4:Loop – designing the ominous cube-shaped Scanner boss

4:Loop – designing the ominous cube-shaped Scanner boss

4:Loop – designing the ominous cube-shaped Scanner boss https://ift.tt/B3E6pOy


Hi, I’m Mike Booth, Chief Creative Officer at Bad Robot Games, and Game Director of 4:Loop. In my last post, I shared how our core gameplay systems come together to create an unpredictable and endlessly replayable experience. Today, I’d like to share more details on one of our co-op shooter’s high-stakes boss fights. 

Specifically, I’d like to talk about how our team approaches designing these battles, and how these considerations led to one of our most unique enemies so far: The Scanner. 

No two bosses are alike

​​

One of our main goals when designing bosses in 4:Loop is making each of them unique – not only in their visual design, but in how they behave. We know we’re on the right track when a boss requires players to adopt new forms of cooperation, improvisation, and combinations of equipment and abilities. All of this results in the kind of creative problem solving at the heart of 4:Loop. When we first started exploring the Scanner, or “The Cube,” as it’s called internally, I wanted to do something a bit different: create a boss battle that wasn’t about direct combat, but navigation, spatial awareness, and cross-map coordination.

Keep moving to stay alive

For some of our boss battles, players can succeed by finding cover, hunkering down, and dishing out heaps of damage. But with the Scanner, that’s a sure-fire way to get yourself killed. Rather than attacking players directly, the Scanner emits a Laser Matrix over the entire map. This “Grid of Doom” (to use another internal name) is an interlocking grid of bright red and extremely dangerous lasers. One hit is enough to knock a player down. A second hit and you are out of the fight. 

The grid is slow moving and easy to see, making it manageable enough at the start of the encounter – and seemingly safe enough to lull you into a sense of complacency. But as the fight progresses, the laser grid becomes tighter and tighter, making navigation and survival increasingly difficult to manage. Of course, it’s not enough to just survive the Scanner. Players must destroy it to win.

Your doom is six sided

Being a cube, the Scanner has six faces. On each of these faces, we’ve put nine destructible tiles, making 54 targets in total. To actually damage the Scanner, players must knock out all 54 panels at once, forcing the machine to reveal its vulnerable Reactor Core. 

Sounds straightforward enough… until the Scanner starts moving.  We built the Scanner to constantly rotate and swap sections like a giant Cube Puzzle from Hell. On top of that, damaged panels reset over time. This creates a boss fight that requires players to spread out and attack from multiple angles, while navigating the Scanner’s ever-tightening Laser Matrix.  All of this results in a unique gameplay challenge. Stay mobile enough to avoid the Grid of Doom, while remaining focused enough to knock out panels and coordinate a team-wide attack on the Reactor Core once it’s exposed.

Hit the Scanner with everything you’ve got

Once all 54 tiles have been knocked out, the Scanner reveals its vulnerable Reactor Core for a brief window. This is the moment where the team – who could be on opposite ends of the map by this point – strike together as a cohesive unit to inflict as much damage as possible. The coordination that occurs in these brief windows are intuitive and natural. They emerge from the boss’s core design, rather than telling players what to do. 

Your choices matter

In 4:Loop, we’re constantly trying to design gameplay moments that ask players to make interesting decisions – and then live with their consequences. The Scanner is no different. 

The game’s Probability Map makes it clear what boss you’ll be facing at the end of the Act. This forces players to think about what kind of gear and abilities to select leading up to the fight. Sure, shotguns are powerful… but they won’t be effective against the Scanner’s Reactor Core at range. Or maybe rather than taking that totally sweet Cloaking Backpack, you might want to choose equipment to help you navigate the Laser Matrix instead.

Different by design

The Scanner is just one of several bosses in 4:Loop, each built to push on players’ coordination, cooperation, and creative problem-solving skills. We hope all our bosses will generate crazy moments you’ll be talking about with your friends for a long time after you win or lose. 

The Scanner started from a simple image: A giant, floating cube puzzle with breakable panels. Over time, it grew into one of our most iconic enemies, and one that touches on almost every layer of how players can improvise to overcome overwhelming obstacles together. And it does all of this without firing a single shot at the players.


You can also join our growing community at discord.gg/4LOOP.

Marathon: Bungie shares official DualSense Edge controller setting recommendations

Marathon: Bungie shares official DualSense Edge controller setting recommendations

Marathon: Bungie shares official DualSense Edge controller setting recommendations https://ift.tt/3wDJ4Vy

In Marathon, sharp aim matters, but so does healing, utility, movement, communication, and how you use your shell abilities. The DualSense Edge wireless controller gives you the flexibility to tailor the controls around your preferred playstyle, and save multiple custom profiles for your favourite shells and loadouts.

