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Ghost of Yōtei Legends: everything you need to know about the online co-op multiplayer mode

Ghost of Yōtei Legends: everything you need to know about the online co-op multiplayer mode

Ghost of Yōtei Legends: everything you need to know about the online co-op multiplayer mode https://ift.tt/iwN96o8

Time to take up your blade once more, warrior. Like its predecessor, Ghost of Yōtei’s rich single player campaign is just one side of a Zeni Hajiki coin, as Sucker Punch Productions brings its acclaimed PS5 adventure’s combat thrills to a supernatural plain in Ghost of Yōtei Legends. Launching tomorrow, March 10*, this online co-op multiplayer mode builds on the wonderful foundations of Ghost of Tsushima’s own Legends mode while reimagining Yōtei’s new mechanics and threats in a mythical, mystical spin fit for any storyteller’s fantastical yarn.  

Ghost of Yōtei Legends: everything you need to know about the online co-op multiplayer mode

The mode was announced last year, and fully revealed in this past February’s State of Play. Today, the studio – in the form of Legends Lead Designer Darren Bridges, kindly taking time out from putting the final polishes to the mode – joined us to break down what awaits players when they download the update on March 10. The mode is available at no additional cost for all owners of Ghost of Yōtei.** 

The mode has been in production as long as the single player campaign

“We had a core team working on multiplayer throughout [Ghost of Yōtei’s] development. We were reacting and responding and pulling the systems in, figuring out how they would work in a multiplayer context. As [the main game] finished, people moved over to work on Legends, flesh it out. It’s an interesting development process. There’s a lot of stuff that looks like a prototype for a long time, and then when the team moves in, it’s a really rapid escalation and improvement. It’s like an advent calendar: we wake up every morning and see something new. There’s so much new content, and that the game is getting amazing and beautiful so quickly once the rest of the team jumps in to contribute. So it’s a really fun experience.”

Examples of the Samurai class

It’s a Mythic Tale spin on the Yōtei Six 

“The Yōtei Six are bosses, warlords, that haunted Atsu’s story. Legends is a retelling of that way later; years, even centuries after the fact. A lot of the details have washed away. These big characters have been exaggerated. Instead of fighting powerful warlords, you’re fighting 15-foot demonic bosses. It makes enemies a suitable challenge for multiple players.”

Like the single player story, the Yōtei Six have followers you must face as well 

“Each boss has a faction of enemies that come with them. That includes sub-bosses that are different for each [of the Six’s domains] and are themed around the abilities of the boss, so they all connect. So for example, the Kitsune has an elite soldier called the Snow Woman, who has frost and cold abilities. The Snake has a summoner.” 

Examples of the Archer class

Different Classes help you face different challenges, but you can play your way 

“We want to give players different roles they can play into, to be able to complement each other, and you can split and focus on different enemies based on the weapons you have. But if you all want to play, say, Samurai, then you can and will be able to solve all the challenges put in front of you. But each Class has a focus weapon. So for instance, the Samurai has the Odachi, the Archer, the Yari. The Mercenary has dual katanas. The Shinobi has the Kusarigama, Some of their tech tree builds toward that. Some of their gear is based around that. But they’re not limited to those exclusively. They can use other weapons too. We also have things like quick fire weapons, so some abilities that are on cool down.

“Each class has their own tech tree, so there is build crafting based on the gear you unlock and the abilities you unlock and choose.” 

Four difficulty levels let you decide how fast (or challenging) you want your XP gain to be

“Every mission is replayable and there are four difficulties: Bronze, Silver, Gold and Platinum. As you play those, you’ll face different enemies, different challenges. The higher difficulty you play, the faster you’ll earn XP, the faster your character class will advance, and the better loot you’ll get based on. 

“There’s recommended gear levels for each difficulty. So if you are kind of signing up for a mission that is at a higher difficulty that your gear level is set too. We’ll give you a warning.. but we’ll also say, Hey, go for it. Some folk want to slowly move their way up the difficulties. Some want to jump into the highest difficulty unlocked and struggle. That’s great. We support both of those approaches.”

Examples of the Mercenary class

Prepare for some truly unique Legends cosmetics 

“One of the most amazing parts of working on game development is collaborating with professionals in a completely different discipline, and just seeing the things that [the art team] turn out. Obviously, with the mode being supernatural and fantasy, we can really dive into completely different ideas and really wild stuff [for cosmetics]. There’s one helmet that has a bunch of eyeballs on it, that look around while you’re wearing it. And all this content is available for Ghost of Yōtei owners at no additional cost. So all of this is unlocked just through gameplay.”

More on the mode’s different mission types…

“Story missions have you dealing with these legends as told by the storyteller, who is narrating the events as you play through them. There are two player story missions, while Incursion missions are the culmination of that. There’s one Incursion for each of the four bosses available in the launch version – The Spider, The Oni, the Kitsune, the Snake. Story missions are themed around them, then you enter their domain in four-player Incursions, fight your way to them and ultimately face off against them. 

