(For Southeast Asia) First look at the Grand Theft Auto VI Limited-Edition DualSense Wireless Controllers https://ift.tt/HkGAeVp
Vice City has a style all its own. From its sun-soaked streets to its bright neon lights, the city will be Leonida’s ultimate destination when players jump into Grand Theft Auto VI on November 19.
At today’s State of Play, we shared a first look at two new limited edition DualSense wireless controllers inspired by Grand Theft Auto VI which capture that unmistakable Vice City energy: DualSense Wireless Controller – Grand Theft Auto VI Black Limited Edition and DualSense Wireless Controller – Grand Theft Auto VI White Limited Edition.
The black and white limited-edition DualSense wireless controllers each capture the essence of Vice City, from bright days along the coast to vibrant city nights. Both editions feature a shimmering, color-shifting finish that brings together the hues of a Vice City sunset and the glow of neon lights. They both also feature custom palm tree details molded directly into the controller, adding a unique tactile element alongside official Grand Theft Auto VI branding.
The DualSense Wireless Controller – Grand Theft Auto VI White Limited Edition embodies Vice City at daybreak, from its white sands and pastel skies to all its laid-back glamour. The DualSense Wireless Controller – Grand Theft Auto VI Black Limited Edition captures the energy of Vice City’s iconic nightlife.
In Southeast Asia, DualSense Wireless Controller – Grand Theft Auto VI White Limited Edition and DualSense Wireless Controller – Grand Theft Auto VI Black Limited Edition will be available in limited quantities through participating retailers.
In Grand Theft Auto VI, the DualSense wireless controller’s haptic feedback and adaptive triggers instantly respond to the action and provide dynamic resistance, bringing the sights, sounds and sensations of Jason and Lucia’s story to life in your hands. Find out more on how Grand Theft Auto VI plays best on PS5 when it launches on November 19 and check out Grand Theft Auto VI: An Extended Look here.
Both limited-edition DualSense wireless controllers will launch starting on November 19 for a recommended retail price of SGD 115 / MYR 419 / IDR 1,549,000 / THB 2,890 / PHP 5,411 / VND 2,399,000.* Pre-orders start September 10 at 10:00am Local time.
Download the image
Download the image
Download the image
Download the image
Download the image
Download the image
Download the image
Download the image
*The exact launch date and availability for controllers may vary by country/region
Building on 30 years of play: First look at the LEGO® PlayStation™ https://ift.tt/iD73Q6v
Today at State of Play, we shared the first look at an all-new collaboration with the LEGO Group – the LEGO PlayStation – that celebrates the games, experiences, and the feelings of play we have shared as a community for over 30 years.
For the first time, players and LEGO fans will be able to create a LEGO replica of the original PlayStation console and PlayStation controller. Brick by brick, this 1,911-piece set represents a near 1:1 scale of the console, measuring 10.5 inches / 26 cm wide when fully assembled.
To bring this set to life, we collaborated closely with LEGO designers to craft a building experience that is inspired by PlayStation’s origins. When building the set, players will notice hidden details from PlayStation’s history and references to two iconic games that launched on the original PlayStation console, Ape Escape and Gran Turismo. Each diorama features customizable elements – Gran Turismo includes a miniature track complete with scaled down cars, while the Ape Escapediorama has a nostalgic island scene with a swappable blue or red light on the monkey’s helmet. The interactive set has functional mechanisms for the console’s Power and Open buttons, a controller that can plug into the console, and the ability to remove both game dioramas so they can be displayed separately.
The LEGO PlayStation will be available directly from PlayStation on direct.playstation.com starting October 1, 2026, in the U.S., U.K., France, Germany, Austria, Belgium, Luxembourg, Netherlands, Italy, Spain, and Portugal. The set will also be available from October 1, 2026, for LEGO Insiders Early Access and for all via LEGO.com and LEGO Stores from October 4, 2026. The recommended retail price (RRP) is $179.99 USD | €159.99 EURO | £139.99 GBP | ¥27,980 JPY (including tax).
Whether you have been with PlayStation since 1994 or are a newer fan, we hope you enjoy building a piece of PlayStation history with this upcoming LEGO set. Learn more about the LEGO PlayStation on LEGO’s official website: LEGO.com/PlayStation.
Ontos devs on the centered around a server of ratspsychological gameplay https://ift.tt/XTPwV6B
After working on Ontos for over a decade, it is incredibly exciting to take a deep dive into the gameplay. Ontos is a spiritual successor to Soma, posing deep philosophical questions to players. Because of this, it is also always hard to figure out how to make it understandable in a short video. The focus of the game is not a tight, moment-to-moment gameplay loop, but a slower-paced experience of researching, testing, and eventually making a few critical choices. Now that we have a chance to showcase 10 minutes, it feels much easier to convey the intended feel of the game.