Marathon’s default settings already gives you a strong baseline alongside extra flexibility with options for presses, taps, holds and double presses. For most players, the best overall approach is to keep the default settings, then use the DualSense Edge controller to bring your highest value actions closer at hand.

Read on for setting recommendations straight from the Marathon dev team at Bungie.

Button remapping

In many shooters, the first instinct is to map jump and reload to the back buttons so you can keep your thumbs on the sticks during combat. That works great in Marathon too, but the back buttons are even better used elsewhere.

Mapping them to the consumable radial and equipment radial gives you quick access to two of the most important survival tools in the game. Since those actions normally require you to hold Directional Button Down and Left, moving them to the back buttons means you can heal and prepare utility, without interrupting your aim and movement.

Finger on the trigger

DualSense Edge controller gives you both physical trigger stop sliders and the option to fine tune trigger input ranges within custom profiles.

In Marathon, most weapons fire before the trigger reaches full travel, so setting the medium trigger stop on R2 can make repeated shots feel faster and more controlled, especially with semi automatic weapons. If you prefer an even more responsive feel, try the short trigger stop.

In your custom profile, adjust the trigger input range on L2 from 0 to 70. This can make aiming down sights feel more immediate, since less trigger travel is needed before the input kicks in, while still maintaining the comfort of a full trigger pull.

Steady your aim

Marathon already offers a strong set of in-game aim curves and sensitivity settings, with Classic serving as the standard curve used for decades in Bungie action games. It’s a great baseline, and players who prefer to tune everything in game have a lot to work with.

If you are shaping your setup through the DualSense Edge controller, keep Marathon’s defaults and make your refinements at the controller level instead. With custom stick sensitivity, sensitivity curve, and deadzone settings available in each profile, you’ve got plenty of room to tailor the feel to your preference.

Stick sensitivity curves

The DualSense Edge controller offers six different stick sensitivity curves, with one of the most effective combinations for Marathon being Precise on the right stick and Quick on the left stick.

Precise helps the right stick feel more controlled during smaller movements, like making fine aiming adjustments with precision weapons such as the Longshot sniper rifle. Quick gives the left stick a more immediate response, which helps with fast repositioning and evasive movement when a fight breaks out.

The result is a setup that feels nimble when you need to move, but calm and deliberate when you need to aim.

Stick sensitivity

There is no single perfect sensitivity setting for everyone. Start with Marathon’s default feel, then use the DualSense Edge controller to make small adjustments that suit the way you play. If you favour close quarters fights and want rapid turns, try nudging your sensitivity up. If your aim starts to feel twitchy, dial it back until it feels controlled again.

Stick deadzones

If your controller feels stable and you want a faster, more immediate response, lower the stick deadzones carefully within your DualSense Edge controller custom profile. If you prefer a little more buffer before movement or aim kicks in, keep them closer to the default feel.

The key is not to overcomplicate things too early. Small, targeted changes will give you better results than trying to change everything at once.

Try one profile for each Runner Shell

You can store up to three custom profile shortcuts on the DualSense Edge controller and quickly swap between them during gameplay using the Function (Fn) buttons, making it easy to keep one core setup alongside shell-specific variants. Try out these quick tips for each shell and let us know your favourite DualSense Edge controller layouts.

Destroyer

Map a back button to jump, giving you faster Thruster activations while staying locked on target, and another to sprint for speedy activations of Tactical Sprint.

Assassin

Map a back button to crouch so stealth movement feels more natural while aiming. A Steady sensitivity curve on the left stick works well for controlled movement during stealth.

Recon

Set up push to talk on one back button, with quick ping on the other back button to help your teammates stay on top of the active situation. A Precise sensitivity curve on the right stick works great for picking off fleeing enemies with a long-range weapon.

Vandal

Mapping crouch to a back button lets you power slide while maintaining aim control. A snappier sensitivity on the right stick suits Vandal’s momentum and fast, aggressive movement.

Thief

Map a back button to grapple to quickly push an advantage or make an escape. A Steady left stick sensitivity curve works well if you want more controlled, stealthy movement while sneaking.

Triage

Map the consumables wheel to one back button, with quick ping on the other and you have a profile built around rounded backline support with fast callouts.

Rook

Back buttons mapped to consumables and equipment radials, with a Steady left stick sensitivity curve for careful movement and stealth, keep this profile simple and survival focused.

Now clean up on Tau Ceti IV

On Tau Ceti IV, staying mobile and keeping your most important actions within easy reach on the DualSense Edge wireless controller can make the difference between a messy escape and a clean exfil. 

