How Super Meat Boy 3D captures the series’ identity, out March 31

How Super Meat Boy 3D captures the series’ identity, out March 31

How Super Meat Boy 3D captures the series’ identity, out March 31 https://ift.tt/8uXQ9rj

When Super Meat Boy first released, it quickly became a landmark for indie games. It wasn’t just a great platformer, but a figurehead for indie gaming, defined by lightning-fast gameplay and brutal difficulty.

So, when we began working on Super Meat Boy 3D, our biggest goal was simple: it had to feel like Meat Boy. We worked on the prototype for a few months to test out our main ingredients, and what was firstly more of a feeling we wished to translate, became much more concrete when we started working with Tommy of Team Meat.

Translating such a precise 2D platformer into a fully navigable 3D space meant rethinking many parts of the game while protecting the core identity of the series.

How Super Meat Boy 3D captures the series’ identity, out March 31

Finding the right camera

One of the main challenges was that Meat Boy moves so quickly that a dynamic camera just couldn’t keep up.

We tested three different camera systems during prototyping. While a traditional third-person camera that players could freely control technically worked, it never quite felt right. Eventually we landed on a controlled camera angle that stays consistent relative to the level. It’s not completely static but designed to prioritize clarity and readability.

That decision shaped the entire design process. Instead of placing a camera into finished levels, we built levels around the camera angle so players can always clearly see the character’s movement and the path ahead, to ensure the gameplay remains readable at a high speed.

Translating 2D precision into 3D

After we tried recreating the feel of the original purely from our experience of playing Super Meat Boy, our collaboration with Tommy Refenes from Team Meat gave us a deeper understanding of exactly how a lot of the original systems worked. In some cases, we even used similar values from the original game, like wall-jump distances or how jumping behaves when touching a wall versus standing on the ground. Having those reference points helped us capture the familiar feel of Meat Boy’s movement.

Of course, with the added difficulty of depth perception, the 2D game cannot just be moved into 3D one to one. Players need to feel completely in control of their movement even with an extra dimension.

To help maintain clarity, we introduced several structural decisions, such as eight-directional stick movement to keep movement predictable, 45-degree angles in level design to help players anticipate their trajectory, and visual helpers, like a ground circle indicator and a line connecting the character to the ground to help judge distance.

Even with these systems, movement tuning took a long time. We spent roughly a year refining the feel, and small tweaks continued almost until release, especially given the valuable input we received from players of our demo.

Designing new mechanics

Some mechanics translated easily. The vertical wall slide, for example, already existed in the original game, so we could closely replicate it. Wall running on the other hand had to be designed from scratch. Making it feel smooth requires a lot of value-tweaking and subtle assists so that it feels fast and satisfying rather than too frustrating.

Many of those adjustments are invisible to players, but they help ensure the mechanic feels fair even at high speed.

Balancing freedom and precision

The essential core loop of Super Meat Boy – fail, learn, retry – is only possible to get right by balancing player freedom with systems that help them maintain control, but in 3D, movement can naturally feel slightly floatier because of the added spatial depth.

Movement and level design evolved together throughout development. The layout of each level directly affects how the character feels to control, so we constantly iterated between the two.

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In the end, we found that the core ideas of Meat Boy’s movement translate surprisingly well into 3D if the focus remains on the fundamentals: jumping, walls, and speed. The key was in the camera angles and the subsequent level design. We usually started by choosing the camera angle first, then building the level to support it. The most important rule was that the character must always remain visible and readable.

Preserving the series’ personality

The series is not only known for its tight platformer gameplay, but also its dark humor, exaggerated violence, and chaotic energy.

One classic feature is the blood trail that Meat Boy leaves behind. It doesn’t only add the trademark gore-factor, but it also helps players see where they’ve already been and which routes they’ve tried.

In 3D, that feature became even more important, but implementing it was technically challenging. Spawning huge numbers of decals wasn’t practical, so we developed a vertex painting system that lets blood dynamically stain the environment, letting players paint the entire level red if they try often enough.

The move to 3D also gave us more room for hidden jokes and visual gags. With extra space in the world, we could tuck funny details or secrets into the background, some of which players might never even notice.

Lessons from our previous games

As with Hell Pie and the Ben and Ed series, we’ve always loved creating games with tight mechanics, weird humor, and a strong indie spirit.

