As we strive to make gaming more accessible for all players, today we’re excited to announce that Accessibility Tags are rolling out globally this week on PlayStation Store on the PS5 console.
Accessibility Tags allow game developers to provide detailed insight on accessibility features supported in their games. As you browse various game hubs on PlayStation Store game hubs on PS5, you’ll see a list of accessibility features by pressing the “Triangle” button if the game you select supports Accessibility Tags. These can range from visual and audio accessibility settings to DualSense controller options, difficulty settings, and online communication features like chat transcription.
Clip showing Accessibility Tags in the Ghost of Tsushima Director’s Cut game hub on PS5.
Accessibility Tags will be available for PS5 and PS4 games on PlayStation Store on PS5. If both PS5 and PS4 platform versions are available, you can compare Accessibility Tags for each through a dropdown menu.
With Accessibility Tags, you’ll be able to easily see if the game you want to play features the accessibility options you’re looking for. Here’s a sampling of the more than 50 Accessibility Tags available for game developers to choose from, across six categories:
Visual accessibility features, such as clear text, large text, color alternatives, audio cues and directional audio indicators.
Audio features, such as volume controls, mono audio, screen reader and visual cue alternatives.
Subtitle and caption options, including subtitle size, clear captions, and large captions.
Control options, including button remapping, thumbstick sensitivity, and ability to play without button holds, rapid button presses or motion control.
Gameplay options, such as difficulty settings, skippable puzzles, simplified quick time events, and game speed.
Online communication options, such as text or voice chat transcription and ping communication.
Accessibility Tags on PlayStation Store for PS5 will gradually release for players this week. At launch a variety of games such as Days Gone, Death Stranding Director’s Cut, Ghost of Tsushima Director’s Cut, God of War, God of War Ragnarök, Gran Turismo 7, Marvel’s Spider-Man Remastered, Marvel’s Spider-Man: Miles Morales, Ratchet & Clank: Rift Apart, and Returnal will support Accessibility Tags. We are just starting to roll out this feature and are collaborating with a wide range of developers to implement this feature in their game hubs on PS5 in the coming weeks and months.
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Together with the wide array of accessibility settings within the PS5 console UI, Accessibility Tags will empower you to personalize your PS5 gaming experience to your individual gameplay needs. They’re the latest step in our journey to make gaming more accessible, alongside inclusively-designed games from PlayStation Studios and upcoming products like Project Leonardo.
Thanks for your continued support. We’re eager to hear your feedback on this feature and how we can continue enhancing gaming accessibility for our community.
Star Wars Jedi: Survivor is a galaxy of fleshed-out worlds that aims to surpass its predecessor in every way. The numerous spectacles I witnessed within my three hours playing Respawn Entertainment’s upcoming sequel ranged from dynamic vistas, diverse communities, and an ecosystem of friendlies and enemies that your in-game actions directly impact. Star Wars Jedi: Survivor is not striving to only be a great Star Wars game but an overall excellent game of galactic proportions.
Enhanced combat options
One key to living out any Jedi fantasy is the feeling of complete control over the Force and your weapons, and Survivor does not disappoint. There are now five different combat stances to unlock throughout the game as your primary and secondary:
Single – The standard balanced “all-rounder” lightsaber option
Double-bladed – Good for crowd control and keeping enemies at bay
Dual Wield – Great for high-octane and versatile combat, requires finesse
Crossguard – Powerful but slow
Blaster – Great for dealing with enemies at a distance and pestering foes
Yes, you will be able to wield a blaster. Protagonist Cal Kestis can also perform blaster and lightsaber combos, wielding one in each hand to dispatch foes in creative and visually spectacular ways.
The new options provide unique ways to tackle enemies. The crossguard lightsaber acts like a traditional longsword with slow windup times but deals massive damage to anything it comes in contact with, while dual wield allows you to deliver quick and precise strikes while staying agile.