Marathon is available now.

Arc Raiders – upgraded PS5 Pro PSSR upscaling available April 28

Arc Raiders – upgraded PS5 Pro PSSR upscaling available April 28

Arc Raiders – upgraded PS5 Pro PSSR upscaling available April 28 https://ift.tt/gXotU0T

With the release of Arc Raiders update 1.26 on April 28, PS5 Pro players will now be able to benefit from the new upgraded version of PlayStation Spectral Super Resolution (PSSR). This machine-learning based upscaling technology analyzes game images pixel by pixel to reconstruct a sharper, higher-quality output.

A sharper, more stable image

The upgraded PSSR brings a range of meaningful improvements that PS5 Pro players will notice immediately, particularly in the demanding, detail-rich environments that Arc Raiders is known for.

Crisp, stable image, less flickering and shimmer:  The new PSSR delivers crisp visuals across all environments, doing a great job at preserving fine details. Visual artifacts such as flickering and shimmering are significantly reduced, resulting in a cleaner and more consistent picture especially in complex scenes.

Better reconstruction of objects in motion: The upgraded PSSR handles moving geometry far more accurately than traditional upscaling techniques. Whether it’s foliage swaying in the wind or Arc drones cutting across the screen at high speed, fine details are better-preserved during motion.

Reduced ghosting on translucent effects: Ghosting artifacts, which are most visible on particle effects and other translucent elements in motion, are substantially reduced. This is a particularly challenging area for upscalers because accurate motion vectors aren’t available for these effects. A good example is the rain system in Arc Raiders, which now looks noticeably cleaner.


With the improved PSSR we can deliver increased image quality and stability, significantly reducing visual noise in-game without any performance reductions, allowing our players to experience the game and its world with less distractions.

– Mikael Linderholm, Technical Art Director, Embark Studios


Impressive results with minimal effort

The new PSSR required minimal fine-tuning of content, and the results held up across the wide variety of complex scenes that Arc Raiders presents — from dense outdoor environments to intense firefights with particles and dynamic lighting.


The new improved PSSR brings significant improvements to image quality, especially in challenging scenarios with many small details in motion. Impressive to see how well it works on the wide variation of complex scenes that we have in Arc Raiders.

– Robert Kihl, Engine Lead, Embark Studios


Available tomorrow in update 1.26

The upgraded PSSR enhancement for PS5 Pro will be available April 28 as part of Arc Raiders update 1.26. PS5 base model players continue to benefit from TSR upscaling, which remains unchanged by this update.

We’re excited to see how the community responds to the visual improvements, and we’ll continue to look for opportunities to push image quality further as new technologies become available.

Official PlayStation Podcast Episode 539: Mice and Men

Official PlayStation Podcast Episode 539: Mice and Men

Official PlayStation Podcast Episode 539: Mice and Men https://ift.tt/Uz6Snox

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey, everybody! Tim, Kristen, and I are back this week to talk about the upcoming release of Saros, the cartoon world of Mouse: P.I. for Hire, best convenience store snacks, and upcoming updates.

Stuff We Talked About

  • Next week’s release highlights:
    • NTE: Neverness to Everness | PS5
    • MotoGP 26 | PS5
    • Saros | PS5
    • inKonbini: One Store. Many Stories | PS5
    • Invincible Vs | PS5

  • Dragon Ball Xenoverse 3 announced  — The annual Dragon Ball Games Battle Hour two-day event happened this past weekend, and with it came a host of new announcements for FighterZ, Sparking Zero, revealing Xenoverse 3 coming in 2027, and more.

  • Neverness to Everness gameplay details — See what’s in store for this anime-inspired open-world title with Persona 5 and Porsche collabs, first-person mode for dates, and the Bank Heist stages. Coming to PS5 on April 29. 

  • Helldivers 2 Exo Experts Warbond — The new Warbond arrives April 28 ready to roll out some new goodies. Check out new machine-based weapons and Stratagems, armors, and emotes.

  • Gran Turismo 7 update — Add the Porsche 911 Turbo S Leichtbau, Renault Twingo ’93, and Yangwang U9 ’24 to your garage today. In addition, Power Pack owners can access new challenges, and there are updates for the Gran Turismo World Series.
  • Saros starter tips  — Learn how to adjust your level of challenge with Carcosan Modifiers, see expanded accessibility options, and gain helpful insight to prepare for the perilous journey ahead on April 30.

  • Assassin’s Creed Black Flag Resynced — The remake of this swashbuckling tale arrives on PS5 July 9. See how the new game expands on sailing and combat in our hands-on report.

