Like a Dragon: Pirate Yakuza in Hawaii Interview

Scheduled for release on February 28, 2025, Like a Dragon: Pirate Yakuza in Hawaii is a sequel to action adventure Like a Dragon: Infinite Wealth. This new title features the series’ fan-favorite, Goro Majima, as the sole protagonist. I recently had a conversation with Mr. Masayoshi Yokoyama, RGG Studio Director and the Like a Dragon Series Executive Producer, along with Mr. Hiroyuki Sakamoto, the Like a Dragon Series, RGG Studio Chief Producer, about the game’s highlights and the behind-the-scenes stories of its development.

PlayStation Blog: As a fan of the series, I’m most curious about why you chose Majima and pirates. How did this title come about in the first place?

Yokoyama: Around June or July 2023, long before the release of Infinite Wealth, the dev team was already mulling over the idea of an Infinite Wealth spin-off. Even if we were to make Like a Dragon 9, we knew that wouldn’t be enough to capture and tell the story. During the end of the Infinite Wealth development, we began percolating the idea of a spin-off that stars characters who are not Ichiban Kasuga. It was almost as if we were creating a blown-up sub-story for Infinite Wealth. For quite some time, I wanted to make a game called Like a Dragon: Tuna, where Kazuma Kiryu, as a tuna fisherman, sets off to sea to fight against fishing boats. Long story short, it never came to fruition, but keywords like “ship,” “sea,” and “fighting,” which had since then been engraved in my head, evolved into the concept of pirates.

PSB: The series is known for starring different characters as the protagonists. For instance, Kazuma Kiryu takes the lead in Like a Dragon Gaiden: The Man Who Erased His Name while Majima steps into the spotlight in Like a Dragon: Infinite Wealth. I must say one of the perks of spin-offs is the freedom of starring new characters who are not just Ichiban Kasuga.

Yokoyama: I agree. As the protagonist changes in spin-offs, you can follow the same story from a different perspective. Also, spin-offs are perfect in size for adults. The Like a Dragon series is like an all-you-can-eat restaurant where you can choose from meat, seafood, and anything else you want and eat however much you like. But as you mature, you start to appreciate well-balanced, good-proportion meals. Spin-offs are like that.

PSB: Can you describe who Majima is?

Yokoyama: He masks his feelings and hides his true self. His past is mentioned throughout the series, yet the true Majima remains a puzzle. He feels the need to live up to the image that others have of him and adeptly go along with them. However, in this entry, he suffers from amnesia, exposing his true self as the story unfolds.

PSB: Does that mean we will finally find out who the true Majima is?

Yokoyama: You’ll understand who he is through his interactions with a boy called Noah. It turns out he’s just a tough dude who likes to fantasize a lot [laughs]. In Gaiden, while remembering his past, Majima looks at himself objectively and realizes who he really is. This is a novel story development.

However, Majima is not the most conventional choice for a protagonist. His unpredictability, while not the norm, is what sets him apart and makes him intriguing. When a character like Majima becomes the protagonist, it creates a discrepancy between actions and emotions; when you get frustrated in a scene, but Majima does not even look bothered, you may feel confused. 

To avoid that, we would need a neutral character who could act the way players anticipate from a protagonist. But the downside is that we’d end up with a boring protagonist. We gave Kiryu and Kasuga additional personalities to build them into protagonists, but if we did that to Majima, he’d turn out to be a boring guy. To make him a protagonist, we only had two options: amnesia or travel back in time. Without amnesia, Majima wouldn’t have worked as a protagonist.                  

PSB: Next, I’d like to ask you about the battles. This time, Majima switches between two battle styles: Mad Dog and Sea Dog. Could you tell us about them?

Sakamoto: In Gaiden, Kiryu also uses two different battle styles. We thought two was the right amount in order to keep battles from being too complicated. Since Majima uses nimble moves, we wanted to simplify his battle moves. Players can execute exhilarating moves by merely pressing the buttons. The Mad Dog Style is based on Majima’s battle style that executes combos, jumps, and other responsive actions.

PSB:I played the demo version at the Tokyo Game Show 2024 and experienced some dynamic fights. What was the intention behind introducing jumping?

Yokoyama: Introducing jumping changes the gameplay drastically. In fighting games, for example, players jump even when there’s no need to. Also, you’re defenseless while jumping, so if you get hit, you’ll be blown away. For that reason, in action games, you’re often invincible while jumping, but that can cause problems. Simply introducing jumping changes the game design, so we’ve avoided it until now.

However, the team decided to incorporate jumping into the game because the character Majima looks good while jumping. This is the first time players can control the character’s ability to jump, rather than it just being a part of heated battles. It’s not a regular jump action but a form of jump incorporated into a combo.


