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The sound of the Eclipse: Sam Slater on scoring Saros

The sound of the Eclipse: Sam Slater on scoring Saros

The sound of the Eclipse: Sam Slater on scoring Saros https://ift.tt/6nGkgNJ

The Saros soundtrack blends dark synthesis, drone metal, manipulated voices, and walls of guitars so distorted they seem to summon the Eclipse itself. For composer, producer, and artist Sam Slater, creating the score meant more than writing music to accompany the action. It meant finding the soul of a planet.

With the soundtrack launching today, May 22, we spoke to Sam about building Carcosa’s musical identity, writing for Arjun’s search for Nitya, and making music that sounds like the sky being torn apart.

PlayStation Blog: You described the Saros soundtrack as a “wonderful, massive, dark puzzle”. When you first stepped into Carcosa creatively, what was the puzzle you felt you had to solve?

Sam Slater: As with all projects, especially one as massive as a video game, the initial puzzle is: what is the soul of this score going to be?

Greg Louden (Housemarque’s Creative Director), Joe Thwaites (Music Lead at PlayStation Studios Creative Arts), and I went in circles looking for the initial thematic or textural ideas that would allow us to grab hold of Carcosa and identify it as a place.

As a composer, I tend to start from the idea of building a world. I want to know what that world is. At the stage where a composer joins a game, you have very early test imagery, but you do not have the completed video game in front of you, so everyone is trying to work out whether each idea is part of that world or not.

That puzzle slowly stacks on top of itself until it becomes this incredible, time-bending, 3D puzzle made of music that also has to function and allow a player to get through the game.

What was the initial creative conversation between you, Gregory Louden, and the Housemarque team?

Greg’s a metalhead. I’m a metalhead. We share a lot of similar experiences and have probably stood in very similar crowds over the last 20 years of our lives.

He had this idea of drone metal and dark electronic music, and the tension between those two worlds. One is very organic and overdriven. One is incredibly clean, but it is the high fidelity of those electronics that becomes overwhelming. Then you have to somehow bring those two together.

We spent a long time trading tracks. There was a playlist where Greg and I were pinging music back and forth, and it went really wide. It was about aligning on a shared language for something incredibly abstract: the musical soul of a world that does not exist.

The sound design is such a big part of how Saros feels. How did you think about the relationship between score and sound design?

That is where the joy comes in. I do not see any distinction. There are people who care about the sound of a gun or a room dripping, and invest as much of themselves in those choices as I do in the score.

One of the beautiful things about games is that we are talking about one audio engine, one system managing the information coming to our ears as a player. I do not see music as distinct from sound design.

The sound design team and music teams were in constant dialogue. Should I leave space for you? Can you leave space for me? There was one discussion about a level where there is rain and atmospheric sound. It was positioned in the game where you might imagine you would want music to set something up. I wanted to step back, because atmospheric sound could do all the things music can do.

The score has been described as growing out of the game world itself. How did the different biomes shape the music?

The compositional frame behind the level design was quite functional. We would take core visual markers of the landscape and seek to mirror them in the score.

Take Ancient Depths, for example. The main melodic idea is a ceramic, almost stone-like sound that has been knocked together into a giant cave and then re-pitched. The idea is that the reverb itself is always bending downwards. So the music is floating in the foreground, but every time something echoes into the distance, it tumbles downwards. You get this feeling of constant descent.

Then, when the Eclipse is activated, there is an almost metallic percussion sound. Depending on how near or far you are from the machines, it will grab hold of the same rhythmic ideas that are in the sound design. So the music and sound design lock together depending on your proximity to the machinery.

Throughout the game, a lot of sounds are made using human voices that have been manipulated. The idea was taking something human and transforming it into something completely unrecognisable.

In Desecrated Fortress, we recorded the experimental vocalist Rully Shabara. We set up this huge dangling metal sheet, almost like tin foil, with a driver at the top and a microphone at the bottom, and created feedback so that every time he yelled into it, it stimulated this unstable piece of metal.

It is indicative of the experimentation that happened throughout the score: taking human sound and pushing it into something unstable. I really wanted the only voice, the only shred of humanity left, to be Arjun’s ideas about Nitya.

