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Discord voice chats launches on PS5

PlayStation 5 users are getting a new software update.

The most significant addition is a new social feature that allows users to join a Discord Voice Chat on their PS5 consoles. You need to link your Discord and PlayStation Network accounts from your PS5 console, PlayStation.com or the Discord app.

You’ll then need to use the Discord app on your mobile or computer to get a Discord voice chat going on your PS5 console, and the Discord app needs to be updated to the latest version.

You can also start or request a Share Screen from your friend’s profile and send a Share Screen request or start sharing your screen with a friend directly from the profile page. You only need to click the Share Screen icon on your friend’s profile.

Other changes in the system update include variable refresh rate support for 1440p and a filter for when you add games to your game list. With the launch of PS VR2 games, you can now filter VR titles through your library.

Further updates include a ‘join game’ icon in party chats and a “friends who play’ tile that shows which games are in your game hub.

You can manually upload game capture to the PlayStation app, quickly transfer data from one PS5 to another, and more. Most updates were shared in February, but features are now rolling out to all users.

Source: PlayStation

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Resident Evil Village on PlayStation VR2 is one of the best VR games ever

When I first tried Resident Evil 7: Biohazard on PlayStation VR way back in 2017, I was blown away. Sneaking my way through the grimy, hauntingly eerie Baker estate through a headset was a level of immersion I’d not seen in a game.

Looking back, though, it was certainly imperfect. The resolution drawbacks were fairly significant, you still had to use the PS4’s DualShock 4 controller and there were some odd cut-to-black moments for certain transitions when protagonist Ethan Winters was moving, like dropping from a ladder. To be fair, it’s clear that such concessions were necessary for a first-gen VR experience, but it nonetheless makes the experience feel a tad dated in hindsight.

None of that is an issue with Resident Evil Village, the franchise’s second outing that’s fully playable in VR on PlayStation. (Sadly, Resident Evil 4 VR is an Oculus Quest 2 exclusive.) Where RE7 translated somewhat awkwardly to VR, Village feels absolutely built for it. Across the board, Capcom has smartly leveraged the PlayStation VR2‘s beefier specs and unique features to take an already great game and deliver an experience that is, hands-down, one of the best I’ve ever had on VR, even after only a couple of hours.

That starts with the visuals. On a base level, the PS VR2’s 4K HDR support already puts it well above the 1080 HDR of its predecessor. What’s more, the PS VR2 leverages eye-tracking to improve the fidelity of what you’re directly looking at by reducing image quality in your peripheral. In other words, Village is remarkably crisp in VR, with the game’s realistic character models, solid art direction and intricately designed levels all looking quite sharp. I’m also not normally someone who notices the implementation of 3D Audio (spatial sound), but I absolutely felt the difference here, adding to the immersion as all kinds of vampires, ghouls and other creatures hissed at me from the shadows.

But beyond that, the game’s cinematic presentation truly comes to life in VR. When a gruesome Lycan tackles you to the floor, snarls through its blood-soaked fangs and takes a bite out of you, it’s frighteningly up-and-close-and-personal. Running through the sadistic Heisenberg’s trap-infested catacombs feels like a thrilling rollercoaster ride thanks to the ability to freely rotate your head as you slide down a slope. And yes, seeing everyone’s favourite tall vampire, Lady Dimitrescu, tower above you is genuinely chilling. It’s one thing for Capcom to tell us she’s 9’6″ — it’s another to see that represented, to scale, in VR. Village wasn’t a terribly scary game on the whole outside of the horrifying Beneviento house, but seeing the game’s nightmarish assortment of enemies from this new perspective absolutely makes them more fearsome.

Resident Evil Village castleMore importantly, though, VR dramatically builds upon Village‘s already satisfying gameplay mechanics. As mentioned, RE7 in VR was limited to the DualShock 4, which made the headset feel more like an add-on than the actual main event. Village, on the other hand, is playable entirely with the PS VR2’s comfortable motion-controlled Sense gamepads — a setup that offers two key benefits.

First, you can now fully interact with your surroundings by moving your arms, whether that’s reaching down to pull open a drawer, sliding a lock on a gate, or rotating an ornate tablet for a puzzle. Considering a key part of Resident Evil is scouring every nook and cranny to find precious ammo, herbs and other resources, the motion controls make otherwise basic activities feel far more engaging.

