoned game designers oversee our work. From there, we had staff from Enhance join our development as well.
The fun and terror of collectivized humanity
SY: I felt like the game’s title, Humanity, is ironic in a sense that it reflects how humanity as a concept can be perceived. Heaps of people walking around in hordes almost reminds me of a totalitarian society. I was really curious as to whether you developed the game with such irony in mind, or whether you were just genuinely interested in people. When creating a game, you have to implement a lot of rules, which may cause the game to end up becoming something that was not originally intended. Did you face any dilemma like that?
YN: Actually, the inspiration behind the game title is a T-shirt that I own with a logo that says “Humanity” – I thought that was a cool logo and the word itself had a nice ring to it. But when you think about it, Humanity has a very deep meaning, and when I reflected on how humanity plays a role in my daily life, many thoughts came to mind. Each and every one of us is generally kind and rational, and not many of us are inherently mad or crazy. However, this all changes drastically when it comes to ‘groups’. Politics, war, cancel culture on social media – people tend to go to extremes when they are part of a larger group. The title, Humanity, embodies the idea that humans gain a new trait when they come together.
When we view human beings as a cluster, and not as individuals, we may associate them with the totalitarian and homogenous image you mentioned earlier, and the fear and extremities that derive from that are certainly an important motif in the game.
SY: Visuals of the game evoke fear as well.
YN: It was even more terrifying and ruthless at the earlier stages. When you looked at a single human from a group’s perspective, they looked like a speck of dust or even a tiny piece of trash. Mizuguchi-san provided us with some guidance and we went in a more gentle direction.
Expanding the community with the Stage Creator
SY: What was the idea behind Stage Creator?
YN: Originally, the development team was working on a tool for level design, and we thought it would be fun to make it public. However, it was quite a challenge to develop it into something that users could play with a controller.
When we previously released the demo, I saw users creating stages that went far beyond our expectations, so I felt reassured that we made a good decision
SY: I felt the same with LittleBigPlanet and Dreams. It’s nice to see players leveraging the games in ways that the creators never imagined, and sharing their creations with other gamers. Humanity’s UI is also very well designed. Stages with high user ratings and recommendations are showcased at the top, allowing users to quickly discover fun and interesting community-made content.
The world of Humanity in PS VR2
SY: In my position, I must bring up the fact that the game is compatible with PS VR2. The team at Enhance has produced VR masterpieces such as Rez Infinite and Tetris Effect: Connected, so I imagine it was a familiar process for Mizuguchi-san. What was your impression of VR as a medium, Yugo?
YN: I enjoy VR so I have been playing around with it since the early days, but I had an impression that the majority of VR content was immersive first-person experiences. When Mizuguchi-san suggested trying out VR, I didn’t think it would be a good fit for this game, but there were so many discoveries when I gave it a try. I didn’t realize VR was capable of capturing extremely detailed 3D human movements in such high resolution. We were able to utilize VR in a unique way, where the player can watch over small crowds of people walking around in an elaborate diorama, as if you’re observing a swarm of ants.
TM: Most of the VR games I have worked on so far are immersive first-person experiences, but I had a feeling that Humanity would be interesting to play from a third-person perspective – sort of like Sim City where you can walk around and get a bird’s eye view of everything. At first, members of the team were a little skeptical, but when we tried it out, everyone agreed that it was a good idea. The development went smoothly from there.
SY: Performance, such as framerate, can be a concern on VR. Did you run into any issues around that?
YN: It was quite challenging optimizing for PS VR, but we had a lot of leeway with PS VR2. I think we were able to achieve the level of detail we were aiming for, with the resolution of the PS VR2.
Tetsuya Mizuguchi’s take on the potential of PS VR2
SY: As a developer, how do you feel about PS VR2 overall – not just limited to Humanity?
TM: Compared to the original PS VR, the overall quality has improved dramatically, and I think it is an amazing generational leap forward. As a developer, I’m particularly interested and see a lot of potential in the new eye tracking feature.