“Sun is Forever”, the lead track, began as a theme for Nitya. How did you approach writing music for someone who is absent, but emotionally central to the story?

I do not believe she is absent. I think she is central, she is just distant.

I did not want to think of it as a siren song. She is not meant to be luring Arjun; there is almost a motherly quality to it. I wanted the piece of music to have mystery, but not in an overt way. It should feel almost as though the voice is saying: when you meet me here, everything is going to be all right.

That is why the entrance of the guitars either ruins that idea or defines it. I find it a very cathartic moment when those guitars come in. They push the voice out of the way, and the guitars are completely synonymous with the Eclipse in the game. So it is almost like the Eclipse pushing Nitya out of the way.

The track has this contrast between love and longing on one side, and corruption and anger on the other. Was that contrast the heart of the whole score?

I love contrast in music generally, and I think those contradictions are what make the story and the world compelling. Saros is a love story in many ways. Arjun is only a compelling hero because he is, in essence, corrupted.

The humanity comes from the contradiction. That is throughout the whole score. The Eclipse is about degradation, overdrive, and things being pushed beyond their limits. Everything on the so-called “normal side” of Carcosa is looking at a kind of high definition that can then be destroyed by the Eclipse itself.

How do you make music sound like it is being consumed and corrupted by the Eclipse?

Housemarque kept saying the Eclipse had to feel like the world was pouring over. Overdrive [an audio effect that creates a warm, gritty, distortion] is a great sonic metaphor for that, because it is literally a waveform pouring over the limits of whatever circuit it is in.

But the thing that defines the Eclipse most characteristically, in my opinion, is that every melody you hear in the non-Eclipse world is shifted exactly halfway through the scale.

The world stays where it is and gets overdriven, but every single melody moves six semitones up or down the scale. Your brain still hears the root of the world, the low drones telling you where home is, but home has been destroyed. Suddenly, this melody you have been listening to for 20 or 30 minutes is completely in the wrong place.

I do not want the player thinking, “Oh, that melody has been transposed.” But if I have done my job well, the feeling is brought into the player, and the world suddenly feels wrong.

Saros has some incredible boss encounters. How do you approach writing boss music that feels memorable and intense, but still supports the player?

It is so hard, and yet so enjoyable.

The music needs to communicate energy very simply. When you are making it, you feel quite intuitively whether it is working or not, because you do not want it to end. If you are getting it right, you start flowing with the idea.

I have noticed some player comments about a sense of flow, which is great, because when I was making those tracks I had that same feeling. If you get it right, they just roll.

Every boss fight features the themes and sonic identity of its level, both the non-Eclipse version and the Eclipse version. The boss is absolutely the culmination of the thematic ideas of the level itself. At the same time, the musical language needs to shift in a way that gives you energy and pushes you through. If you are anything like me, you might be meeting that boss 20 times before you say goodbye and move on to the next one.

What do you hope players feel when they finally step out of Carcosa and carry the soundtrack with them?

When you watch a really good film, the credits roll and there is that little moment where you remember you are in a cinema, because the world that has been built is so coherent. That happens because every single person who made that film has done their job well.

Games take a little longer to get through than a single sitting, but ideally, when the credits roll, players have that little jolt and remember they are not on Carcosa.

We want to make this world as coherent and compelling as possible. I hope people enjoy that magic trick: a good story, good game, good music, good sound design, good acting, all of it working. Then they enjoy the reveal when they pop back into their sofas and think, “Whoa. Cool.”

That is what I am crossing my fingers for.

To hear the full interview with Sam Slater, check out the Official PlayStation Podcast later today. The Saros Original Soundtrack is available to stream on all platforms now.

Watch the world’s top Gran Turismo 7 gamers race live in Milan

Watch the world’s top Gran Turismo 7 gamers race live in Milan

Watch the world’s top Gran Turismo 7 gamers race live in Milan https://ift.tt/8TzAmlX

Milan, a city defined by style, speed, and motorsport passion, becomes the center of the racing world this weekend. The Gran Turismo World Series 2026 begins inside the historic Teatro Lirico Giorgio Gaber, just moments from the iconic Duomo. The sold-out event marks Gran Turismo’s first-ever World Series appearance in Italy and opens a new global season where national pride, manufacturer legacy, and elite competition collide. Fans around the world will be able to experience every moment live in Gran Turismo 7, on Gran Turismo Live, YouTube, and Twitch.