Of course, full control over Ethan’s arms extends to combat. At any time, you can swing your arms upward in a blocking position to protect against upcoming attacks or make slashing and stabbing gestures for knife attacks. Through this interactivity, Village‘s rudimentary melee combat feels genuinely engrossing, especially when you’re low on ammo and have to desperately fall back on it. Capcom has even made it so the knife will automatically return to the sheath on Ethan’s left arm should you drop it. While this may break the immersion a bit, it’s worth it so you don’t have to try fumbling around to pick it up. The same applies to the other weapons that Ethan will acquire.Resident Evil Village VR reload And on that note — first-person gunplay with the Sense controllers is an absolute blast. So much so, in fact, that it’s hard to believe I ever settled for using a controller and VR setup with RE7. That’s because it feels so intuitive. Naturally, aiming anything with motion controls will automatically feel more immersive than analogue sticks, and that’s before you factor in the differences between each gun. For example, reloading your handgun means you have to physically grab a clip from your hip, push it into the bottom of your firearm and then pull back the slide on top. Your shotgun, meanwhile, requires you to load shells one at a time and then pump the barrel between each shot.

This sounds fairly simple, but when you have a group of beasts just a few feet away, this real-time, multi-step process is a real game-changer. Indeed, there’s a nail-biting tension as you pepper an enemy until he falls, only for your clip to go empty as he starts to get back up, leading you to frantically have to reload your gun, aim and fire before he lunges at you. (For this reason, I didn’t bother with managing two weapons through dual-wielding, one of the VR version’s new features, but that’s still an undeniably cool option to have.) An added benefit to all of this? It addresses two of my only issues with Village — the downplaying of horror in some sections and the game becoming too easy by the end as Ethan becomes a walking armory. When you have to fend off macabre foes who are quite literally up in your face through skin-of-your-teeth gunplay, things definitely feel scarier and more challenging.Resident Evil Village lungeHonestly, my only gripes with Village‘s VR version are pretty minor. You have to download a separate free file on the PlayStation Store that works alongside your copy of the base game, so your previous saves unfortunately can’t be carried over. There are also some jarring moments in cutscenes where Ethan may automatically move where you’re not looking, resulting in some brief disorientation. On the whole, it’s a lot smoother and more natural than RE7, leading me to feel no motion sickness, but these (few and far in between) instances are still worth mentioning.

Resident Evil games have always been designed with replayability in mind, which is undeniably valuable for many, but I’ll confess that I’m generally not inclined to revisit the same campaigns for bonus weapons and other unlockables. However, Village is one that I absolutely intend to see through to the end another time on PS VR2. The heightened atmosphere, jaw-dropping sense of scope and gripping combat afforded by the headset make this a legitimately transformative version of Resident Evil Village. Outside of Horizon Call of the Mountain, this is easily the PS VR2’s killer app.

Resident Evil Village‘s VR mode is available for free to anyone who owns the standard or Gold Edition of the base game. It’s worth noting that yet-to-be-revealed PS VR2 content is also in development for the upcoming Resident Evil 4 remake.

Image credit: Capcom

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Here’s everything shown off during PlayStation’s February 2023 State of Play

PlayStation held its first 2023 State of Play on February 23rd, showing off a variety of games coming to PS4, PS5 and PS VR2.

To start, the company dropped a brief sizzle PS VR2 reel promoting games like Horizon Call of the Mountain and Resident Evil Village while mentioning that the headset just launched this week.

