PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows!

PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows!

PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows! https://ift.tt/SBryWl6

On April 7, we’re officially offering the new upgraded version of PSSR (PlayStation Spectral Super Resolution) to Assassin’s Creed Shadows PS5 Pro players, alongside Title Update 1.1.9. PSSR is an AI library that analyzes game images pixel by pixel as it upscales them, and it’s been used to boost the effective resolution of over 50 titles on PS5 Pro to date.

Assassin’s Creed Shadows was supporting the original PSSR since its launch and now will be among the first titles to offer this new version, launching April 7 at 7:00am Pacific Time.

Here’s a deeper look at the optimization it brings to the image quality overall:

Improved image quality across all modes

With the upgraded PSSR, image quality is consistently improved throughout the game. Environments appear cleaner and more stable, with better reconstruction of fine details.


The upgraded PSSR significantly enhances Assassin’s Creed Shadows by delivering sharper pixel quality and exceptional image stability, effectively eliminating distracting visual artifacts caused by motion and vibration, and creating a smoother, more immersive experience that allows players to stay fully engaged in the world without interruption.”

– Robert Foriel, Technical Art Director


These benefits apply across all PS5 Pro modes — Performance, Balanced, and Quality — which render at different internal resolutions with Dynamic Resolution Scaling. The new PSSR allows each mode to deliver higher visual fidelity, reducing the trade-offs between performance and image quality. Whether targeting higher frame rates or higher internal resolution, the final image remains sharper and more stable than before.

PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows!

Better handling of complex rendering

Assassin’s Creed Shadows features dense vegetation, advanced ray-traced lighting, and a wide range of dynamic effects — all of which can be challenging for image reconstruction.

The new PSSR delivers particularly strong results in these scenarios:

Dynamic vegetation: Windy grass shows some of the most visible improvements. In Assassin’s Creed Shadows, foliage is driven by our Atmos system with fluid simulation–based wind, resulting in highly complex and natural motion across large environments. This kind of dense, thin geometry is especially challenging, with constant motion and frequent visibility changes across frames. The upgraded PSSR preserves fine details at close range, allowing individual blades of grass to remain clearly defined even in motion, while also improving crispness at longer distances, with cleaner edges on trees and other distant foliage. 

PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows!

Particles and transparency: Particle effects appear cleaner and more stable. These elements often involve layers of transparency and independent motion, which makes it challenging to determine which motion vectors to use — the particle’s, the background’s, or a combination of both. The new PSSR handles these scenarios seamlessly, keeping particle effects visually consistent during motion and maintaining the cinematic feel of the world.

PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows!

Ray-traced lighting and stochastic effects: Real-time ray tracing generates inherently noisy signals because only a limited number of rays are traced per frame. This produces both low-frequency noise — subtle variations that are difficult to perceive — and high-frequency noise that can be amplified during upscaling. The new PSSR handles these stochastic signals more effectively, allowing ray-traced effects like reflections, ambient occlusion, and dynamic lighting to be reconstructed more accurately across complex scenes. It reduces the need for manual adjustments, while the resulting image remains stable and visually consistent even in areas with dense foliage or complex lighting interactions.

PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows!

A smoother, more consistent experience

Overall, the new PSSR results in a sharper, cleaner, more detailed and immersive experience with less compromise than ever.

Integrating the upgraded PSSR into Assassin’s Creed Shadows was straightforward — the code changes were minimal, almost identical to the original PSSR integration,” says Nicholas Lopez, Technical Artist. “Yet the upgrade brings a noticeable improvement in image quality across the board. It’s rare to get such a significant visual boost with so little tuning required.” 

Get ready for April 7

We hope you enjoyed this technical deep dive into the making of the updated PS5 Pro version of Assassin’s Creed.

Assassin’s Creed Shadows is available on PlayStation 5 and PlayStation 5 Pro, now with one year of updates under its belt. The new PSSR enhancements will be available starting April 7.

Thank you to the contributors of the article: Sebastien Daigneault, Project Lead Programmer – Rendering, and Robert Foriel, Technical Art Director at Ubisoft.

Avatar Legends: The Fighting Game – elemental bending breakdown

Avatar Legends: The Fighting Game – elemental bending breakdown

Avatar Legends: The Fighting Game – elemental bending breakdown https://ift.tt/UfyJnVj

Have you ever wondered how you’d fight if you could bend an element? Maybe even ALL the elements? Last October at New York Comic-Con 2025, we had the privilege of revealing Avatar Legends: The Fighting Game, a competitive fighter that brings the bending arts of the Avatar universe into your hands.