“One thing I think we looked at in the first game is that that power curve came in a little bit too late,” said Stig Asmussen, game director at Respawn. “You didn’t really start feeling like you had [power], which is by design, you’re this raw and incomplete Padawan that hasn’t been trained in years. We wanted the player to feel that. And it’s around 60% into the first game, you start to feel like, ‘hey, I got a lot of powers right now that I can use to manipulate and eventually dominate both combat and the environment.’ And we definitely want that to come in a little bit sooner on this game because Cal is further along on his path.”
Early in the game, you’ll have access to three stances and all of the basic Force abilities Cal acquired in the first game. Along with some new ones, including Force Confusion which allows players to turn enemies against each other briefly, and Tame giving the ability to mount various creatures to navigate the environment for faster traversal or puzzle solving.
The power of PS5
The game looks stunning and has been optimized to take full advantage of what the PS5 has to offer. When flying around the world with the help of a Belter, a new flying mount, it becomes apparent just how massive and detailed the new worlds Cal will explore are, with looming structures in the distance casting vast shadows, enemies on patrol, and glimpses of the unknown on the horizon. All this is rendered in real-time and detailed regardless of distance.
“With the PS5, we’re really digging the haptics and what the controller is bringing, and it’s been a lot of fun to see how that works with push and pull [Force powers],” said Asmussen. “And a [DualSense] controller, it feels really good, and we’re taking advantage of that. You’re going to feel it on the triggers when you’re doing push and pull. If you really [push] on the triggers, it’s going to give a different response. Compared to if you’re lightly feathering them, and the game is going to react to that. It’s the nuance within the vibrations on the controller that is pretty outstanding. Our audio team and our combat team is really dialed into how the things that are happening in the world, the effects, and everything that are like translating to how it feels in your hands.”
A galaxy of cultures
The galaxy is a lively and beautiful place, and the planets are not just a collection of biomes for the players to run and slash their way through. Cal finds himself temporarily stranded on Koboh, which features a sprawling open-world design. Instead of featuring a core environmental theme, there is a wide range of biodiversity. Open arid sears, dense jungles, and puzzle room-like Jedi Chambers that will test your critical thinking skills and ability to wield the force.
Koboh is also inhabited by friendly prospectors trying to make a living among the small-town communities who are being oppressed by The Bedlam Raiders, a gang that terrorizes the nearby system. The Bedlam Raiders are also in conflict with The Empire encroaching on their turf leading to an open world that constantly has different factions of people interacting and fighting even without Cal’s involvement.
A new addition to the sequel is Rambler’s Reach, a place where you will meet colorful characters, plant gardens, and recruit different people you meet to the town to help with repairs or even to be a DJ. These and other activities will improve the lives of the locals and possibly aid Cal on his journey. The game features town-building mechanics for those who genuinely want to make the galaxy a better place.
Customization & controls
Like a Jedi honing their skills, Cal’s movement feels more fluid and responsive in this sequel. You have more control over what direction Cal dodges incoming attacks, and platforming feels organic and purposeful. Facial animations and characters’ interactions in and out of combat are more natural.
Climbing, hanging, and jumping animation reflect what you’re jumping on or toward instead of a generic jumping animation for all situations. There was also a heartfelt yet somber reunion with Greez where the contents of the conversation could be perfectly conveyed with facial expressions alone in both cutscenes and gameplay.
The game incentives exploration with a plethora of robust cosmetic options for Cal and the many forms his lightsaber can take. I indulged in customizing my lightsaber down to the tiniest details, from accent colors to the sheen and wear on my weapon.
Cal now has the option to change hairstyles, rock some facial hair, and switch up his clothing to take him from space cowboy to galactic entrepreneur. With a more customizable Cal, lightsaber, and droid buddy BD-1, it’s possible no two players will look exactly the same.
Optimizing Respawn’s Star Wars recipe
Respawn is taking what they learned from Star Wars Jedi: Fallen Order, optimizing the formula to make Survivor an even more exciting experience.