The opening round immediately delivers one of the season’s biggest storylines. Former World Champion Valerio Gallo arrives in Milan carrying the expectations of a passionate home crowd eager to see an Italian driver triumph on home soil. But standing in his way is reigning Nations Cup champion Jose Serrano, the Spanish star who established himself as the benchmark in 2025 and enters the new season as the driver everyone wants to beat. And the challengers are already closing in.

Japan’s Takuma Miyazono travels to Milan directly from competing in the famous Nürburgring 24H race. He will be determined to quickly adapt from a real cockpit to the SIM rig as he bids to reclaim the title he won in 2020 and 2024. Spaniard, Pol Urra, continues his rise after another standout season in 2025. Meanwhile, 18-year-old Samuel Moreno, another prodigious talent from Spain, makes his Gran Turismo World Series debut in Milan, introducing a new generation of talent to the sport’s biggest stage.

​​

Round One is about more than early points. It is the first opportunity to seize momentum, establish psychological advantage, and shape the narrative that will define the championship race in the months ahead.

Across both championships, elite drivers representing nations from Europe, Asia, Oceania, and the Americas will compete in front of a live audience in two distinct battles. The Nations Cup transforms national pride and identity into rivalry on track, while the Manufacturers Cup turns automotive legacy and engineering reputation into a fight for global supremacy between some of the world’s most iconic brands.

That manufacturer rivalry brings its own drama into 2026. 

Defending champion Team Porsche returns with their driver, Serrano. Once again, Porsche looks to defend its crown against a hungry field. Team Mazda enters the season chasing redemption after narrowly missing last year’s title with Urra leading the challenge, while Team Subaru introduces British newcomer Callum Moxon as fresh talent joins the championship battle.

The World Series experience extends beyond the broadcast inside Gran Turismo 7 itself. Fans who watch the live streams in-game will unlock exclusive Stealth Model race cars, while predicting race winners and taking part in the Lap Time Challenge at Autodromo Nazionale Monza allows players to experience the competition alongside the world’s best drivers. The campaigns transform spectators into participants, bringing fans closer to the action throughout the weekend.

Fans looking to follow every storyline, driver, race, and in-game campaign throughout the weekend can explore the Gran Turismo World Series 2026 Milan Event Page, and follow on Instagram and X. The Manufacturers Cup will start proceedings at 15:00 UTC, and the Nations Cup begins at 17:30 UTC.

After the lights go out in Milan this weekend, it isn’t over. The Gran Turismo World Series 2026 starts here — and every rivalry, title fight, and defining moment that follows will trace back to the first lap in Italy.

State of Play returns Tuesday, June 2

State of Play returns Tuesday, June 2

State of Play returns Tuesday, June 2 https://ift.tt/It6S3qh

State of Play returns Tuesday, June 2 with more than 60 minutes of updates, announcements, and gameplay reveals from top studios around the world. 

To kick things off, you’ll get a closer look at Marvel’s Wolverine. Insomniac Games will share more from its upcoming third-person action-adventure game showing off Logan’s brutal and relentless combat along with some new details. This all-new take on the comic book legend launches on PS5 September 15.

Watch the State of Play broadcast live Tuesday, June 2 at 2:00pm PT / 5:00pm ET / 11:00pm CEST | June 3 at 6:00am JST on YouTube and Twitch. The broadcast will be in English, with Japanese subtitles also available. We hope to see you then!

State of Play returns Tuesday, June 2

Regarding co-streaming and video-on-demand (VOD)

Please note that this broadcast may include copyrighted content (e.g. licensed music) that Sony Interactive Entertainment does not control. We welcome and celebrate our amazing co-streamers and creators, but licensing agreements outside our control could interfere with co-streams or VOD archives of this broadcast. 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.