“Survival is a four-player, area and wave defense type of mode. Four missions, each themed around one of the bosses. Each mission has you defending three locations. Each has a unique blessing and curse. So if you hold an area, you could activate a blessing to, say, summon a spirit bear, or activate fire spirits to attack enemies. But if you lose your hold, a curse activates… So now you have a shadow bear that will hunt you down and attack. So it leads to the matches being really dynamic.”

…and the upcoming Raid. 

“The Raid launches next month in which you’ll face the last two of the Yotei Six, the Dragon and Lord Saito.*** It’s four-player, hardcore content: you actually need four players to complete it. You can’t do it with fewer and you want to have players that you can communicate and coordinate well with. We view this as the most co-opy co-op. The rest of the Legends missions are co-optional. We provide opportunities for you to work together, but we don’t ever want to make it a blocker. This though? This is for four players. Mark my words. You cannot win without four players.”

Examples of the Shinobi class

You may never make it out of the game’s lobby 

“Ghost of Tsushima’s lobby was a flat 2D menu. Our goal in designing [this mode’s] lobby was to give you something you can do while you wait for friends to join. You can go look at the feats you’ve completed and unlock cosmetics. You can tweak your build, adjust your tech tree. But the lobby also has some light PvP elements, such as Zeni Hajiki, the coin-flicking game that was in the single player campaign. We heard players wishing they could play that against friends (so did our QA team), so we did! 

“There’s also a Bamboo Strike score challenge, with mini leaderboards that you can brag against your friends. There’s a training area if you want to get good at perfect parries in a low pressure environment, or to just test your build. So it’s just meant to be a place that while you’re waiting or you’re in between rounds, we give you interesting things to do.”

Ghost of Yōtei Legends is available as an update to Ghost of Yōtei owners at no additional cost on March 10.

*Ghost of Yōtei Legends will launch on March 11 in some territories including Asia, Australia, and New Zealand.

** Internet connection and account for PlayStation required. PlayStation Plus subscription (sold separately) required for online play or multiplayer. PS Plus is subject to recurring subscription fee taken automatically until cancellation. Age restrictions apply. Terms apply: play.st/psplus-usageterms

***Available in future update (patch version TBA)

Lou’s Lagoon soars onto PS5 later this year

Lou’s Lagoon soars onto PS5 later this year

Lou’s Lagoon soars onto PS5 later this year https://ift.tt/V8vlzHx

Hi, I’m Ines from Tiny Roar and we’re thrilled to announce that Lou’s Lagoon, our high-flying adventure, will be landing on PS5 later this year!

Today, I’m excited to share more details about the game and take you behind the scenes to show some of the work that has gone into creating the places you’ll visit, the people you’ll meet, and the journey you’ll go on.

A fierce storm and a missing uncle

Lou’s Lagoon begins with you arriving on Limbo, a tropical archipelago that has been hit by a nasty storm; worse still, your beloved Uncle Lou was caught up in the storm and is missing. You’ll take to the skies in your trusty seaplane to trace Lou’s journey across Limbo’s islands and use a clever arsenal of gadgets to rebuild the communities and help residents back on their feet.

Lou’s Lagoon soars onto PS5 later this year

We hope that you’ll fall in love with the colorful world we’ve created and that you’ll get swept up in Limbo’s peaceful way of life as you hop from island to island, each with a charming cast of islanders, in search of clues to Lou’s disappearance.

Bringing Limbo to life

When we started working on what would become the Limbo archipelago, we took a lot of inspiration from classic adventure titles from the 90s and 00s, with island settings. We felt a tropical archipelago really fit the vibe we wanted for the game – easy-going and a world you can immerse yourself in without stressing out (there’s enough of that in real life!).

As Limbo is an archipelago, we enjoyed the opportunity to come up with ideas for fun thematics across the islands. When it came to designing the individual islands, we went through a lot of ideas including flying pyramids, an icy octopus island, and a creepy ghost ship but, in the end, we landed on a set of diverse island themes with our own unique stamp on them that should still feel familiar to anyone who had played adventure games before.

Take Gleam Reef, for instance. We quickly landed on the idea of an aquatic vibe, featuring huge pink corals and we wanted its residents to fit in with this theme, which led to the creation of the Vooi. The Vooi are lanky and agile jellyfish-based islanders who we like to think lived underwater for a long time and have recently learned to live on land. They’re very chilled and love to ‘go with the flow’ but this means they sometimes accept their fate too easily, maybe you can help them with that?

We took a similar approach when creating the wildlife that can be found across Limbo, building them as combinations of real animals. The Beever is part bee, part beaver. The Deergoat is… well, that one’s not hard to figure out. Each of these creatures carry different resources that you’ll need to collect and craft with as you help islanders and rebuild their communities, and we’ve worked hard to give players loads to discover whenever they land on an island for the first time.

Ready for takeoff?

As I mentioned earlier, you’ll travel from island to island in your seaplane and we’ve put a lot of effort into making flying feel satisfying and fun, whether you’re an experienced pilot or just discovering the fun of flying for the first time.

You’ll see ring challenges throughout the skies above Limbo. We hope that these challenges offer a fun way to get to grips with piloting your seaplane. Why not try and beat your personal best as you get more confident behind the controls?