Following that, the show went as follows:

The Foglands (PS VR2) — TBA 2023

 

Green Hell VR (PS VR2) — TBA 2023

 

Synapse (PS VR2) — TBA 2023

Journey to Foundation (PS VR2) — fall 2023

Before Your Eyes (PS VR2) — March 10th, 2023

Destiny 2: Lightfall (PS4/PS5) — February 28th, 2023

 

DeTchia (PS4/PS5) — March 21st, 2023 (also coming to PS Plus Extra and Premium that day)

Humanity (PS4/PS5/PS VR2) — May 2023

Goodbye Volcano High (PS4/PS5) — June 15th, 2023 [Canadian game — Montreal-based KO_OP]

Naruto x Boruto Ultimate Ninja Storm Connections (PS4/PS5) — TBA 2023

Baldur’s Gate III (PS5) — August 31st, 2023

 

Wayfinder (PS4/PS5) — beta coming February 28th, 2023

Street Fighter VI: Zangief, Lily and Cammy reveals — releasing June 2nd, 2023

 

Resident Evil 4 remake (new trailer and confirmation of “special demo coming soon” — game releases March 24th, 2023

As promised, the State of Play concluded with a lengthy gameplay demo for Suicide Squad: Kill the Justice League, the new game from Batman: Arkham developer Rocksteady. Here’s the full demo below:

The game is releasing on PS5 on May 26th, 2023.

What was your favourite part of the State of Play? Let us know in the comments.

Image credit: Capcom

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PlayStation VR2 is mostly everything I wanted from the next PS VR

It’s crazy to think, but it’s been more than six years since Sony first entered the virtual reality (VR) market in October 2016 with the PlayStation VR. In that time, we’ve gotten several more VR headsets, including the Valve Index and two Oculus Meta Quests, and major VR releases like Half-Life AlyxBeat Saber and the Canadian-made Pistol Whip.

I used to be big into VR, having excitedly bought Sony’s debut headset at launch from the Best Buy I worked at. But over time, I fell off of it and, on a broader level, simply stopped keeping up with the VR space.

PS VR2 on shelfThat’s why I’ve been so intrigued by the PS VR2, a glossy new peripheral for the PS5. For me, it’s been an opportunity to get back in the saddle and fall back in love with an old hobby. And in the past several days, I’ve had a blast doing just that. In many ways, I’m reminded of why I loved VR in the first place while also appreciating the many improvements Sony has made. There are some reservations, to be sure, but based on my early impressions of the headset, there’s a lot to like here.

Simplified setup

While I got to briefly preview the headset a few weeks ago, having a unit of my own at home means I can more easily compare it to the original PS VR, which I still own.

The biggest and most welcome change: a single-cable setup. The original PS VR required multiple HDMI cables, a processor box, AC adaptor and a PlayStation Camera. It was unbearably clunky. Worse still — PS4 Pro owners who wanted to use HDR would have to swap around the HDMI due to the lack of a passthrough option. This is one of the main reasons why I stopped using my first-gen PS VR headset after a few years; it simply wasn’t worth the hassle once I had upgraded to the PS4 Pro.

PS VR setup

The original PS VR’s setup.

Thankfully, the PS5 was built with the PS VR2 in mind, so they work together much more seamlessly. Now, you simply plug in the attached USB-C cable to your PS5 and you’re good to go. The new headset having four embedded cameras also means that you don’t need the PS5’s HD Camera accessory for motion tracking, although that can still be used if you want to record yourself while playing.

PS VR cables

Some of the cords that were required for the original PS VR vs. the single USB-C cable needed with the PS VR2.

This streamlined setup alone ensures that I’ll get more use out of the PS VR2 than its predecessor. Admittedly, some will certainly lament the lack of wireless functionality à la HTC Vive or Meta Quest, but I never found this to be an issue considering the cable is 4.5 metres (nearly 15 feet) long and, therefore, not intrusive. Besides, it’s leaps and bounds better than the original PS VR, which I suspect would be many PS VR2 users’ primary point of reference.

That added convenience carries over to the new See-Through View option. Simply press a button on the bottom right of the headset and you can immediately get a black-and-white look at your surroundings. This is incredibly useful if you need to gather your bearings or even just quickly check your phone. With the original PS VR, you’d have to remove the headset entirely, so this feature is most welcome. What’s more, you can use a little dial on the top left to adjust the lens distance for added comfort. All of this adds to the headset’s already excellent form factor, which is otherwise largely the same as the original PS VR, with a 40g weight reduction. These similarities include the handy headband release button to easily remove the headset and the dial on the scope to tighten its fit.