Also, you may think that we at Enhance are obsessed with haptics – well, we are haha – but we are interested in building experiences that involve haptics. In that sense, the inclusion of haptic feedback in the headset is very significant. What I found out when I created the Synesthesia Suit for Rez Infinite, for example, is that when there is distance, you can experience the world through the senses of your whole body. You can feel the sensation of objects passing by or the alternating beat of the music. What only existed in the palm of your hands is now extended to the headset, so there are so many new possibilities.
A perfect chemistry of puzzles and narrative that make it worth playing till the end
SY: It’s been five years since development started. How do you feel looking back?
YN: We were struggling the whole time basically (haha). I mentioned earlier that the game was an extension of an interactive design we worked on, and there were parts of the process that were exactly as we had imagined and parts that were completely unexpected. The basic aspects of development were what we had expected, but the process of refining the game to make it more fun and enjoyable was very unique.
Extensive playtesting and listening to various user feedback is common practice in the game industry. Even when there were opinions I thought were okay to ignore, we diligently repeated the process of resolving them. We would eliminate even the slightest stress, and the end result would be a game that is pleasant and comfortable to play, even if you can’t quite complete it.
SY: Indeed, there is no stress when playing Humanity. You can retry immediately if you fail, and it drops you right back into the middle of what you have been doing. I felt that the game was being accommodating to the user and made them feel comfortable during gameplay.Players from around the globe enjoyed the demo released in February, and now the full version is available as part of the PlayStation Plus Game Catalog.How do you feel about that?
YN: In one word, I am terrified! The content I usually produce lasts five to 15 minutes at most. With videos, I only need to grab the attention of the viewer for that short amount of time, so I can focus on that and make it happen. Games, however, can take up to several tens of hours, so I cannot help but wonder if our game is really worth that amount of players’ time. As the creator, I don’t have that much objective confidence, and because I’ve been a part of the game’s development for so long I can’t say I’m objective anymore.
SY: Do you have a message for those who haven’t played Humanity yet?
YN: There may be people who don’t enjoy puzzles or are not too fond of it as a game genre, but I hope people will see past that and give it a try. Of course the puzzles are fun, but I encourage gamers to jump in and play around as if it’s a playground; move the crowds in various ways and experiment by making them do different things. You’ll see a lot of interesting behaviors and results. We put work in creating a game that you won’t get tired of.
It is part of the PlayStation Plus Game Catalog, so if you are already a member, you can play it whenever you feel like it. I’ll be delighted if everyone could give it a try.
TM: Humanity is a game that delivers a whole new experience. If you ask me what genre it is, I would probably say it is a puzzle game. I think it is easy enough for anyone to pick up – from children to the elderly, even our parents’ generation. Everything that happens is a spectacle, and that alone is interesting, but I think the game is about experiencing the narrative, and immersing yourself in the story of Humanity.
It’s a fun game that can be enjoyed on your own, or have family and friends with you helping to solve the puzzles. You can also treat it like a party game where everyone beats the game together. I hope players enjoy the game in their own way, and are able to witness the end that we prepared for them.
*Humanity is available now on PS4, PS5, PS VR, and PS VR2. It’s also included with the PlayStation Plus Game Catalog with PlayStation Plus Extra and PlayStation Plus Premium memberships.
Today we’re happy to reveal the PlayStation Plus Game Catalog for May 2023. All games will be available on Tuesday May 16. Let’s dive in.
PlayStation Plus Extra and Deluxe | Game Catalog
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Ratchet & Clank: Rift Apart | PS5
Blast your way through an interdimensional adventure. Go dimension-hopping with Ratchet and Clank as they take on an evil emperor from another reality. Jump between action-packed worlds, and beyond at mind-blowing speeds – complete with dazzling visuals and an insane arsenal – as the intergalactic adventurers blast onto the PS5 console.
