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ILL developer Q&A: Monsters, horror inspirations, gameplay mechanics, and more

ILL developer Q&A: Monsters, horror inspirations, gameplay mechanics, and more

ILL developer Q&A: Monsters, horror inspirations, gameplay mechanics, and more https://ift.tt/2nRSfNI

ILL made quite the splash — or rather, splatter — when the trailer dropped at Summer Game Fest 2025. We saw a first-person horror game packed with guts, frenetic combat, and some heinously grotesque creatures — and we loved every disturbing little detail.

So what kind of twisted minds can make a game like ILL? Ones well-versed in the horror genre. The developers at Team Clout have plenty of experience with horror, including working on several well-known TV and film projects (e.g. Longlegs, V/H/S/Beyond, It: Welcome to Derry), and they’re eager to bring their brand of terror to a new medium. We asked Team Clout founders and incredible artists Maxim Verehin and Oleg Vdovenko to let us pick their brains about ILL.

The unique horror of ILL

As Verehin tells us, ILL is “A story-driven action-horror game with visceral visuals, gruesome moments, interesting inspiration, exploration, and wild ideas — a good mix of survival horror elements and first-person 3D action. We’re working to balance the parts where players are s***ting their pants from fright with parts where players are screaming because they’re enjoying the intense action, shooting mechanics, and dismemberment.” 

Much of the details around the game’s story — which involves a mysterious fort in an Eastern European-like setting overrun by monstrosities — have been kept secret so far. While Verehin intends to keep it that way, he does share some information when we ask. “ILL’s focus is on the personal story of the main protagonist. His story is deeply interconnected with what is happening in the world. Broadly speaking, the world will feel isolated and hopeless. We want players to feel how dark the mood is. I hope the audience will sympathize with the main character and his personal motivations.”


“We want ILL to make you feel like the horror is physically happening to you. Not just psychological tension or scripted scares, but a kind of grounded, body-level discomfort. The main thing that sets us apart is how we combine hyperrealistic body horror with a reactive, tactile world. Enemies don’t just die – they suffer, adapt, mutate. Your actions leave a mark, and the world responds.”

– Max Verehin, Game Director & Co-founder, Team Clout

ILL developer Q&A: Monsters, horror inspirations, gameplay mechanics, and more

Why the name “ILL?”

Clearly, a lot of thought and care has gone into the game’s details, and the team wants to keep secrets to heighten the player experience. But we had to know: what’s behind the game’s name? “We really wanted a short, striking name that when you write it, it looks like a logo. The word represents something horrible, something sick, something cursed. Also, it reflects the monsters — I’m not gonna spoil our monsters’ origins, but there’s going to be a cool interconnection between the name and the story of the game.”

Designing the monsters of ILL

The creature designs by Oleg and Verehin have been getting plenty of attention. The pair have a shared background in concept art, and their twisted artistic sensibility has created a game filled with nightmarish encounters.

What’s the inspiration behind the creatures of ILL? “Mostly old horror films from the 1970s to the 1990s,” says Oleg. “Everything was done with practical effects and quality animatronics. The imperfections were hidden with smart lighting and strong direction.” 

“In games,” says Verehin regarding early ILL inspirations, “it’s Half-Life 2, Silent Hill, and Resident Evil series – titles where the world felt alive and dangerous, where the horror wasn’t just visual but systemic. We were especially drawn to that feeling of being trapped somewhere real, reacting moment to moment with limited resources. From the beginning, we wanted to build something that felt grounded but deeply disturbing, an experience that doesn’t just scare you, but unsettles you long after you’ve put the controller down.

Verehin elaborated on the monster design process. “We don’t have a set process for creating a new monster.  Sometimes you have a concept drawing and say, ‘how can I make this concept art a playable character in the game?’ Sometimes you see a video online featuring a scary concept. ‘Can I make a monster like that?’ It sounds ridiculous, but sometimes it works. It’s inspiration that you got from your life experience.”

“You also have to consider the monsters from a gameplay standpoint. They have to be fun to fight. There’s a trial and error process. Some designs were rejected because they didn’t work in the game.”

The assorted nasties of ILL are more than just ugly faces, however — their uncanny animation adds to the visceral discomfort of looking at them. 

