FBC: Firebreak – hands-on report

FBC: Firebreak – hands-on report

FBC: Firebreak – hands-on report https://ift.tt/MOWfpL5

“What. Is. THAT?”

At Remedy HQ, me and two other writers getting a first hands-on with the forthcoming FBC: Firebreak have hit a problem. Namely, a strange, ever-changing black-grey mass, aimlessly and unnervingly stuttering around the Quarry we’re currently exploring. We have no idea what it is until we get close enough to recognize it—an Astral Spike from Firebreak’s ‘prequel,’ Control. But by then, it’s too late. Our screams that soon follow confirm it’s still just as deadly as ever.

It’s not the only surprise I encountered in my extensive playthrough of the already slick and utterly engaging first-person squad-based shooter, launching June 17 on PlayStation 5. Here’s what I discovered from a fair few rounds of firefighting a paranatural invasion in the Oldest House.

Live as a team or die alone repeatedly

The focus on creating a team of three for the game’s player vs. environment (PvE) set-up is to hone in on the three classes of the game, known as Crisis Kits. I plumped for the Jump Kit, which specializes in crowd control and power management, while my two teammates went for the Fix Kit (a repair and tech expert) and Splash Kit (a water dealer and status support for other players).

These Kits are designed to complement and collaborate in tasks and attacks, so trying to be a maverick only leads to death, likely yours. Communication is absolutely essential – especially as it’s easy to get caught in friendly fire – and taking full advantage of the Kits’ tools is the only way to survive the endless supply of rampaging hordes. And given that you possess a limited number of respawns between your team, reviving each other on the field is the best way to stay in the game, not always easy when dozens of Hiss beasties surround you.

Crafting the perfect loadout

In addition to the expected rifles, shotguns, and pistols, each Kit consists of three types of equipment: a tool, augment, and item. My Jump Kit’s initial loadout features an Electro-Kinetic Charge Impactor tool for shocking enemies, powering up generators, and even jumping long distances, and a BOOMbox item that distracts enemies once it’s charged.

The systemic subtleties of each Kit’s equipment is where the teamwork comes into play. My Splash Kit comrade-in-arms uses his Crank-Operated Fluidic Ejector tool to wet the beasts, which maximizes my electrocution attack on them. At the same time, our Fix Kit buddy utilizes his Swivel Turret item that automatically tracks and unleashes a volley of rounds at any stragglers.

Like the best co-op shooters, FBC: Firebreak encourages you to improvise under increasingly difficult odds, while not being afraid of the hilarity that comes with the chaos. There’s a mischievous glee from the Remedy staff when they unlock our Kits’ augments, and I soon see why. Once charged, my augment – named the AI19 Garden Gnome – fired out an unassuming gnome that unleashed a massive electrical storm that was far too close to my entire team and got us all electrocuted. My bad.

Playing with piggy banks and paper

Of course, it’s not all just fighting (or accidentally maiming your teammates) with things like the enemy igniting AI44 Teapot or the incredibly significant damage of the ‘break on contact but reforming’ AI16 Piggy Bank. FBC’s director and Control’s protagonist, Jesse Faden, has given you specific tasks to ensure the invasion of Hiss is contained.

In this build of the game, I have access to three of the five Jobs that will be present at launch. Hot Fix challenges you to repair a number of heat fans and ultimately reseal the Maintenance Sector’s paranatural Furnace. Paper Chase requires the destruction of a set number of sticky notes, as well as surviving the shuffling sticky note monsters. Ground Control drops you into Black Rock Quarry to kill Astral Leeches in order to uncover irradiated pearls that need to be collected into a shuttle and launched into orbit.

Each well-designed level offers opportunities to use the Kits’ different abilities, such as the Fix Kit’s wrench providing quick repairs to broken fans that lets you sidestep the button matching sub-game other Kits might need to perform, or the Splash Kit’s Humidifier spraying healing water to wash off radiation.

But the Jobs also bring their fair share of downright terrifying moments, such as the confrontation with the literally giant sticky note boss monster, Sticky Ricky, which requires you to power up surrounding generators before you can hurt it. Or the aforementioned nightmare-inducing Astral Spikes that haunt the Quarry.

