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MLB The Show 26 gameplay revealed

MLB The Show 26 gameplay revealed

MLB The Show 26 gameplay revealed https://ift.tt/iO1mz7N

MLB The Show fans, the time is here. San Diego Studio couldn’t be more excited to share all of the new updates we have in store for MLB The Show 26. This year, we’re giving you more control, deeper immersion, and more action on and off the field. 

MLB The Show 26 gameplay revealed

Road to The Show: More to the journey 

This year, Road To The Show builds on what you loved in ‘25, creating an even more immersive experience. We’ve: 

  • Expanded the amateur experience to add more realism to your story on the way to The Show
  • Added 11 additional college teams for a total of 19 schools including: University of Arkansas, University of Florida, Stanford University and University of Michigan
  • Brought in the (CWS) officially licensed NCAA Men’s College World Series format and bracket 
  • Introduced new goals that keep you pushing to progress throughout your career 

We’re also proud to announce, Road To The Show: Road to Cooperstown. Start from high school, build your legacy, and see if you can make it all the way to the Hall of Fame in this all-new feature in Road To The Show. Are you up for the challenge?

Diamond Dynasty*: All new ways to compete including The World Baseball Classic 

Diamond Dynasty is back and better than ever with new ways to play. Be sure to check out:  

  • The World Baseball Classic content returns to DD, now featuring WBC ballparks including the Tokyo Dome and Estadio Hiram Bithorn. 
  • Mini-seasons overhaul 
  • New rewards, programs, and collections
  • More live-service updates for exciting challenges and experiences

Storylines*: Negro Leagues Season 4

The award-winning game mode returns with all-new legends, uniforms, and a new stadium to celebrate the stories of some of the most impactful, yet largely unknown, ballplayers in history. 

Franchise: More realism and control 

Franchise mode has some exciting updates that put you in position to build a dynasty:

  • New Trade Experience incorporating a new Trade Logic System featuring the comprehensive Trade HUB.
  • Modernized logic including lineup, starting pitcher rotation, and bullpen games to reflect current MLB trends.
  • A more approachable Franchise experience that lets you tailor your desired level of control & gameplay to get through more seasons.

New gameplay updates in ShowTech for the most authentic on-field baseball experience

Gameplay is the bread and butter of the MLB The Show franchise and this year we’re aiming to continue that tradition by adding new features and refining the game experience. 

 Here’s what’s new in ‘26:

  • Big Zone hitting is a new batting interface for players of all skill levels
  • Play at three new stadiums including: The Tokyo Dome, Estadio Hiram Bithorn, and Terrapin Park 
  • Bear Down Pitching gives you more control in the clutch situations 
  • Hits per 9 innings and strikeouts per 9 innings attribute splits and pitch repertoire usage rate
  • Reaction rating attributes for fielders (left, right, forward, and back)
  • Catcher Pop Time attribute 
  • Plate Coverage Indicator sensitivity slider for more control over your PCI
  • Added over 500 new gameplay animations
    • Re-captured all knee down catcher animations which includes throws, blocked balls, wild pitches and more

Stay tuned for what’s next

Coming up: Fielding Feedback 2.0 returns with updates on all things MLB The Show 26. Plus, we’ll be announcing more feature premieres in the coming weeks including a deep dive into what’s new in Road To The Show. 

Sign up for Scouting Report

Sign up for the MLB The Show Scouting Report — it’s the best way to stay updated on the latest news on MLB The Show 26. Plus, when you do, you’ll unlock a monthly scouting report pack. It all starts in April 2026, so sign up today on TheShow.com!

Pre-order MLB The Show 26 now

Get ready to leave your mark. Pre-orders are open now and MLB The Show 26 launches on March 17, with early access starting on March 13 for the Digital Deluxe Edition. 

Pre-order loyalty discount for previous MLB The Show owners

We are also happy to announce a new loyalty discount**. You will receive 10% off your Digital Deluxe Edition pre-order if you have purchased any digital version of MLB The Show that’s been released since MLB The Show 21. Note that this pre-loyalty offer will be live soon after pre-orders open.

Now & Later Packs are back

Earn your packs in the XP Path and Now & Later Program in ‘25 and get vouchers that will automatically be redeemed* into The Show Packs when logging into MLB The Show 26 with the same account you used in ‘25. The Now & Later Program goes live at 12 pm PST today and you can score up to 12 additional packs. Plus, get a Carlos Beltrán player item to use in MLB The Show 25 and a different Carlos Beltrán player item in ‘26.     