“The game is built on the fundamentals of the best games that we played throughout our lifetime, like the things that we point out in other games. Can we make that work in Star Wars? It’s kind of a soup, right?” said Asmussen. “We got to make sure that we’ve got all the right ingredients there. We taste a little bit, and it’s like, let’s add a little bit of this. Let’s add a little bit of that. Star Wars is always a part of it, but those tried and true design fundamentals are the backbone of everything that we’re doing.”
Star Wars Jedi: Survivor is shaping up to be a spectacular galactic adventure and compelling showcase for what PS5 games can truly offer. The game drops on April 28, and if it wasn’t already on your radar, it should be.
Tetris creators Henk Rogers and Alexey Pajitnov join PlayStation Podcast to chat about bringing the iconic game’s origin story to the silver screen. After diving into the discussion, sit back and watch Tetris now on Apple TV+ with free trials on PS5 and PS4.
Stuff We Talked About
Tetris (the history)
Tetris (the movie)
Tetris (the game)
Tetris 99
Tetris Effect
Tetris in space!
Tetris
The Cast
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[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 set sail and explore the soulful world of Tchia using #PSshare #PSBlog. Here are this week’s highlights:
call_me_xavii shares Tchia wearing casual clothes and a baseball cap sitting by a fire
asensualmanatee shares Tchia sitting on a hill with the sky red with the sunset
photo_station5 shares Tchia on her boat headed towards land with a mountain and the sun in the center background
godhatesash shares a close up look at golden brown cow with white horns
kani3_sun shares Tchia soul-jumped into a cat sitting in a field of grass
FMJLullaby shares Tchia and her father out of focus as their friend arrives on his boat.
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: Resident Evil 4 SUBMIT BY: 11:59 PM PT on April 5, 2023
Next week, what’re ya sharin’? Share action-packed moments exploring and fighting back as Leon S. Kennedy in Resident Evil 4 using #PSshare #PSBlog for a chance to be featured.
Set to be released for PlayStation 5 on June 22, Final Fantasy XVI is the next mainline installment of the Final Fantasy series, which follows Clive Rosfield, the protagonist, as he harnesses the power of multiple summons to overcome his tragic destiny. The game is the first full-fledged action RPG in the Final Fantasy series and features high-speed battles in which players switch between the powers of various Eikons, as well as large-scale Eikon vs. Eikon battles.
We spoke with the main director, Hiroshi Takai, about how the game harnesses PS5’s power and how it was optimized and developed for PS5.
As a developer, what were your first impressions of the power and technology of the PS5?
Hiroshi Takai: The two main things that struck me were the size of the memory and the speed of the SSD. I’ve worked with a lot of different hardware over the years, and many have failed to strike the right balance between the capabilities of the hardware and the size of the memory. However, the PS5 is different—it comes with enough memory installed to take full advantage of the hardware. As for the SSD, as we were building the game, I was simply blown away by how fast it was.
The Final Fantasy franchise is known for the quality of its graphics. Final Fantasy XVI was developed as a PS5 game first and foremost, so how did you take advantage of the power of the hardware when it came to the graphics and the gameplay?
Naturally, we wanted the graphics to be the best that they could be, so we put a lot of focus on the fine details of the character and environmental models, as well as the quality of the lighting and the shadows, to really make them shine. It’s really resource-intensive just to render these models on screen, and the lighting and shadow effects are then layered on top of that. We’re only able to do this thanks to the size of the PS5’s memory. Clive, the protagonist of FFXVI, can unleash a wide range of attacks, and the animations and effects for them can all fit in the memory, too. And the way that the game seamlessly flows between resource-intensive gameplay to equally intensive cutscenes and back again wouldn’t be possible if it wasn’t for the speed of the SSD.
Could you explain a little bit about how FFXVI makes use of the PS5 DualSense controller’s adaptive triggers and haptic feedback in battle and exploration?