Once you touch down, you’ll need to get to work on clearing up debris, gathering resources and crafting items to help restore the islands to their vibrant, pre-storm state (or even better?). Your key tool – and one of my favourite tools in the game – to help you do this is the Swirler 2000, which can grab storm debris and loose resources across the islands. For anyone who has played Slime Rancher, it’ll feel immediately familiar as you’re able to easily collect materials on the move.

The whole Tiny Roar team are incredibly excited to be bringing Lou’s Lagoon to PS5. Stay tuned for more updates as we get closer to release later this year and be sure to follow Lou’s Lagoon on social media. We can’t wait for PS5 players to explore Limbo and track down Uncle Lou!

Big Walk hands-on report: cooperative chaos exploring a puzzle-filled open world

Big Walk hands-on report: cooperative chaos exploring a puzzle-filled open world

Big Walk hands-on report: cooperative chaos exploring a puzzle-filled open world https://ift.tt/InxN2a0

Big Walk begins the way all great co-op games should: a few friends in the same space, immediately poking at everything just to see what happens. I was able to bring two friends from the PS Blog team along to my hands-on session with House House’s upcoming cooperative adventure, because this is not just a game you play with friends. It is a game about what happens when you do.

Big Walk hands-on report: cooperative chaos exploring a puzzle-filled open world

We started in a showroom purpose-built to help us find our Big Walk legs. We ran, jumped, crouched, sat, and generally threw ourselves around until movement felt natural.

The first standout detail was independent arm movement. R2 and L2 raise each individual arm, and R1 and L1 point them forward. It feels instinctive, and while it may sound trivial, all that arm flailing quickly becomes a shared language. Waving, hand-raising, and other erratic gestures start to mirror natural in-person conversation, with plenty of pointing and “look over there!”

From there we graduated to the basics: grabbing and lifting objects (and, critically, each other), pressing buttons, throwing balls, shaking bells. Once we felt in control of our limbs, we headed out for the promised big walk.

The walk begins

Stepping out into the open air, two things became immediately clear.

One: the outside comes with a day/night cycle. We quickly realized we’d need to carry the light sources scattered around the area to stay effective in our exploration after dark. 

Two: proximity chat is the conversational glue that keeps your cooperative crew tight. Drift too far and you’ll lose the conversation, and with it, the shared moment. The result is a gentle push toward staying together, and there was a genuine sense of concern whenever one of our party strayed into the bush without us.

Later, there were times when splitting up and organizing made sense, but Big Walk wants to be a shared experience rather than people operating in parallel. Even when you’re briefly apart, the game nudges you toward staying in contact. It’s easy to imagine that becoming its own challenge once you’re relying on tools and whatever the world gives you to keep connected. During our walk, we found telescopes to watch other players as they solved a puzzle far away, and flares which could be used to reunite with lost companions, so there will no doubt be other options in the final adventure.

Curiosity as a compass

Now that we were outside, we did what players always do in a new world: we followed our natural instincts toward whatever looked interesting. This did not lead us astray. The island seems huge, and a few colourful structures stand out in the distance against the natural landscape. They demand investigation, so we walked.

In fact, the moments between the puzzles were as delightful as the puzzles themselves. The theorising and chatting away are a core part of the fun. Once we reached a structure, we’d circle and examine it from every angle. Someone would point out a detail. Someone else would try an interaction; flick a switch, pull a lever, unlock a door. After a bit of back and forth, it would click. We’d understand what it wanted from us, and the game would open the path forward.

And so we walked again. 

Here for the vibes

Big Walk gave us exactly what we wanted: a space to get lost with friends. Shared joyful moments punctuated by contemplative exploration, friendly chatter, small bursts of dopamine when teamwork paid off, and an undercurrent of playful chaos and mischief. We ruined our own plans. We fixed them together. The island became a playground.

The proximity chat and physical expressiveness offered by developer House House’s design lay the groundwork for connection, while the rules, physics and objects of the world make it a perfect sandbox for high jinks and shenanigans.

We left our preview cackling about our favourite moments, and with a group chat full of plans to return.

Gather your friends. Two to twelve players can go on a whimsical Big Walk together on PS5 when the game launches into PlayStation Plus as a Monthly Game later this year.

Share of the Week: Heroic

Share of the Week: Heroic

Share of the Week: Heroic https://ift.tt/uzUqlGE

Last week, we you to share heroic gaming moments using #PSshare #PSBlog. Here are this week’s highlights:

lunar9p shares their hero flying on the back of a massive eagle in Dragon’s Dogma II.

themarkplumb shares their hero raising their sword in Echoes of the End.

crimsonashtree shares Connor being a hero in Detroit Become Human.

PhotoModeColin shares their heroic Space Marine in Warhammer 40,000: Space Marines II.

s_dream44 shares Batman overlooking Gotham in Batman: Arkham Knight.

Photomode_Raro shares Cal Kestis in combat in Star Wars Jedi: Survivor

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: Prize
SUBMIT BY: 11:59 PM PT on March 11, 2026 

Next week, share some hard-earned loot or in-game prizes using #PSshare #PSBlog for a chance to be featured.