Like a Dragon: Pirate Yakuza in Hawaii Interview

Yokoyama: Incorporating two battle styles in a game is quite complicated. If one style becomes way more entertaining, players will stop using the other one. It’s easy to label the battle styles under different characteristics, but it’s difficult to make them both equally enjoyable. The Sea Dog style turned out to be more interesting in this case and everyone ended up choosing this style. To top it off, the Sea Dog style has some fun costumes.

Sakamoto: In the early stages of development, the Mad Dog style felt a bit plain, and no one was using it. So, we brainstormed ways to make this style more appealing, and we’re now in the fine-tuning stage to achieve the perfect balance between the two fighting styles.

Like a Dragon: Pirate Yakuza in Hawaii launches Feb 28 2025 on PS5.

Onslaught: Salvation awaits in Destiny 2: Revenant, live October 8

Wave after wave of enemy forces advance, seemingly without end. Attacks arrive from every angle at once. The lives of innocent Eliksni captives hang in the balance. In response, Guardians do what they do best: take up arms and run headlong into the fray.

One of the major features introduced in Destiny 2’s latest Episode, Revenant, is Onslaught: Salvation. A defensive wave-based activity that pits three-Guardian fireteams against increasingly intense waves of enemies, Onslaught also allows Guardians to purchase powerful defensive units to use against the invading hordes. In its original form (introduced in Destiny 2: Into the Light), Onslaught was a packed and intense mode, full of ratcheting tension and ‘Did you see that?’ moments. Now, with Onslaught: Salvation, the development team is raising the bar.

“There were a lot of great and constructive feedback from the community with the original Onslaught,” said Destiny 2 designer Clayton Kisko. “The one we heard most often was that they wanted Bungie to invest in the mode with new maps, new enemies, and new defenses, and that is exactly what we are doing with Onslaught: Salvation.”

From a thematic perspective, Onslaught: Salvation’s three new maps – Widow’s Court, Eventide Ruins, and Kell’s Grave – are leaning into the gothic horror that is fitting with Revenant’s chilling visual theme. If the original Onslaught was about protecting the Last City from the forces of the Witness, this time around the theme leans into slaying monsters, fighting evil, and saving the innocent.


Onslaught: Salvation awaits in Destiny 2: Revenant, live October 8

By their nature, Onslaught maps need to pack a lot of punch into some relatively tight spaces to provide maximum tension and action. The three new maps each have their own unique layouts, while also building on lessons learned from earlier Onslaught maps.

“This time around we were able to identify the design pain points early and got ahead of the enemy teleporting issues,” said Kisko. “We ensured that there were at least three wide lanes for each Advanced Defense Unit (ADU) location. For Eventide Ruins, the larger map, we took our learnings from Mothyards (from the original Onslaught) and set out to make sure enemy spawn locations were closer to the ADU to ensure a closer time-to-complete to the other two maps.” 

Alongside the new maps, Guardians will be pleased to know that they’ll have new defensive countermeasures available this time around. The new Air Strikes will rain down retribution on humanity’s enemies and, for those who want to get a bit more hands on, there’s the Rideable Turret.

“The Rideable Turret is good at mowing down clumps of enemies or damaging a single heavy unit like those deadly Demolitionists who like to attack the ADU,” said Kisko. “It can overheat, though, so players will need to balance when they fire and for how long. The defensive upgrades increase the health of the turret and the damage. The final upgrade will add scorching rounds to the bullets. What is so cool about that is the sandbox team was able to design it so the turret will combo with any of the rider’s Solar fragments or buildcrafting around scorching rounds.”

While defending the ADU is one of the key mission components in an Onslaught: Salvation game, it’s certainly not the only thing that will keep Guardians moving. Augmentation waves and bonus objectives will take players out of their comfort zones (and away from the safety blanket of relying on defensive countermeasures). This time, players will be infiltrating the Revenant Nest to free captured Eliksni. For one bonus objective, new shielded enemy units will appear, requiring Guardians to use special ether-light cannons to stop them.

Jonathan To, narrative lead for Destiny 2, said the team has worked hard to include narrative hooks in Onslaught: Salvation to keep things moving from a story and character standpoint.

“The main writers for Onslaught: Salvation created some excellent character-building and exchanges between Spider, Crow, Eido, Eramis, and others. Crow is figuring out a new role for himself in the City, Eido is the player’s partner this Episode in a role we can’t wait to share more about, and who knows what Eramis will be up to when she returns, having both helped and fought against us in the past. Fans of the Eliksni and the saga of the Fallen up to this point in Destiny will love what the team has done here.”

Onslaught: Salvation is playable with the release of Destiny 2: Revenant, starting October 8.

Metaphor ReFantazio: hands-on report

Anyone familiar with Atlus’s deep and involving role-playing games has been eager to see what the strange and magical Metaphor: ReFantazio has in store. And while it’s not directly connected to the popular Persona series, there are some intriguing touchstones across its aesthetics and mechanics to hook fans and newcomers alike. Let’s take a close look at some of these intriguing similarities and differences ahead of the October 11 release date.