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Customization and corruption keep you guessing

With its satisfying gunplay and smooth controls that feel at home on the DualSense wireless controller, there’s a lot to look forward to with FBC: Firebreak. Plenty of extra tantalizing elements will be expanded for launch, too, such as the many unlockable customizable gears and cosmetics for weapons, equipment, armor, or level unlock perks, such as the chance for electrified bullets or the ability to shake off radiation or fire by jumping up and down.

There’s even a Corruption Level modifier that introduces Corrupted Items that cause additional hazards, such as low gravity or—the horrifying one I encountered, which led to many deaths—super fast enemies. It’s all designed to make the most of movement and character status-based systems, creating unpredictable results that set up FBC: Firebreak to be a compelling and ever-evolving experience.

The doors to the Oldest House reopen when FBC: Firebreak shoots onto PS5 on June 17, with day one availability for PlayStation Plus Extra and Premium members as part of PlayStation Plus Game Catalog. And for anyone who still has any doubts, don’t worry – Remedy has this all under Control.

Helldivers 2: Illuminate set sights on Super Earth, new enemy types deployed

Helldivers 2: Illuminate set sights on Super Earth, new enemy types deployed

Helldivers 2: Illuminate set sights on Super Earth, new enemy types deployed https://ift.tt/aUj5TDG

Helldivers, get to your Super Destroyers! In a surprise turn of events that even our top researchers couldn’t predict, the Illuminate have finally revealed their intentions, emerging from the Meridian singularity, and setting a course for Super Earth.

It’s now more important than ever that we band together and stop this salvo from destroying our liberty.

Helldivers 2: Illuminate set sights on Super Earth, new enemy types deployed

New enemies

The Illuminate threat has grown, unleashing new terrors on our citizens across the galaxy. Reports indicate the Illuminate have deployed larger, more powerful enemies within their fleet, among them are the Stingray: jetfighters that provide Illuminate support from the sky, targeting Helldivers and lining up devastating strafing runs. Another new foe is the Crescent Overseer, which has the ability to lay barrages on Helldivers in cover.

But perhaps most terrifying are the reports of a failed Illuminate experiment called the Fleshmob: a Frankenstein’s monster of Voteless parts turned into a brute battlefield force that the Helldivers must work hard to destroy.

There have been sightings of other, even larger ships, though details remain unclear on their abilities. But we can’t underestimate the squids, divers, and that’s why we’re assembling our best and brightest to push them back into oblivion where they belong.

We have to gather all our resources to face this incursion and, fortunately, Super Earth’s R&D department has unlocked some powerful tools for our Helldivers, in the hopes that they will help crush the onslaught of Illuminate invaders.

Customize your loadout

Helldivers are being given access to a robust new weapon customization feature for the bulk of our primary weapon offerings. Most primary weapons now have levels that are achievable by completing missions, which then in turn unlock new attachments obtainable through Requisition. In addition to attachments, players can also unlock patterns for their weapons.

Whether it’s tweaking sights for precision, changing color patterns, adjusting magazines for ammo capacity, muzzles to optimize weapon performance characteristics or adjusting under-barrel attachments for the handling you want, you’re in command of how your weaponry performs on the battlefield. This level of individual attunement is sure to make your favorite primary best in its class.

Old Warbonds, new patterns

We have unlocked and deployed a stash of patterns for the FRV themed on our Viper Commandos, Freedom’s Flame, Chemical Agents, and Truth Enforcers Warbonds. These will help your squad stand out to aid in battlefield coordination and collaboration. This backlog of patterns will unlock for Helldivers on May 15, with the launch of the Masters of Ceremony Warbond!

Expanded Surplus

The Superstore is also getting an emergency expansion to boost your arsenals for the fight. No more waiting for items to come back into rotation–now the items you want are always available, ready to stock your ship and armor your Helldivers with items you might have missed the first time around.

This is the moment of truth, Helldivers. Everyone to the front lines and fight for our right to spread Managed Democracy!

*Requires base game, paid purchase of Super Credits, and game progression to unlock.