There are certain sections where the player will have to open heavy doors or lift up portcullises, and we use the adaptive triggers there to put across that feeling of effort and resistance. They’re also used when riding chocobos. The haptic feedback can produce extremely subtle vibrations, which we use to create a heightened feeling of presence in cutscenes. We converted the sound effects used in each scene into haptic data, which let us portray details that we’ve never been able to before, like the movements of the air.
Final Fantasy XVI will be the first fully-fledged action RPG in the history of the series. It’s a bold move to abandon the command system entirely. What was your aim with this?
That’s right, when it came to designing FFXVI, we wanted to see what would happen if we took it in a new direction and made it a full action RPG. We fine-tuned the gameplay so that when you take the DualSense controller in your hand, your every input produces a reaction that you can really feel. One of the main features of the battle system is the wide range of Eikonic abilities that Clive can unleash, and this results in a great deal of freedom in how players can approach battle. There are also the Eikon-on-Eikon battles, where the player controls the series’ famous summons directly, to add to the action. It’s a non-stop, white-knuckle ride from start to finish.
While the details of every Final Fantasy game might differ, they are always centered around a captivating story. The story of Final Fantasy XVI has a sense of tragic heroism at its heart, but could you tell us more about its themes?
When we started thinking about making a game for the PS5, we wanted to create a world where there was no disconnect between the graphics and the story. While it might go to some pretty dark places, it’s a world where that darkness only exists because light exists too, and our heroes go through the trials that they do precisely because they have hope that things can get better. A world where every man, woman, and child has their own sense of what a “just” world should look like.
What other PS5 games have impressed you? From a developer’s point of view, how did you feel that they took advantage of the PS5’s capabilities?
I think God of War Ragnarok is a fantastic game. It’s a seamless experience from beginning to end, and paints a perfect picture of the relationship between a father and his son.
Today we’re happy to reveal the PlayStation Plus Monthly Games for April. The Monthly Games lineup of Meet Your Maker, Sackboy: A Big Adventure and Tails of Iron will be available to PlayStation Plus members on Tuesday, April 4 until Monday May 1.
Let’s take a closer look at each of the games in turn.
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Meet Your Maker | PS4, PS5
Meet Your Maker is a post-apocalyptic first-person building-and-raiding game where every level is designed by players. Switch between roles as you mastermind devious Outposts filled with traps and guards, then gear up for methodical fast-paced combat raiding other players’ creations, gaining an edge by choosing the right loadout (melee, ranged, defensive), perks, and consumables to match your challenge or playstyle. Combine your creativity and build with a friend or join forces to raid Outposts as a team of two.
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Sackboy: A Big Adventure | PS4, PS5
Iconic PlayStation hero Sackboy bursts back into breathtaking action with a huge, fun and frantic 3D multiplayer platforming adventure. Go solo in an epic race against time stuffed with danger and peril or enjoy local or online party play, creating teams of two to four adventurers as you work together to overcome nefarious tasks however you can imagine, including unmissable co-op only levels.
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Tails of Iron | PS4, PS5
Set in a grim land plagued by war, Tails of Iron is a hand-drawn RPG Adventure with punishingly brutal combat. As Redgi, heir to the Rat Throne, you must restore your broken Kingdom by banishing the merciless Frog Clan and their ferocious leader, Greenwart. As you explore the deceivingly charming world, you’ll encounter a cast of unique companions, ready to aid you in your adventure. And you’ll need all the help you can get, whether that’s new meal recipes, blueprints to forge deadly weapons and armor, or even a land-chugging, armor-plated mole mobile!
Last chance to download March’s Monthly Games
PlayStation Plus members have until Monday April 3 to add Battlefield 2042, Minecraft Dungeons and Code Vein to their game library.
The world of Horizon is vast and majestic, featuring lush landscapes crowned by seemingly endless skies. When the team at Guerrilla began creating this world, developers of various disciplines considered how to bring an immersive level of life to the world. For Guerrilla’s Atmospherics team, this meant populating the skies with lifelike clouds.
