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Secrets behind Dreams of Another’s creation, out October 10

Secrets behind Dreams of Another’s creation, out October 10

Secrets behind Dreams of Another’s creation, out October 10 https://ift.tt/5MBwD1x

I’m Baiyon, the director of Dreams of Another and a multimedia artist. The release date for the game, October 10, is fast approaching.

In this post, I’d like to share the inspiration behind the themes of the game, the ideas behind the object dialogues, which is one of the aspects that makes the game special, and my personal dedication to the soundtrack I created. 

Secrets behind Dreams of Another’s creation, out October 10

How did the theme “no creation without destruction” come about?

Dreams of Another is built around the philosophical theme of “no creation without destruction.” Rather than destroying objects by shooting, as in traditional shooting games, here, your shots materialize and create the world around you.

I have a memory about “destruction and creation” that has stayed with me. It happened during my middle school cultural festival. According to the school rules, everyone had to prepare some kind of exhibit, and my friend and I collected cardboard to make and display a cardboard sculpture.

When the chime signaling the end of the one-day festival rang and cleanup began, I lightly started punching and breaking the sculpture. Since it was going to be thrown away anyway, perhaps it was a lighthearted thought born of youth: “If it’s going to be cleaned up anyway, let’s have some fun.”

At first, my friend laughed as he watched, but after a while, I felt a pain in my back. When I turned around, I saw my friend, with an angry face, kicking my back. From there, it escalated into a full-on fight, and a teacher, noticing, came into the classroom and shouted at me, “Are you making something to destroy it?!”

Those words stayed with me in a way different from the teacher’s original intent. I think I understood that the teacher meant I should take care of what I create, but I kept thinking, “It’s going to be thrown away anyway…” Yet I found this human contradiction somehow interesting.

That feeling has always run deep in my approach to creating things, and this game allowed it to take shape.

Unique dialogue with objects like trees and doors

In this game, you can not only interact with people in the dream world but also talk with objects such as trees and doors. One of the game’s major charms is being able to hear their sentiments and experience their emotions.

For example, when I am thinking about ideas for this door’s dialogue, I first realized that even when we say “door,” there are many kinds and positions. Doors in public places, such as buildings, schools, or shopping malls, doors in one’s home, doors of the living room or bedrooms of children and teens, the door of the family home lived in for decades, or the door of a grandmother’s house after losing her husband… Each door is connected to human life, and I imagined that, like us, they might feel pride or even envy other doors.

If I were a door, I would want to be a door that is there for an individual’s personal space, rather than merely a being that separates spaces. At the same time, some doors might actually feel comfortable being roughly used by a large family in a living room, while others might feel suited to existing for strangers in a public facility. 

Imagine doors having a variety of preferences and ways of thinking. In the dialogues, nothing is imposed as “right” or a conclusion. I wanted players to reflect on their own environment, access past memories, and have a moment of reflection. 

In this way, the dialogues are not just flat and one-dimensional—they can be experienced in a multi-layered way, from various perspectives, and connected to one’s own memories.

Of course, it’s perfectly fine to enjoy it simply as a door saying something a little strange. That playfulness and unexpectedness of the dialogues are part of the unique charm of this dream world.

A unique approach to composing the soundtrack

I have worked on various game soundtracks alongside my own projects over the years, but this time, I felt especially the sense of “I made the music for a game.”

I wanted to create music that resonated with the scenarios and dialogues I wrote myself, as well as the situations and atmosphere of each scene, which made me approach the music in a way different from before. For each scene, I composed music with the intention of evoking certain feelings in the player and expressing particular emotions myself.

Additionally, a key theme was to convey the instability and ambiguity of the dream world with music. One thing I consciously tried to avoid was being “too polished.” As a musician, this approach is somewhat challenging, but instead of creating compositions that are overly tight or densely structured, I aimed for music that flows.

Also, for example, For a particular river scene inspired by my own memories and experiences, I actually spent a long time traveling to the location for field recordings to compose the music for the scene, capturing sounds such as flowing water and stones being rubbed together—the latter of which I then incorporated as rhythmic elements. These particular touches may go unnoticed by anyone, but for me, the focus was on keeping things genuine. By incorporating elements drawn from the source of inspiration as much as possible, I believe it could enrich the experience.

I think there are many sounds that aren’t often heard during gameplay. While playing, I hope you take a moment to listen closely to these subtle details—they might lead to small discoveries or interesting experiences.