007 First Light on PS5 Pro: upgraded PSSR upscaling details

007 First Light on PS5 Pro: upgraded PSSR upscaling details

007 First Light on PS5 Pro: upgraded PSSR upscaling details https://ift.tt/g4qU2ab

With the launch of 007 First Light, PlayStation 5 Pro players will experience the game with upgraded PlayStation Spectral Super Resolution (PSSR) enabled by default. Upgraded PSSR is the next-generation, machine-learning-based upscaling technology from Sony Interactive Entertainment, designed to reconstruct a sharper, more stable image from a lower internal resolution, and at IO Interactive, the results spoke for themselves almost immediately.

A cleaner, more stable image

Upgraded PSSR brings a clear step up in image quality across the world of 007 First Light, from the dense foliage of outdoor environments to the close-up detail of character work in cinematic moments. The improvements are most visible in the kinds of scenes that have traditionally been the hardest for upscalers to handle.

Cleaner picture, less flicker and graphic noise

Upgraded PSSR substantially reduces shimmering and flickering artifacts, delivering a calmer, more cohesive image, especially in scenes packed with fine geometry and high-frequency detail.

Better temporal stability under motion

Whether the camera is sweeping through an environment or the player is sprinting between cover, upgraded PSSR holds the image together far more convincingly than before. Moving objects retain their definition instead of breaking up.

Sharper reconstruction of hair and fine detail

Hair, fabric, and other fine elements are reconstructed with greater clarity, which matters a great deal in a game where character presentation is central to the experience.


“Upgraded PSSR gave us a meaningful jump in image quality across the board — cleaner, more stable, and noticeably sharper on the kind of fine detail that’s hardest to get right. It’s a clear upgrade for our PS5 Pro players.”

– Henrik Schlichter, Technical Director, IO Interactive

A remarkably smooth integration

One of the most striking things about upgraded PSSR from a development standpoint was how little work it took to get a great-looking result. Our engineers had the new upscaler integrated in record time, and the output was strong enough out of the box that no per-scene tuning was required across the wide variety of locations and lighting conditions in 007 First Light.


“We integrated upgraded PSSR in about a day and were essentially happy with what we saw straight away. No per-scene tuning, no special-case work — it just held up across the whole game. That’s not something we get to say very often about a piece of new tech.”

– Jon Rocatis, Principal Render Engineer, IO Interactive

Available at launch on PS5 Pro

Upgraded PSSR will be the default upscaler on PlayStation 5 Pro for 007 First Light at launch. Players on other platforms will continue to benefit from FSR 3.1.5, which remains our upscaler of choice outside of PS5 Pro.

We’re excited for players to experience 007 First Light at its visual best on PS5 Pro, and we’ll keep looking for opportunities to push image quality further as the platform and its tools continue to evolve.

Time travel, trials, and treasure awaits in The Adventures of Elliot: The Millennium Tales

Time travel, trials, and treasure awaits in The Adventures of Elliot: The Millennium Tales

Time travel, trials, and treasure awaits in The Adventures of Elliot: The Millennium Tales https://ift.tt/l7Zt3cV

We’re excited to show you more of the early portion of Elliot and Faie’s adventure in The Adventures of Elliot: The Millennium Tales, coming to PS5 June 18. At this point in the game, our dynamic duo has teamed up and ventured through a Doorway of Time, granting them access to the Age of Reconstruction, which is 250 years in the past.

You’ll see how the people of this era cling together in a village called Littlehope, eking out an existence with meager resources and defenses. From here, Elliot and Faie will embark into a dangerous world that resembles their home in the Era of Safekeeping, but subtle differences will keep the spark of exploration alive.

One of the main attractions in this demo is the Doorway Ruins, located in the eastern section of Philabieldia. This dungeon has it all: platforming, puzzles, plenty of beastmen to do battle with, and treasure to discover. You can even get a powerful new sword for Elliot, which will come in handy when you go to face the dungeon’s formidable boss, the Tag Guardians.

In this fight, you’ll have to defeat a Greatsword Guardian and a Great Bow Guardian. The guardians move quickly and aggressively, with the Greatsword Guardian wielding a huge blade with surprising range and the Great Bow Guardian launching shots at you from afar.