Stay updated for what’s on deck

There’s a lot more excitement ahead between now and launch. In the meantime, sign up for The Scouting Report, and be sure to follow us on X, Facebook, and Instagram

*Internet connection required.
**Discount reflected in cart. Must be signed into your account. Only applies to same platform purchases. For Nintendo Switch, since MLB The Show 22

(For Southeast Asia) PlayStation Launches ‘Love of Play’ Campaign with KIM CHAEWON from LE SSERAFIM

(For Southeast Asia) PlayStation Launches ‘Love of Play’ Campaign with KIM CHAEWON from LE SSERAFIM

(For Southeast Asia) PlayStation Launches ‘Love of Play’ Campaign with KIM CHAEWON from LE SSERAFIM https://ift.tt/iO1mz7N

PlayStation is kicking off 2026 with a special collaboration, a New Year “Love of Play” campaign that brings unforgettable moments to life, featuring KIM CHAEWON from K-pop idol group, LE SSERAFIM.

No matter how you choose to celebrate the New Year Holiday, whether it’s enjoying personal time, sharing moments with friends, or creating memories with family, PlayStation is here to make every experience extraordinary.

This campaign unfolds through 4 episodes: Family, Friends, Sisters, and Solo. Today, we’re excited to release the very first episode: Family.

(For Southeast Asia) PlayStation Launches ‘Love of Play’ Campaign with KIM CHAEWON from LE SSERAFIM

The remaining 3 episodes will be released accordingly: Friends – Feb 4, Sisters – Feb 5 and Solo – Feb 6 

Thanks to the outstanding presence of KIM CHAEWON from LE SSERAFIM, this campaign truly shone through. 

We’ve captured the vibrant atmosphere of the set and her candid thoughts, offering fans a fresh and authentic glimpse of her personality, along with some exciting news—all in one place. First, let’s watch the behind-the-scenes interview video on the official YouTube channel!

Here’s our exclusive interview with KIM CHAEWON:

(For Southeast Asia) PlayStation Launches ‘Love of Play’ Campaign with KIM CHAEWON from LE SSERAFIM

Q. Do you remember the first game you ever played on PlayStation?

“My very first console game was Stray on PS5! It’s a game where an adorable cat is the main character. The storyline is refreshing, and I loved the overall vibe and puzzle elements. The cat’s movements were so realistic that I felt like I had actually become a cat while playing.”

Q. Today you got to try out many DualSense controller colors. Which color is your favorite?

“I had no idea there were so many color options! Seeing and holding each one during the shoot, I thought they were all cool.” 

“I can’t recall the exact name, but there was a purple shade with a subtle blue tint (Chroma Indigo)—it looked so elegant and stylish. Personally, though, I liked the black one (Midnight Black) the most. Its sleek vibe is totally my style.”

Q. What’s the most fun PlayStation game you’ve played so far?

“I’d say Astro Bot, which I played during today’s shoot! It’s probably the most fun game I’ve tried so far. The character is adorable, and I thought, Wow, this is the true charm of PlayStation.”

“The haptic feedback and adaptive triggers on the DualSense controller blended perfectly with the gameplay, making the tactile experience unforgettable. I can’t wait to try more PlayStation games in the future.”

To stand a chance to win a DualSense wireless controller signed by KIM CHAEWON, look out for our social campaigns on PlayStation Asia IG channels

For details on the Festive New Year Sale and our exciting Wiggle Wiggle partnership, please visit the PS blog here

And one last thing! Don’t miss KIM CHAEWON’s upcoming videos filled with her charm: “Unstoppable Play!” will be released on February 5, and the exciting “Balance Game” will follow on February 11, both on the official PlayStation official IG, FB channel.

Stay tuned!

Players’ Choice: Vote for January 2026’s best new game

Players’ Choice: Vote for January 2026’s best new game

Players’ Choice: Vote for January 2026’s best new game https://ift.tt/LKANWCO

Can you believe the first month of 2026 is already over? Some notable new releases in January included Arknights: Endfield, BrokenLore: Unfollow, and Cairn. Which game was your favorite?
 

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.

Share of the Week: Speed

Share of the Week: Speed

Share of the Week: Speed https://ift.tt/BP1HJaQ

Last week, we asked you to speed things up and share your quickest moments using #PSshare #PSBlog. Here’s are this week’s highlights:

natazz1011 shares a moment zooming towards a planet in No Man’s Sky.