Avatar Legends: The Fighting Game – elemental bending breakdown

Here at Gameplay Group International we are proud to announce our partnership with PM Studios to publish Avatar Legends: The Fighting Game. Bringing deep expertise in development, distribution, and publishing, PM Studios continues to build a strong portfolio of acclaimed titles and popular franchises. Avatar Legends: The Fighting Game officially releases on July 2, and we are excited to bring this action-packed experience to players worldwide! 

We’re also excited to share that Avatar Legends: The Fighting Game will launch at $29.99 for the Standard Edition. At release, the game will feature a roster of 12 playable fighters, each inspired by the bending styles and personalities of the Avatar universe.

Each character’s bending style translates seamlessly into the fighting game format, with even shared elements expressed in distinct and dynamic ways. Players can shape their approach to combat by selecting from three support characters tied to each fighter, unlocking modified abilities and new strategic possibilities based on their preferred play style.

At the core of the combat system is the Flow Mechanic. With a single input, players can dodge incoming attacks, slip beneath projectiles, launch into the air, or chain directly into character-specific abilities. Each fighter has their own Flow options, enabling fluid, creative movement that captures the agility and spectacle of the series.

Some bending styles, however, are impossible to overlook. Azula’s is one of them. Ruthless, unpredictable, slightly unhinged, and yet, incredibly precise, we knew we had to get her just right. Zuko’s younger sister and the daughter of Fire Lord Ozai, Azula is fiercely ambitious and unrelenting in her pursuit of power. Her blue flame and lightning attacks reflect the drive and intensity that make her one of the most dangerous firebenders in the Avatar universe.

In Avatar Legends: The Fighting Game, Azula dominates the skies with exceptional air mobility. She can weave in and out of combat using aerial movement and fire attacks that let her control space above the battlefield.

Azula’s struggling states of mind have been captured in two polarizing gameplay toolkits. In Focused Mode, Azula fights with calculated precision, setting traps and controlling space with lethal attacks. Her movements become smoother, with many of her special abilities leaving behind oil traps that can be ignited  with a flick of her wrist. She also gains access to a grounded fireball, giving her stronger space control. This is the Azula of deceit, control, and composure, the poised future ruler of the Fire Nation.

In Firelord Mode, Azula abandons restraint and fully embraces chaos. Traps are replaced with raw destructive power as her move set shifts toward relentless offense. Her attacks grow significantly more powerful, her movement becomes more erratic, and several of her abilities transform entirely. For example, her standard fireball evolves to a towering wall of flame that slowly advances across the battlefield, forcing opponents to face it head-on.

Not every fighter relies on bending, though. Sokka stands out on the roster as one of the few characters who holds his own without it. A core member of Team Avatar (aka the gAang), he hails from the Southern Water Tribe alongside his sister Katara. He relies on wit, grit, and weapon hits.

Sokka is the sarcastic strategist of Team Avatar, relying on creativity, humor, and improvisation instead of the power of the elements. To reflect his eccentric personality, Sokka plays very differently from the rest of the cast. He can cancel many of his normal moves directly into powerful Flow options, allowing players to constantly reposition and keep opponents guessing. The tradeoff is that Sokka cannot chain his normals into C attacks like the other fighters, meaning players must rely on mobility, timing, and creativity to stay ahead.

His arsenal includes a club, his Meteorite Sword, and his trusty boomerang. Instead of straightforward offense, Sokka thrives on tricky movement, unexpected positioning, and attacks that force opponents to constantly adapt. With clever tricks, unpredictable movement, and a loyal boomerang that always returns, he proves that you don’t need bending to become a legend.

Fighters as different as Azula and Sokka highlight just how many ways there are to approach combat in Avatar Legends: The Fighting Game.

The Standard Edition of Avatar Legends: The Fighting Game will launch at $29.99, and we can’t wait to see how you shape these bending styles into something entirely your own.

Be sure to wishlist the game now on PlayStation 5 to stay updated as we get closer to launch.

Official PlayStation Podcast Episode 537: Speaking Saros

Official PlayStation Podcast Episode 537: Speaking Saros

Official PlayStation Podcast Episode 537: Speaking Saros https://ift.tt/YmUDHz9

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey, everybody! Sid, Brett, Kristen, and I are back this week to talk about our latest platinum trophy runs, hands-on with Saros, and more. This week also features an interview with two Housemarque devs working on Saros — Creative Director Gregory Louden and Art Director Simone Silvestri.

Stuff We Talked About

  • Next week’s release highlights:
    • South of Midnight  | PS5 
    • Legacy of Kain: Ascendance | PS5 
    • Darwin’s Paradox | PS5 
    • Fishbowl | PS5 
    • MotionRec | PS5

  • Damon and Baby is now available — discover what sets this twin-stick shooter apart in our hands-on report. You can also experience its unique blend of comedy and action yourself, since it’s out now.