The main idea of the game is that you encounter complex experiments, each with its own setup, questions, and philosophical dilemmas. In this video, we get to see Crombie, who has been trapped in a computer server made of rats. Or at least that is what he says…
As you can see in the video, the game starts by exploring nearby locations. These are often filled with information that helps you better understand the people and issues involved. In this case, there is even a small experiment, a strapped-in rat, that gives a taste of the difficulties to come. Here, players can test theories and make mistakes before encountering the main experiment.
Another early character is Zike – who we hear briefly over an intercom. Zike is a man seemingly obsessed with finding the soul. Understanding stuff like this is not just fun lore, but a critical part of the game. The better you understand how a character works, the more informed decisions you can make. Sometimes it is best to avoid certain questions or give answers contrary to your own feelings to achieve the intended results.
Once we enter the lab, we finally get the Rat Server revealed. I love this setup. Our thinking behind it was just to let a person be made from something that feels highly unlikely. Someone being simulated by a computer is not so hard to accept in this day and age. But by 60 rats strapped to a server rack? That is a harder pill to swallow. The hope is that these setups act as catalysts to other thoughts and questions. Are the rats conscious too? Can two conscious beings inhabit the same physical substrate? This is a good taste of what we want to provide in Ontos.
After you have met the Crombie (or the rat server, however you wanna feel about the situation), it is time for an experiment. You need to manipulate the probes on the Crombie’s head delicately. Now the player faces many options. You can follow the instructions or try other things based on things you’ve seen and read. The goal with all of this is to create a tense scene by mixing goals, unclear instructions, and always the risk of royally screwing it all up.
The experiments can end in many ways, and it is never clear what your options even are. This also makes the game very replayable. The more you play, the more you understand, and the clearer the approaches will be.
Players’ Choice: Vote for August’s best new game https://ift.tt/LVTa4uj
Last month was filled with superhero spectacles, bonding with friends, and a few heavy hitters! Some big new releases included MARVEL Tōkon: Fighting Souls, Big Walk, Beast of Reincarnation, and Madden NFL 27. 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.
Spooky cute puzzler Fangtopia launches on PS5 October 26 https://ift.tt/MCZAFPl
It’s nearly time to rise from the crypt and build your kingdom! Our upcoming cozy puzzle game Fangtopia has been lurking in the shadows and is ready to creepy-crawl onto PlayStation 5 on October 26 – just in time for Halloween!
Fangtopia is a world filled with merry monsters and goofy ghouls, crafted by your own hands. You’ll put it together piece by piece, placing tiles onto a hex grid that surrounds a creepy castle of your choice. There are no time limits, so you can carefully consider each placement and enjoy forming the world at your own pace. However, there is a tile limit, and you’ll need to deploy every trick (and treat) in your rotten repertoire if you want to top the leaderboards and perfect your devious domain.
What’s this?
Tiles come in six types: fields, towns, mountains, forests, railroads, and rivers (only in Ghoulish mode – more on that later), and you’ll often see two types within the same tile. Connecting tile edges to matching terrain types will score points, and advance objectives that spring up as you play. Watch as tiles combine to form a beautiful, coherent world: sprawling forests border quaint little towns, railways wind across lush fields, and yetis gaze down at the world from misty mountain ranges. Unhappy with your placement? You can undo every move you make, pondering which spot is just right for each tile.
As you gain points, you’ll be offered landmarks to place in your world, plucked from a collection that expands the more you play. Placing these special monuments is the key to expanding your world – each landmark has a special objective attached which, once completed, will award the player with new tiles for their deck. For example, place a volatile volcano close to a field and surrounded by mountains and watch your tile stack increase, giving you the chance to expand even further
A monster mash
From otherworldly oaks and whirling windmills to frightful fountains and creepy carousels, there are plenty of Landmarks to find and introduce to your kingdom. Make sure to keep track of them all in your Stickerbook, where you’ll be able to able to inspect all the playful details that bring these buildings to life.
As you place tiles, mysterious portals will appear in the oceans around you. Opening these portals will summon a coterie of creatures that bring even more character to your world – once you’ve found room for them. Meet grotty gremlins, wily werewolves, bawling banshees and many more. Each has a natural habitat, and when you find them a home, they’ll reward you by gifting bonus tiles to expand your world. Why not try interacting with them after they’ve been placed? Perhaps a spooky surprise awaits…
Would you like to play a game?
There are multiple ways to play based on what you enjoy the most. The titular Fangtopia mode includes all of the above and is perfect for a quick session. If you’re itching for more, Ghoulish mode is for you – it adds a new tile type in the form of rivers, lets you swap which tile you want to place, and introduces and introduces bigger tile groups that have to be placed together. Your stack is also larger in Ghoulish mode, making for longer, trickier sessions. More modes may emerge from the shadows in future… keep your eyes peeled for more info in the future.