Combat is unleashed

Fans of Persona’s fast-paced yet detailed turn-based combat will find themselves at home here, but Studio Zero has given it a little twist, too. You can engage in real-time combat with low level enemies, taking them out with a handful of targeted strikes or even a single blow if your current level totally outclasses them.

There’s a dedicated dodge button to avoid their attacks if they see you before you can act, which is also handy for foes which are too tough to take out in real-time. In which case, you can initiate a turn-based battle after you’ve softened them up with an action strike – especially handy if you can catch an enemy off-guard first, giving you a free hit during the turn-based Squad Battle.

Real-time combat can be used to any monster’s advantage, too. During one instance I thought some vicious beasts were blocked by some barrels, but they smashed right through them, initiated the Squad Battle, and got a free hit on my party in the process. Lesson learned – I used the protagonist’s Fae Sight a lot more often from that point to be more aware of nearby enemies and have Gallica assess their threat levels. But if things are going really badly, you can also press L3 to restart the battle.

Time management is key

As the game’s main plot develops, one of your aims becomes balancing tasks through the day to gain democratic popularity while completing other objectives to become more powerful, creating bonds with other party members or hitting certain story milestones. As in Persona, each of these consume time as you creep towards specific events, and not meeting deadlines for critical ones results in a game over.

So mapping out each day, knowing when to enter time-consuming dungeons and when to rest – or even kill time by doing more peaceful tasks – can make all the difference. Thankfully, all activities are clearly denoted with how much time they eat up, so you shouldn’t be caught off guard. 

Exploring the United Kingdom of Euchronia

Metaphor: ReFantazio wastes no time establishing that we’re not on our Earth… or in a particularly safe land. The game’s inciting incident comes from a savage act of regicide, and things only get wilder from there with its medieval fantasy setting exploring themes of bigotry and the value of imagination, especially when overcoming our own fears and anxieties.

Humans are far from human

In fact, the term ‘human’ in the game is synonymous with often giant, grotesque monsters feared by the varied fantasy races of the game. Even our blue-haired protagonist – who arguably looks the closest to a traditional Persona character – is a rarity in a world full of the horned Clemar Tribe, elven looking Roussainte Tribe, fairies, and many other species.

The music is more operatic

Persona is known for its eclectic range of tunes, from rock to acid jazz to electronic inspired beats. Given its setting, Metaphor: ReFantazio soundtrack leans towards the more orchestral, with tense strings, dramatic drums, and chants present in its wonderfully composed battle themes that are already subject to deservedly flattering memes. Fans of the parent series, Shin Megami Tensei, might find their toes tapping in its sweeping tonal familiarity.

Less summoning or fusing, more transforming

While Metaphor: ReFantazio’s powerful Archetype forms are similar toPersona’s summoning system, there are some notable differences. Archetypes are typically awakened when a party member confronts and overcomes a certain fear or anxiety, causing them to tap into a magical armored form capable of enhanced attacks and abilities.

These transformed figures are part of a job system where your party members can switch between the 40+ differently skilled Archetypes, spread across 14 different lineages to suit your playstyle. For example, despite which characters you have in your party, you can put together a Saviour from the Healer lineage, a Ninja Thief and a Devil Summoner. Or a Magic Knight, Dragoon Gunner and Martial Artist Brawler. And with them create combos in battle via spectacular Synthesis Skills.

Exploring a safe haven

It isn’t long in the game before you’re transported to the mysterious Akademeia, by the equally mysterious More. This magical library is a spirit home where you can learn about Archetypes via books and lectures, and unlock additional aspects of their abilities. Initially you’ll not have much choice in going to Akademeia, but as the game progresses, you’ll be able to choose when you visit via the protagonist’s novel or More’s ghostly figure.

There’s much More to Akademeia than first appears

While acting as an enemy-free hub to study and grow, Akademeia also gives space for Metaphor: ReFantazio to delve into the tale’s meta commentary, examining the power of imagination and the nature of storytelling. Without giving too much away, this is also tied to one of your very first acts in the game, where you as the player type in your own name. Oh, and there’s also a cute cat you can pet… which I often did. Priorities, right?   

Persona’s not the only one with style

Sure, you might have played medieval fantasy RPGs before, but have you played one as stylish as this? From its anime cutscenes to its fun battle chatter to its slick victory outros, Metaphor: ReFantazio rivals Persona for its sheer sense of flair. The UI also maintains a sense of familiarity without being a direct mimic, opting for a slightly more uniform aesthetic.

Similarly, the game knows when to use a bold mixture of colors and when to opt for a more naturalistic palette, delivering an eye-pleasing blend of what we’d expect for a classic fantasy genre without sacrificing the Atlus panache and polish.