This work was evolved for Horizon Forbidden West. And now, in Burning Shores, Aloy will soar through more breathtaking, realistic skies than ever before.
The approach
“When we think of a horizon, we imagine vast expanses like the open ocean and how the clouds and the sun arc down to touch them at some immeasurable distance,” says Andrew Schneider, Principal FX Artist at Guerrilla. “Open-world games present developers with metaphorically similar challenges. How do we push the experience so that the player feels that they are in an environment that could be endless?”
It was one thing to ask the question but another to break it down into technical tasks.
In the early 2010s, feature film and animation VFX started using volumetric rendering to create clouds. For video games, this technique took too long to render with high-quality results at interactive framerates, but developers knew it held game-changing potential.
With innovations in hardware, this began to change. At the nexus of the PlayStation 4 in 2015, Andrew partnered with Nathan Vos, Principal Tech Programmer at Guerrilla. Together, they developed the highly efficient open-world volumetric cloud system that can be seen in Horizon Zero Dawn. The intricately detailed clouds framed Aloy’s world as a hopeful, beautiful one. It supported changes to the time of day and realistic animations, creating the sense of a fully living, breathing world.
This established the foundation the team would build upon for Horizon Forbidden West.
The evolution
In video games, clouds can help convey a mood. Along with the abundance of green, clear waters and cragged cliffs, the clouds of Horizon punctuate the world with emotion. To achieve this, they had to be more than white wisps far above the Aloy’s head; they needed movement, variety, and definition.
“We looked to artists who were part of the luminism movement for inspiration, like 19th-century painter Albert Bierstadt. These painters had mastered the interplay between clouds and the land beneath, using light and detail to create space, producing truly dramatic landscape paintings.
“To recreate this effect in 3D, we had to develop a way to model clouds. For Horizon Zero Dawn, we’d explored various methods for creating cloudscapes. Voxels are blocks that can build volumetric 3D clouds. We’d actually made a cloud simulator and experimented with rendering three-dimensional ‘voxel’ data in real time.”
“But technologically, it was too early for this,” Andrew recalls. “The hardware and software just weren’t at the right stage of development. So, we settled with modeling clouds in an efficient-to-render way that still yielded high-quality results, but with more modeling effort than simulation.”
The solution was to paint fixed layers of clouds rather than individual formations. But this process would need to be expanded to support the addition of flying mounts in Horizon Forbidden West.
For the sequel, Andrew and Nathan upgraded the rendering quality of the base system used in Zero Dawn, expanding it to support a new fog-like cloud that the player could fly through at low altitudes. This allowed for awe-inspiring atmospherics, like a superstorm with sinister vortex motion and internal lightning effects. Now, the clouds were a character of their own, rumbling with atmospheric tension.
The next technical challenge
Naturally, the next step was to continue innovating this system for Horizon Forbidden West: Burning Shores. For the expansion, the team has elevated the experience using voxel technology, among many other technical improvements throughout the world.
“The cloud systems that we developed for Horizon Zero Dawn and Horizon Forbidden West were fast because they didn’t store clouds as 3D objects, but rather instructions on creating 3D clouds from limited 2D information. The PlayStation 5 can handle larger datasets. So, after Forbidden West wrapped, we set to work writing a voxel cloud renderer prototype that could live up to our standards for quality, and actually allow the player to fly through highly detailed cloud formations.”
Achieving the balance between performance and quality when the player can be on the ground, and high up in the air was an ambitious challenge. Yet the prototype paid off, generating dense, dynamic results at low and high altitudes, a feat made possible by hard work, as well as the increased power of the PlayStation 5.
But creating a single cloud was a long way from building an entire cloudscape.
Andrew had created what he called “Frankencloudscapes” — large cloud formations so that the sky could be treated like as a landscape would by a terrain modeler. As a result, the cloudscape acted as both a background element and an environment to explore.