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call_me_xavii shares Atsu riding alongside a galloping group of horses in Ghost of Yōtei.

KeenEyeVP shares a BMW against a rainbow blur of a street in Gran Turismo 7.

FranTGP shares Aloy hooking herself to a flying Sunwing in Horizon Forbidden West.

parmindernangla shares a speeding Ford GT in Forza Horizon 5.

reins62831 shares a scurrying badger in Red Dead Redemption 2.

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: Rustic
SUBMIT BY: 11:59 PM PT on February 4, 2026 

Next week, we’re slowing things down to enjoy the simple life. Share rustic moments from the game of your choice using #PSshare #PSBlog for a chance to be featured.

Resident Evil Requiem interview: Chainsaws, reinvented zombies, fear balancing, and more

Resident Evil Requiem interview: Chainsaws, reinvented zombies, fear balancing, and more

Resident Evil Requiem interview: Chainsaws, reinvented zombies, fear balancing, and more https://ift.tt/zDuL9V3

Resident Evil Requiem, launching on February 27 for PlayStation 5, is the ninth and latest entry in Capcom’s iconic Resident Evil series. 

We recently sat down with the game’s director, Koshi Nakanishi, to chat about the latest and most immersive entry in the series yet.

Koshi Nakanishi Resident Evil Requiem director, Capcom

PlayStation Blog: When did development start, and how was the project greenlit?

Development began on a small scale six years ago, but it really took shape in its current form about three years ago. Ethan’s storyline concluded with Resident Evil 7: Biohazard and the eighth mainline entry, Resident Evil Village. While both Resident Evil 7 and Resident Evil Village were very well-received, they veered away from the main storyline leading up to Resident Evil 6. So, we decided it was time to steer the story back on track, and that’s how the development of this title started.

“Leon’s back in Raccoon City – the place where his bioterror nightmare began and caused his early struggles and losses.”

The demo threw us right into the game, so the story felt a little abrupt. Will the final product be accessible for players who haven’t played the earlier entries?

The game is designed to be welcoming to complete newcomers who don’t know anything about the Raccoon City Incident or haven’t played any Resident Evil titles before. While series fans will instantly recognize Leon, Grace is a brand-new character who’s never faced a zombie and only knows about the Raccoon City Incident through her mother’s involvement. New players can dive into their first Resident Evil adventure right alongside Grace.

This marks Leon’s first mainline return since Resident Evil 6, at which point he was a little over 30 years old. Exploring his character development is one of the central themes of this game. He’s back in Raccoon City – the place where his bioterror nightmare began and caused his early struggles and losses. Throughout the game, players will witness how the battle-hardened Leon feels and what he reflects on after all these years.

Did you explore any new approaches to horror in this game?

A big focus for us was reinventing the zombies. Zombies are so ubiquitous in games now that their weaknesses and behaviors have become predictable; for instance they’re typically weak to headshots. However, that familiarity kills the fear and tension. Zombies in this game retain some traces of human intelligence and instincts. Some obsessively repeat bizarre human behaviors, while others pick up weapons dropped by other enemies to attack. We wanted to transform zombies into threats that consistently defy player expectations and keep them on edge.

Overall, this game may be scarier than Resident Evil Village, but it alternates between tension and relief, so it isn’t a continuous, suffocating experience.”

Many players found Resident Evil 7 intensely frightening, leading you to dial things back in Resident Evil Village. Where would you place Resident Evil Requiem on the terror scale?

Yes, some players found it hard to finish Resident Evil 7, so we toned down the horror a bit in Resident Evil Village. In Resident Evil Requiem, however, Leon’s segments lean more into satisfying action, which allowed us to really push the horror in Grace’s sections. Leon’s parts are still spooky, of course, but I’d say they’re more exhilarating than purely horrifying. Overall, this game may be scarier than Resident Evil Village, but it alternates between tension and relief, so it isn’t a continuous, suffocating experience.

The demo took place within a dubious sanatorium. Will the full game open up to more areas?

As you’ve seen in trailers, the game eventually takes you to present-day Raccoon City. Resident Evil games often switch up locations as you go, and Resident Evil Requiem does the same. Also, in the demo, Grace and Leon’s sections both took place in the same sanatorium, but their stories branch out to different spots later on.

“If you switch from Grace to Leon in the same location, any enemies Grace took down stay dead for Leon, and the same goes for items on the ground.”

