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Marvel’s Wolverine Inside Insomniac Games’ location-scanning trip to Japan

Marvel’s Wolverine Inside Insomniac Games’ location-scanning trip to Japan

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. 

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. 

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.  

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. 

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. 

Along with scanning assets, we also captured a ton of photo references of the area’s shape language, texture, and scale. 

Trip stats 

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. 

We are excited to show you how these experiences and inspirations come to life when Marvel’s Wolverine hits PS5 consoles on September 15. Wishlist and pre-order now on the PlayStation Store.

Halloween: The Game – first look at the East Haddonfield map

Halloween: The Game – first look at the East Haddonfield map

Halloween: The Game – first look at the East Haddonfield map https://ift.tt/68nykaD

Along with the music and iconic killer Michael Myers, the quiet suburban setting of 1970s Haddonfield is a pivotal element to capturing the legendary horror atmosphere and aesthetic of the Halloween franchise. As the design director for Halloween: The Game, it’s my job to help create the title’s technical and visual identity alongside my colleagues, and that challenge becomes a lot easier when you’re working within one of the greatest horror stories of all time.

While our game features recognizable locations and landmarks from the films, we also have an opportunity to showcase lesser-known parts of Haddonfield as we give killers and heroes different sandboxes for the multiplayer survival horror gameplay. One such area is our new map, East Haddonfield, and I’m excited to give PlayStation players a look into it for the very first time today.

Halloween: The Game – first look at the East Haddonfield map

The typical midwestern town

Halloween: The Game’s other maps are primarily areas we’ve seen and explored throughout the movies. For East Haddonfield, we felt it was important to expand our vision of Haddonfield so that players could explore aspects of the setting that were only subtly touched on in the original 1978 film. We wanted to create spaces that fill in the gaps of the movie’s story.

East Haddonfield is a departure from the suburbs of the Midwestern town, going from residential houses to large industrial structures and small businesses flanked by farmlands, highways, and train tracks. It’s a more open, rural playspace centered around a huge grain mill, while also featuring silos, storage areas, and all sorts of nooks and crannies. 

The mill itself hosts several interior and exterior spaces that lead to unexpected confrontations and escapes. And in between the buildings, you’ll find wrap-around porches, farm equipment, dirt parking lots, and other signs that you’re on the outskirts of town.

This map also includes the neon-soaked Rabbit in Red Lounge and Phelps Garage, which should both look familiar to fans. All told, it’s a more chaotic version of the maps you find in the city: haphazard sight lines, uneven fence configurations, and buildings piled up and knotted together in ways that encourage strategic stealth and unique evasion tactics.

The openness of the map can create enticing exit routes, but players will have to be cautious taking those chances as they try to avoid Myers. 

A dominant killing force

In the original Halloween movie, Michael drives everything. I think we can all recall seeing him for the first time and how he awakens that powerful, deep fear in the audience. As developers, we needed to make sure that powerful fear was present in our game: this premise of creating a very safe neighborhood atmosphere, and then introducing an agent of unimaginable chaos. We wanted to make sure that every single time you see Michael in-game, you are fearful for your life, knowing that your chances of escape are minimal.

His arsenal, his capabilities, even his walk—everything about him had to be unsettling. Michael does in the game what he does in the movies: appearing where you least expect, keeping up no matter what, and killing in unexpected ways. He’s a threat at all times, and his existence drives the terror. We made sure that playing as Michael felt satisfying and powerful, to create that quintessential slasher feel. 

That’s also why we went for a 1v4 asymmetrical approach. Michael is trying to kill everybody, and everyone else is trying to save as many people as they can, all while ensuring their own survival. Michael gains power as matches progress, becoming a dominant killing force moving through the map. And if you’re playing as one of the survivors, you know that every minute that you’re still alive risks that moment of encounter. So you’re constantly on edge. 

The perfect blueprint

The original 1978 film was the perfect blueprint for us—I think I’ve watched it a billion times at this point. We drew inspiration from the craft that went into making that film: the camera work, the lenses, the color grading, the time period. We conducted a lot of research of the 70s for authenticity and we also had priceless access to pillars of the film’s creative team. We had Nick Castle, the actor who played the original Michael Myers, doing mo-cap and sharing his insight on how to best capture kills. We continually speak with Malek Akkad at Compass International Pictures about his knowledge of the film and its legacy,  and also spoke with the legendary John Carpenter himself for his perspective. These conversations influenced our emphasis on the game’s story mode and its chapters—one of which occurs on the East Haddonfield map.

I feel very proud of every piece that went into developing this game: the thousands of decisions and elements we’ve created that come together to make sure playing feels fun, thrilling, and unmistakably Halloween. We’ve come a long way, and I can’t wait to share the game with fans everywhere!

Halloween: The Game launches on PS5 September 8.