Share of the Week: Days Gone Remastered – Deacon

Share of the Week: Days Gone Remastered – Deacon

Share of the Week: Days Gone Remastered – Deacon https://ift.tt/YzgCWpM

Last week, we asked you to share portraits of Deacon St. John from Days Gone Remastered using #PSshare #PSBlog. Here are this week’s highlights:

Evo_Pixel shares Deacon standing holding a shotgun

MdeavorVP shares a side profile of Deacon with a red light flare

blackcatvp Deacon seated on his motorcycle

robsbakk shares Deacon wielding a shotgun in the rain

calisarah1998 shares a shadowy portrait of Deacon and a bear

TheNotoriousGKE shares a hyper closeup of Deacon at the lookout with Boozer

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?

THEME: Days Gone Remastered – Landscapes
SUBMIT BY: 11:59 PM PT on May 14, 2025 

Next week, we’re taking in the sights of Days Gone Remastered. Share broken down and nature-filled landscapes using #PSshare #PSBlog for a chance to be featured.

Death Stranding 2: On the Beach hands-on report

Death Stranding 2: On the Beach hands-on report

Death Stranding 2: On the Beach hands-on report https://ift.tt/lzqXuaY

Death Stranding 2: On the Beach, the highly anticipated sequel to the genre-defying open-world adventure, launches on June 26 on PlayStation 5, with 48-hour Early Access available for select editions. I recently had the chance to go hands-on with the first 30 hours of the game. 

Sam’s next journey takes him from Mexico to Australia

Death Stranding 2: On the Beach is set 11 months after the previous game. Sam Bridges, now living a quiet life with his BB (bridge baby) Lou, finds himself in Mexico following a request from Fragile. In Mexico, Sam gets caught up in an incident that eventually brings him to Australia. There he must take on the herculean task of traversing across the continent to, once again, re-connect a fractured society. 

Fast-paced story and gameplay

One point that stood out to me during the game’s hands-on, was its fast-paced narrative and gameplay. The story in the first Death Stranding took things slowly in order to set the scene and carefully lay out the state of the world to the player. However, Death Stranding 2: On the Beach’s story unfolds at a faster pace, and you’ll get access to new equipment and structures much earlier in the game as well.

New players can catch up on the story of the previous game via ‘Death Stranding Recap’ from the title menu and look up game terminology from the in-game ‘Corpus’ feature.

Enhanced visuals coupled with a standout soundtrack

Death Stranding 2: On the Beach takes full advantage of PS5’s capabilities to deliver stunning graphics. The depiction of nature is especially striking — right from the opening scene set in Mexico, where you walk along a rugged desert ridge, I was blown away by the realism. The rocky ground and billowing dust at Sam’s feet are rendered with such precision that the harshness of the terrain truly comes through. The game depicts the diverse Australian nature and wildlife in vivid detail, including an animal sanctuary with lush vegetation that is home to animals like kangaroos, koalas and wallabies. There’s also an option to switch to an ‘aerial camera’ that captures Sam from an elevated bird’s-eye view, which allows you to take in the vastness of the environment as you slowly make your way across the terrain. The game’s soundtrack is also outstanding, and I was moved every time the beautiful music played when I reached a new delivery point.

Increased freedom and strategic opportunities

This game gives the player more choice and freedom in terms of strategy and decision-making. 

One reason for this is the wide variety of equipment and structures that are available early on, a list that will continue to grow as the game progresses. This is the same for methods of transportation, as an array of infrastructure, motorcycles, and trucks will become available relatively early in the game. In terms of combat, there are many bola guns and firearms to choose from, but if combat is not your forte, you can assemble transportation devices to strategically avoid the danger zones. You can also use smoke grenades to avoid combat as much as possible while navigating through dangerous territories. 

Players can also leverage the newly implemented day/night cycle to their advantage. During the day, the terrain and enemies are more visible, but it is also easier for threats to locate you. On the other hand, enemies are less likely to spot you at night and it is easier to sneak around, but you also must proceed with caution since there’s less visibility.

Responding and adapting to spontaneous natural hazards

Players must also be prepared for various natural hazards triggered by the environment. When an earthquake occurs, you may lose your balance due to strong tremors and falling rocks. If you are planning to trudge through rough terrain in the mountains, it would be a good idea to reduce your load in case of earthquakes. You’ll also need to steer clear of flooded rivers when there’s heavy rain. When I encountered a wildfire during my playthrough, I extinguished it by spraying tar with my ‘tar cannon,’ a new piece of equipment available in the game. 