Do one protagonist’s actions impact the other’s?

Yes, for example, if you switch from Grace to Leon in the same location, any enemies Grace took down stay dead for Leon, and the same goes for items on the ground. However, it’s tough for Grace – who’s always short on ammo – to wipe out all the enemies. Using Leon to take down enemies that Grace fled from is one of this game’s highlights.

With that in mind, it’ll be fun to strategize and maximize efficiency during subsequent playthroughs.

Exactly. The more you play, the more you discover how actions in one part affect the other, so it creates a different kind of replay value compared to previous games in the series.

Grace could collect antique coins, whereas Leon found them unnecessary and would not pick any up. Is the upgrade system using antique coins exclusive to Grace?

Antique coin upgrades in the sanatorium are exclusive to Grace, so Leon can’t pick any up. There are still traditional upgrades available for Leon, like weapon enhancements and modifications. The demo emphasized Leon’s action-packed gameplay, but as the game progresses, even he will face uphill battles. Properly upgrading Leon will become crucial too.

You were able to crouch and evade attacks as Leon in the Resident Evil 4 remake. Can you do that in this game too?

Absolutely. Try crouching when an enemy sweeps at you from above. This tactic works for both Leon and Grace, although Grace tends to lean more on survival and items rather than direct combat.

“This time, we came up with the ‘chainsaws for everybody’ concept, which was a fresh take that unlocked a lot of creative possibilities.”

Were there any specific scenes or moments in the demo that your team put particular effort into?

Near the start of Leon’s section, you encounter a chainsaw-revving zombie doctor. Chainsaws are an iconic Resident Evil weapon, and with so many variations across past games, we always challenge ourselves to innovate. This time, we came up with the “chainsaws for everybody” concept, which was a fresh take that unlocked a lot of creative possibilities. For example, if a weaker nurse zombie swings a chainsaw, it’ll slip from her grip and go flying. The team put a lot of care into those kinds of details.

We added third-person support with the Village DLC, and some players were finally able to play comfortably. That inspired us to offer the choice from the start, and our experience working on the DLC made it a pretty smooth integration.”

Why did you add the option to switch between first-person and third-person perspectives? Were there any challenges or discoveries that your team encountered during the development of the two viewpoints?

As you know, mainline Resident Evil titles were in third-person from Resident Evil 4 through 6, then shifted to first-person in Resident Evil 7 and Village. However, some players struggled playing in first-person. We added third-person support with the Village DLC, and some players were finally able to play comfortably. That inspired us to offer the choice from the start, and our experience working on the DLC made it a pretty smooth integration.

We recognized that some players found first-person mode too frightening but could still enjoy the game in third-person. That said, seeing Grace panic on-screen caught some players off guard and startled them unexpectedly, which was a nice surprise.

In first-person view, you can see Leon’s and Grace’s hands when aiming a gun, and their responses are clearly different. Grace’s hands shake because she’s not used to combat, and the recoil hits her harder, too. We encourage players to try a different perspective in subsequent playthroughs.

“Adaptive triggers dynamically adjust trigger resistance depending on the weapon, while gun reloads trigger vibrations and audio from the controller’s microphone.”

Previous games in the series, such as Resident Evil Village and the 2023 remake of Resident Evil 4, were available on both PS5 and PS4. This title, however, is a PS5 exclusive. Did any PS5 features, including the DualSense wireless controller’s haptic feedback and adaptive triggers, contribute to the game’s performance and immersion?

Resident Evil thrives on evoking genuine terror, so we harnessed PS5 features to amplify the horror elements. For example, during a zombie attack, haptic feedback simulates the zombie’s grip and bite on your arm through the controller.

Adaptive triggers dynamically adjust trigger resistance depending on the weapon, while gun reloads trigger vibrations and audio from the controller’s microphone. In puzzles requiring players to rotate a box filled with gems, we simulated the clattering of gems through vibrations and controller audio to deepen the game’s realism and immersion.

3D audio’s immersive soundscape is crucial for pushing the boundaries of horror games. What techniques does this game implement to amplify terror through sound design?

This game’s ambient sounds are captured across 12 channels, including vertical positioning. Unlike simple mono or stereo IR waveforms, this approach offers far superior spatial reverb, creating an unprecedented sense of presence.

Are there any PS5 Pro enhancements?

On PS5 Pro, ray tracing can be turned on or off. With it enabled, players can enjoy the game in 4K at 60fps with full ray tracing. Disabled, it supports up to 120fps (averaging 90fps) on high-refresh-rate monitors. We spent a lot of time on optimization.