Live TV on PS5 launches today, bringing free ad-supported TV to PS5 players in the U.S.

Live TV on PS5 launches today, bringing free ad-supported TV to PS5 players in the U.S.

Live TV on PS5 launches today, bringing free ad-supported TV to PS5 players in the U.S. https://ift.tt/nebHlaQ

Starting later today, Live TV on PS5 will be available to PS5 players in the U.S., offering a free ad-supported experience from Sony Pictures Television. Players can discover more than 100 live channels and a growing selection of on-demand entertainment including news, sports, movies, TV shows, anime and more – all from the Media section of the PS5 console. 

Players can access Live TV on PS5 from the console’s home screen by following these steps:

  1. Go to the Media tab:
  2. Select the Live TV on PS5 icon. 
  3. Select “Sign In With My PlayStation Account” to connect your PlayStation account and start watching.

At launch, Live TV on PS5 will feature a broad mix of programming across movies, TV, anime, sports, news and more.

Live TV on PS5 launches today, bringing free ad-supported TV to PS5 players in the U.S.

Here are some of the featured entertainment and programming available at launch:

  • Movies – Free movies across action, horror, sci-fi and more, with channels including MovieSphere by Lionsgate, 50 Cent Action, FilmRise Free Movies, Sony One Horror Hits and Cinevault.
  • TV Shows – Fan-favorite programming including Community, The Shield, Hell’s Kitchen, The Walking Dead, Forensic Files, Unsolved Mysteries, Deal or No Deal USA and Fear Factor, plus Ice Road Truckers from A+E’s HISTORY.
  • Anime – Anime favorites including Naruto, Sailor Moon, Hunter x Hunter, Death Note and more, including exclusive channels Black Clover and Box Sets channels from Crunchyroll.
  • Sports – Sports programming from FOX Sports, NASCAR, NBC Sports Now, UFC and more spanning MMA, football, hockey, motorsports, golf, boxing and soccer
  • News & Weather – National, local and international coverage including NBC News Now, Fox Weather, and LiveNOW from FOX
  • Creator & Specialty Programming – Programming featuring Hot Ones, Spotify’s The Ringer, Futcrunch, Idle Mode, comedy, action sports, gaming, esports and other creator-led content.
  • Additional Programming – Discover gaming and esports, creator-led entertainment, documentaries, podcasts and other specialty programming, including eCLUTCH (exclusive) and more. 

Live TV on PS5 will continue to evolve with regularly refreshed programming, new channels and additional content over time. We’re also looking to expand the experience to Canada and will continue to explore additional regions. We hope you enjoy this new easy way to discover and watch free entertainment directly on PS5.

Programming availability may vary by local TV markets and may change over time. Find more information on PlayStation.com

State of Play & State of Play Japan return on September 3

State of Play & State of Play Japan return on September 3

State of Play & State of Play Japan return on September 3 https://ift.tt/8SWArfG

State of Play returns Thursday, September 3 with two broadcasts airing back-to-back.

First, tune in for a new State of Play featuring updates and announcements from PlayStation Studios and our third-party partners, concluding with an extended look at the vast world of Final Fantasy VII Revelation from our friends at Square Enix.

Immediately following, stay tuned for a new episode of State of Play Japan, once again hosted by Yuki Kaji. State of Play Japan will offer deep dives into upcoming games from game studios in Japan and Asia, including new gameplay, announcements, and more.

Watch both broadcasts live on September 3 starting at 6:00am PT / 9:00am ET / 3:00pm CEST / 10:00pm JST on YouTube and Twitch. State of Play will air in English, with Japanese subtitles also available. State of Play Japan will air in Japanese, with English subtitles available.

See you there.

Regarding co-streaming and video-on-demand (VOD)

Please note that this broadcast may include copyrighted content (e.g. licensed music) that Sony Interactive Entertainment does not control. We welcome and celebrate our amazing co-streamers and creators, but licensing agreements outside our control could interfere with co-streams or VOD archives of this broadcast. If you’re planning to save this broadcast as a VOD to create recap videos, or to repost clips or segments from the show, we advise omitting any copyrighted music.

A new look at Fable’s style-weaving combat

A new look at Fable’s style-weaving combat

A new look at Fable’s style-weaving combat https://ift.tt/0MvX2yZ

When we think about combat in Fable, we think about more than defeating enemies. We think about giving players the tools to approach encounters in their own way, experiment with different abilities and create a Hero that feels unique to them and their preferred playstyle.

A new look at Fable’s style-weaving combat

That’s why combat in Fable is built around what we call “style-weaving.”

Style-weaving allows players to seamlessly combine strength, skill and will, weaving together melee attacks, ranged weapons and magic in ways that feel natural and rewarding. From the beginning of development, one of our goals was to ensure combat feels smooth and responsive and fun, whether you’re landing a perfectly timed melee strike, chaining abilities together or unleashing powerful magic in the middle of a fight.