Dreams of Another will launch on October 10 for PS5 and PS VR2. A special bundle is also available for pre-order, which includes the previous game I directed, PixelJunk Eden 2.

If you’re interested, please check out the store page. I truly look forward to you enjoying this special experience.

Battlefield 6 hands-on with Operation Firestorm, Mirak Valley

Battlefield 6 hands-on with Operation Firestorm, Mirak Valley

Battlefield 6 hands-on with Operation Firestorm, Mirak Valley https://ift.tt/EXUwQiz

The thing that makes Battlefield feel like Battlefield is the enormous scope of its maps and the many ways you’ll fight your way across them. After Battlefield 6’s open beta test, I got another hands-on chance to play the game—this time, on two of its biggest maps and with the game’s full slate of vehicles strafing through combat.

While my first hands-on experience with Battlefield 6 gave a sense of weapons, the return of character classes, and the variety in map design, this look focused completely on Battlefield at its biggest and most explosive. Here’s everything I saw through the four-hour play session, including the return of Operation Firestorm and the new Escalation mode.

New maps, new mode

This hands-on session featured two of Battlefield 6’s biggest All-Out Warfare maps: Mirak Valley and Operation Firestorm. It also featured the new Escalation mode, which makes excellent use of those huge maps, with players fighting spread-out battles in the beginning of a match, only for the area of operation to become smaller to make for more intense skirmishes.

Mirak Valley — Battlefield 6’s largest map at launch is set in Tajikistan, just like the Liberation Peak map. It combines wide-open spaces with a big, burgeoning construction zone in the center and a small village at the far side, supporting both close-quarters infantry gameplay in and around the structures, and plenty of vehicle combat outside of them. Trenches cut through part of the map to allow infantry to move around while keeping their heads down to avoid snipers, although staying out of the sights of tanks is tougher.

Operation Firestorm — Operation Firestorm turns an oil field and refinery into a huge combined-arms battlefield with a mix of wide-open outdoor areas, high smokestacks that are great sniper nests, and lots of interior spaces. What was most notable was the application of Battlefield 6’s new destruction system to this revived Battlefield 3 map. There are plenty of buildings for infantry to fight in and use for cover, but with tanks, fighter jets, and attack helicopters on the prowl, you can never take the safety of four walls for granted.

Escalation — This mode is new for Battlefield 6, combining elements of Conquest and Breakthrough to offer both a wide-open approach to a battle, but with some more strategic aspects. The game starts with capture points littered across the map. When one team holds the majority of capture points, they start to “capture territory,” with a bar filling up on the screen. If the team manages to hold the majority of capture points until the bar fills completely, they score a point. The first team to score three points this way wins, but each time a team scores, one capture point is removed from the map. That forces players closer together, making them fight harder for fewer capture points.

Class training

Choose your class training — When I went hands-on with Battlefield 6 at its multiplayer reveal, I only got to see half of the class “Training” elements that will launch with the game. These are specializations that let you alter a particular class’s focus and role. Each class has two training options.

Assault: Frontliner and Breacher  — The Frontliner training puts focus on damage recovery and a faster capture rate on objectives, while the Breacher training gives you additional grenades and a faster reload for room-clearing weapons like the Incendiary Shotgun and Breaching Launcher.

Support: Combat Medic and Fire Support — Everybody knows Support’s focus on keeping other players alive, but if you don’t like running around with defibrillators to resurrect squaddies as a Combat Medic, you can also go the Fire Support training route. Its focus is on creating defensible positions, providing suppressing fire, and dropping smoke to cover allied movements.

Engineer: Anti-Armor and Combat Engineer — Engineers’ Anti-Armor training gives them an advantage in taking down opposing vehicles, providing extra rockets and dampening the effects of enemy repairs. If you’re not a fan of always carrying a rocket launcher, however, there’s the Combat Engineer training, which can boost the rest of your team’s gear to make it more effective and enhance the repair capabilities of your tools.

Recon: Sniper and Spec Ops — The Sniper training gives Recon players better awareness, spotting targets at a longer range and dropping players with headshots so their teammates can’t revive them. With the Spec Ops training, you’re harder to detect, producing less sound when you move and leaving the In Combat state faster when you’re prone, so your teammates can spawn in on your location more quickly.

Adjustments since the beta

The Battlefield team has taken on a lot of feedback from players since its open beta in August, and we saw some of those adjustments in matches.