Your protagonist has a voice

Perhaps the most notable aspect of Metaphor: ReFantazio’s cast is that your protagonist is voice acted in the same way the rest of the characters are. Although you can name him whatever you wish, as the bulk of the in-game dialogue is still delivered via text with occasional vocalizations.

A union of tribes

Tellingly, every party member you develop throughout the game represents each of the main tribes of the land. For example, the stoic knight Hulkenberg is a Roussainte, while the rodent looking Eugief tribe is represented by Heismay, who awakens the thief archetype. And the diminutive but faithful fairy Gallica might not be able to fight, but offers valuable advice and guidance on your journey.

Creating bonds with Followers

Romantic Persona fans won’t necessarily find the same starry-eyed connections in Metaphor: ReFantazio, but building relationships is still important. At various points you have the opportunity to interact with other party members and NPCs, and spending specific time with them forms a bond. In turn, this can help awaken new Archetypes, with deeper rapports unlocking further abilities.

Real life connections help, too

Staying online with the game gives you the option to explore the handy Travellers’ Voices page. A press of the Touch Pad shows you what other players have done in the section you’re currently in. So if you’re stuck in a dungeon, you can check out what party formations others have used and what levels they cleared that area with, as well as changing your formation to match another player’s for a better chance of success.

Travellers’ Voices also works in towns as well, handily letting you know where players have spent their time most during the day. A nice little feature if you’re looking for a bit of guidance as to how to while away some free time in Euchronia.

Rich, constantly surprising and stylishly elegant, Metaphor: ReFantazio is not only a delight for fans of Atlus’s games, but will charm newcomers with its magic, too. If you’ve not already found out for yourself via the PS5 demo, you’ll get the chance when the full game launches October 11 on PS4 and PS5.

Share of the Week: Astro Bot Levels

Last week, we asked you to showcase the best Astro Bot levels using #PSshare #PSBlog. Here are this week’s highlights:

NightmarexDoll shares a spooky level with a mansion and a smiling moon in the background. 

pavesoint shares a level in the clouds featuring a mechanical sun.

SoundwaveXP shares a level featuring a Japanese-style bathhouse and mountains. 

kanon06 shares a level in space with a giant meteor and space debris. 

Jeff_Bytes shares an aquatic level featuring a row of birds sitting on a wire. 

Boargs shares a snow theme level with a snow slide and frosty vistas. 

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: Spooky Settings 

SUBMIT BY: 11:59 PM PT on October 9, 2024

Next week, showcase where things go bump in the night with Spooky Settings. Highlight spooky settings for Share of the Week using #PSshare #PSBlog for a chance to be featured.

Metro Awakening adapts classic gameplay mechanics for PS VR2

Hi everyone, it’s Samar Louwe here, game director at Vertigo Games. Just last week during State of Play, we were thrilled to finally announce that Metro Awakening is coming to PS VR2 on November 7. Today, we’re excited to share another glimpse into the game with a new video showcasing extended gameplay on PS VR2.

We’ve crafted a journey that intertwines gripping storytelling with deeply immersive gameplay. In Metro Awakening, you’ll confront the mysteries and dangers of a post-apocalyptic world, where survival and exploration are more critical than ever. As you navigate both familiar and new locations, each filled with supernatural threats, you’ll uncover the origin story of Khan, one of the Metro series’ most enigmatic characters. 

Become what you fear…

At the heart of Metro Awakening lies the powerful story of Serdar—a doctor searching for his missing wife. Throughout his journey, Serdar undergoes a profound transformation that leads him to awaken as Khan, a mystic figure who plays a recurring role throughout the Metro series. Known for his deep connection to the supernatural, Khan appears at critical moments, offering guidance to Metro’s protagonist, Artyom, and all who dare to navigate the dangers of the tunnels.

This standalone narrative was crafted by series creator Dmitry Glukhovsky and explores the events that shaped Khan into who he is, immersing players in the philosophical struggles defining his path for the first time. As a prequel to Metro 2033, it also serves as an excellent starting point for newcomers to the franchise, while offering longtime fans a story that complements the rich lore they have come to love.

Classic Metro mechanics

In Metro Awakening, we’ve translated the series’ iconic elements to VR. You’ll engage with classic mechanics, including the wristwatch, gas mask, flashlight, universal charger and lighter—each playing a key role in stealth and survival. 

The watch not only shows whether you’re in the light or in the dark but also counts down the time until your gas mask filter needs replacing. The mask, in particular, requires constant attention; fogged lenses require you to physically wipe them during tense moments, while the watch’s timer beeps in a countdown, warning you before your filter clogs with radioactive dust, adding to the mounting pressure.

Charging your flashlight is also essential for survival. When darkness envelops you, you’ll need to wind it manually using the universal charger, increasing the stakes as every action pulls you deeper.