PS VR headsetsI should mention, however, that I’ve experienced a mild level of discomfort after using the headset. I don’t get actual motion sickness, though my head starts to feel uneasy and even a little nauseous. Historically, VR has never done this to me, but I’m chalking this up to the fact that it’s also been years since I’ve used a headset this extensively. (I had a brief period of trying the Meta Quest during early COVID lockdowns before stopping in favour of going for walks.) Since I haven’t had the PS VR2 for too long, I’ll have to see how my experience improves over time, but for now, I’ve only been going at it in spurts.

The “next-gen” experience

When it comes to specs, the biggest changes come from the PS VR2’s integration into the PS5. To start, the headset supports 4K HDR over its predecessor’s 1080p resolution. (The refresh rates of 90/120Hz remain the same across both headsets.) The resolution bump in itself is an improvement, naturally, and it’s enhanced significantly by the PS VR2’s new eye-tracking capabilities. Specifically, the PS VR2 uses a technique called foveated rendering to improve detail where you’re looking by reducing image quality in your periphery.

PS VR2 gogglesThis benefits the visual fidelity of games across the board, and that’s before we even get into game-specific use cases. For example, The Dark Pictures: Switchback VR gets even scarier by making eerie mannequins move every time you blink. I haven’t played that game yet, but I can vouch for this technology’s effectiveness in another upcoming PS VR2 title, Before Your Eyes. This was one of my favourite games of 2021 thanks to its emotional story about a sick child’s troubled youth, and the storybook-like unfolding of its narrative is dictated by your blinks. (Easier said than done when you’re crying over the subject matter…) Clearly, there’s a good deal of potential for this tech, and seeing how developers use it will be especially interesting.

Then there are the PS VR2’s gamepads. Instead of the wand-like Move accessories of the original PS VR, the new headset uses spherical ‘Sense’ controllers. Functionally, these precise motion-controlled peripherals are quite similar. Where they differ, though, is how the Sense takes cues from the PS5.

PS VR2 collageFor one, it’s got adaptive triggers to give you context-specific tension for actions like drawing a bow in Horizon Call of the Mountain (more on that later). Adding to that is the haptic feedback, which gives you unique sensations for things like building different structures in Cities VR. On the whole, I really like the look and feel of the Sense controllers. Strangely, though, PlayStation won’t be selling these separately at launch, which is slightly concerning should you run into issues and have to potentially wait a while to get a repair.

Horizon Call of the Mountain is excellent

Within its first month on the market, the PS VR2 will have more than 30 games. In total, PlayStation says there are over 100 games in development for the headset.

However, the most notable, by far, is Horizon Call of the Mountain. As a new entry in PlayStation’s popular Horizon series, a lot of pressure is on the action-adventure game. In fact, you could argue that PlayStation is relying too much on Call of the Mountain, considering it’s really the only major first-party support the PS VR2 is getting at launch.

Horizon Call of the Mountain bowThankfully, Horizon developer Guerrilla Games and Firesprite (The Playroom VR) have crafted an exceptional experience. In my preview, I highlighted the almost overwhelming spectacle, like the Jurassic Park-esque wonder of seeing the machines — chief among them, a towering Tallneck — in VR. That’s maintained throughout the campaign in ways I don’t want to spoil. Simply put, the game is gorgeous, with visuals that impressively feel somewhere between 2017’s Zero Dawn and 2022’s Forbidden West.

There’s also an undeniable highlight in exploring Guerrilla’s meticulously crafted world — which has always stood out for its strong art direction and intriguing lore — from the perspective of a shadier character. Instead of plucky heroine Aloy, you play as Ryas, a member of the Shadow Carja antagonistic faction. While Ryas is admittedly a bit dull at first, especially compared to the likeable Aloy, I did come to appreciate how his journey contrasted hers while also fleshing out a different side of the Horizon universe. Plus, there’s a novelty to seeing Aloy from a different perspective — as if she was just a few steps away from me. Interestingly, characters will even lean back slightly should you try to reach for them, which adds to the immersion.

Horizon Call of the Mountain AloyBut above all else, I was impressed by just how much the moment-to-moment gameplay got its hooks into me. In many non-VR games, movement can feel on rails; how Uncharted‘s Nathan Drake or God of War‘s Kratos clamber up walls will be exactly the same each time you play, no matter who’s playing it. But Call of the Mountain feels so much more engaging because you actually have to physically do everything yourself. This includes walking (alternating between swinging your arms), climbing (reaching out to grab ledges, often hand-over-hand) and jumping (pushing behind you). Being out of shape like I am will only add to the sweat-inducing immersion. And that’s just in regular sections.