Tactical movement with less momentum — In the open beta, players could be pretty quick and pretty bouncy with the new Kinesthetic Combat system. Momentum has been dialed back a bit since then so that players can’t chain so many quick movements together. Moving around maps still feels quick and responsive thanks to lots of options, like sliding, diving, and moving more quickly when you put your weapons away.

A little less sniper dominance — There are some very long sightlines on both Mirak Valley and Operation Firestorm, and snipers were a major force in all the matches I played. That said, both maps have been designed with a wide variety of terrain and structures that provide a lot of cover. Snipers have also been tuned down a bit; they’re still dangerous, but you’re a little less likely to get dropped before you know you’re under fire.

More weapons feel useful — You can also feel the adjustments the Battlefield team has made to some of the weapons. In my first hands-on with the game, some guns didn’t feel especially viable; the light machine gun that’s default for the Support class, for instance, felt like it struggled to secure kills at any range. I’m happy to report that Medics can now secure a few kills as well as lay down covering fire for teammates. And the M87A1 Shotgun that dominated the beta is now a little less terrifying, but still feels great when clearing corners or a trench.

Speedy vehicles — The variety of vehicles in Battlefield 6 makes for some very intense and surprising moments, especially with its destruction system. All ground vehicles now also have a brief boost, which is especially great for dodging fire or getting heavy tanks over treacherous terrain.

Battlefield 6‘s launch is quickly approaching—it hits PS5 on October 10—so you won’t have to wait long to jump into a tank or a helicopter and try some of those new maps, modes, and adjustments for yourself.

Black Panther & Cosmic Ghost Rider join Marvel Cosmic Invasion

Black Panther & Cosmic Ghost Rider join Marvel Cosmic Invasion

Black Panther & Cosmic Ghost Rider join Marvel Cosmic Invasion https://ift.tt/5tQFJiC

We’re thrilled to show you the newest playable characters in our galaxy-spanning adventure: Black Panther and Cosmic Ghost Rider!

Here at Tribute Games, we’ve always loved beat-em ups and it’s been a pleasure to work in that genre for the last couple of years.

We feel extremely lucky to get to do it again in the Marvel Universe.

We’re relishing the challenge of not only repeating what we’ve done before on our previous titles but try to push back the limits of the genre.

Black Panther & Cosmic Ghost Rider join Marvel Cosmic Invasion

In Marvel Cosmic Invasion, one of our biggest features is our playable character roster boasting 15 Super Heroes!

But a deep bench of Marvel’s biggest icons and lesser-known fan favorites were not enough. We wanted to make our playable champions distinct and offer different gameplay opportunities. Following their comic book and animated portrayals, some heroes fly while some are grounded. Some have ranged attacks while others can grab and throw enemies using their mighty strength. Agile characters dodge assaillants effortlessly where sturdier fighters block attacks and parry.

In order to fully engage with this rich lineup, we’ve devised the cosmic swap maneuver. Inspired by the first Captain Marvel’s Quantum Swap ability (from 1968’s Captain Marvel #17, of course) players can switch from two previously chosen Super Heroes from at any time during the battle!

With one push of a button, you can switch from one Marvel hero to another and mix up your offensive against Annihilus’ minions.

If you combine the swap with any of the action buttons, the other half of your titanic tandem can now be summoned for an assist depending on the action! Carefully choosing fighters with different skills is a great way to get the most out of your character combo!

Today, we’re revealing two new characters from our cavalcade of heroes: Black Panther and Cosmic Ghost Rider.

One of our key mission statements in developing Marvel Cosmic Invasion is to make the characters feel like their four-colored counterparts. As such, King T’Challa is a formidable martial artist, with a precise fighting style and a feline agility that allows him to quickly strike the enemy hordes or swiftly avoid their attacks!

The Panther isn’t just a close-quarter combatant! The Wakandan hero can fling vibranium daggers at his opponents. These blades deal delayed sonic damage that will stagger any enemy within range! Players have to be careful: daggers will need a few moments to recharge their sonic payload.

When the insectoid horde gets too much, T’Challa can unleash his special move: the Panther Slash! Using the kinetic energy charged up in his suit, Black Panther can cut across the screen and slice the opposition with his vibranium claws!

From the agile strikes of the Panther, we move onto the biker brawler brawn of the Cosmic Ghost Rider.

Wielding both hellfire and the Power Cosmic, this future version of Frank Castle is a wild, explosive character.

After serving both Mephisto and Galactus, this time-lost Spirit of vengeance deals punishment against the guilty across the cosmos.

Cosmic Ghost Rider is the perfect character for the player who wants to control the battlefield with extra power.