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Humanity | PS4, PS5
You are a Shiba Inu charged with commanding massive, marching crowds to jump, turn, push, float, shoot, and climb their way to salvation. Guide the masses through 90-plus stages filled with obstacles, enemies, puzzles, unlockable skills, and wild boss fights in the narrative campaign, or browse a wide array of user-made levels (or build your own!) crafted via the super easy-to-use in-game Stage Creator. Humanity also includes PS VR and PS VR2 support.
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Watch Dogs: Legion | PS4, PS5
Explore a massive urban open world featuring London’s many iconic landmarks and fun side activities as you build a Resistance from virtually anyone you see as you hack, infiltrate, and fight to take back a city facing its downfall. Recruit and play as anyone in the city. Everyone you see has a unique backstory, personality, and skill set. Hack armed drones, deploy spider-bots, and take down enemies using an Augmented Reality Cloak. Explore a massive urban open world featuring London’s many iconic landmarks and fun side activities. Take the Resistance one step further and fight with your friends in new missions in Online mode.
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Dishonored 2 | PS4
Reprise your role as a supernatural assassin in Dishonored 2. Play your way in a world where mysticism and industry collide. Will you choose to play as Empress Emily Kaldwin or the royal protector, Corvo Attano? Will you make your way through the game unseen, make full use of its brutal combat system, or use a blend of both? How will you combine your character’s unique set of powers, weapons and gadgets to eliminate your enemies? The story responds to your choices, leading to intriguing outcomes, as you play through each of the game’s hand-crafted missions.
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Dishonored: Death of the Outsider | PS4
Take on the role of Billie Lurk (aka Megan Foster), once one of Dunwall’s most notorious killers-for-hire. Reunited with your old mentor, the legendary assassin Daud, you undertake the greatest assassination ever conceived: killing the Outsider, a god-like figure whom Billie and Daud see as instrumental to some of the Empire’s most dishonorable moments. As you venture deep into the grimiest corners of Karnaca to uncover the mystery of the Outsider and his origins, you will face deadly opposition, ancient powers, and difficult decisions that will forever change the world around you.
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Sakuna: Of Rice and Ruin | PS4
Fight monsters and cultivate rice in this fascinating side-scrolling action title. Learn the ancient art of agriculture from planting to harvesting to cultivate the perfect crop. As a harvest goddess, Sakuna’s strength grows with each rice crop, with attributes such as aesthetic and flavor directly correlating to her combat abilities. Using farm tools as weapons, chain together quick, heavy, and special attacks to take down demonic beasts, while mastering the magical “divine raiment” will be essential to grapple distant platforms, evade danger, and overcome powerful enemies.
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Tomb Raider: Definitive Edition | PS4
The cinematic action-adventure that forced Lara Croft to grow from an inexperienced young woman into a hardened survivor has been re-built from PS3 to PS4, featuring an obsessively detailed Lara and a stunningly lifelike world. Lara must endure high-octane combat, customize her weapons and gear, and overcome gruelling environments to survive her first adventure and uncover the island’s deadly secret. The Definitive Edition of the critically acclaimed action-adventure includes bonus content and combines all of the downloadable content.
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Rise of the Tomb Raider: 20 Year Celebration | PS4
In Rise of the Tomb Raider, Lara Croft becomes more than a survivor as she embarks on her first Tomb Raiding expedition to the most treacherous and remote regions of Siberia. This 20 Year Celebration edition includes the “Blood Ties” single player content, PSVR support for “Blood Ties”, a ‘Lara’s Nightmare’ zombie combat mode, online Co-op play for Endurance mode, “Extreme Survivor” difficulty setting for the main campaign, 20 Year Celebration outfit and gun, and 5 classic Lara skins.