Early on, when I was sneaking through a mining shaft past some sentry-like Watchers, it felt tenser than it might have in Zero Dawn or Forbidden West because I had to lean and poke my head around corners to see if the coast was clear. However, I was soon spotted and made a run for it to the railing I had to shimmy across. Despite my arms being a bit tired, I had to push through the burn to cross as fast as I could while the machines fired upon me. I’d occasionally get caught by a stray blast, and only a quick reaction on my part to grab the closest handhold as Ryas lost his grip would save me from an untimely demise.

Horizon Call of the Mountain climbingSure, I could have actually fought the Watchers using Call of the Mountain‘s oh-so-satisfying archery. Since the game requires you to unholster the bow, grab and nock an arrow, aim, and then fire, it can feel simultaneously suspenseful and badass to land a shot in the heat of battle. Still, I wanted to see if I try to zip past them, and it was downright thrilling. Whether it was fighting or fleeing from machines, the rush of playing Call of the Mountain was often exhilarating. Best of all, it runs for about seven hours, which is surprisingly meaty for a VR game. (For reference: Batman: Arkham VR, the original PS VR’s “killer app” at launch, was just under two hours.)

The other games

I’m a bit more mixed about the rest of the PS VR2’s lineup. Without question, it’s evidently quite varied.

PlayStation VR2 launch lineup

PS VR2’s launch window lineup.

Let’s even consider the dozen or so games I’ve gotten to try, including:

  • After the Fall (co-op multiplayer zombie shooter)
  • Cities VR (city-building sim)
  • Jurassic World Aftermath Collection (stealth)
  • Kayak VR: Mirage (sim)
  • The Last Clockwinder (puzzle)
  • Moss (adventure)
  • Star Wars: Tales from the Galaxy’s Edge (action-adventure)

That’s to say nothing of the array of genres covered in other launch titles, like rhythm (Thumper), racing (Gran Turismo 7), survival (No Man’s Sky and horror (Resident Evil Village).

Kayak VR Costa RicaThis means there’s something for everyone, and even specific experiences to suit your mood. After a long day, the calm and relaxing vibes of exploring a jungle paradise in Costa Rica in Kayak VR were exactly what the doctor ordered. Thanks to some wonderfully intuitive paddling controls, I could just float around at my leisure and soak up some beautiful scenery. Likewise, I enjoyed roaming around a galaxy far, far away with familiar faces like C-3PO and R2-D2 in Star Wars: Tales from the Galaxy’s Edge. On the flip side, Jurassic World Aftermath is a tenser experience that has you sneaking around to avoid fearsome dinosaurs. I didn’t love the cel-shaded art style or rudimentary AI of the beasts, but otherwise, it was a solid encapsulation of the atmosphere found in the original Jurassic Park movie.

But my favourite PS VR2 experience outside of Call of the Mountain was one I knew nothing about beforehand: Tentacular VR. In it, you play as a giant Kraken-like creature and use the Sense controllers to move its tentacles and suction onto objects and even people. While the obvious direction such a premise would take is some Kaiju-esque destruction, I appreciated that Tentacular VR was far more creative. Instead, it’s got a charmingly quirky coming-of-age story in which you’re adopted by a cute young girl and work with her and the townspeople on odd jobs. This involves using your tentacles in well-designed physics-based puzzles and goofy interactions with pint-sized people. Humorously, you can also pick up humans and fling them far into the distance, Team Rocket-style, before they parachute back in. All in all, this game knows exactly what it is — good ol’ silly fun — and makes use of VR in some truly inventive ways to deliver it.

Tentacular VRWhat holds the PS VR2’s launch lineup back a bit, though, is a general sense that something’s missing. As cool as a lot of these games are, they feel familiar. Indeed, many of these titles are available on other platforms, including the original PS VR. If you’ve never played VR before or have even been out of the game for a while like I have, this won’t be as much of an issue. Even still, this means that there aren’t many experiences actually built from the ground up for the new hardware. This sort of goes against Sony’s positioning of PS VR2 as a “next-gen” headset; the tech may be new, but the experiences — however good they may be — largely aren’t.