The lighter is extremely important for burning through cobwebs and illuminating tight spaces when your flashlight is no longer enough to keep the darkness at bay.

These mechanics create a great immersive experience on PS VR2, making every interaction feel immediate and vital, and drawing you even more into the atmosphere of the Metro universe.

Elevating Metro Awakening with PS VR2

Immersion is the essence of both VR and the Metro series, and the PS VR2 elevates this experience.

As the story unfolds, you’ll dive into the mysterious, supernatural aspects of Metro. VR allows us to amplify these moments, enveloping players in eerie atmospheres and using spatial audio to draw you into the unknown.

Every shot fired is intentional. With adaptive triggers, you’ll add weight and precision to your actions. Combat isn’t just about pulling the trigger; it’s about survival. The subtle resistance of the triggers heightens the tension, making every shot count when resources are scarce.

Headset feedback introduces a new level of physicality to gameplay, immersing you in your environment. You’ll feel the impact of debris from explosions or when you’re hit by enemy attacks, amplifying your experience.

Metro Awakening thrives on contrasts—light and dark, hope and despair. The PS VR2’s 4K HDR display brings this to life, especially in haunting locations. Dynamic lighting enhances the atmosphere. Using your headlamp to navigate dark tunnels or strategically shooting out lights to sneak past mutants adds a tactical layer to gameplay. While visibility is key, mastering the shadows can give you a strategic edge in your encounters.  

We designed every interaction in Metro Awakening to feel natural and grounded. From wiping your gas mask to managing your backpack, every action in VR is a manual endeavor. With no on-screen UI to rely on, you must adapt and survive as you would in real life.

We can’t wait for you to step into Metro Awakening on PS VR2 starting November 7—or pre-order the Deluxe Edition to begin your journey early on November 5.

Undisputed launches Oct 11 – how body scans deliver boxing authenticity

Undisputed launches October 11 on PS5, and has been in development for nearly five years, starting as the humble Esports Boxing Club and then evolving into the first major boxing game in over a decade. With over 70 of the most prestigious prizefighters on the roster, including Canelo Álvarez, Tyson Fury, Oleksandr Usyk, Roy Jones Jr. and Joe Frazier, it was our priority to make sure that they not only looked amazing, but that they moved in their own, unique, signature ways too.


Undisputed launches Oct 11 – how body scans deliver boxing authenticity

From scan to sculpt

How do you get the longest reigning super middleweight world champion, Joe Calzaghe, to look as authentic and life-like as possible? It all starts with the scanning process. We work with a variety of scanning studios all over the world to create the most accurate reference images for us to work from. The Steel City Interactive art team then use this to sculpt the in-game models, recreating every muscle, vein, hair, and bead of sweat.

For our boxing legends, we also have a de-aging process. Players want to experience these fighters in their prime, so we try to recreate exactly what they looked like at that time.


“One of the most challenging parts of bringing characters from the past to life is the de-aging process. Lots of things usually change with age: eye shape, lip volume, cheekbones, body fat, even ear size, but my aim is to get them back to their fighting shape, recreating the look of their greatest fights. First, I collect a lot of references from every possible angle to have an overview of what I want to achieve. Then, I check the model to understand what to keep and what to change according to the pictures and footage. I then work on the tone and symmetry, removing some fat, wrinkles, and imperfections from the body and face. After this, I sculpt the main muscles and tweak the facial features. Eventually I get to a point where the boxer is recognizable both from a distance and up close. When I’m happy with the result, I proceed to fix the textures as well.”

– Francesco Primiceri, 3D character artist at Steel City Interactiver


Motion capture

We also try to get as many fighters as possible into our motion capture suits, so we can record their unique footwork, punches, slips, dodges – and even taunts! When you play as Oleksandr Usyk, we want it to feel like you are Oleksandr Usyk, so our art and animation teams spend days processing the output from the motion capture and then applying that to our detailed character models.

British and Commonwealth Super-Lightweight Champion, Dalton Smith, was one of the fighters we worked closely with to capture his boxing style. He also helped mimic some of the fighters who are no longer with us, studying their movements then performing them so we can immortalize them in Undisputed.


“I am used to boxing in the ring or the gym, but throwing punches in a motion capture suit is a whole different ball game. I got suited up and spent a few days working with the team at Steel City Interactive to capture not only my own personal in-ring moves, but those of some of the old school boxers as well. You don’t realise how intense and detailed the process is until you’re throwing the same punches and performing the same blocks over and over again until it’s captured from every angle. Seeing the results in-game is incredible – my avatar really does look like me.”

– Dalton Smith, British and Commonwealth Super-Lightweight Champion


Styles (and stats) make fights

There’s a saying in boxing that ‘styles make fights’ and we think it’s really important that those styles are backed up with real life statistics too. There’s no point in having the undefeated legend of boxing, Rocky Marciano, in the game if we don’t also give him the punching power and stamina he was known for.