The Cast

Kristen Zitani –  Senior Content Communications Specialist, SIE

O’Dell Harmon Jr. – Content Communications Specialist, SIE

Tim Turi – Content
Communications Manager, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Share of the Week: Resident Evil Requiem – Grace

Share of the Week: Resident Evil Requiem – Grace

Share of the Week: Resident Evil Requiem – Grace https://ift.tt/4lTYMBb

Last week, we asked you to share portraits of Grace in Resident Evil Requiem using #PSshare #PSBlog. Here are this week’s highlights:

riainwonderland shares younger Grace holding a flashlight in the dark

midnight.hyp3 shares Grace standing in red lighting

Yuric83 shares Grace’s FBI report reflected in her glasses

 grayfoxvp shares Grace sneaking past an exit sign

Ixion_VII shares Grace in the Lady Dimitrescu costume

leonsbathwater shares Grace throwing a punch

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: Cozy
SUBMIT BY: 11:59 PM PT on April 29, 2026 

Next week, share moments from your favorite cozy game using #PSshare #PSBlog for a chance to be featured.

Assassin’s Creed Black Flag Resynced: first details, launches on PS5 July 9

Assassin’s Creed Black Flag Resynced: first details, launches on PS5 July 9

Assassin’s Creed Black Flag Resynced: first details, launches on PS5 July 9 https://ift.tt/9oL8TXb

Has it really been 13 years since we took privateer-turned-pirate and assassin Edward Kenway across the seven seas? Assassin’s Creed Black Flag remains one of the series’ most treasured titles, so whether you’re familiar with its swashbuckling exploits or a new fish to its depths, Ubisoft’s announcement of Assassin’s Creed Black Flag Resynced on PS5 offers the perfect chance to see why it’s hoisted in such high regard.

A faithful remake which focuses on the original’s core single-player adventure, the development team haven’t only applied a fresh lick of presentational paint to Assassin’s Creed Black Flag. They’ve also looked at quality of life gameplay improvements, conducting workshops for player feedback to ensure any changes didn’t stray too far from what made the game tick.

So, what can we expect?

Assassin’s Creed Black Flag Resynced: first details, launches on PS5 July 9

What’s back from the original

Edward Kenway Returns: Of course, Captain Edward Kenway is central to Assassin’s Creed Black Flag Resynced, his story remaining the driving force of the game. Performed by Matt Ryan, the character’s original voice actor, Kenway is joined by his iconic cast of notorious real life pirates, including Blackbeard, Anne Bonny, and Charles Vane.

Caribbean Setting: As with its story, the luscious locations are all present and accounted for, with its bustling cities, dense jungles, and sun-kissed beaches spread across the likes of Nassau, Kingston, and Havana.

Your vessel: Kenway’s ship, the Jackdaw, was a big part of the original game, and rest assured, you can still set sail, engage in boarding parties and raids, and listen to the crew’s jaunty sea shanties.

What’s new or improved

PS5 Pro Enhancements: Ubisoft is taking advantage of PS5 Pro to deliver an immersive pirating adventure.


“We were extremely impressed with the enhanced PSSR. It really redefines the graphics experience in console games. It allowed us to render our dynamic tropical world full of swaying palm trees, violent storms and rogue waves without visible upscaling artifacts, delivering sharp pixel quality and great image stability.”

– Jussi Markkanen, Technical Director, Ubisoft Singapore


“Assassin’s Creed: Black Flag Resynced pushes ray tracing further across all modes on PlayStation 5 and PlayStation 5 Pro. PlayStation 5 brings more consistent lighting, while PlayStation 5 Pro delivers a no-compromise experience with advanced ray tracing performance and enhanced PSSR.”

– Nicolas Lopez, Technical Architect, Ubisoft Montréal


New Game Engine: Assassin’s Creed Black Flag Resynced uses the latest version of the Anvil engine, which means more detailed character faces, richer animations, and denser crowds. And it shows – the varied environments, on land, across the sea, and beneath the waves all look more vivid, vibrant, and expansive.

Expanded Soundtrack: Some new audio tracks join the visuals, with French musician and Assassin’s Creed fan Woodkid contributing. And those sea shanties I mentioned earlier? Well, expect even more to be added to your favourites. 

Parkour Improvements: Kenway was always fleet of foot, but now he is even more agile with an enhanced parkour system which includes the ability to perform three jumps along with back and side ejects. The result is smoother traversal movement that flows more naturally, feels tighter, and makes assassinations look even better. And speaking of assassinations…

Reworked Combat System: Fighting is faster and more fluid, with an emphasis on making the most of your combos, perfect parry, and up to four chained takedowns. There are also additional destructible elements in the environments to make your attacks feel even more devastating.