“Next-gen” is also the reasoning that Sony has given as to why the PS VR2 doesn’t offer backwards compatibility with the PS VR — that the games are too different due to new features like eye-tracking and haptic feedback. Instead, the PS VR2 has taken a “Greatest Hits” approach, of sorts, with a selection of original PS VR titles, like MossJob SimulatorNo Man’s Sky and Tetris Effect Connected, having received their own upgraded PS VR2 versions. To some publishers’ credits, free upgrades are available for a handful of games, like Job Simulator, No Man’s Sky and Pistol Whip. Nonetheless, it’s unfortunate that the lineup relies so heavily on older games. At the same time, it’s strange that Beat Saber and Superhot VR — arguably two of the most iconic VR titles — aren’t available at launch. (The former is officially set to come to PS VR2 at some point in the future, while the latter hasn’t actually been confirmed for the headset.)

Final thoughts

PS VR2 This leads to the biggest issue with the PS VR2: the price. The base model costs $750 in Canada — well above the $520 and $650 price tags for the PS5 Digital Edition and standard PS5, respectively. An $820 Call of the Mountain bundle is also available, but that only saves you $10 since the game is $80 on its own. Given the specs of the headset, a higher price was to be expected, but a peripheral that costs more than the base device is certainly a tough ask. Backwards compatibility could have helped mitigate costs since you’d at least have a few extra games at default, but either way, the price is unquestionably steep. There also isn’t some Xbox All Access-like financing option to make the cost more palatable.

Therefore, far be it from me to tell you that the PS VR2 is a “must-own.” This is a luxury item that you can’t recommend in the same way you might a single game or even a comparatively cheaper accessory. What I will say, though, is that this is definitely a well-made product. Quality-of-life improvements like the single-cable setup and See-Through-View make it far more comfortable and easy to use than its predecessor, while the improved resolution and eye-tracking add to the immersion. The variety of games is also commendable, even if a lot of them aren’t genuinely new. Call of the Mountain, in particular, is one of the best VR titles I’ve ever seen.

Should you buy the PS VR2 at launch, though? For most people, probably not, especially for that price tag. But if you do somehow have a significant amount of disposable income and want to get a variety of engrossing experiences that are unlike anything you’d play on your PS5 otherwise, then the PS VR2 is certainly worth the investment.

The PS VR2 will launch in Canada on February 22nd for $749.

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Discord chat is officially coming to PlayStation 5, beta members get first access

Discord integration is officially hitting Sony’s PlayStation 5.

Beta participants are the first to gain access to Discord, the popular cross-platform voice chat platform. With Discord now available on PlayStation 5, beta members can chat with friends across PC, mobile and even Xbox.

In a blog post, Discord announced its partnership with PlayStation is expanding. Last year, Discord and PlayStation announced connective support, linking PSN with Discord, and enabling players to show the games they are playing on the communication platform. Now, this partnership has expanded to allow PlayStation 5 players to access Discord’s chat functionality.

Those selected to participate in the Discord beta test will receive an email containing a code. This code grants access to the beta software, and once it’s redeemed, players will be able to update their PlayStation 5 console to the beta software.

Afterwards, they can navigate to the ‘Settings’ option and into the ‘User and Accounts’ and ‘Linked Services.’ Here, a new Discord option allows you to link your PSN account with Discord. Once the tab is selected, players can scan a QR code with their phone to take them to a Discord webpage and enter an eight-digit code.

At the outset, Discord’s integration on PlayStation seems very similar to the experience on Xbox consoles when it first arrived. Players can use the mobile app to select ‘Join on PlayStation’ and transfer the voice connection from their phone to their headset or even the DualSense microphone. As of now, Discord’s presence on PlayStation isn’t native. Therefore, players won’t be able to launch into a voice chat without using a phone or PC.

The company notes that access for all PlayStation 5 owners is “coming soon.”