Individual playstyle impacts Sam’s stats

In the previous game, Sam’s stats improved depending on his Porter Grade, but Death Stranding 2: On the Beach features 12 new ‘proficiency’ levels. 

Similar to how you can upgrade your weapon proficiency by using them more often during combat, your playstyle will directly impact Sam’s stats and abilities. For example, if you spend more time travelling through rough terrain with unstable footholds, Sam’s ability to traverse rough terrain will improve faster. Every players’ stats will be different depending on the choices they make. My Sam was more proficient at fistfights since my combat was focused on melee. 

Customize Sam’s traits with APAS Enhancement

Another component that modifies Sam’s abilities is the new Automated Porter Assistant System Enhancement. By consuming ‘memories’ acquired during the game, you can enhance four different traits: porter, combat, stealth, and servicemanship. The number of memories you can pick up are limited, so it’s up to you to decide which traits you want to acquire and upgrade.  

New enemies, new weapons, and even more compelling combat

Death Stranding 2: On the Beach introduces a new type of BT called the ‘watcher,’ which detects and attacks Sam through sight. There are also several new human antagonists, including a group called ‘Armed Survivalists,’ who assault with lethal firearms.

To take on these formidable threats, you can utilize a variety of new weapons that have been added to the game. Electrified poles that were the MULE’s weapon of choice in the previous game, can be used to strike or be thrown in this game to electrocute vehicles and enemies. In addition, various holographic grenades can be leveraged to avoid combat. A BT holographic grenade projects a hologram of a BT when activated, causing human enemies to flee. The robust selection of firearms allows for exhilarating combat, but many of these weapons are also ideal for stealth and ambush.

Death Stranding 2: On the Beach is a clear evolution from its predecessor and offers players plenty of freedom and choice. Prepare to face otherworldly enemies and obstacles to save humanity from extinction on June 26 on PS5. Players who purchase the Collector’s Edition or Digital Deluxe Edition can start their journey early with 48-hour Early Access, and pre-order bonuses are available across all editions.

Read a new interview with Hideo Kojima here , and see the reveal of the Death Stranding 2: On The Beach Limited Edition DualSense Controller here .

Welcome teamLFG to the PlayStation Studios family

Welcome teamLFG to the PlayStation Studios family

Welcome teamLFG to the PlayStation Studios family https://ift.tt/MxRNeXJ

Today, I am thrilled to officially unveil a new studio in the PlayStation Studios family. teamLFG originated at Bungie, but has also rallied developers from across the industry to bring to life an ambitious incubation project that I’m very excited about. The studio is now fully formed and ready to be introduced to the world. 

I’ll let teamLFG introduce themselves properly and give a tiny glimpse of what they’ve been working on. 


“Hello, world. It’s a delight to meet you, and we’re very grateful to be joining PlayStation Studios.

Our studio is headquartered in Bellevue, WA, with team members working both on-site and remotely throughout the U.S. and Canada. We are a team composed not just of industry veterans who have shipped titles like Destiny, Halo, League of Legends, Fortnite, Roblox, and Rec Room, but also industry newcomers with fresh creative perspectives and skills. We are passionate about exceptional action-based gameplay, moment-to-moment game feel, and richly social virtual worlds. 
 
The “LFG” in “teamLFG” stands for “Looking For Group.” We are driven by a mission to create games where players can find friendship, community, and belonging. We want our players to feel excited when they log on to discover their teammates already hanging out online. We want our players to recognize familiar names and to make myths and memes out of each other. We want our players to love remembering that one time where they pulled off That Play that changed the whole story of the match. As we say on the team – dat’s da good stuff.
 
We will make immersive multiplayer worlds propelled by action games that players can learn, play, and master for countless hours. We want to build our games with our communities, inviting players to be a part of our development process through early access playtests. It’s critical that we stay nimble enough to react to player feedback, not just in our lead-up to launch, but throughout live service as we continue to grow the game and community for years to come. 
 
Our first game is a team-based action game that draws inspiration from fighting games, platformers, MOBAs, life sims, and frog-type games.  Players will inhabit a lighthearted, comedic world set in brand-new, mythic, science-fantasy universe. We can’t wait to reveal more. 

‘Til then, we’ll do our best! Thanks for reading.”