“We’ve had big help from the team of Mundfish in setting up our animation department.We have a lot of experience doing animation, like making our own short horror animations that taught us how movement should work in order to scare you,” Verehin explains. “We’ll have, for example, a monster that moves normally at first, but we’ll try and tweak it in ways to make it more unique and horrifying.” 

He shared a funny development story to illustrate. “28 seconds into the Official Trailer, this monster bends over. This is how Team Clout’s Art Director, Alexey Mikhailov, bent over for fun at one of the mockup sessions. The team found it really creepy, and they decided to include it in the game!”

Oleg mentions that the animation was challenging at first, “especially when working at 60 frames per second. Compared to 30 FPS, animations can feel less cinematic. But over time, I got used to it—and now I actually like the feel of it.”

What to expect from ILL gameplay

How about the gameplay? Verehin explains: “You explore, you use resources, you find and upgrade weapons. You can use your resources to craft and update weapons. You’ll need to manage your inventory, of course, because resources are limited. There will be intense encounters — sometimes with single enemies, sometimes a small group, and cool moments when you fight waves of enemies and bosses.”

There will also be environmental puzzles and interactions. “For example, if you fix the electricity in the area, the environment changes — things might become dark somewhere else. We want the setting to feel believable and realistic.” 

What are some of the weapons we’ll be using? “A shotgun, an AK- 47–there was like this revolver gun, a sniper rifle, all the standard things — and, not to spoil, but there will be fun, crafty weapons — and a lot of melee weapons as well.”

Overall, what do the developers at Team Clout hope players take away from ILL? “We want players to tell each other, ‘Do you know about this game? This crazy thing happened!’ The other person would say,  “Okay, but this happened in my playthrough!’ We’re making our game enjoyable for different people–not only horror fans, but also players who want to experience good storytelling and  cool action.”

ILL is in development for PlayStation 5, with release information to follow. 

Share of the Week – Death Stranding 2: On The Beach

Share of the Week – Death Stranding 2: On The Beach

Share of the Week – Death Stranding 2: On The Beach https://ift.tt/C5J6BRH

Last week, we asked you to connect in Death Stranding 2: On The Beach, and share moments from Sam’s new journey using #PSshare #PSBlog. Here are this week’s highlights:

​​

Dande_Lion55 shares a detailed close portrait of Sam.

darkalienstar shares a zoomed out shot of Sam atop a mountain, with a massive moon cresting.

calisarah1998 share Sam and Lou balanced on a rock overlooking the landscape.

F1Str4nd shares Sam fighting off being overtaken by BTs.

Milz_VP shares Sam crossing water by walking across a ladder

Boargs shares Sam riding up to a Plate Gate.

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: Death Stranding 2: On The Beach – Traversal
SUBMIT BY: 11:59 PM PT on July 9, 2025 

Next week, we’re travelling through the world of Death Stranding 2: On The Beach. Share moments walking, driving, riding, and ziplining using #PSshare #PSBlog for a chance to be featured.

PlayStation Store: June 2025’s top downloads

PlayStation Store: June 2025’s top downloads

PlayStation Store: June 2025’s top downloads https://ift.tt/Gbd6k1A

It’s time to see which PS5, PS4, PS VR2, and free-to-play games topped last month’s download charts. June saw PS5 players connecting the world in Death Stranding 2: On the Beach and connecting on the pitch in Rematch. Skydance’s Behemoth topped the PS VR2 charts in both the US and EU, and Splitgate 2 debuted at number one in the US for free-to-play.

Check out the full listings below. What titles are you playing this month?

PS5 Games

US/Canada EU
DEATH STRANDING 2: ON THE BEACH REMATCH
Grand Theft Auto V EA SPORTS FC 25
ELDEN RING NIGHTREIGN Grand Theft Auto V
REMATCH DEATH STRANDING 2: ON THE BEACH
Forza Horizon 5 Forza Horizon 5
Call of Duty: Black Ops 6 ELDEN RING NIGHTREIGN
EA SPORTS FC 25 F1 25
Minecraft Minecraft
Clair Obscur: Expedition 33 Clair Obscur: Expedition 33
MLB The Show 25 Call of Duty: Black Ops 6
Five Nights at Freddy’s: Secret of the Mimic Resident Evil Village
DELTARUNE Cyberpunk 2077
Resident Evil Village It Takes Two
The Elder Scrolls IV: Oblivion Remastered The Witcher 3: Wild Hunt
Mortal Kombat 1 Split Fiction
Phasmophobia The Elder Scrolls IV: Oblivion Remastered
NBA 2K25 Lies of P
Rooftops & Alleys: The Parkour Game Rooftops & Alleys: The Parkour Game
Cyberpunk 2077 Five Nights at Freddy’s: Secret of the Mimic
Mortal Kombat 11 Phasmophobia