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Shadow of the Tomb Raider | PS4
Experience the final chapter of Lara’s origin as she races to save the world from a Mayan apocalypse. Master an unforgiving jungle setting in order to survive. Explore underwater environments filled with crevasses and deep tunnel systems. Tombs are more terrifying than ever before, requiring advanced traversal techniques to reach them, and once inside they are filled with deadly puzzles. Discover a hidden city and explore the biggest hub space ever found in a Tomb Raider game.
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Bus Simulator 21: Next Stop | PS4, PS5
Enjoy many game improvements and a brand-new game mode with this comprehensive update of the original Bus Simulator 21. Career Mode combines Sandbox Mode with the campaign’s economic system. You have access to all the bus stops and bus models right from the start of the game and don’t have to unlock everything gradually by completing missions. The PS5 version includes improved graphics, haptic feedback, adaptive trigger support, and 4K resolution.
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The Evil Within 2 | PS4
From mastermind Shinji Mikami, The Evil Within 2 is the latest evolution of survival horror. Detective Sebastian Castellanos has lost it all. But when given a chance to save his daughter, he must descend once more into the nightmarish world of STEM. Horrifying threats emerge from every corner as the world twists and warps around him. Will Sebastian face adversity head on with weapons and traps, or sneak through the shadows to survive.
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Wolfenstein: Youngblood | PS4
Nineteen years after the events of Wolfenstein II, BJ Blazckowicz has disappeared after a mission into Nazi-occupied Paris. Now, after years of training from their battle-hardened father, BJ’s twin daughters, Jess and Soph Blazkowicz, are forced into action. Team up with a friend or play alone. Level up, explore, and complete missions to unlock new abilities, weapons, gadgets, cosmetics, and more to complement your playstyle and customize your appearance.
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Thymesia | PS5
Thymesia is a gruelling action-RPG with fast-paced combat and an intricate plague weapon system. Seize plague weapons from gruesome bosses and formidable enemies, wielding them as deadly weapons. Shift into your raven form during battle, throw feathers like daggers to interrupt your enemies’ attacks, and perform executions. pgrade and modify Corvus’ basic movements and plague weapons, build your very own playstyle, and prepare for the challenges that await in your own unique way.
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Rune Factory 4 Special | PS4
Grow crops, raise monsters, catch fish, cook up tasty dishes, and craft powerful equipment as you live your life however you choose in this fantasy farming adventure. Venture outside the town gates to explore dangerous dungeons. Use swords, spears, staves, and other weapons and magic to personalize your battle tactics as formidable monsters await in trap-laden dungeons. Become friends (or more than friends) with a charming and interactive cast of characters, and breathe life into the village with seasonal festivals and competitions.
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Story of Seasons: Friends of Mineral Town | PS4
Your farming life begins in Mineral Town, a charming village surrounded by nature. You’ve returned after many years to restore your late grandfather’s farm to its former glory. Care for crops, livestock, and more as your very own story of seasons unfolds.
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STORY OF SEASONS: Pioneers of Olive Town | PS4
Welcome to Olive Town, a peaceful community established by your trailblazing grandfather and his friends. Now that you’ve taken over his farm, it’s your job to carry on his legacy. Plant crops, raise animals, build relationships, and get to know the residents of your new home in this brand-new entry in the STORY OF SEASONS series!
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Soundfall | PS4, PS5
Soundfall is a fast-paced music-based dungeon crawler that combines looter-shooter action with rhythm-based gameplay to create a world of music unlike any other. the closer you time your actions to the rhythm of the soundtrack, the more powerful you become. Unlock powerful new abilities, and explore Symphonia to discover incredible music-based weaponry! Customize your loadout with more than 500 pieces of equipment to choose from, and venture out solo or with up to four players locally or online.
PlayStation Deluxe | Classics
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Syphon Filter: Logan’s Shadow | PS4, PS5
How do you hunt in the shadows… when the shadows are hunting you? Unseen, unheard and unknown – Gabe Logan, Precision Strike Operative, is no stranger to secrecy. But when Logan’s latest mission to capture a lethal weapon incriminates his closest allies, an intimate secret threatens to become a deadly lie. Experience Syphon Filter: Logan’s Shadow originally released on the PSP, enhanced with up-rendering, rewind, quick save, and custom video filters.