Better Stealth: Kenway’s covert options have been given a polish, too. Now you can crouch freely – and speedily – to approach targets. Also, failing any tailing or eavesdropping objectives no longer end in an instant desync. Instead of having to restart the mission when you’re discovered, the target reacts to your sloppy stealth and you have to salvage the mission however you can.

New Chapters and Storylines: New content has been added to both the modern day sections and the main tale, including a new scene with Edward’s wife Caroline, specifically written by the original’s lead writer, Darby McDevitt. Kenway’s not the only character to benefit from fresh writing, either, with expanded arcs for some of the other crew, such as Blackbeard.

New Characters:There are also few fresh faces, via new officers Lucy Baldwin, The Padre, and Deadman Smith. Each one has a unique backstory and special abilities – for example, Deadman can unlock a devastating double shot from broadside weapons on the Jackdaw – but you’ll need to earn their trust to recruit them. 

Expanded Naval Arsenal:While we’re talking about the Jackdaw, sea battles are even more spectacular via new alternate fire upgrades for every weapon. Navigating also has a little more spice to it due to the dynamic weather system affecting how the ship handles. And most importantly for animal lovers, you can now recruit a cat or monkey to your crew.

And all of this is just the start. There’ll be more info fired across the broadside of the coming months as Assassin’s Creed Black Flag Resynced sails towards its July 9 release on PS5.

Zero Parades: For Dead Spies – Meet the whole sick cast of characters

Zero Parades: For Dead Spies – Meet the whole sick cast of characters

Zero Parades: For Dead Spies – Meet the whole sick cast of characters https://ift.tt/9oL8TXb

Hey everyone! We’re really excited to be back on PlayStation Blog with a brand new trailer for Zero Parades: For Dead Spies. Last year in September’s State of Play, we showed off some of the gameplay features that set Zero Parades apart. Today, we want to shed some first light onto the characters at the heart of our story.

Zero Parades: For Dead Spies – Meet the whole sick cast of characters

In Zero Parades, you play as Hershel Wilk, alias Cascade, a brilliant but cursed spy for the Operant Bureau who’s been brought back by her controllers for a desperate assignment. Five years ago, your old network — the Whole Sick Crew — was blown to pieces. Now, it’s up to you to put them back together as best you can:

Karolina

Cryptonym: Kindred 

The youngest member of the old crew, as much a younger sibling as an asset. You taught K everything she knows about the shadow arts, from infiltration, to handling interrogations and beyond. When you last saw her, she was undercover inside a highly experimental Dream Study. For all you know, she might still be there.

Ramses

Cryptonym: Radian 

The Whole Sick Crew’s resident circuit-surgeon, Ramses specializes in audio surveillance and forensics. There’s no line he can’t tap, no room he can’t bug. He was also the closest thing you had to a true friend among the old crew, someone you could let your guard down around. You dearly miss sinking into an old couch with one of his meticulously rolled joints.

Tempo

Cryptonym: Taxman

Some people have a huge presence in a room, Tempo has a huge presence in rooms he’s not even in. This larger-than-life character is a major player in the Portofiran underworld. The kind of guy who can get you anything through legal channels and absolutely everything through non-legal ones. He was one of the first to spot the promise of Luzian tech and pop culture before it took over the world, and he’s made a killing for his foresight. You’ll know him by his colourful manner of speaking and the imported Ouroboros Black cigarettes he chain smokes.

Vespar 

Cryptonym: Virtue

Vespar is a member of the carabineros – Portofiro’s elite investigative police. His connections to the city’s authorities and informants within the local mob make him an invaluable source of illicit information.. When he’s off-duty, you’ll find him drinking at the Fogged Mirror. When he’s on-duty, honestly, there’s a fair chance you’ll find him drinking there as well.

Eszti

Cryptonym: Estoc

No-nonsense, venom-tongued, and extremely competent, Eszti found herself deep undercover in the Portofiran government as a liaison with EMTERR – a global development bank and rival intelligence service. It was Eszti who stuck her neck out to warn you that the network had been compromised, but when it came time to leave town, you left her out to dry along with everyone else.

Holocene

Real name unknown

Your enigmatic second-in-command and the crew’s master cryptographer. HOLOCENE has a theory about almost everything, including one about a rival intelligence service run by cats. If you need a cipher decoded, he is your guy. If you need someone to have a normal conversation with, maybe look elsewhere.

That’s it – the Whole Sick Crew, aka: The Friends You Left to Die. To pull off your assignment, you’re going to have to get at least some of them back on your side. It’s not just about who you can trust, it’s who can trust you?

Zero Parades: For Dead Spies is coming this year on PS5. Wishlist it today.