To make this work at the scale needed for Burning Shores, a strike team at Guerrilla tackled the challenge of flying through clouds – the real test of performance and quality. Andrew teamed up with Nathan and brought in Hugh Malan, a Senior Principal Tech Programmer.
The first hurdle they encountered was deeply technical: how do you handle a huge quantity of volumetric voxel data?
“Hugh and I divided this issue to conquer it. I developed a way to take low-detail voxel data and add detail during rendering. Meanwhile, Hugh worked on compressing the data so it could be accessed faster from memory. Together, these processes made rendering Volumetric Voxel Clouds exponentially faster.”
“But it still wasn’t fast enough,” Andrew recalls. “The costliest part of this process was calculating cloud lighting, which, in itself, is complicated. To get around this, Nathan engineered a method to reduce rendering time to a speed that would work for both standard and high frame rate modes.”
“This was also one of those rare situations where an optimization produced a better visual result. It allowed us to cast cloud-to-cloud shadows over a much larger distance, improving realism. At this point, we had a method to render volumetric clouds from the ground and in the air, right up next to them.”
The second challenge was balancing. “There is a dance that real-time graphics engineers do to balance quality and performance,” Andrew continues. “Quality usually comes at a ‘cost’ in terms of processing. So, every time we improve the quality of our clouds, we need to do so in a way that costs either as much as, or less than, the current cost of the cloud system.”
To find this balance, Senior Principal Tech Programmer and graphics engineer James McLaren helped the team understand how the code behaved at a low level on the PlayStation hardware itself. His expertise allowed them to take full advantage of the hardware by optimizing code for the PlayStation 5. “James’ contributions were fundamental in the early stages of development, allowing Guerrilla to push the boundaries during production,” recalls Andrew.
In the end, the pieces add up to give the player the awe-inspiring feeling of soaring through and around a cloudscape as accurate and varied as the land below. All on the back of their Sunwing.
What awaits in Burning Shores
When heading to the Burning Shores, Aloy will run into familiar machines and faces. But she will also discover new ways to explore her world.
“It was important to us to make the experience fun and joyful on its own outside of the main gameplay. The clouds are not simply immersive scenery but an explorable landscape in themselves. Among the clouds, players will be able to explore tunnels, caves, and other surprises that make for fun flying,” says Andrew.
“The best part is that depending on when you try any of these features, the experience will be different. As the day progresses, the quality and direction of light change, hiding and revealing some of these features and changing the feel of each journey.
And I don’t want to spoil anything – but we hope you aren’t afraid of a little lightning.”
PlayStation Store’s Spring Sale begins today, Wednesday March 29. For a limited time* you can enjoy deep discounts of up to 75% off across a wide selection of games and add-ons. That includes Dead Space – Deluxe Edition, Destiny 2: Lightfall and The Last of Us Part I and many, many more.
The sale is so massive, we can’t include everything here. You can browse a select list of games at the bottom of this post. Head to PlayStation Store to discover the full list and your regional discount pricing.
The sale is so massive, we can’t include everything here. You can browse a select list of games at the bottom of this post. Head to PlayStation Store to discover the full list and your regional discount pricing.
The sale is so massive, we can’t include everything here. You can browse a select list of games at the bottom of this post. Head to PlayStation Store to discover the full list and your regional discount pricing.
Spring Sale runs over the next four weeks. And it’s so big, we’ve had to split it in two. The sale refresh kicks off on Wednesday, April 12, so be sure to check back in on PlayStation Blog then to find out the next wave of titles joining the promotion.
PlayStation Direct deals
Promotions aren’t only digital over the next fortnight**. Enjoy up to 60% off on select PS5 games and up to 75% off on select PS4 games, including Ratchet & Clank: Rift Apart (PS5), The Last of Us Part II (PS4) and Uncharted: Legacy of Thieves Collection (PS5) when you buy direct from PlayStation.