– teamLFG

You can find more information on teamLFG via the links below:
https://www.playstation.com/corporate/playstation-studios/teamlfg/
https://www.linkedin.com/company/teamlfg/

Elden Ring Nightreign Interview: reimagined game design anchored by in-depth combat

Elden Ring Nightreign Interview: reimagined game design anchored by in-depth combat

Elden Ring Nightreign Interview: reimagined game design anchored by in-depth combat https://ift.tt/u4rIDPM

Elden Ring Nightreign,  a spin-off action adventure set within the Elden Ring universe, launches on May 30.

We spoke with the game’s director, Junya Ishizaki, about what we can expect from FromSoftware’s upcoming co-op multiplayer.

Game design focused on compelling combat

PlayStation Blog: You have experience working on level and combat design for FromSoftware’s past titles. Was there anything you gave particular attention to when creating Nightreign? What were some of the challenges?

Junya Ishizaki: If I had to pick one aspect that we focused on the most, it would be combat. The game’s main goal is to defeat the Nightlord at the end of each night, and the elements that form the character builds and the world map are placed around the world to make the gameplay more compelling and to encourage players to be more strategic in their combat.

In terms of challenges, honestly, everything was a challenge (laughs). Especially when it came to making major changes to the game mechanics, we had to make sure the game was still viable and truly enjoyable. We could have changed the mechanics without putting much thought into it, but there was a risk that the game would become something completely different, even though it was part of the Elden Ring universe. Finding the perfect balance between something that felt fresh and new, while still feeling true to Elden Ring, was challenging.

What was the idea behind the unique revival system that allows you to rescue incapacitated teammates by attacking them?

Since we were using many existing assets from Elden Ring, we wanted to find ways to leverage them in interesting ways. As we were tossing around ideas, we realized that ‘attacking’ is the most consistent element of Nightreign’s gameplay. We tested to see if it would work for resuscitation, and we discovered a wide variety of tactics depending on range, frequency, and probability, so we formally implemented it. We also found it quite amusing (laughs).

After playing the network test, while I enjoyed building my characters, I also felt like the strategy aspect became a little repetitive. Can we expect more unpredictability that encourages players to be more tactical, in the final product?

Yes, we’re also pursuing that approach, so the same strategy won’t always work when fighting the bosses. Your initial strategy may be effective for a while, but the bosses will gradually evolve and your tactics will no longer be viable, forcing you to rethink your approach.

Also, in the final version of the game, you’ll be able to determine the weakness of each boss before heading out. So, if poison is effective against an upcoming boss, you may proactively search for and loot items that inflict poison more often in that run. Taking advantage of their susceptibility will give you an edge in the fights. We intentionally designed the game so that you’ll need to adapt and evolve your strategies along with the changes that happen in the game.

Fine-tuning the clarity and difficulty – adding buffs to Gladius, Beast of Night

Did you make any changes or adjustments to the game, following the results of the network test?

During the network test, some players found it difficult to understand what elements were visible on the map, and said it was hard to identify next steps or how to use some of the character movesets. To address these issues, we made some changes so that information was conveyed more clearly to players during gameplay.

We also received a lot of helpful feedback regarding the difficulty. We made some adjustments to strike a balance that makes the game challenging as you progress, but still manageable. Gladius, one of the Nightlords, will also receive some updates, so players have that to look forward to in the final game.

Eight playable characters derived from build and fantasy archetypes

Each playable character – or Nightfarer – in the game represents a different class. How did you decide on the eight characters and their unique abilities?

We mapped out what sort of characteristics we wanted our playable characters to embody, and ultimately landed on eight Nightfarers.  There were two pillars that guided our thought process, and one of them was ‘build.’ In the Dark Souls series and Elden Ring, you can distribute your stats to create builds that use certain weapons or magic, and these are often labeled as Strength builds or Pure Magic builds. The other pillar was the idea of ‘fantasy archetypes.’ Swordsmen who fight on the front lines, those who protect you with their shields, wizards skilled in magic, and so on. We ruminated on how we can combine these two pillars to create playable characters that fit into the world of Nightreign. A character like a  ‘macho wizard’ may exist if there were a hundred variations, but it’s a bit too eccentric when we only have a few playable characters (laughs). We simply created combinations of characters that felt most natural, and that ended up as the current eight Nightfarers.   

Elden Ring Nightreign launches on PS5 and PS4 on May 30.