*Naming of products may differ between regions
*Upgrades not included

PS4 Games

US/Canada EU
STAR WARS Battlefront II STAR WARS Battlefront II
Red Dead Redemption 2 Red Dead Redemption 2
Grand Theft Auto V EA SPORTS FC 25
Gang Beasts Grand Theft Auto V
Batman: Arkham Knight The Forest
Minecraft Minecraft
Call of Duty: Black Ops III Batman: Arkham Knight
Stardew Valley Gang Beasts
The Forest Need for Speed Heat
Dying Light Kingdom Come: Deliverance
Resident Evil 6 Mafia: Trilogy
RESIDENT EVIL 5 Firewatch
Mortal Kombat X God of War
EA SPORTS FC 25 Dying Light
God of War Sekiro: Shadows Die Twice – Game of the Year Edition
Injustice 2 Mortal Kombat X
Sekiro: Shadows Die Twice – Game of the Year Edition Resident Evil 6
Need for Speed Heat Call of Duty: Modern Warfare
Call of Duty: Black Ops 6 RESIDENT EVIL 5
Mafia III: Definitive Edition Call of Duty: Modern Warfare 2 Campaign Remastered

*Naming of products may differ between regions 

PS VR2 Games*

US/Canada EU
Skydance’s BEHEMOTH Skydance’s BEHEMOTH
Beat Saber The Walking Dead: Saints & Sinners Chapter 1
The Walking Dead: Saints & Sinners Chapter 1 Beat Saber
Alien: Rogue Incursion VR Alien: Rogue Incursion VR
Among Us 3D: VR Metro Awakening
Ghosts of Tabor Among Us 3D: VR
Metro Awakening The Walking Dead: Saints & Sinners – Chapter 2: Retribution
Creed: Rise to Glory – Championship Edition Creed: Rise to Glory – Championship Edition
Synth Riders Horizon Call of the Mountain
The Walking Dead: Saints & Sinners – Chapter 2: Retribution Arizona Sunshine 2


*PlayStation Store purchases only. Game upgrades or games bundled with hardware not included

Free to Play (PS5 + PS4)

US/Canada EU
Splitgate 2 Fortnite
Fortnite Tom Clancy’s Rainbow Six Siege X
Tom Clancy’s Rainbow Six Siege X Roblox
Roblox Splitgate 2
Maximum Football Rocket League
Call of Duty: Warzone Call of Duty: Warzone
Rocket League eFootball
Marvel Rivals Asphalt Legends Unite
Fall Guys Destiny 2
Asphalt Legends Unite Fall Guys
Players’ Choice: Vote for June 2025’s best new game

Players’ Choice: Vote for June 2025’s best new game

Players’ Choice: Vote for June 2025’s best new game https://ift.tt/lHeE74v

Last month, we battled many forms and shapes of the supernatural to connect and escape. Some big new releases included Death Stranding 2: On the Beach, FBC: Firebreak, and Five Nights at Freddy’s: Secret of the Mimic.

How does it work? At the end of every month, PlayStation Blog will open a poll where you can vote for the best new game released that month. After the polls close we will tally your votes, and announce the winner on our social channels and PlayStation.Blog.

What is the voting criteria? That’s up to you! If you were only able to recommend one new release to a friend that month, which would it be? Note: re-released games don’t qualify, but remakes do. We define remakes as ambitious, larger-scale rebuilds such as Resident Evil 4 (2023) and Final Fantasy VII Remake.

How are nominees decided? The PlayStation Blog editorial team will gather a list of that month’s most noteworthy releases and use it to seed the poll.

Revealing Full Metal Schoolgirl, an over-the-top action game from D3Publisher out Oct 23

Revealing Full Metal Schoolgirl, an over-the-top action game from D3Publisher out Oct 23

Revealing Full Metal Schoolgirl, an over-the-top action game from D3Publisher out Oct 23 https://ift.tt/ew9lbYV

Full Metal Schoolgirl is an exhilarating action-shooting game in which machine girls, armed and mechanized from head to toe, storm a giant exploitative corporation and wreak havoc with non-stop shooting and slashing.