Elliot has all seven weapon types available to him in this demo, so you can find the strategy that works best for you. With the hammer, for example, Elliot can unleash a devastating charge attack, and with the boomerang, he can deal damage from afar. By changing up Elliot’s magicite setup, you can also find new ways to customize the combat experience to your liking. Faie’s magic will also come in handy as she can help Elliot speedily escape a tricky situation.

Speaking of Faie’s abilities, it’s also possible to unlock a new power for her in this demo. By seeking out the Shrine of the Mystic, Faie can learn the Warp ability, which enables Elliot to teleport to her location. This is super useful for solving puzzles and for evading enemy attacks.

There’s plenty more for Elliot and Faie to do beyond the Doorway Ruins and Shrine of the Mystic. The pair can freely fast travel to any discovered adventuring guideposts in the two eras unlocked in this demo, so you can check out what secrets the world has to offer.

One fun piece of side content we’ve implemented is cat collecting, which is exactly what it sounds like. Throughout the world, you’ll find cats that you can collect on behalf of a cat-fancying traveler. You’ll get various rewards for your efforts, so it’s definitely worth keeping an eye out for any stray felines.

When you want to take a break from adventuring, you can also check out Faie’s Magic Lessons, which are fun minigames accessed through the menu. The sprint minigame in particular is a favorite of ours, and it will have you racing down an icy mountain, pursued by an avalanche. Through these minigames, you can unlock records that allow you to listen to the in-game soundtrack.

I hope this preview has grabbed your interest. This is just a small look at what the full game has to offer, and we can’t wait for you to embark on your journey with Elliot and Faie when The Adventures of Elliot: The Millennium Tales launches on PlayStation 5 on June 18, 2026.

To give you a better glimpse of what to expect, we’re excited to share a Q&A with the development team. (Note: All answers are translated from Japanese.)

Why did you choose to make this an action RPG rather than a turn-based game? 

Tomoya Asano: Through the HD-2D visual style, we first explored the RPG genre with 

Octopath Traveler, followed by the strategy genre with Triangle Strategy. Building on that progression, we wanted to reach an even broader, newer audience with this latest entry, which led us to adopt the action RPG genre for this title. 

As the development team, what lessons did you learn from other HD-2D games that you applied to this project? Could you tell us about the challenges you faced in incorporating HD-2D into the action gameplay, and how you overcame them?

Naofumi Matsushita: The appeal of HD-2D lies in the fact that, by using 3D backgrounds, we can create a sense of depth in the maps and scenery, even though the characters are 2D. The challenge was how to fuse that strength with 2D action gameplay.

In pixel-art 2D action games, the entire screen tends to be dominated by the ground of the map. However, that prevents players from feeling the depth of a 3D environment, and the visuals can end up feeling rather dull to users.

In this title, particularly in the field areas, we’ve implemented a drum roll technique where the map curves in the background to reveal distant terrain. By applying unique innovations to further maximize the visible range, we’ve created an experience that conveys a sense of depth despite being a 2D action game.

We achieved this through careful coordination with the development team, and is a key creative aspect that differs from our previous HD-2D titles.

Furthermore, we’ve introduced a unique element—controlling your fairy partner Faie—and added elements to the core battle system that allow players to use their own strategies.

Our intention was to let players enjoy traditional fun within a beautiful visual style while also providing a new experience through these unique elements. We achieved this balance by playing the game extensively and refining it day by day.

Could you tell us about the development team’s vision for this time-travel action RPG? 

Tomoya Asano: Having worked on many RPGs over the years, I’ve come to realize that the past plays a crucial role in storytelling. The idea that if players could actually experience that past led to the creation of a storyline where you travel back through time using the Doorway of Time to explore different eras. So, rather than traveling to every corner of the world, this story focuses on untangling the history of a single nation within a specific region.

Naofumi Matsushita: The tagline is derived from, “Hope is always there,” a phrase that appears in the story itself and holds deep significance for us. I’d like players to discover and experience the theme and message for themselves by actually playing the game. And I would love for players to enjoy this thousand year journey as they experience the history of the town and the lives of its people unfold across the four eras.