Wolfenstein® II: The Freedom Chronicles Season Pass
Wolfenstein® II: The New Colossus™
World War Z
World War Z: Aftermath – Explorer Weapon Skins Pack
World War Z: Aftermath – Raven Weapons Skin Pack
World War Z: Aftermath – Zeke Hunter Weapons Pack
WRC 10 FIA World Rally Championship
Wreckfest
Wreckfest – Complete Edition
Wreckfest PlayStation®5 Version
XIII
Yakuza 0
Yakuza 6: The Song of Life
Yu-Gi-Oh! Legacy of the Duelist: Link Evolution
*PlayStation Store’s Spring Sale runs from 00.00am local time on Wednesday March 29 until 23.59pm local time on Wednesday April 12. The Spring Sale will be refreshed on Wednesday, April 12. **Offers run from 00.00am local time on Wednesday March 29 until 23.59pm local time on Wednesday April 12.
You’ve saved Eorzea in Final Fantasy XIV Online: A Realm Reborn and resolved a centuries’ old conflict with the dragons in Heavensward… what’s next for the Warrior of Light?
It’s time to head to the Far East. It’s time for Stormblood. And from now until May 8, 2023, this massive expansion is completely free for players who own or buy the Final Fantasy XIV Online Starter Edition!
Final Fantasy XIV: Stormblood took the critically acclaimed MMORPG to the next level, with a compellingly dark new story full of twists, turns and quests a-plenty, new mechanics, new jobs to get to grips with and a whole new part of the world to explore. Let’s take a closer look.
What is Final Fantasy XIV: Stormblood about?
After the events of Final Fantasy XIV: Heavensward, it’s time to take the fight to the sinister Garlean Empire. You and your allies make plans to liberate the conquered city state of Ala Mhigo, and you head out to meet the resistance.
Of course, things don’t really go to plan and before long you’re confronted by a new enemy… one who might be even stronger than the fabled Warrior of Light.
Meanwhile, in the Far East nation of Doma, freedom fighters struggle to rekindle the fires of hope in their countrymen. Will you be the spark that ignites the flames of rebellion and pushes the Empire out once and for all?
The main campaign of Stormblood is a sprawling epic that’s full of political intrigue, surprising revelations, and thrilling action.
What was added to Final Fantasy XIV in the Stormblood expansion?
Stormblood broadened the already vast world of the game with new regions that are quite unlike anything in the game before. Ala Mhigo and Doma are the lands of monks, and ninja and samurai respectively, with a beautiful aesthetic inspired by the Far East.
They provide a terrific setting for the game’s main scenario to unfold – plus plenty of additional quests mean that there’s always something new to discover amongst the regions’ vast and beautiful landscapes.
The expansion also includes two additional jobs. When it comes to combat, do you prefer melee or magic? Stormblood asks: why not have both? The Red Mage job added in the expansion hands you a rapier and a magicked crystal medium, letting you dive in and out of combat, assault enemies with red magic, and even link multiple spells for massive damage. It’s a highly mobile, highly entertaining DPS role that’s really fun to play with.
Of course, the second job added in the expansion is just as wild… you can be a Samurai! This is another DPS job all about mastering the arts of Sen and Kenki. With your katana in hand, you can cut a swathe through foes, to build your power and unleash it in the form of powerful combos.
There are also plenty of new dungeons, new tribes and primals to encounter, a particularly awesome raid series from the creators of Final Fantasy XII and Final Fantasy Tactics that sees you ‘Return to Ivalice’ and much, much more.
It’s a massive amount of content, and – to remind you – it’s completely free! For full details on eligibility and how to claim your copy of Stormblood, head over to our support centre.
If we’ve piqued your interest in Stormblood, the FFXIV team at Square Enix will be releasing a series of deeper dives over the next few weeks, including interviews with the developers. Be sure to follow the official FFXIV channels to hear more.
I hope you’re excited to experience this unforgettable chapter in the Final Fantasy XIV Online saga.
Baseball fans, MLB The Show 23 launches tomorrow! With that in mind, let’s discuss the modes to get you started.