Two cyborg high school girls rise up to destroy Meternal Jobz, an evil corporation that rules over Japan in a not-so-distant future. The game releases on October 23.

Revealing Full Metal Schoolgirl, an over-the-top action game from D3Publisher out Oct 23

The player becomes stronger through trial and error

The battle takes place in a 100-story skyscraper. Standing in your way are the working dead, corporate slaves who have been turned into cyborgs and forced to continue working even after their death.

The floor layout and security systems, including traps, change every time you attempt to advance, so you’ll have to go through tons of trial and error as you make your way to the top floor.

The machine girl can instantly transform her arms into weapons and wield them with ease. She gradually becomes stronger as she acquires more powerful weapons and modification programs (MODs). She can use firearms such as Gatling guns and shotguns, or melee weapons such as chainsaws and blades. Choose the right weapons according to the situation.

If you get a game over, you’ll lose your weapons and equipment and will have to start over from the first floor. However, you can use the materials and rewards you obtained from defeating enemies, as well as the money you earn from your livestream(?!), to perform enhancement modifications and improve the basic performance of your Machine Girl.

There are over 100 types of weapons and equipment. Power up your machine girl and player skill to destroy the president who awaits you on the top floor.


“You there! Have you ever wanted to become a machine? Have you ever wanted to be reborn as a cute, lively girl? Have you ever wanted to become a famous streamer and make money? Have you ever been dissatisfied with your company and wanted to cause a ruckus at the office or factory? I’m sure you have, right? Full Metal Schoolgirl will make all your wishes come true. A huge exploitative corporation doesn’t give its employees days off and forces them to work even after they die. The only ones who can save them are the machine girls, fully armed from head to toe. This intense game takes place in the skyscraper of an evil corporation, where you engage in close -quarters combat in confined spaces. Fire guns, slice enemies into pieces with chainsaws, and destroy everything in sight. Fulfill your desires and relieve stress—that’s Full Metal Schoolgirl.”

– Nobuyuki Okajima, Producer, Full Metal Schoolgirl

A wardrobe of cosmetic DLC options

Pre-orders for the digital version will begin on the PlayStation Store tomorrow. There will also be a Deluxe Edition, which includes the main game as well as various DLCs such as costumes and accessories for the characters. 

Additionally, the early purchase bonuses will include Akemi Costume: Saki’s Battle Suit from OneeChanbara Origin and Ryoko Costume: Aya’s Battle Suit from OneeChanbara Origin (Deluxe Edition only).

If you preorder at least one day before the release date, you will also receive the accessory Furball in 3 Color Varieties and “Now I’m Pissed Cat” in 3 Color Varieties (Deluxe Edition only). PlayStation Plus members also get a 10% discount.

Full Metal Schoolgirl is scheduled to be released on October 23. Please look forward to new information in the future.

Share of the Week: Maximalism

Share of the Week: Maximalism

Share of the Week: Maximalism https://ift.tt/BrgVDc5

Last week, we asked you to share maximalist moments from the game of your choice using #PSshare #PSBlog. Here are this week’s highlights:

JarrinWasHere shares Jesse from Control standing in a sea of yellow sticky notes.

call_me_xavii shares the humans of Humanity all bunched together

JULY_AA_0510 went all out with the sticker pack for Cyberpunk 2077.

secondcapture shares a giant finger-shaped building in Kunitsu-Gami: Path of the Goddess

Fabricioevm shares the massive landscape of Clair Obscur: Expedition 33 with a mountain-sized Nevron in the distance

AkiraAoyama_VP shares an onslaught of rats from A Plague Tale: Requiem

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: Death Stranding 2: On The Beach
SUBMIT BY: 11:59 PM PT on July 2, 2025 

Next week, deliver shares as you trek through Death Stranding 2: On The Beach. Share moments from Sam’s latest journey using #PSshare #PSBlog for a chance to be featured.