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Blade Dancer: Lineage of Light | PS4, PS5
In a world protected by the gentle Prismatic Moon, an ancient evil is stirring. The Dread Knight has reappeared to wreak havoc across the land, and the Dark Lord gathers his strength. The world’s only hope rests in the hands of Lance, a reluctant young adventurer. Discover your heritage and learn what it means to be the Protector of Light, Blade Dancer! Experience Blade Dancer: Lineage of Light originally released on the PSP, enhanced with up-rendering, rewind, quick save, and custom video filters.
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Pursuit Force | PS4, PS5
Five vicious gangs are fighting for control of Capital City. The terrified public has given up hope – and the Chief of Police wants results, fast! Jump into action as a member of the elite Pursuit Force and rid the state of corruption. Dive behind the wheel of a truck, a speedboat or even a helicopter as you hunt down criminals and recover stolen goods. Experience Pursuit Force originally released on the PSP, enhanced with up-rendering, rewind, quick save, and custom video filters.
Be sure to play the titles you’re interested in before they leave the service as part of our normal content refresh. You can always check the ‘Last chance to play section’ on the PlayStation Plus -> Collections page on the PS5 console, or PlayStation Plus -> Games -> Games Catalog on the PS4 console.
Enjoy this month’s Games Catalog lineup and check back monthly for new games added to PlayStation Plus.
“Why didn’t the Eagles just take the One Ring and drop it into Mount Doom?” Well, as developers working on a “Lord of the Rings” game, let me tell you exactly why: because it gave us the opportunity to explore and immerse ourselves in a rich and complex universe!
In creating The Lord of the Rings: Gollum our motto has been to honor the way J. R. R. Tolkien looked at the richness of the world he had created, using his vision as a guidepost for our visual interpretation of his world.
Tolkien always wanted other artists to bring his writings to life and continue the creation of his great English myth. Of course, he didn’t have video games in mind back then. But his passion for meticulous detail, the history, languages, and names that he used to populate Middle-earth has always inspired our industry. Whether we realize it or not, all game creators owe a lot to Tolkien’s writings.
Following Gollum’s journey, we had the opportunity to explore parts of the world that we had never seen in such detail before. We started with everything we could find in the lore. Then we filled in the gaps with our own ideas and knowledge about the cultures and peoples who lived in these places.
For example, for the mighty fortress of Barad-dûr, we wanted to emphasize the huge scale and the stark contrast to our small hero. We imagined that the fortress was constantly expanding and changing. The builders could not keep up with the speed and size of their ever-growing walls and towers. Everything around the perfectly shaped main tower became increasingly chaotic.
One example is this service bridge that crosses the tower’s enormous moat, and that the builders probably meant to be straight:
While Mordor is an iconic and recognizable place with its dark volcanic rocks and reddish lights, designing Thranduil’s palace in Mirkwood was more challenging.
The contrast is intentional. While Mordor is spiky, Thranduil’s halls feature round shapes. While Barad-dûr tries to dominate and transform its environment, the Elvish buildings preserve and respect the shape of the mountain. It’s a harmonious interplay between architecture and nature. Welcoming instead of threatening. A place that repels Gollum but attracts Sméagol. Water, his native element, is everywhere and comes alive in different forms.
King Thranduil’s chambers were another fascinating place to create. The King likes to ride out at night and hunt under the stars. His rooms are decorated like a dreamy night forest, more symbolic than functional. The King’s bed is like a ceremonial boat on a river, where he only occasionally boards to have dreams and visions.
Working on this game has been both a great honor and a big responsibility. We felt a lot of excitement and nervousness when we started this adventure together. How would it all turn out? Would it feel right in the end? And we feel a similar excitement and nervousness now that we are about to share it with all of you.