Our previous projects taught us many important lessons about development, but what stuck with us the most was that focus matters. Very early on in development, we nailed down what really mattered for Super Meat Boy 3D: the core movement, the camera direction, and keeping the scope controlled.

Honoring an indie icon

Working on Super Meat Boy 3D alongside Tommy Refenes has been both an honor and an exciting challenge.

Our mission from the start was: Take everything players love about Meat Boy and prove it can work in three instead of just two dimensions. We hope you’ll be able to feel this the moment you make your first jump!

Super Meat Boy 3D launches on PlayStation 5 on March 31.

Saros hands-on report: intense sci-fi action in a beautiful, deadly alien world

Saros hands-on report: intense sci-fi action in a beautiful, deadly alien world

Saros hands-on report: intense sci-fi action in a beautiful, deadly alien world https://ift.tt/ExBGkF6

There’s an accepted understanding that the Housemarque name brings with it an expectation of exceptional action. Great gunplay. A superbly tuned gameplay intensity by way of ultra-refined and overlapping mechanics and systems. And in just over a month, PS5 players can experience that pedigree first hand again with the Finnish studio’s latest, as a rescue crew tries to discover the fate of a human colony gone dark at the far reaches of the cosmos. Saros is sci-fi action with a cosmic horror twist.

Housemarque has shared a taste of what’s to come before in a scene-setting story trailer, and outlined the gameplay systems that’ll power your survival on the alien planet of Carcosa. We’ll play Enforcer Arjun, his combat prowess making him the perfect choice to scout out the terrain for the rescue crew. And we know on Carcosa, death is not the end. Arjun resurrects every time he falls, returning to the rescue crew’s home base to start his expedition anew. That resurrection is a common theme during our hands-on with a three hour slice of the game proper, which incorporates the game’s first two levels – the cliffside Shattered Rise and the claustrophobic Ancient Depths – and the brutal bosses that lie at their end.

To go alongside that session, we chatted to creative director Gregory Louden and art director Simone Silvestri to dig deeper into the systems at play.

Turning threats into opportunities

Saros’ core mechanics are extensive yet easy to memorise, tied as they are to different resistances of DualSense controller’s adaptive triggers, as well as L1 and R1 bumper taps and holds.

Soltari’s human-crafted tech covers your collectable handheld weapons such as Hand Cannons, Rifles and Shotguns. You’ll scavenge these as you explore, and while there are multiple variants, each with its own unique perk, they all have two fire types. Primary fire is mapped to a pull of R2, with an alt-fire mode unique to each weapon chosen through pulling L2 halfway down (a satisfying resistance in the adaptive trigger signifying activation), with a trigger of R2 to unleash.

A menu pop-up when collecting weapons will detail their power level and perks. An early favorite is a Hand Cannon that boasts ricochet bullets, letting you bounce shots off the environment to strike out-of-sight enemies. 

The same tech covers a directional Dash on L1 (which negates most damage while performed), and a bubble-like Shield, the deployment of which is dependent on two things: R1 being held and there being enough power left to sustain it.

Sustaining your Shield’s Power level (note the deliberate capitalization) brings us to the risk/reward symbiosis between Soltari tech and alien Carcosan weaponry which partially defines Saros’ playstyle.

An early encounter with an alien artifact imbues Arjun’s arm with the ability to store and fire out Carocosan energy. This Power Weapon, as it’s named, is activated with a full pull of L2, and with the right aim, its blast can take down one or more smaller foes. But it requires energy. Energy that your Shield can pool by absorbing blue-colored enemy projectiles. And Housemarque’s beautiful bullet ballet is in full force in Saros, with hypnotic, deadly patterns firing your way with gusto. It means on Carcosa, charging towards danger is sometimes a smarter strategy than weaving out of its way.

“We wanted to make projectiles opportunities,” explains Louden, describing it as a shift away from the “obstacle course” of the studio’s previous title Returnal to something more akin to “a playground”. It’s a term that perfectly captures the flow state that results as you play: always moving, always interacting. Continually switching between projectile dodges and absorption, using melee to burst enemy shields, a blast of the Power Weapon to down enemy groups… every fight is a constant juggle of split-second decisions to how best to counter threats and turn the tide to your advantage. Very intense, very fun. 

Each level’s conclusion boasts an epic boss clash. In true Housemarque fashion these contain multiple phases that’ll test your reaction times and aim.