Some Heroes may favour a direct, aggressive combat style, charging headfirst into danger with a sword in hand and a loadout full of high-damage spells, like Fireball or Lightning. Others may prefer a more tactical approach built around enemy manipulation and controlling the battlefield, utilising spells like ‘Befowl’, which allows the player to turn an enemy into a chicken temporarily, and Lift, which temporarily lifts enemies into the air before slamming them back down to the ground.

As you progress through the game, you’ll unlock new weapons, abilities and magical powers that can be combined in different ways, allowing you to discover a playstyle that feels right for you. The choices you make in combat are yet another personal expression of the Hero that you’re becoming as you venture through Albion. 

We also recognise that players are looking for different levels of challenge as they travel throughout Albion. Some will want a more relaxed game, with a focus on the world, story and characters around them. Others will seek a greater challenge that pushes them to master every mechanic and system available. That’s why Fable allows players to choose the combat intensity that’s right for them and tailor the experience to suit their preferred playstyle.

Ultimately, the combat system supports the same philosophy that runs throughout the rest of Fable: player choice. We want players to feel ownership over the Hero they create, the decisions they make and the way they tackle every challenge they face.

We can’t wait for PlayStation players to begin their own adventure when Fable launches on February 23, 2027. Players who pre-order the Premium Edition will receive up to 5 days Early Access.

Marvel’s Wolverine: Details on Logan’s mutant abilities, game features, and more

Marvel’s Wolverine: Details on Logan’s mutant abilities, game features, and more

Marvel’s Wolverine: Details on Logan’s mutant abilities, game features, and more https://ift.tt/NbSqtoW

Today, we’re stoked to share with you our Features Trailer for Marvel’s Wolverine! Narrated by Liam McIntyre, who plays James “Logan” Howlett, here’s a slice of what’s coming to the game on September 15… that’s just a few short weeks away!   

So, check out the trailer and read on for additional insights. 

Marvel’s Wolverine: Details on Logan’s mutant abilities, game features, and more

Marvel’s Wolverine features fast, fluid, and ferocious combat with an emphasis on aggressive momentum. It’s all about getting in close and laying into enemies with everything you’ve got: claws, kicks, barrages, and critical strikes to start things off.

Learn new Techniques for enhanced combat moves or unleash rechargeable Special Techniques like the Tornado Spin to reclaim territory, chin check brash Reavers with Knee Breaker, or drill into ‘em with Spiral Strike. Whatever your speed, four Special Techniques can be equipped at once for seamless combat integration.  

Evolve with Adaptations that amplify Logan’s momentum on the battlefield. Absorb more bullets, increase Rage effectiveness, expand parry windows, or straight up terrorize foes during mid-fight. This only scratches the surface; there are dozens of Adaptations to tune to your playstyle.   

Go even further with Rage, a three-tiered pool of adrenaline that leans into survivability, resilience, and fury… in that order. Make a last stand against the odds and fight another day, or go berserk and kill without mercy to sustain Logan’s Rage.  

Marvel’s Wolverine features an original story that will take Logan to places around the world, but things get dicey. Bolivar Trask is hellbent on executing his plans against mutantkind. It’s up to Logan and Jean Grey, alongside members of Team X, to sever his plans before it’s too late. In a world with too few mutants to form safe havens or organized heroic ensembles: this is a critical moment for mutant survival.

And while you’re out travelling the world, testing your battle skills against villains like Omega Red and Deathstrike, make sure to chop it up with your crew or take a detour between encounters: use senses to seek out Nightmare Doors to complete a variety of combat and traversal challenges; sniff out collectible whisky bottles to uncover Logan’s forgotten memories; or listen for material crates to craft suits inspired by comics, movies, animation, and more. 

In addition to our original Battle Reborn suit, designed by Insomniac Games, we’re talking legendary stuff inspired by Weapon X, Old Man Logan, Ultimate Wolverine, Patch, or even down to civilian staples like a tank top or a leather jacket. And you can choose to toggle some of those cowls and hats on or off. Acquire more suits for health upgrades or gain access to new claws: bone claws, notched claws, curved claws, reflective claws, angled claws, and more claws. Look sharp, stay sharp.  

Note to you: hit L2 + R2 outside of combat to pop your claws.  

Let’s not forget about the features available at launch inside Logan’s Nightmare Cabin. Take it up a notch in New Game Plus with exclusive Techniques and Level Caps, re-experience snippets of the story in Mission Replay, slash high scores in Nightmare Challenges, or crop masterpieces in Photo Mode at any point during gameplay (available with a day one update*).
 