That’s why we work with CompuBox to define each fighter’s ratings, statistics and behaviours. When you’re playing as a boxer with a fantastic knockout ratio, like Deontay Wilder, his ability to land KO’s in the game is boosted. And this works the same for the AI version of them too; each fighter has their own skills and abilities – taken from their real-life fight records – that will change the outcome of the fight in a meaningful way. It’s your job to figure out how to counter that!

Rule the ring

Undisputed has the most expansive and authentic licensed fighter roster of any boxing game yet, and we’re excited for you to experience that.

You can pick up the Undisputed Deluxe WBC Edition on October 8 on PS5 and play three days early. Undisputed Standard Edition launches on October 11 on PS5.

Silent Hill 2: New gameplay reveals intense Flesh Lip boss fight and introduces Laura

The release of Silent Hill 2 is just around the corner on October 8. We’re honored to be able to share detailed information about Silent Hill 2 with PlayStation players. Konami and Bloober Team have focused on respecting the original 2001 Silent Hill 2’s storyline, emphasizing the emotional expressions of each character through the highly skilled performances of their respective actors, and modernizing the overall gameplay. We hope that this very clear comparison will show you which aspects of the original the production team has respected and emphasized, as well as which aspects have been improved upon.


Spoiler Alert: This article and video reveal some narrative and gameplay surprises within Silent Hill 2.


For this episode of PlayStation Underground, Bloober Team partnered up with the SIE crew to bring you an exclusive look at James’ confrontation with Flesh Lip inside Brookhaven Hospital, presented in a head-to-head comparison with the same boss battle as it appears in the original game.


Silent Hill 2: New gameplay reveals intense Flesh Lip boss fight and introduces Laura

Caption: Join Bloober Team’s Mateusz Lenart, Creative Director, and Andrzej Mądrzak, Lead Writer, for a look inside Brookhaven Hospital.

In many ways, this boss fight, alongside its accompanying cutscene, exemplifies the approach we took when reimagining Silent Hill 2. It shows our reverence for the original game by staying true to its original design, while also expanding upon it using modern technology that allows players to feel more in control of James.

As you can see, the general set-up for Laura’s cutscene that predates the battle and the Flesh Lip encounter itself are quite faithful to the original game, but with a few key changes that enable us to take full advantage of current storytelling and combat design techniques.

Caption: Comparison between 2001 Silent Hill 2 and the 2024 Silent Hill 2 remake 

Familiar characters come alive

For Laura’s cutscene, the interaction between her and James maintains the same story beats as in the original. Both James’ and Laura’s personalities have been preserved, with the most significant changes coming in the form of more involved camera work and top-notch voice acting.


Silent Hill 2: New gameplay reveals intense Flesh Lip boss fight and introduces Laura

Caption: The full cutscene between James and Laura from the 2024 Silent Hill 2 remake, without commentary.

Full-body motion capture, used in conjunction with detailed animation, has allowed us to make these characters come alive through subtle facial expressions and gestures. The performances of the actors were key in this respect, with both Evie Templeton and Luke Roberts really embodying the characters of Laura and James, respectively.

When it comes to the script itself, we wanted to avoid changing things for the sake of changing them. While minor deviations from the original game’s script can be expected, our main objective with this cutscene and all others was to capture the complex character dynamics that made the original Silent Hill 2 such a landmark in the history of interactive storytelling.

Caption: Comparison between 2001 Silent Hill 2 and the 2024 Silent Hill 2 remake

A boss battle for the ages

The encounter with Flesh Lip is one of Silent Hill 2’s most startling moments. With its unique and unnerving look, Flesh Lip was groundbreaking in terms of integrating symbolism into the design of a monster. Doing this boss battle justice in the new game was a challenging but ultimately rewarding task.

Unlike the fixed camera system in the original Silent Hill 2, adopting an over-the-shoulder perspective brought with it a series of changes to the encounter’s design. For instance, the scale of the room where the fight occurs has been expanded to allow players more space to roam.

Caption: Comparison between 2001 Silent Hill 2 and the 2024 Silent Hill 2 remake

But the biggest change in the design of the boss fight has to do with Flesh Lip himself. Instead of facing two of them right from the start, the battle now begins with a single foe, but one who can dynamically move through the ceiling, ready to pounce on James at any point.

Caption: The Flesh Lip battle takes on a new shape in the Silent Hill 2 remake

Moreover, once players manage to bring Flesh Lip down to the ground, he unveils his second phase, adopting a menacing spider-like pose that greatly enhances his speed and range of attack. To counteract this, players will have to use a combination of melee and ranged attacks, while also dealing with Flesh Lip’s terrifying scream, which can temporarily stun them during the fight.