Fangs for everything
We’re so excited to share Fangtopia with all of you. It’s come a long way from the bones of an idea into a fully formed creation, and we think it’s going to be the perfect game to cosy up with during the spooky season and beyond. Whether you’re lounging on your sofa and playing on the big screen on PlayStation 5 or hiding under your blankets in bed with your PlayStation Portal, we hope it’ll give you a care-free, scare-free time. Draw the curtains, turn off the lights, and lock up your werewolves – we’ll see you on October 26.
Marvel’s Wolverine Inside Insomniac Games’ location-scanning trip to Japan https://ift.tt/zBKNdYF
Early in the production of Marvel’s Wolverine Insomniac Games sent team members to Japan as part of a broader series of location-scanning trips. These trips involved sending our scanning team to various places around the world to record real-world assets, examine natural environments, and acquire an understanding of the real and fictional locations based on real-world biomes and cultures. This article concentrates on the most ambitious and satisfying scanning missions the team has carried out so far.
Japan scanning team left to right: Jonnathan Mercado, Christen Borras Alicea, Niina Taniguchi, Reiko Sekine, Chris Devens, Nathaniel Bell.
Download the image
Planning the route
A successful scanning trip starts long before anybody has gotten on a plane. There had been months of virtual location scouting and route planning, with huge help from our Sony Interactive Entertainment teams in Japan. The Marvel’s Wolverine environment team blocked out levels and put together detailed requests for assets and biomes. So, our task was to create a route that would give us tons of variety, capturing as many requests as possible within the limited time available.
Tokyo to Joetsu to Tsumago-Juku/Magome-Juku to Kyoto and back to Tokyo.
Download the image
On previous trips, we usually tried to minimize travel between scanning locations. Less travel means more time to scan, more time to back up data, and fewer chances for something to go wrong. Our plan for Japan was different. The environments we wanted to capture were spread across several distinct regions, so we committed more in-trip travel than we had ever attempted before.
We spent hours traveling down Japanese highways, playing “I spy,” debating whether hexagons are truly the best-a-gons, and buying mysterious drinks from roadside vending machines with very little questioning.
Why scan in Japan?
For a game like Marvel’s Wolverine, authenticity is built on many layers. High-resolution scans help capture the physical truth of a place: rock, bark, pavement, moss, metal, signage, soil, and all the small imperfections that make environments feel believable.
Scanning architecture to create modular art asset kits.
Download the image
But the value of a trip like this goes beyond the scan data. Being in Japan allowed the team to observe how structures are designed and constructed, how materials have weathered, and how local cultural details appear in the environment. Even when a location in the game is fictional, firsthand research gives artists a stronger foundation to build from. Location scanning helps us create places that feel grounded and thoughtfully inspired rather than worlds pieced together from generic library assets.
Multiple biomes, one trip
Over the course of the trip, the team captured assets across several dramatically different biomes. We moved from the mountainous, snow-covered regions in the east to an underground train station; and from bamboo forests to sunbaked city streets, and to remote side-of-the-road temples. Each location presented its own challenges and opportunities.
A Japanese wall transformed into a reusable scanned asset kit.
Download the image
In the mountains, we focused on natural surfaces and cold-weather details: snow, stone, bark, ground cover, and the way winter conditions affect materials. In the bamboo forests, we captured vegetation, organic layering, and the unique density and rhythm of the landscape. Urban locations gave us access to pavement, walls, street-level details, public infrastructure, and the subtle signs of wear that make a city feel lived-in. Underground transit spaces offered a different kind of reference, with distinct materials and architectural patterns.
Scanning a unique underground station to create authentic transit-themed game assets, capturing the area-specific surfaces, transitions, and details that make the location feel real..
Download the image
Scanning temple details to build authentic game-ready environment assets.
Download the image
Along with scanning assets, we also captured a ton of photo references of the area’s shape language, texture, and scale.
A unique bamboo gutter system captured on location, highlighting the culture-specific construction details we traveled to document for authentic environment creation.
Download the image
Trip stats
Unloading gear in a remote landscape before a long day of scanning, capturing the unique environments and details that bring authentic locations to life.
Download the image
By the end of the Japan trip, the team had captured an enormous amount of material:
Over 600 scans across 4 biomes
More than 100 miles walked, often carrying around 20 pounds of scanning gear
5.6 TB of captured data
189,589 photos taken, not including additional reference photography
Locations ranging from snow-covered mountains to underground train stations, bamboo forests, and hot city streets
3 broken pieces of gear: 2 cables and 1 plastic case
1 shattered phone glass back
Bringing the work back home
The trip to Japan gave us assets and references that couldn’t be captured anywhere else. More importantly, it gave the team a deeper understanding of the places, materials, and cultural details that would help shape our vision for the game.
Alongside other scanning trips around the world, this work helps us build Marvel’s Wolverine with greater specificity, and respect for the real-world inspirations behind it. It was a challenging trip, but an incredibly successful one, and a meaningful step forward in how we collaborate, research, and bring believable worlds to life.