 Resident Evil Requiem launches on February 27 for PlayStation 5.

Cairn — 8 advanced climbing tips to make it to the summit

Cairn — 8 advanced climbing tips to make it to the summit

Cairn — 8 advanced climbing tips to make it to the summit https://ift.tt/I0zcQ9s

To make it to the top of Kami, the mountain at the heart of Cairn, you’ll need to develop skill and intuition for climbing and use all the tools at your disposal. There’s a lot in the game you’ll need to learn through experience, particularly as you reach the more treacherous challenges at higher altitudes. Here are a few tips that’ll help you reach greater heights and see fewer dangerous falls as you make your way to Cairn’s summit.

It’s all about planning, patience, and stamina

The climbing gym at the start of Cairn is a great way to get some training that will save you on Kami, and it’s worth trying all of its available walls to see what you’ll face ahead. The gym will teach you three things: to plan your route, climb slowly, and conserve your stamina.

You can check the wall ahead of you by angling the camera so that your protagonist, Aava, looks straight up, or by pressing L1 to get a zoomed-out view of the whole area. It’s always worth it to check your path so you don’t hit a point where you’re trapped or snagged and forced to climb back down, wasting energy and items.

Patience is a virtue in Cairn; you almost always want to climb slowly and carefully, even if you’re on what appears to be an easy stretch of wall. The trick to climbing successfully is picking good handholds and footholds. Aava’s limbs start to shake when one is getting tired, indicating that it’s in a bad position or her weight is distributed poorly. Stay in a position like that too long, and she’ll slip and fall. If you move too fast up the wall, you’re more likely to commit to bad holds without realizing it, only to find that Aava is tiring out and unable to move to a more solid position before falling. Going slow lets you be sure the holds you’re using are safe before moving on.

As you go up a wall, you also need to manage Aava’s stamina. When you’re in a solid position, you can hit Triangle to have Aava shake out a tired limb, regaining stamina for the next push. You can tell how much stamina Aava has by the color that flashes when you press Triangle. Green means you’ve recovered well, while yellow indicates caution, showing you that you need a better rest position soon or you’re going to be in trouble. Stamina recovery is essential to avoid falling, so stop frequently for a quick rest.

Through it all, pay close attention to Aava’s reactions and what she says. Slowly, regular breathing means she’s doing well through the climb, but when her breathing starts to quicken, it means she’s tiring out and getting worried. You’ll need to find a more natural, comfortable position so she can rest and recover stamina.

Drop pitons frequently

Pitons are essential, and you’ll want to get into the habit of putting them down at regular intervals on every wall. Clipping into a piton stops you from falling off the mountain, while also acting as a checkpoint so you can quickly return if you should slip. You can also use pitons to rest by hitting X to “off belay,” which fully restores Aava’s stamina. And when you off belay at a piton, you can access items in your backpack, giving you a chance to eat food or refill chalk.

You can place a piton by holding Up on the directional pad, but you’ll then have to hit X at the right moment as a slider moves across a bar to complete the placement. It’s essential to practice your piton timing — getting the right timing doesn’t just save you from breaking pitons, it can allow you to place one fast in an emergency when Aava’s about to fall. But don’t wait to hear Aava panicking before you set a piton. Train yourself to place them regularly when things are going well, so you’re not trying to place one in a panic to avoid a fall.

You’ll find lots of pitons on Kami, and Climbot can make one piton from two sets of piton scraps, so don’t worry too much about running out or wasting them. They’re essential to a successful climb.

All holds aren’t equal

Especially when you’re first starting out, you might wonder why Aava keeps getting tired or falling when you’re climbing a wall that seems like it’s full of holds. The answer is that some holds are smaller and tougher to use than others, and it’s not always immediately obvious looking at them that a grip isn’t great. Vertical cracks, for instance, seem like they should be useful for climbs, but they can tire you out quickly. Look for big ledges to stand on and hold with your hands to provide Aava with more comfortable positions where she can rest, and try not to use smaller holds for very long. Listen for Aava to remark about whether you’ve picked a good position to know that she’s comfortable — and restore stamina often.

When you climb slowly, you can test each hold before moving to the next to see how Aava handles it, and you’ll be able to tell if you should move Aava back down to a more stable position. You always want to watch for how Aava places her hand or foot, also; you’ll sometimes place a hand or foot on what you think is a grip, only for Aava to flatten that hand or foot against the rock, which means she’s braced but not holding anything. It’s usually a good idea to stop and reset that limb before moving on, because she’ll tire out quickly without a solid grip.