Once Flesh Lip is defeated, players will likely breathe a sigh of relief. But that’s when the battle’s final surprise arrives. A second Flesh Lip appears and instantly grabs James by the neck, dragging him further into the underbelly of Brookhaven Hospital. This functions as both a jump scare in its own right, and also as a kind of easter egg for fans of the original game. They will likely be taken aback by the appearance of a second Flesh Lip just as the battle wraps up.

Caption: Comparison between 2001 Silent Hill 2 and the 2024 Silent Hill 2 remake

Final thoughts 

As the new Silent Hill 2 remake inches ever closer to release on October 8, we wanted to take the time to present a head-to-head comparison depicting one of the game’s defining moments. We hope this manages to convey our approach towards the whole game, which emphasizes the original’s strengths and seeks to expand upon them while staying true to the game’s spirit.

Baldur’s Gate 3 Patch 7 storms onto PS5 today

Hi all – Luke Karmali here from the team over at Larian Studios, bringing you the exciting news that Baldur’s Gate 3’s Patch 7 is now officially available on PlayStation 5 today. There’s quite a meaty buffet that stands before us, and a lot of ground to cover, so let’s dive in.

First up, the dastardly-minded among you will be pleased to know Patch 7 brings a whopping 13 new cinematic Evil Endings, including unique ones for each Origin Character. Unsatisfied with how much The Sword Coast has suffered to this point? Well now’s your chance to set the world to rights…or wrongs, as it turns out.

Alongside this, we’ve revamped our split screen gameplay offering for couch co-op play. Dynamic split screen means each side of the screen will merge when you near each other and split back up as you head off on your own adventures. No more arguments over which direction to head in!

But the addition that we’re especially keen to talk about today is our brand new Mod Manager, allowing console players to experience a fresh brand of mutable mayhem authored by community members like yourselves.

With mods running the gamut from the mad to the macabre, we can appreciate it may be a bit overwhelming for some to know where to start. With that in mind, we’re here to offer a rundown of five of our favourites, showing just what’s possible with this latest toolkit.

Five game-changing Mods to get you started

1) Adjustable Party Limit by PixellBytes

If you’ve been suffering from choice paralysis when it comes to building your party, then rejoice! Our first mod adds spells that allow you to adjust the number of companions in your party, up to 16, and can even work in multiplayer. Not content with your fellows swearing just their swords, bows and axes to you? Well now you can add their daggers, flails, glaives, staves, salamis and even their lutes at the same time! Speaking of which…

2) Underwear of Rituals by Xelphos

Undercrackers. Budgie-smugglers. Banana hammocks. Words that no doubt conjure an array of images to your mind. But what if they could conjure more than just that? What if they unlocked your latent ability to read minds, shapeshift, or even speak with the dead?! Well, wonder no more, as this mod realizes this potential via the Gilded Chest of Ritualistic Underwear. We promise, it’s anything but pants.

3) Underdark Dice by elliegreenart

Spores spores spores! How do you like them, why don’t you like them!? Amid a SPOREgasbord of options for dice reskins, it’s these Underdark-themed beauties that really caught our (fung-)eyes. While other dice are available, we don’t think there’s mushroom for improvement. Okay, I’ll stop now. 

4) Kuo-Toa Playable Race by Gonzalo_Marcos

Of all the myriad races inhabiting Faerun, there’s one in particular that never fails to leave an impression – one could even say, BOOOAL us over. We’re talking, of course, about the enigmatic Kuo-Toa. Just look at his face – what is he thinking? What does he know!? Well, wonder no more as these questions and more can finally be answered. And remember – where there’s a gill, there’s a way.

5) Mystic Class by Xhevo

Unable to choose between the initial offering of 12 classes and 46 subclasses in Baldur’s Gate 3? Well, the choice just got even harder, with a bevy of new classes being added as I type thanks to our illustrious modders. Though there’s some very interesting variations on offer on the Paladin and Warlock fronts, this take on the Mystic class from the Unearthed Arcana is a great place to start. 

This is just a taster of all that’s on offer with new mods being added all the time. We hope you’re inspired to give some of them a go…and perhaps even look into authoring some yourself!

Who knows what mayhem you may be capable of wroughting with your very own hands?

Starship Troopers: Continuum’s upgrade and perk system leans into the original sci-fi film’s mythology

On October 31, Starship Troopers: Continuum will be released on PS VR2. This multiplayer co-op shooting game is the first to recreate Starship Troopers in virtual reality. This blog will explain what the game’s name actually means. But first, please welcome a very special guest! The face of FedNet, hero of Klendathu, General Johnny Rico!

A word from Casper Van Dien

“I guess I’m the closest thing Starship Troopers has for a hero. My character, Johnny Rico, has been with me for nearly 30 years. He spends most of the first movie surrounded by death. He’s responsible for a death in training. He’s mistakenly K.I.A on Klendathu. He’s promoted when Troopers die around him, falling upwards through the ranks. 