We wanted to bring the unruly energy of CGR to contrast with our other characters: where Black Panther attacks with polished martial strikes, the Rider swings around the flaming chains of cytorak to break up enemy swarms.

Faraway enemies can be easily punished using CGR’s stellar firepower! While finite, these cosmic blasters quickly reload.

Up close, the Rider is a formidable threat, ending his own combo strikes with a massive Penance blast–using his own head as a weapon.

But he’s not all offense: this Rider can use his Power Cosmic bracelets to block and parry any enemy strike.

And of course, what would be a Spirit of Vengeance without his ride? In case of emergency, CGR can call on his Cosmic Cycle to run roughshod over the bad guys.

We hope you’ve enjoyed this showcase on our newly revealed characters.

Marvel Cosmic Invasion is set to be released later this year on PlayStation 5 and PlayStation 4.
Annihilus Beware!

Earthion blasts onto PS5 & PS4 tomorrow

Earthion blasts onto PS5 & PS4 tomorrow

Earthion blasts onto PS5 & PS4 tomorrow https://ift.tt/8gu7jEh

Hello, everyone. Yuzo Koshiro of Ancient here. It is with immense excitement that I can finally share some truly fantastic news with you all. On September 18, after years of hard work, my development partner Makoto Wada and I will release our passion project, Earthion, on PlayStation 4 and PlayStation 5.

Earthion blasts onto PS5 & PS4 tomorrow

When we first began developing Earthion, it was born from a deep love for the 16-bit era and a desire to revisit one of my favorite consoles ever, the Sega Genesis/Mega Drive. I wanted to see what could be achieved on the original hardware with today’s advanced tools and three decades of gained knowledge. The response to the initial prototype was overwhelmingly positive, and it became clear this was a project we had to see through.

We made the conscious decision to build Earthion natively for Sega’s 16-bit hardware, pushing it to the limit with stunning pixel art and a frenetic soundtrack, which I composed using its FM sound chip. We were not simply making a “retro-inspired” game; we were making a true 16-bit title for the modern age.

I’m thrilled that PlayStation 4 and PlayStation 5 owners will soon be able to enjoy Earthion. Although it hails from a later era of gaming, PlayStation has been home to countless classic shooters that have pushed the boundaries of what was possible across its 30-year history.   PlayStation continues to embrace retro arcade experiences, allowing them to reach new audiences.

In creating Earthion, we drew on a lineage of shmup masterpieces from the 80s and 90s. We took cues from the very best the genre has to offer, creating a game that feels both familiar and fresh.

The care we took in developing for 16-bit hardware has been extended to the PlayStation 4 and PlayStation 5 releases. Working with Limited Run Games, we have gone to great lengths to ensure that the authentic experience is perfectly preserved for modern consoles. For those who want to feel like they are playing on a CRT television, we have included a suite of configurable scanline and screen filters. This allows players to replicate the nostalgic glow and visual fidelity of a classic setup, ensuring that the pixel art is displayed exactly as we intended—without a single detail lost. And of course, Earthion supports PlayStation Trophies for fans who want to put their skills to the test.

Earthion is more than just a game to us; it’s a love letter to the golden age of shmups and the hardware that made them possible. We poured our hearts and souls into every pixel and every sound. We hope that when you get your hands on it on September 18, you feel the passion we have for this genre. Thank you for your support, and we can’t wait for you to experience this intergalactic adventure for yourselves.

Official PlayStation Podcast Episode 523: Memory Cards

Official PlayStation Podcast Episode 523: Memory Cards

Official PlayStation Podcast Episode 523: Memory Cards https://ift.tt/lyowm7i

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey, everybody! Sid, Tim, and Brett are back this week to discuss the release of Borderlands 4, indie hit Hollow Knight: Silksong, and 30 years of PlayStation memories.

Stuff We Talked About

  • Next week’s releases:
    • Borderlands 4 | PS5 (out today)
    • LEGO Voyagers | PS5, PS4
    • Frostpunk 2 | PS5
    • Towa and the Guardians of the Sacred Tree | PS5
    • Dying Light: The Beast | PS5
    • Trails in the Sky 1st Chapter | PS5
  • Digimon Story: Time Stranger hands-on — New details revealed on the combat system and tropical Abyss Area.
  • Hollow Knight: Silksong hands-on — Discover what’s new in the anticipated sequel, like mid-air healing, mantling on ledges, more challenging encounters, and more.
  • Announcing PlayStation 30th Memories — We’re celebrating PlayStation history and you’re invited to be a part of it by sharing your memories. Head to PS blog for more details
  • PlayStation Family App — This new mobile app gives parents more tools to guide their family’s PlayStation experience.