Don’t forget chalk

Chalk greatly improves your grip and can be essential to get over tough walls. You’ll almost always have chalk available, and it’s almost always a good idea to use it. You can quickly add chalk to your hands by holding Right on the directional pad, making your next 12 handholds extra grippy. Chalk is great for making bad holds a little easier to grip, and even makes it possible to move over rock that doesn’t have good holds so you can reach a better spot, as long as you’re quick about it. You should use chalk often, especially when holds are small or spread out — Climbot creates more whenever you compost trash, so you’ll always have a healthy supply.

Manually choose Aava’s limbs for extra control

Cairn’s developers suggest you use its automatic system for choosing which limb Aava moves every time you take a new foot- or handhold, but there will be lots of moments when you’ll want to move a foot and the game will suggest you move a hand or vice versa, and moving the wrong limb can sometimes be disastrous. You can choose which limb to move yourself by holding R1 and highlighting it using the right analog stick. Choosing limbs manually is essential when you’re trying to quickly leave a dangerous position to get to a safer one, but it’s also just good practice to make sure you have complete control of Aava and are making exactly the moves you want to.

Change your approach depending on the kind of rock you’re climbing

Most rock walls are gray and craggy, but you’ll sometimes see smooth, glossy brown rock mixed in across a wall. This rock is more slippery, with holds that are often smaller, and it’s too dense for you to place pitons into it, making it potentially dangerous. Check your route and watch for patches of brown rock so you can either climb around them or plan a smart route over them. Chalk and food boosts are great for dealing with these climbs as well.

Be sure to explore

Kami was once home to a people called the troglodytes, and while you’ll find very few of them left during your climb, you can still visit their homes, temples, and villages. Making your way into different caves and structures can help you find save points, vital supplies, and special items to make your climb easier. Troglodyte pitons are the greatest prize — they’re indestructible and can burrow into any kind of rock — but you might also find things like upgrades for your chalk bag, recipes for different kinds of food, and lots more. Exploring caves and troglodyte structures can also help you find alternative, often easier or safer routes up the mountain.

Ice can be easier to climb, but slower

Late in your ascent up Kami, you’ll start to come across ice walls. Aava is ready with ice axes and spikes for her feet, and these are automatically equipped whenever you aim a limb at ice. These walls can be easier to deal with than rock because you can make a handhold or foothold anywhere, but you’ll need to go more slowly and recover stamina more often as you climb, because overall, climbing ice takes more effort. Try to pick cracks in the ice to place your ice axes and shoes. If an axe or shoe bounces off the ice before settling, that’s a bad hold, and you should move it to a better one, because Aava will soon slip. If you’ve got no crack to dig into, you can create one by holding down Square and then releasing it, kicking your foot or slamming your axe into the ice. The effort drains your stamina faster, though, so be sure to take frequent breaks.Making your way to the top of Kami is a tough journey, but it’s also a rewarding one. Take your time and be careful and you’ll keep the climb from going from challenging to frustrating. You can start your ascent today — grab Cairn today at the PlayStation Store.

Dragon Quest VII Reimagined interview: hand-crafted dolls, overhauled UI, nostalgia, and more

Dragon Quest VII Reimagined interview: hand-crafted dolls, overhauled UI, nostalgia, and more

Dragon Quest VII Reimagined interview: hand-crafted dolls, overhauled UI, nostalgia, and more https://ift.tt/NwET2p6

Set for release on February 5, Dragon Quest VII Reimagined for PlayStation 5 reinterprets the classic 2000 PlayStation title, Dragon Quest VII: Fragments of the Forgotten Past. Featuring distinctive 3D diorama visuals with a warm, handcrafted doll-like aesthetic, the remake also introduces new storylines, including one that reunites the hero with his now-adult friend, Kiefer.

Over 25 years after the original release, producer Takeshi Ichikawa shares insights on the creative process and the decisions behind reimagining this beloved RPG for a new generation.

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Takeshi Ichikawa, Producer, Dragon Quest VII Reimagined 

PlayStation Blog: Before we discuss the upcoming Dragon Quest VII Reimagined, let’s take a moment to revisit the original Dragon Quest VII: Fragments of the Forgotten Past, released for the original PlayStation in 2000. The title drew major attention at the time as the first in the series to feature 3D polygons and for offering an adventure that stretched beyond 100 hours. Do you have any special memories of that game?