We hope that our boundless passion for the world of Middle-earth shines through in all these little details, and hopefully, you will feel the same way once you have started your journey.
Hey y’all! This week, Executive Producer at Enhance Games Mark MacDonald stops by to discuss Humanity and strategy for the unique puzzler. Plus the team dives into their personal approaches to challenging puzzle games.
Stuff We Talked About
DualSense Edge wireless controller
Gran Turismo World Series 2023
Players’ Choice Winner – Star Wars Jedi: Survivor
PS Plus Catalog May
MLB The Show 23 Season 2 – Kaiju Series
Interview with Mark MacDonald (starts at 10:20)
Humanity
The Cast
Download the image
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.]
Last week, we asked you to turn your Focus on Seyka, Aloy’s newest companion from the Horizon Forbidden West Burning Shores expansion using #PSshare #PSBlog. From portraits to action shots, here are this week’s highlights:
Callyforniaa_ng shares Seyka crouching in grass in front of the aged Hollywood sign.
RevolutionAndre shares Seyka using her Focus to reveal something.
AreeLyBadPun shares Seyka mid-leap, aiming her bow and arrow.
ForgottenJasmin shares Aloy’s contemplative gaze towards Seyka.
teeparty_s shares an action shot of Seyka about to fire her bow and arrow.
dande__lion55 shares Seyka in front of a colorful hologram display.
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: Star Wars Jedi: Survivor SUBMIT BY: 11:59 PM PT on May 17, 2023
Next week, we’re returning to a galaxy far far away. Share epic moments from Star Wars Jedi: Survivor using #PSshare #PSBlog for a chance to be featured.
MLB The Show 23’s Season 2 Rewards Program drops today*, bringing an amazing array of new content including, but definitely not limited to, the Kaiju Series.
Inspired by the Kaiju, or “Strange Beast,” film genre, the Kaiju Series features some of the most devastatingly effective MLB Legends and Superstars of the past and present, such as Monte Irvin, John Franco, and Corey Kluber.
Kaiju Series Program
The Kaiju Series Program, available in Other Programs, is the perfect way to kick off your Season 2 Rewards Program and begin adding Kaiju Series players to your Diamond Dynasty squad.
Play brand-new Moments and complete Missions spotlighting Kaiju Series Program players including Hunter Renfroe, Brandonw Lowe, Stephen Strasburg and Billy Williams.
Take on the three Kaiju Events starting today with “Kaiju, Part I” Then on May 19th, play the “Kaiju, Part II”, followed by the final “Kaiju, Part III” on May 25th.
In Showdown mode, stand your ground against Showdown boss Stephen Strasburg to earn progress in the Kaiju Other Program.
In Conquest mode, complete the Kaiju Conquest Map to earn packs, Stubs, and progress.
Not only will completing each of these tasks provide you progress in the Kaiju Other Program, but they’ll also give you ample opportunity to earn XP towards the Season 2 XP Rewards Path.
Kaiju in Stadium Creator
Along with the monstrous amount of Kaiju content to play and rewards to earn, you can also find all-new Kaiju props in the Stadium Creator on current-gen consoles, including PlayStation 5. Create your stadium with imposing Kaiju looming directly behind the outfield walls. Combine these new Kaiju props with existing props such as the t-Rex, boats, or the UFO Mothership, among others, to create the ultimate Kaiju-inspired setting for your games to take place in.
More to come in Season 2
All of this Kaiju content, while undeniably cool, is just the tip of the iceberg for the new content available in Season 2 of Diamond Dynasty mode.
Play new content in Team Affinity 2 Programs with rewards for all 30 MLB clubs, new Mini Seasons challenges, earn rewards with your friends in the new Ranked Program and climb the leaderboards in co-op mode, complete new Collections for 99 overall bosses, as well as the mysterious Incognito Series that will all be headed your way in Season 2.