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Tim Turi – Content Communications Manager, SIE

Brett Elston – Manager, Content Communications, 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.]

PlayStation Plus Game Catalog for September: WWE 2K25, Persona 5 Tactica, Green Hell, Fate/Samurai Remnant, and more

PlayStation Plus Game Catalog for September: WWE 2K25, Persona 5 Tactica, Green Hell, Fate/Samurai Remnant, and more

PlayStation Plus Game Catalog for September: WWE 2K25, Persona 5 Tactica, Green Hell, Fate/Samurai Remnant, and more https://ift.tt/m4ELPv9

This month, step into the ring and dominate the squared circle in WWE 2K25, lead the Phantom Thieves in a new turn-based strategy adventure in Persona 5 Tactica, survive the unforgiving wilderness of the Amazonian jungle in Green Hell, or partake in a Holy Grail War set in Edo Japan in Fate/Samurai Remnant.

Meanwhile, Legacy of Kain: Defiance brings vampiric action-adventure to PlayStation Plus Deluxe.  

PlayStation Plus Extra and Deluxe | Game Catalog 

WWE 2K25 | PS5, PS4 

“The Wiseman” Paul Heyman hosts The Bloodline’s Dynasty, a new 2K Showcase celebrating one of the most historic family dynasties in wrestling. Relive legendary showdowns and create dream matches between The Bloodline and WWE Superstars and Legends. Intergender wrestling makes its long-awaited WWE 2K debut, alongside the return of chain wrestling, Underground and Bloodline Rules match types, barricade diving and more. Take control of your Superstar from the women’s or men’s divisions in a singular multi-gender MyRISE storyline where WWE Superstars infiltrate NXT and attempt to take control of the WWE universe. Discover new brawl environments, unlockable arenas, characters, ally storylines and more. 

* WWE 2K25 is releasing  on September 16.

Persona 5 Tactica | PS5, PS4 

Persona 5 Tactica is a turn-based strategy game, featuring an all-new story, the return of fan-favourite characters and brand-new allies and foes. After a strange incident, the Phantom Thieves wander into a bizarre realm where its citizens are living under tyrannical oppression. Surrounded by a military group named Legionnaires, they find themselves in grave danger until a mysterious revolutionary named Erina rescues them and offers an enticing deal in exchange for their help. What truth lies behind Erina and the deal she offers to the Phantom Thieves? Join the group as they lead an emotional revolution in this thrilling combat adventure.

*Persona 5 Tactica is releasing on September 16 (except for Thailand). 

Green Hell | PS5, PS4 

Green Hell is an Open World Survival Simulator set in the unique and uncharted setting of the Amazonian rainforest. Plunge into the open world survival simulation set in the extreme conditions of the unforgiving Amazon jungle. Use real-life survival techniques to craft, hunt, fight, and gather resources. Build a makeshift shelter or raise a fortress, but always remember to tend to your wounds and maintain mental health. Survive on your own, or try your chances in an up-to-4-player online co-op mode. 

*Green Hell is releasing in Singapore on September 30 and on September 16 in other Southeast Asia markets. 

Fate/Samurai Remnant | PS5, PS4 

“Your wish shall perish…” A Holy Grail War begins in Edo Japan. The curtain rises on a new Fate, an action RPG presented by Type-Moon and Koei Tecmo Games. The 4th year of the Keian Era, Edo Period. It has been several decades since the end of a turbulent, blood-soaked era. People were enjoying peace and tranquility, but a battle between seven pairs of Masters and Servants is about to begin as the “Waxing Moon Ritual” unfolds in the shadows. Miyamoto Iori, a young man in Asakusa, finds himself caught in the violence of a Holy Grail War. 

* Fate/Samurai Remnant is releasing on September 16

Crow Country | PS5, PS4 

The creators of celebrated point-and-click murder mystery Tangle Tower return with a retro-inspired survival horror set in an abandoned theme park. The year is 1990 and Edward Crow, the owner of the Crow Country theme park, is missing. Two years after he suddenly closed his park, a mysterious young woman called Mara Forest arrives to explore the abandoned property and find its lost owner. Why did Crow really shut down Crow Country and what is Mara Forest’s connection to him? 

*Crow Country is releasing in Singapore on September 30 and on September 16 in other Southeast Asia markets. 