I was a young kid in elementary school back in 2000, so my memories are a little fuzzy, but I do remember playing the original Dragon Quest VII. Funny enough, my first Dragon Quest game wasn’t one of the mainline entries – it was Dragon Quest Monsters Terry’s Wonderland. So when I finally played one of the mainline installments, I was surprised to learn that you actually fight as human characters.

Dragon Quest VII is known for its sheer scale, and it takes a while to reach your first battle. Honestly, as a child, I remember getting impatient, wondering when the fighting was going to start. Ultimately, I didn’t finish the game and gave up partway through. However, when I revisited the game later as an adult, I was really struck by how dark and unsettling the game’s world was, and how strangely relevant it felt in this day and age.

*Screenshot of Dragon Quest VII: Fragments of the Forgotten Past on the original PlayStation

It’s one of the more melancholic works in the series, isn’t it?

Yes. In conversations with Yuji Horii, the creator of the series, we often used the word “irrational” to describe the game’s world and its themes.

What parts of the game felt irrational to you?

Even though the protagonists haven’t done anything particularly wrong, the story keeps drifting into darker territory and shows the raw, ugly sides of human nature. I think that lack of salvation and sense of unfairness made the game feel irrational at times.

And that Dragon Quest VII is now being remade as Dragon Quest VII Reimagined. Can you tell us how this project first came about?

The original game was released in 2000 and celebrated its 25th anniversary in 2025. We felt that its distinctive world and story would resonate even more strongly with players today, which is what led to the start of this project.

Why did you choose to develop a full remake from the ground up, rather than a remaster?

After 25 years, we wanted to create a game that was enjoyable for both past players and those new to the series. That’s why we went back and reviewed every single element from square one and rebuilt everything for a wider audience.

Figuring out where to begin on an epic exceeding 100 hours sounds quite daunting. What was your guiding principle, and what type of experience were you envisioning?

Our core concept was “nostalgic yet innovative.” We aimed to preserve Dragon Quest VII’s signature essence and nostalgic charm while adding new touches that we thought were fitting as the series’ latest installment. Development revolved around three key pillars: story, visuals, and combat.

What kind of input did Yuji Horii give after he saw your proposal?

We pitched to Horii-san the idea of restructuring everything around those three pillars, overhauling the framework of the narrative, and adding new storylines for certain characters to create a deeper emotional connection with the players. He was on board right away.

Did Horii-san provide any feedback during development?

He gave us input on the UI. Past Dragon Quest games stuck to pop-up window-based interfaces, but we went with tabs for the main menu this time, which was a bold move. Horii-san liked the overall feel but suggested tweaks for specific elements, like the shopping interface. His insights helped us create a more user-friendly UI.

You highlighted story, visuals, and combat as the three main pillars. Could you elaborate on the changes your team made to the story?

While preserving the original’s distinctive vibe and atmosphere, we refined sections of the story – which can exceed 100+ hours – that felt redundant. We aimed to streamline the overall structure of the narrative so it was easier to follow and get immersed in.

Yes, the overall story felt tighter when I played the preview. You mentioned you didn’t just trim the story; you also added new storylines?

That’s right. We trimmed or condensed parts that didn’t deeply impact the core narrative while also adding new scenarios. For example, the reunion with an adult Kiefer gives original fans something new to enjoy.

Does the adult Kiefer play a big role in the story?

Yes, he properly appears as part of a new storyline. I can’t go into details because it’s integral to the story, but I’m excited for players to experience it firsthand.

Let’s talk about the graphics – the doll-like visuals really stand out. Why did you choose this style?

Akira Toriyama oversaw character designs for the Dragon Quest series, and Dragon Quest VII stood out with its endearing character designs with shorter proportions. We chose a doll-like aesthetic to match that. Given the global popularity of doll-inspired visuals in films and games, we thought this style would suit Dragon Quest VII perfectly.

I understand the character creation process was unique, too. You worked with doll artisans to craft wooden dolls by hand, photographed them, and turned the photos into CG models.

Yes. Given the doll motif, scanning actual dolls felt like the best method for nailing the texture and creating a distinctive visual style. We commissioned Studio Nova, a Japanese doll studio, to handcraft the dolls of the main characters, then scanned them to capture their unique texture in the game.