So, what are you waiting for? Now is the time to get in on the action in MLB The Show 23. See you on the field.
*Internet connection required for Season 2 update and rewards.
Player choice is a core tenant for PlayStation 5’s DualSense Edge wireless controller. The ultra-customizable, high-performance features unlock a wealth of options to tailor gameplay to players’ preferences. The array of choices to select from excites both gamers and developers alike, so who better to share insights on tuning your DualSense Edge wireless controller than the people making the games?
A new Developer Experience Series featuring perspectives from devs at Santa Monica Studio, EA Sports, and Bungie highlights game-specific ways to optimize gameplay with the DualSense Edge wireless controller. From adjusting trigger heights to rapidly blitz on the pitch in FIFA 23 to modifying back buttons for seamless weapon toggling in God of War Ragnarök, here’s a look into how you can make the DualSense Edge wireless controller work for your style of play.
God of War Ragnarök
Developer: Santa Monica Studio
In God of War, you’re hitting the triggers a lot because that’s where your primary attacks and aiming are, so I ended up using the low stops for the triggers to make them feel more like regular buttons. Jason McDonald, Design Director, Santa Monica Studio
In God of War Ragnarök, you want to move the character fairly quickly, especially in the middle of combat, so the left analog stick I set to the Quick setting, and I did the inverse of that on the right analog stick, which is used for camera movement, aiming, etc. Mihir Sheth, Lead Combat Designer, Santa Monica Studio
FIFA 23
Developer: EA Sports
The DualSense Edge wireless controller enables FIFA/FC players to personalize their FIFA/FC experience further, focusing on what matters more to them regarding the controller. Some players prefer their right stick to be perfectly precise for Skill Moves, while others favor a specific sensitivity when Switching. Some players will want to remap controls at a system level to suit their preferences. In contrast, others will be delighted with the ability to have a quicker-to-activate Sprint by adjusting the length of the triggers.
The DualSense Edge controller helped my defending game tremendously, as I can more easily keep Running Jockey active (L2 + R2) while activating Teammate Contain or player Switching by using the new back buttons (as L1 and R1). Having extra buttons on the back of the controller and personalizing them with the command you want can become invaluable when playing a decisive FUT Champions match or a rival derby in Career Mode. Thomas Caleffi, Gameplay Producer, EA Sports
Among the most useful features that make the DualSense Edge controller stand out and particularly suitable for FC enthusiasts are its adaptive triggers and back buttons, which enable players to have faster reactions and play smarter on the pitch by swiftly switching between different team tactics or changing the team mentality without having to take their thumbs off the sticks. In addition to that, having the option to remap any button to match your preferences and adjust the sensitivity of the triggers will give FC fans more control and customization over their gameplay experience. It is certainly a more enjoyable and improved experience. Danillo Abreu, Game Designer, EA Sports
Destiny 2
Developer: Bungie
The DualSense Edge Controller has been amazing for letting me dig in deeper with Destiny 2’s pinnacle activities across both PvP and PvE! I’ve currently got two primary configurations I bounce between for Trials of Osiris and Raids – and, I’ve got a matching in-game loadout to compliment each one. Being able to seamlessly swap between the needs of Destiny 2’s pinnacle activities both in-game and out of game has been a game changer! Andy Salisbury, Senior Social Media Manager, Bungie
As a massive fan of PvP modes in Destiny 2 like Iron Banner and Scorched, the ability to map my desired controller settings makes it really easy to tailor to my specific playstyle. If I’m going into Scorched, I want chaos. Being able to charge up this mode’s explode-y goodness and then mapping out exactly how I let that fire rain from above using the switchable back options is a blast. It keeps me in the flow, keeps me out of my head, and lets me enjoy the total mayhem that always ensues when taking this mode head-on. With the different options to both the front-side and back-side of the controller, it’s a more personalized experience and that personalization means more ways for everyone to play. Liana Rupert, Community Manager, Bungie