We hope you enjoyed this extended look at The Adventures of Elliot: The Millennium Tales, and prepare to explore more dungeons and take on giant bosses when the game arrives on June 18 for PS5.

Share of the Week: EA Sports FC 26

Share of the Week: EA Sports FC 26

Share of the Week: EA Sports FC 26 https://ift.tt/aM1gRTY

Last week, we asked you to share your goal-winning moments from EA Sports FC 26, available to all PlayStation Plus members* as part of the PlayStation Plus Monthly Games lineup for May. Here are this week’s highlightings:

Photomode_Raro shares the ball being kicked up and close to the foreground.

call_me_xavii shares a goalie holding the ball outside the goal.

fsantos1697 shares a view of the crowd at the stadium.

lucaslu_ckli shares a goalie reacting in disbelief at a goal, while the opposing player runs off

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week?

THEME: Hands
SUBMIT BY: 11:59 PM PT on May 20, 2026 

Next week, put ‘em up! Share moments focusing on characters using their hands in the game of your choice. Use #PSshare #PSBlog for a chance to be featured. 

*PlayStation Plus Monthly Games lineup may differ by region. Please check PlayStation Store on release day for more information.

Ghost of Yōtei Legends Raid: building the multiplayer mode’s endgame

Ghost of Yōtei Legends Raid: building the multiplayer mode’s endgame

Ghost of Yōtei Legends Raid: building the multiplayer mode’s endgame https://ift.tt/EAdSNez

Launched last month, the Ghost of Yōtei Legends Raid forms the endgame of Sucker Punch’s multiplayer mode, as Ghosts face off against the last two of the supernatural Yōtei Six, The Dragon and Lord Saito. Well, them, plus a horde of warriors and labyrinth strongholds that four players must cooperate together to survive.

With enough time now passed, we sat back down with Lead Designer Darren Bridges to delve into the creative processes behind the Raid. Spoilers follow, so if you’ve yet to level up and tackle the Raid, then bookmark this article until you’ve returned to the lobby flush with success. The full interview will be available to listen to later today on the Official PlayStation Podcast.

Ghost of Yōtei Legends Raid: building the multiplayer mode’s endgame

“One of our original thoughts was: it’s like an escape room where people are trying to kill you.”

The Raid’s elevator pitch

One of our original thoughts was: it’s like an escape room where people are trying to kill you. It’s four player, hardcore, challenging content. And there are puzzles that you need to work together as a team to complete. And, of course, there are enemies who are also trying to kill you, so it often will involve a lot of learning, coordinating, and performing as a team in order to succeed.”

Learnings from Ghost of Tsushima Legends and its Raid

[Ghost of Tsushima Legends] was the first time we’d done anything like that as a studio. It had a lot of successes. It brought that level of challenge and learning and team coordination requirements. But it was also kind of unbalanced in the pacing and the length of it. A lot of players weren’t able to play it. The first time I played the second chapter of the Raid with my friends, I think it took six hours. So you had to have a group of four who were committed and could set out that amount of time. So it was epic, but it was also kind of inaccessible in that way.

You know that you’re serving multiple audiences. When you’re building content, there are people who want really hardcore and those who don’t have that much time. They may want to play, but they may not be able to set aside that much time. So we wanted to enable those same experiences of challenge, but make it easier for players to step in. If they had to step away, they could rejoin.

So this time in Ghost of Yōtei Legends, the missions are paced a little more consistently and, if we’ve enabled it so that if you replay it, you can play just the boss. So if your team has made it through the puzzles, but then you’re struggling with the boss, run out of time, someone has to leave… you can come straight back to the boss.”

“I love hearing in a co-op game where there’s no text on screen naming something, how every team comes up with their own language for describing or expressing it.”

Raid missions built to prepare you for what’s to come

“When we were building the Raid, we wanted to introduce elements [on the mission to the boss encounter] that would prepare you for what you’re going to face in the fight.

“So in The Dragon fight, you’ll see the giant Bo-Hiya missiles dropping, so you get a little bit of an introduction to that. And then Saito’s giant sword attack that is mostly undodgeable. If you hit your ultimate, you can avoid it, but it’s just kind of damage that you have to take. And so we introduce that ahead of his fight. We want them to make sense and build off the things that you learned throughout the rest of the experience.