The velvety texture of Kiefer’s outfit and similar details are very realistic. Are there any visual elements you want players to pay particular attention to?

We’ve put a lot of care into each character’s outfit. Kiefer wears a plush royal attire fit for a prince, while the protagonist, a fisherman’s son, wears something humbler, and Maribel, the mayor’s daughter, wears an, elegant fancy dress. The highlights are in the fine details, like the worn, scuffed texture on the protagonist’s leather shoes. You’ll find many hidden details if you pay close attention.

The environments and buildings also blend in seamlessly with the doll-like characters. Can you describe the creation process?

Once we settled on the doll motif, we styled the towns like dioramas and the buildings like dollhouses to complement the characters. I think the standout is the protagonist’s hometown, Estard Island. We started working on this area first, so we put extra effort into creating Estard.

The original lets you spin the camera around to find hidden chests, pots, and barrels. That has been faithfully recreated as well.

That’s right. Spinning the camera around for exploration was a key feature in the original, so we made sure to keep it. We hope players spend time investigating every nook and cranny.

Let’s talk about the final pillar of the three: combat. What was the thinking behind its redevelopment?

The basic idea was to keep regular battles “quick and snappy” while making fights against tougher enemies more “intense and deliberate.” For regular combat, we focused on pacing, such as adding battle speed options and a “Field Attack” feature where you can one-shot weaker enemies as your party levels up.

Meanwhile, powerful enemy encounters are key story moments, so we wanted players to spend their time strategizing and taking it slow. Some fights ended up being quite challenging, but we received a stamp of approval from Horii-san after he tested it out, so I believe we’ve achieved a good balance.

Tell us about the Vocation system. Special Vocational Perks activate when a character gets “worked up.” How does this new mechanic make combat more dynamic and engaging?

Characters “let loose” at optimal moments during battle. It unleashes powerful effects based on your Vocation, and once you can “Moonlight” two Vocations, you can equip two Vocational Perks at the same time. Experimenting with different Vocation combinations is a lot of fun.

How does the Moonlighting feature work?

As the story progresses and Vocation changes become available, you can choose one preferred Vocation, like warrior or mage. Further into the game, you unlock the ability to “Moonlight” two Vocations. During battles, you can use skills and perks from either Vocation. Character attributes are also combined, which significantly affects your character’s overall capabilities.

So, players can mix and match any Vocations they want?

Yes. For example, you can combine warrior and martial artist for a powerful attacker, or pair warrior with priest for a balanced fighter. The choice is yours, depending on your playstyle. Once your Beginner Vocations reach maximum proficiency, you’ll unlock Intermediate Vocations that you can also Moonlight. Mastering both warrior and martial artist unlocks the gladiatrix, which can then be paired with either a Beginner Vocation or another Intermediate Vocation.

The Buccanham Palace: Battle Arena has been added as an extra feature. What are its key highlights?

The Battle Arena is one of the new side contents. With its unique format, it delivers fights unlike the regular battles for a fresh experience. There’s also content designed to test your strength, so players can jump in and test their limits.

How is it different from regular battles?

Regular battles are fought with a party of up to four members, but in the Battle Arena, you pick one character to fight solo. Players can beat the challenges to earn rewards, and if they finish within a set number of turns, they can win even better prizes. We hope these extra rewards make your journey a bit easier.

Speaking of rewards, you can also score valuable items from the Lucky Panel.

That’s right. Both the Battle Arena and Lucky Panel can sometimes reward you with powerful items or weapons that you cannot normally pick up at that point in the story. Horii-san often calls this “cheating” (laughs). Of course, it’s not really cheating, and there’s a lot of fun in gaining an advantage that way, so we encourage players to keep trying their luck.

Did you take any new approaches to production?

We added voice-overs to Dragon Quest VII for the first time. The battles and adventures feel much more immersive, and the story pulls you right in. The voice actors really brought the characters to life.

Upon playing myself, the overall pacing felt noticeably smoother while perfectly capturing the original’s unique charm. Striking that balance between nostalgia and modern RPG standards must have been quite challenging.

Yes. The Dragon Quest series is celebrating its 40th anniversary this year, and it’s been loved by so many people for decades. Mindful of our most dedicated long-term fans, we prioritized equilibrium between nostalgia and innovation. We made sure to preserve the classic feel and core narrative, so I think many of the cutscenes will bring back a lot of emotions and memories from their original playthroughs.

Dragon Quest VII Reimagined launches on PS5 on February 5.