Embrace the eclipse as greater risk brings greater rewards

You’ll become familiar with a multi-armed device discovered in every area of Carcosa that when interacted with, initiates an eclipse that’s biome-specific. Outside the first activation to showcase what results when an eclipse washes over the world, these world-changing events will be an optional choice while exploring the planet, and provided you find the device, can be triggered at any time.

There’s an arresting visual shift to a level’s visual design as the corruption takes hold (which extends to the audioscape – worth sticking on a headset for!), and enemies now fire out additional projectile types – sickly yellow versions which if you’re struck by, lowers your max health ceiling. Increased risk? Certainly. But with it comes increased rewards, making it worth rolling the dice for a more dangerous world.

Lucenite, Carcosa’s collectable currency dropped by downed enemies and which are key to unlocking permanent upgrades to better survive its dangers, increase in value during eclipses. And while activating your Power Weapon cleanses you of corruption, once the eclipse is called you will have the ability to find  corrupted versions of weaponry and artifacts, which have unique properties and perks active for the duration of an eclipse. And while undiscovered during our own hands-on, Housemarque alludes to tools also unique to an eclipse world-state that will aid your exploration.

One ability that’s not tied to the eclipse, but will deepen your fight-first approach to combat is parrying, allowing you to knock back certain high-powered projectiles to their originator. This is unlocked through Arjun’s Armor Matrix, an upgrade tree tinkered with back at the rescue crew’s base camp.

It’s worth straying off the path

In Saros, a level’s layout will alter every time you return to it. “We have handcrafted levels, handcrafted art, handcrafted design, handcrafted combat encounters, and then we kind of connect them in a procedural matter,” says Silvestri. And each configuration is meticulously crafted by the studio. “We play our game a lot, and we keep playtesting to ensure that we have a really great flow across the experience.”

Every level has a golden path, a direct line to your main objective (tap down on D-Pad to scan the world and you’ll see a literal gold flag icon pinpointing your key objective’s general location). But levels are also pocketed with side paths. At the end of most lies rewards, though puzzles that require fast reflexes or having the right tool stand between you and your claim.

A horror ensemble

Sometimes you’ll stumble upon the remnants of colony camps with logs that’ll help you piece together what happened to those you’re here to rescue. The colony’s fate, and the nature of Carcosa, is a mystery you need to solve, but not alone. While Returnal excelled with solitary dread and a slow burn story, Saros proves group dynamics are as perfect a canvas to explore the horror genre and give an urgent propulsion to the story from its opening moments.

“We immediately knew we wanted more viewpoints,” says Louden of the importance of this not being a solo excursion. Crew relationships and individual motivations are fleshed out gradually as you return to the Passage, or as members radio in as you explore. But even from the off, you realise that companionship brings an increasing edge of uneasiness, not comfort. Be it from the crew, individually grappling with the sheer complexity of the operation and growing uneasy of Arjun due to his experiences, or the unsettling stoicism of Primary, the huge black box of a Soltari AI that when not unlocking upgrades on Arjun’s Armor Matrix, speaks on behalf of the company and its profit-focused operations on the planet. “It creates this pressure cooker of an experience, with multiple perspectives.”  

Saros launches April 30 on PS5. Find out more about the game’s enemy design, how to create a beautiful bullet ballet pattern, and much more, in an extended interview with Housemarque on PlayStation Podcast, dropping this Friday.

Elevate your mission in Directive 8020 with PlayStation 5 Pro enhancements, out May 12

Elevate your mission in Directive 8020 with PlayStation 5 Pro enhancements, out May 12

Elevate your mission in Directive 8020 with PlayStation 5 Pro enhancements, out May 12 https://ift.tt/TwkUGgy

Hi everyone, I’m excited to share how we’ve enhanced Directive 8020 for PlayStation 5 Pro, and how these upgrades help deepen the tension, clarity, and emotional impact at the heart of the game.

Elevate your mission in Directive 8020 with PlayStation 5 Pro enhancements, out May 12

From the very beginning, Directive 8020 was built around cinematic storytelling, player choice, and atmosphere you can feel onboard the deadly mission to Tau Ceti f. Hunted by an alien organism capable of mimicking its prey, the crew of the Cassiopeia must outwit their pursuers to make it home alive.

Sharper visuals powered by PlayStation Spectral Super Resolution 

One of the most noticeable enhancements comes from PlayStation Spectral Super Resolution (PSSR), Sony’s AI-driven upscaling technology.