New Legends*
Play as more than 180 Legends from all Eras of Baseball. New Legends Derek Jeter, David Wright, Mark McGwire, Sammy Sosa, and more join a star-studded list of Hall of Famers and generational talent. You can put together your dream outfield with Ken Griffey Jr., Willie Mays, and Babe Ruth while choosing between the greatest pitchers, such as Nolan Ryan, Randy Johnson, and closer Mariano Rivera. Look for a few hidden Legends to be announced after launch through Live Content and Roster Updates when you connect online.
Gameplay updates
From ’22 to ’23, the San Diego Studio Gameplay Development Team continues striving to reach all types of players.
High fielding attribute matters more now than ever before. The disparity between players in-game with high vs. low fielding attributes is more noticeable. Players with a lower Fielding attribute will react slower and have worse jumps to contact made off the bat compared to players with a high Fielding attribute.
When it comes to our throwing interfaces, we have a couple to select from depending on player skill and engagement level. Our more player-friendly interfaces, Buttons and Analog, rely heavily on the Arm Accuracy attribute, which has been tuned to be in line with MLB statistics. Elevate your game with the Button Accuracy Meter, where you are in complete control of your throws.
The pitcher-batter dynamic is better than ever with the revamped competitive gameplay engine. And don’t worry, Casual or Simulation fans, we have also tuned and balanced those gameplay styles as well.
We’ve added over 5,000 gameplay animations to MLB The Show 23. We have hundreds of new animations ranging from: rob foul ball, dives, hot shot variety at the corners, and as always, animations for urgency and efficiency.
Face Scan
The Face Scan feature will allow you to scan your face and upload it into MLB The Show 23 with an internet-connected compatible mobile device and internet-connected compatible console.Download the MLB The Show companion app from the App Store or Google Play store. Take your selfie from the app and hit the upload button prompt once you’ve linked your companion app to your MLB The Show account. Once you’ve uploaded your face scan into the game, you can edit your hairstyle, facial hair, and fine-tune your skin tone. You can use your new avatar with your face in all game modes that support your created player.
Franchise Mode improvements
Franchise mode and March To October both received overhauls to the amateur draft scouting and signing system this year, but that’s not all.
New Postseason format
CBA Changes
Full Implementation of the Ohtani rule
Updated Competitive Balance Tax
Minimum Salaries
Updated MLB Draft Experience
Amateur Scouting system
Diamond Dynasty*
This year, it’s all about theme teams with new Captains that boost your squad, and the return of Team Affinity programs loaded with Diamond rewards from all 30 clubs. Also, new in MLB The Show 23, play with your friends to earn rewards in new Ranked Online Co-Op 2 vs. 2 or 3 vs. 3.** Combine your best player items from your Diamond Dynasty inventory and rank up to unlock rewards.
Sets and Seasons mean you will be earning progress towards 95-99 OVR players all the time in the XP reward path, team affinity, and special programs.
Mini Seasons 2.0 with rotating themes, rewards, and seven new stadiums for CPU-controlled teams
Designated Hitter in Diamond Dynasty – who will be your best DH?
MLB The Show 23 presents Storylines a new game experience celebrating The Negro Leagues
We could not be happier to finally introduce the Negro Leagues into MLB The Show. It’s a special project for San Diego Studio, and we are so grateful and appreciative to be partnering with the families of the players, the Negro Leagues Baseball Museum, and NLBM President Bob Kendrick to bring these stories to life in a video game.
MLB The Show 23 (Storylines Season 1*) introduces eight Negro League Players and their stories, narrated by Bob Kendrick. With this multiyear partnership with the Negro Leagues Baseball Museum, our goals align with the museums to educate, enlighten, and inspire by celebrating the rich history of the Negro Leagues.
We could not be more excited for MLB The Show 23 coming out on PlayStation.
* Internet connection required for online features. **Online multiplayer requires an internet connection and an online subscription.