‘A citizen accepts personal responsibility for the safety of the body politic, defending it with his life; a civilian does not.’

In the end, Rico’s changed. He takes that quote to heart and becomes willing – even keen – to die for the cause. He becomes harder, stronger, more pragmatic… but at what cost? 

In Starship Troopers: Continuum, Rico’s a figurehead for FedNet’s ‘Klendathu 25’ celebration. I’m helping recruit new meat for the grinder, and you’re the meat. You play Mobile Infantry Troopers as they battle the opposing Arachnid force. Thousands will die on both sides. You’re disposable. Mobile Infantry does the dying, and that’s what this game is all about. 

VR puts you right there, on the battlefield with your squad, facing big, fast, mean and lethal bugs. Like Rico, you’re surrounded by death. So eyes front, Trooper! It’s your duty to take responsibility and defend the Federation with your life! Or do you wanna live forever?” 

Authenticity evolved

In developing Starship Troopers: Continuum, we at XR Games wanted to capture the essence of Starship Troopers. As Casper says, that’s the meat grinder. This war is dangerous, and the bugs are lethal. You will die. 

Then accept your rewards, choose a new Trooper, and start again. Kill bugs, earn money, gain EXP. Survive long enough and you can retire your Trooper into citizenship, with the extra bonus that brings. Or don’t, and die, and try again. This is the meat grinder.

Of course, you bank your progress. You earn new perks and guns to arm your next Trooper with. You get to make a stronger build. The mechanism by which you do this is called the Continuum. 

Enter the Continuum

Remember Cyrano the ferret?

Starship Troopers: Continuum takes place 25 years after Klendathu, and there’s been a breakthrough in psychic research – the Continuum. This technology creates a psychic interface through which soldiers called PsyCommanders can control other human beings, like Cyrano in the movie.

In Starship Troopers: Continuum, the moment you don your VR headset, you’re connected to the Continuum in the role of a PsyCommander. You control one Trooper at a time. Die, and you can immediately take a new Trooper. Your goal is to keep them alive… but accidents happen!

As a PsyCommander, you have access to perks via the Continuum. As you level up, you gain access to more perks and super-perks, which can be injected into your Trooper to improve their performance. As your Trooper ranks up, they can take on more perks simultaneously, allowing for build combinations to tune your play. For instance, equip Psychosis Blast to add damage to your dash ability, then complement it with Adrenaline to reduce your dash cooldown time. Throw in Tactical Relocation – move faster as you kill more – and you have a speed build! 

Plus, the more you use your perks, the stronger they get. Even if your Trooper dies, a future Trooper can take on that perk at its advanced level. This is the meaning of the Continuum. Even as Troopers die, the Continuum becomes stronger, justifying every Trooper sacrificed on the battlefield, redeeming every drop of blood that’s shed!

Build your Trooper, form your squad

Starship Troopers: Continuum is an online multiplayer game, great with 1 to 3 players. So build complementary Troopers for battlefield dominance! 20+ weapons and 40+ perks allow you to create a different Trooper every time. Keep them alive, hit the criteria for citizenship, and gain big bonuses that’ll make you even more powerful. But don’t underestimate the bug! They’re fast and lethal, with some tricks you’ve not seen yet!

I’m doing my part! How will you do yours?

Starship Troopers: Continuum for PS VR2 is released on October 31.. 

There are many other ways to kill bugs this October! Starship Troopers: Extermination, the 16-player co-op FPS developed by Offworld Industries and published by Knights Peak, will arrive on PlayStation 5 on October 11.

Official PlayStation Podcast Episode 495: Play Date

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hello listeners, we’ve got a bunch to unpack! This week, the PlayStation Podcast team dives into some of the hottest reveals coming out of this week’s news-packed State of Play. Plus, Sid discusses his recent hands-on experience with PS5 Pro launching on November 7.

Stuff We Talked About

  • Next week’s releases:
    • Until Dawn | PS5, PC
    • Sword Art Online: Fractured Daydream | PS5
    • Spongebob SquarePants: The Patrick Star Game | PS5, PS4
  • PlayStation Plus Monthly Games for October:
    • WWE 2K24
    • Dead Space
    • Doki Doki Literature Club Plus
  • Ghost of Yōtei
  • Astro Bot new content announced
  • The Midnight Walk
  • Hell is Us
  • Chroma Collection – PS5 accessories
  • Legacy of Kain: Soul Reaver 1 & 2 Remastered
  • Horizon Zero Dawn Remastered
  • PS5 Pro
  • The Plucky Squire
  • Doom + Doom II
  • Warhammer 40,000: Space Marine 2

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Tim Turi – Content Communications Manager, SIE


Thanks to 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.]