Resident Evil Requiem Producer Masato Kumazawa Q&A

Resident Evil Requiem Producer Masato Kumazawa Q&A

Resident Evil Requiem Producer Masato Kumazawa Q&A https://ift.tt/9SX3Z6E

When you first heard the announcement of Resident Evil Requiem, were the hairs on your arm suddenly standing up on end a sign of excitement, fear… or a little bit of both? Either way, there’s no denying that a new entry to this classic survival horror series always gets the blood pumping. Producer Masato Kumazawa got us a little more under the flesh of what we can expect when we head back to the broken and bleeding shell of Raccoon City…  

Resident Evil Requiem Producer Masato Kumazawa Q&A

PlayStation Blog: What does “Requiem” infer about the game’s story?

Masato Kumazawa: There are many layers to the title: a requiem for the protagonist, – Grace Ashcroft,  – grappling with the loss of her mother eight years ago, and a requiem for all of the people who were caught up in the Raccoon City incident, to name but just a few examples. But once you complete the game, I believe you’ll find even more levels of meaning for the subtitle.

“When creating a story set in the ruins of Raccoon City, we felt it was fitting to have a character with a personal connection to the city itself.”

What made you want to bring back the Ashcroft family from the Resident Evil Outbreak series, and how does Grace’s inexperience factor into the player’s journey?  

When creating a story set in the ruins of Raccoon City, we felt it was fitting to have a character with a personal connection to the city itself. In this title, which aims to focus on horror, we introduce Grace as a new, relatable protagonist, who is unlike previous protagonists Leon or Chris.

By making Grace someone who reflects the player’s own vulnerability, we believe players will enjoy a gameplay experience filled with tension and immersion. When walking alone down a dark hallway, her breathing becomes erratic; when an enemy suddenly appears, she jumps in fright. Grace is a character with a low tolerance for fear, but she grows throughout the story and eventually begins to confront various horrors with courage.

By the time players finish the game, we’re confident everyone will have come to love her!

Resident Evil Requiem Producer Masato Kumazawa Q&A

“With Resident Evil Requiem we wanted to return to a story that continues the overarching narrative rooted in Raccoon City and the secret machinations of the Umbrella Corporation”

We clearly see the ruins of Raccoon City and Raccoon City Police Department in the reveal trailer. Why return to this iconic setting?

In recent mainline titles like Resident Evil 7 and Resident Evil Village, the series has explored the broader world of the Resident Evil universe by focusing on incidents involving the Winters family.

With Resident Evil Requiem, however, we wanted to return to a story that continues the overarching narrative rooted in Raccoon City and the secret machinations of the Umbrella Corporation. As the series celebrates its 30th anniversary, we believe Raccoon City is the most fitting setting.

Was Village’s post-launch third-person perspective DLC a test for allowing both first and third-person perspectives? Why was that an important option to give to players?

The third-person mode added to Resident Evil Village was created simply in response to fan requests and was not intended as a prototype. Our analysis of recent gameplay trends in the series revealed that many players tend to engage with either first-person or third-person titles exclusively.

With that in mind, we’ve included both perspectives in RE9, driven by the desire for all Resident Evil fans to enjoy the latest installment.

What are the challenges in developing the game to be played so smoothly in both first and third-person at any time?

In modern 3D-rendered games some may think that changing the perspective is a simple task. However, in the survival horror genre, where delicate adjustments are made to evoke fear in the player, there are significant differences between first-person and third-person perspectives. These differences affect not only character models and animations, but also fine-tuned balance, UI, sound design, and more.

It’s essentially like developing two separate games in parallel. 

“Fear is something players tend to grow accustomed to over time, but with this title we’ve been more conscious than ever about maintaining a sense of tension throughout the experience.”

What would you say are the philosophy and themes of Resident Evil RequiemRE9 in comparison to previous games?

The concept of the game is “‘addictive fear”’ – the sense of experiencing something terrifying, but you can’t help wanting to know what happens next; you’re compelled to keep going.

Fear is something players tend to grow accustomed to over time, but with this title we’ve been more conscious than ever about maintaining a sense of tension throughout the experience.

The reason behind this concept is that recent entries in the series, such as Resident Evil Village and Resident Evil 4, while still horror titles, leaned heavily into action. With the latest installment we wanted to return to a game that puts a strong focus on horror.

Are there any notable graphical improvements you’d pinpoint in the trailer that really highlight improvements through increased familiarity with the RE Engine? 

The RE Engine, which has powered many titles, continues to evolve. In the trailer you’ll notice many details expressed through the visuals, such as sweat trickling down Grace’s skin, the delicate texture of her hair, and the subtle trembling of her lips, showing her anxiety and tension.