  • Virtual Hunter VR launches on PS VR2 on May 27— explore a vast open world sim, hunt diverse prey, experience dynamic weather, and decorate your lodge.

  • Directive 8020 PS5 Pro Features — Supermassive devs detail PS5 Pro’s ray tracing, PSSR, and performance features for a haunting sci-fi narrative when the game launches on May 12.

  • Super Meat Boy 3D launches on PS5 on March 31 — See how the tough-as-nails side-scrolling series transitions into 3D, introducing new abilities like wall running and more.

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Kristen Zitani – Senior Content Communications Specialist, SIE

Brett Elston – Manager, Content Communications, SIE

O’Dell Harmon Jr. – Content Communications Specialist, 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 30th Anniversary

Share of the Week: Resident Evil 30th Anniversary

Share of the Week: Resident Evil 30th Anniversary https://ift.tt/8DfPcb3

Last week, we asked you to celebrate 30 years of Resident Evil by sharing your scariest moments across the horror series using #PSshare #PSBlog. Here are this week’s highlights:

 

eugamerqualquer shares Leon ready to strike against the village in Resident Evil 4.

lovers_nero shares the dog attack scene in Resident Evil.

juniaxe shares Jake facing off in Resident Evil 6.

spider_zoo shares the creepy baby from Resident Evil Village.

bluegreenherb shares being chased by The Girl in Resident Evil Requiem.

call_me_xavii shares Leon being chased on the streets of Resident Evil 2.

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: Sidekick
SUBMIT BY: 11:59 PM PT on April 1, 2026 

Next week, share sidekicks or companions that help the hero shine in the game of your choice. Use #PSshare #PSBlog for a chance to be featured.

(For Southeast Asia) New Price Changes for PS5, PS5 Pro, and PlayStation Portal remote player

(For Southeast Asia) New Price Changes for PS5, PS5 Pro, and PlayStation Portal remote player

(For Southeast Asia) New Price Changes for PS5, PS5 Pro, and PlayStation Portal remote player https://ift.tt/vJnDTag

With continued pressures in the global economic landscape, we’ve made the decision to increase the prices of PS5, PS5 Pro, and PlayStation Portal remote player globally. We know that price changes impact our community, and after careful evaluation, we found this was a necessary step to ensure we can continue delivering innovative, high-quality gaming experiences to players worldwide.

The updated recommended retail prices for PS5 consoles are effective starting April 2, 2026 in the following markets.

U.S.

  • PS5 – $649.99 
  • PS5 Digital Edition – $599.99 
  • PS5 Pro – $899.99

U.K.

  • PS5 – £569.99 
  • PS5 Digital Edition – £519.99 
  • PS5 Pro – £789.99

Europe

  • PS5 – €649.99 
  • PS5 Digital Edition – €599.99 
  • PS5 Pro – €899.99

Japan

  • PS5 – ¥97,980 
  • PS5 Digital Edition – ¥89,980 
  • PS5 Pro – ¥137,980

The updated recommended retail price for PlayStation Portal remote player is effective starting April 2 in the following markets.

  • U.S. – $249.99
  • U.K. – £219.99
  • Europe – €249.99
  • Japan – ¥39,980

New Price Changes for PS5, PS5 Pro, and PlayStation Portal remote player

New Price Changes for PS5, PS5 Pro, and PlayStation Portal remote player

New Price Changes for PS5, PS5 Pro, and PlayStation Portal remote player https://ift.tt/vJnDTag

With continued pressures in the global economic landscape, we’ve made the decision to increase the prices of PS5, PS5 Pro, and PlayStation Portal remote player globally. We know that price changes impact our community, and after careful evaluation, we found this was a necessary step to ensure we can continue delivering innovative, high-quality gaming experiences to players worldwide.

The updated recommended retail prices for PS5 consoles are effective starting April 2, 2026 as follows. For all other territories, please check with your local retailer or direct.playstation.com where it is available.

U.S.

  • PS5 – $649.99 
  • PS5 Digital Edition – $599.99 
  • PS5 Pro – $899.99

U.K.

  • PS5 – £569.99 
  • PS5 Digital Edition – £519.99 
  • PS5 Pro – £789.99

Europe

  • PS5 – €649.99 
  • PS5 Digital Edition – €599.99 
  • PS5 Pro – €899.99

Japan

  • PS5 – ¥97,980 
  • PS5 Digital Edition – ¥89,980 
  • PS5 Pro – ¥137,980

The updated recommended retail price for PlayStation Portal remote player is effective starting April 2 as follows. For all other territories, please check with your local retailer or direct.playstation.com where it is available.

  • U.S. – $249.99
  • U.K. – £219.99
  • Europe – €249.99
  • Japan – ¥39,980
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.

​​

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.