Marvel’s Wolverine also includes over 100+ new, returning and improved Accessibility Features from previous Insomniac games, like High Contrast visuals, Audio Description (English), Global Game Speed, and Strong Haptic Signals. 

By nature of the character, Marvel’s Wolverine is unapologetically violent and gory. To give players more choice in how they experience the game, we included new categories for violence and adult language toggles. These alter dynamic blood and dismemberment, and filters for English-only adult language.   

Check out a list of Accessibility options in Marvel’s Wolverine here.   

Sink your claws into Marvel’s Wolverine when it drops on September 15, 2026 on PlayStation 5 consoles! Wishlist and pre-order on the PlayStation Store today, or pre-order via PS Direct or at your local retailer. You can also pre-order the Digital Deluxe Edition featuring exclusive suits, claws, and bonuses!  

*Internet connection and account for PlayStation required.

Whisper of the House opens its doors on PS5 today

Whisper of the House opens its doors on PS5 today

Whisper of the House opens its doors on PS5 today https://ift.tt/Dv40OpJ

Hello, PlayStation players! I’m Zhicheng, producer at GD Studio.

Our team has always been fascinated by the quiet stories that live inside ordinary rooms: the cup left beside a bed, a plant turned toward the window, or a dusty letter tucked behind a stack of books. These small details can tell us who lived there, what they cared about, and what they may be trying to forget.

That idea became Whisper of the House, a cozy organizing game where tidying is more than a satisfying task. It is also a way of listening. Today, we are opening the doors of Whisper Town to PS5 players.

Whisper of the House opens its doors on PS5 today

A room can tell a whole story

In Whisper Town, you take on the role of the town’s all-around housekeeper. Residents ask for help moving into new homes, clearing cluttered rooms, preparing shops for opening day, arranging treasured keepsakes, and sometimes finding a missing cat. Each request begins with a practical problem, but the objects you touch gradually reveal the person behind it.

We designed rooms as small portraits of their owners. A carefully preserved object might suggest a memory someone cannot let go of. A half-finished corner can reveal an abandoned plan. Even the placement of something ordinary can change the feeling of a space. We wanted players to experience the pleasure of making a room functional while also wondering why it looked that way in the first place.

This is why we do not treat organizing as a checklist with only one correct answer. Some commissions ask you to understand what a resident needs; others give you more freedom to create a space that feels right. As you decide where things belong, you are also interpreting a life through its belongings.

Making every object worth touching

Whisper of the House contains more than 1,800 pieces of furniture and over 10 home layouts. That variety matters because decorating should feel personal, whether you want to build a book-filled study, a sunroom crowded with plants, or a secret base stocked for every emergency. Wallpapers, flooring, and selected furniture can also be adjusted in color or texture, giving you more ways to shape a room’s atmosphere.

But quantity alone was never the goal. We spent just as much time thinking about tiny reactions. Press a button on an old gramophone, squeeze a bath duck, or pull a single tissue from a box, and the room responds. These interactions do not always advance a quest. Instead, they reward curiosity and make the town feel handmade, playful, and alive.

To make every action feel deeply satisfying, we paired these interactions with rich, tactile sound design. The soft clink of ceramic, the rustle of a turning page, and the quiet breeze outside your window all come together to create a calming, ASMR-like soundscape. Our aim is for picking up, moving, and placing an object to feel immediate and immersive without disturbing the game’s gentle rhythm.

Cozy on the surface, curious underneath

Whisper Town is warm and welcoming, but it is not completely ordinary. As you help its residents, strange details begin to appear: the number 42 floating inside a museum, a rumor about a mischievous ghost near the well, cracks that seem to hide something impossible, and letters that raise more questions than they answer.

We like to call this side of the game ‘cozy snooping.’ You are never forced to rush toward the next revelation. Instead, mysteries sit quietly beside the organizing and decorating, waiting for observant players to notice them. The same attention that helps you find the perfect place for a keepsake may also help you spot something that does not belong.

This balance was important to us. The game is a comforting place to slow down and build beautiful spaces. But if you look closer, there is always a reason to stay. The town’s hidden story grows from the same objects, homes, and relationships that make its daily life feel cozy.

A home of your own

Helping other people is only part of your life in Whisper Town. The rewards and furniture you collect can be used to create a space that belongs entirely to you. There is no single ideal home and no pressure to follow one style. You can make something neat and minimal, cheerfully crowded, carefully themed, or wonderfully strange.

That freedom captures what we hope players take from the whole game: organizing is not about making every room look the same. It is about understanding what matters, choosing what to keep close, and creating a place where a story can continue.

Whisper of the House is available today on PS5. A 20% launch discount is active for a limited time. We cannot wait to see the rooms you create, the residents you meet, and the secrets you uncover. Get it now on the PlayStation Store and see you in Whisper Town!