The Invincible | PS5 

You are a highly qualified, sharp-witted astrobiologist named Yasna. Being entangled in a space race, you and your crew end up on the unexplored planet Regis III. The scientific journey quickly turns into a search mission for lost crewmates. Follow its trail, but be fully aware that every decision you make can bring you closer to danger. On her journey, Yasna will face decisions that will shape the outcome of the story. Help her make difficult choices and witness one of 11 possible endings to the deeply philosophical story. 

*The Invincible is releasing in Singapore on September 30 and on September 16 in other Southeast Asia markets. 

Conscript | PS5 

Conscript is a survival horror game inspired by classics of the genre, blending all the punishing mechanics of older horror games into a cohesive, tense, and unique experience. Set in 1916 during the Great War, you play as a French soldier searching for his missing-in-action brother during the Battle of Verdun. Will you be able to search twisted trenches, navigate overrun forts, and cross no-mans-land to find him, and ensure a home goes unbroken? Survive in an intense, harrowing atmosphere boosted by a unique pixel art aesthetic and oppressive sound design. Navigate intricate level design that promotes item management and route planning, whilst solving complex environmental puzzles. 

*Conscript is releasing in Singapore on September 30 and on September 16 in other Southeast Asia markets. 

PlayStation Plus Deluxe

Legacy of Kain: Defiance | PS5, PS4

Continue Kain and Raziel’s epic conflict in this faithful emulation of the classic PS2 action-adventure title, Legacy of Kain: Defiance, playable on PS4 and PS5 for the first time. Take control of two powerful and highly evolved vampires: Kain, Emperor of Nosgoth and near-demigod, and Raziel, a wraithlike angel of death. Each equipped with their own legendary sword, Kain & Raziel must battle through a world poisoned by conflict and intrigue as they attempt to unravel their destinies and defeat the dark forces that seek to condemn their world to eternal damnation.

* Legacy of Kain: Defiance is releasing on September 16

*PlayStation Plus Game Catalog and PlayStation Plus Deluxe lineups may differ by region. Please check PlayStation Store on release day.

Announcing PlayStation Family App for parental controls and family management

Announcing PlayStation Family App for parental controls and family management

Announcing PlayStation Family App for parental controls and family management https://ift.tt/r9xjgbw

At Sony Interactive Entertainment, we’re committed to providing safe play for gamers of all ages, including enhancing ways for parents to manage their children’s gaming experience. This includes the current parental control features available on the PS5 and PS4 console, such as playtime settings and age restriction settings for games. Today, we’re pleased to announce our next step in this commitment with PlayStation Family, a new dedicated parental control mobile app available on iOS and Android devices*. PlayStation Family app will be launching around the world starting today.

PlayStation Family app is a new experience to help parents set up and manage their children’s gaming experience on PlayStation – straight from their supported mobile device. The app includes a number of new customizable features for parents to manage their children’s playtime, including an activity report, more visibility into what their children are playing, and approving extra playtime requests  –  all at the tap of a finger. 

Announcing PlayStation Family App for parental controls and family management

Here’s a look at the features from PlayStation Family app:

Guided Onboarding – Enjoy a thoughtfully guided experience setting up a child account easily with PlayStation Family app. 

Real-Time Notifications – Get notified what game a child is playing in real time. Approve or decline a child’s requests for extra playtime, restricted games, and communicate from a mobile device – you have the final say.

Activity Reports – Review daily and weekly activity reports at a glance. Parents can see up-to-date information about a child’s playtime and activity. 

Manage Playtime – Set playtime limits for each day of the week. Children can enjoy more flexibility by requesting additional playtime from the console, while parents can approve or decline their requests from a phone or tablet.

Manage Spending – Manage spending activity by adding funds, viewing balances, and setting a monthly spending limit for a child to buy content from the PlayStation Store.

Content Filters – Choose and configure age appropriate content with a tap of a button. We’ve included presets that automatically apply recommended settings for different age groups, and every setting can also be customized individually to best suit each child.

Social Interactions-  Customize privacy settings and how your children connect and play. Manage access to social features.

PlayStation Family app is available for download on the App Store and Google Play in most markets starting today.

We’re excited to bring an easy way for parents to manage their children’s gaming directly from their mobile devices. This is just the beginning with our new mobile app – we’ll plan to continue adding enhancements to PlayStation Family app to evolve the experience over time. We hope you’ll enjoy it and we look forward to your feedback.   

*PlayStation Family app is compatible with iOS version 14 and Android 8 or higher.