I would also say I love hearing in a co-op game where there’s no text on screen naming something, how every team comes up with their own language for describing or expressing it. Every time when we watch streams there’s a natural language evolution that happens in-game as people are trying to describe this thing and communicate to each other.”

Adding new threats to throw players off their game…

“In The Dragon fight, there’s a moment where bombs start dropping on individual players, and you have to run around. In Legends in general, you can’t hurt other players, but suddenly there’s bombs dropping on you. So wherever you go, you’re creating a danger area. So as everyone’s panicking, you see someone running towards you, and if you cross paths, you’re both going to get blown up by the bombs that are falling. So you have to coordinate to either avoid the giant bombs or destroy them.” 

…and discovering surprising ways to counter those dangers

“If you are a Shinobi and vanish, the bombs stop tracking you, stop dropping. And if you can get near your teammates and cause them all to vanish, it’ll skip that entire bomb drop sequence. That was actually something that we didn’t plan for. But when we were testing it, we saw it, and we’re like, oh, that’s actually really awesome.”

“We wanted to create moments which we call ‘Group Jump Rope’, where everyone has to do something together as a team, and other moments where one person can be the hero and carry and support the rest of the team.”

Built to work together…

A lot of our combat team play Raids in different games. Especially boss-type Raids. So they’re excited to express that design in the Yōtei universe and with the Yōtei combat mechanics.

“One of my favorite parts is the Shadow Saito guys that attack you. I mean, I hate them. But the fun part is it’s a great moment for players to practice calling things out for each other. If one player sees the boss getting ready to summon you can call it out, and then everyone else can prepare and try to react in time. We wanted to create moments which we call ‘Group Jump Rope’, where everyone has to do something together as a team, and other moments where one person can be the hero and carry and support the rest of the team. So you want blends of those throughout the battle.”

…and Builds to work together

“We wanted to have elements that would reward or encourage different build types, or build craft and people bringing their ingenuity and theory to it. We made sure to place a Gear Station right at the beginning of the [Saito] boss fight. So anytime you die as a team, you’ll start back right at the Gear Station. You can tweak your build. And for that fight, you’ll want some perfect parry buffs, to help you against the shadow warriors. Then you need some way to deal with his health, reduce the damage from his big explosion attacks, either, you know, healing, or, you know, some other way. So we wanted the Team Build to impact the experience.”

“Those teams have a different mindset, even in how they play. It feels like building an obstacle course with your local team and then throwing Olympians at it.” 

Watching the first team of players complete the Raid

“When you’re making something, you’re always like ‘no one’s going to beat that, this is going to be tough, this is going to slow people down’. And sometimes it does, and sometimes it doesn’t.

“The world’s first team beat Saito, I think, in like two minutes. And they had spent, I think, an hour or so leading up to that point. And so I thought, oh, you know, I was thinking, proportionally, it’ll probably be another half hour or something… and they just headshot him. They found the most kind of efficient and optimal way to defeat him. And that team, those teams, have a different mindset, even in how they play. It feels like building an obstacle course with your local team and then throwing Olympians at it.

But it’s awesome. You never know exactly what will happen, but that’s part of what makes it exciting. And then a lot of the other teams that we watched took more of what we would have expected, two to three hours, to learn and repeat and practice and defeat that boss. So there’s always a variety.

“There’s not many times in game development where you actually get to release content and see how people react. It’s especially fun with Raid type content, where teams have prepared leading up to that point. It’s really cool when they’re streaming with a Raid team, they will often have their mics on and broadcasting audio. You get a window into what they’re thinking as they’re playing and that communication… you get to see all of it evolving as they’re playing. It’s a very clear window into their full experience. So as developers, that’s really fun to see.”

A Ghosts’ tale concluded 

“The Raid update was our last major planned update for Legends. It finishes the story of the Yōtei Six in that mode. We’ve loved to see players playing it, continue to play it and enjoy it. It’s been great.”

You can enjoy the Raid and the entire elections multiplayer mode with Ghost of Yōtei, available now on PlayStation 5.