PSSR intelligently enhances image detail and clarity frame by frame, allowing environments, character models, and subtle environmental storytelling to appear crisp and well-defined. The metallic corridors of the Cassiopeia, the frost forming across a freezing medical lab, the distortion in a reflective visor, all of these details benefit from the added sharpness.

Discover cinematic fidelity with PlayStation 5 Pro

Directive 8020 is a cinematic narrative experience at its core. With the additional rendering power available, we’re able to present scenes with enhanced visual fidelity that supports the emotional weight of each moment.

Character performances, subtle facial animations, and environmental detail all contribute to immersion. When you’re trying to decide who to trust, especially when two identical faces are staring back at you, those visual nuances matter.

Face your fears with advanced ray tracing

Lighting is one of the most powerful storytelling tools in horror.

With advanced ray tracing, light behaves more realistically, bouncing naturally through corridors, reflecting off metallic surfaces, and casting shadows that feel grounded in physical space. Emergency strobes flare against bulkheads. Firelight flickers dynamically across a character’s face. Ice refracts light in a way that feels cold and unforgiving.

Realistic lighting heightens tension in every corridor. You’re never quite sure what’s hiding just beyond the glow.

Dynamic shadows reveal, and conceal, the threat

Shadows aren’t just visual dressing in Directive 8020. They’re part of the language of fear.

Dynamic shadow detail adds depth and movement to scenes, making environments feel less static and more unpredictable. A shifting silhouette might be nothing… or it might be an alien hunter watching.

The added richness in shadow rendering enhances atmosphere in subtle but powerful ways, reinforcing the unease that runs through the entire experience.

Smooth performance where every decision counts

Performance isn’t just about numbers on a spec sheet, it’s about emotional timing.

Directive 8020 is built around split-second decisions that permanently shape your story. When Anders is freezing in a failing medical lab and Mitchel is trapped in an inferno elsewhere on the ship, you don’t have time to deliberate forever. Your instinct takes over.

Or when you’re faced with two identical versions of the same crew member, both claiming to be real, who do you trust?

Smooth, consistent performance ensures those moments land exactly as intended. Inputs feel immediate. Camera movement remains fluid. Cinematic transitions hold their impact. The tension builds naturally, without technical friction pulling you out of it.

In a choice-driven narrative game, responsiveness is part of storytelling.

Designed with PlayStation 5 in mind

Beyond visual enhancements, Directive 8020 was designed to make full use of PlayStation 5 features, particularly the DualSense controller. Especially due to the Supermassive legacy from Until Dawn in those tense “Don’t Move” moments from the PlayStation 3.

We wanted interactions to feel instinctive in Directive 8020:

  • You’ll instinctively reach for your flashlight in a pitch-black corridor.
  • You’ll scan a room before entering a hatch.
  • You’ll grab the wedge tool at the last possible second.

All without taking your eyes off the danger around you.

Haptic feedback puts the fear in your hands during choices and while using tools. The DualSense’s audio output crackles as a way for distant characters to communicate to you from across the vast ship through the messenger tool.

Our goal was simple: make the controller your tool for survival and fully immerse you in the world, to keep you on the edge of your seat.

Step aboard

We’re incredibly proud of how Directive 8020 plays and feels on PlayStation 5 Pro. The enhancements refine the cinematic presentation, elevate lighting and shadow detail, and ensure smooth performance in the moments that matter most.

If you’re ready to confront what’s waiting in the dark abyss of space, you can pre-order now on PlayStation 5 before Directive 8020 launches May 12.

We can’t wait for you to board the Cassiopeia and face the choices that define your story.

The Spring Sale comes to PlayStation Store March 25

The Spring Sale comes to PlayStation Store March 25

The Spring Sale comes to PlayStation Store March 25 https://ift.tt/keK2ghx

PlayStation Store’s Spring Sale begins tomorrow, Wednesday, March 25. For a limited time* you can enjoy deep discounts of up to 75% on a vast range of games that include iconic blockbusters, acclaimed classics, and more.

*PlayStation Store Spring Sale promotion runs from Wednesday, March 25 at 00:00 AM PDT/BST/JST and finishes Wednesday April 22 at 11:59 PM PDT/BST/JST**. Each title may have different sale periods. Please refer to the information in the title details page. 

**The promotion’s start and finish time may differ in certain regions. Game selection may differ by region.