Image credit: Discord

Source: Discord

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Alpha footage of Horizon’s multiplayer leaks, revealing Fortnite-style character models

Early alpha footage and gameplay of Horizon’s multiplayer project have leaked online. Both videos and screenshots look fairly authentic in their design and are believed to be part of Guerrilla Games’ unannounced project, expanding the Horizon franchise.

In 2022, the Netherlands-based studio revealed its plans to launch a multiplayer-focused game set in the Horizon universe. Not much is known other than a “new internal team” is developing the project. It will also feature a “new cast of characters” and provide an experience for friends to “explore the majestic wilds of Horizon together.” Additionally, Guerrilla Games revealed that the project will offer a “unique stylized look.” It just so happens that this stylized look may have been revealed.

Across both Reddit and ResetEra, alpha footage and screenshots are available to see. Reddit user BirdonWheels, who posted the video, claims that the 12-minute-long alpha footage dates back to the summer of 2020. With this in mind, it’s understandable that the video depicts unpolished character models and environments. However, we’re able to glean that Horizon’s multiplayer project may be trying to replicate a more cartoony vibe. Much of what’s shown is similar to Fortnite’s art and environments. Some of the proportions of the characters draw comparisons to Rare’s Sea of Thieves.

Credit: u/BirdonWheels

The gameplay also suggests there may be some cross-platform performance between the PlayStation ecosystem and PC. In the video, “join PC” and “join PS4” options can be seen, though it remains to be seen how fluid the cross-platform performance may be upon launch.

It’s important to remember that since this is alpha footage dating back three years, a lot can change in the development pipeline. Given that Guerrilla Games has already announced its plans to create a unique look for the game, it’s probably safe to say that this style could be a taste of the final design. However, the interface shown and other aspects could shift and change prior the the project’s release.

Guerrilla Games is about to have one busy year ahead of it. On February 22nd, the studio is headlining the launch of PlayStation VR2 with Horizon Call of the Mountain, a VR-exclusive spinoff. On April 19th, the Horizon Forbidden West: Burning Shores DLC is launching exclusively on PlayStation 5. Whether Guerrilla Games becomes a triple threat this year remains to be seen.

Image credit: Reddit

Source: Reddit via: Kotaku

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PlayStation says it’s ‘much easier’ now to buy a PS5 globally

At CES 2023, PlayStation said the long-running PS5 shortages had come to an end, and now, the company is reiterating that supply has improved considerably.

“To all our fans: thank you for your patience as we navigated unprecedented demand for the PS5 console amid global challenges,” wrote the company on its blog. “If you’re looking to purchase a PS5 console, you should now have a much easier time finding one at retailers globally.”

Worldwide chip shortages coupled with strong demand made the PS5 difficult to purchase for many months following its November 2020 launch. These supply constraints affected not only production of the PS5, but also the manufacturing of Xbox Series X/S, smartphones, cars and more.

It should be noted that many markets, including the U.S. and U.K., Sony has a dedicated ‘PlayStation Direct’ website through which people can purchase the PS5. However, this site doesn’t service Canada, so you’ll have to check retailers like Amazon, Best Buy, GameStop and Walmart if interested.

Elsewhere in the blog post, PlayStation detailed a new live-action PS5 ad campaign called “Live from PS5.” In it, PS5 games are seen in the real world through the lens of fictional news broadcasts. In one clip, Peter Parker and Miles Morales can be seen swinging through New York (Marvel’s Spider-Man 2), while another shows giant ‘Eikon’ creatures fighting in Japan (Final Fantasy XVI).

With the PS5’s added momentum and this new marketing campaign, it remains when PlayStation will hold another actual games showcase. Its last ‘State of Play’ event was in September and offered the last big look at God of War Ragnarök prior to its release. Currently, all eyes are on the aforementioned Marvel’s Spider-Man 2, which is confirmed to release in the fall, although actual gameplay has yet to be revealed. That said, PlayStation also has the PS VR2 coming on February 22nd.

Source: PlayStation

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Here’s how you can use a PS5 DualSense controller with your PC

I’m a PC gamer that primarily games on keyboard and mouse, but from time to time, I like to play more casual titles with a controller. Recently, I’ve been obsessed with FIFA 23 and developing a strong ‘Ultimate Team’ Squad.

I have a DualShock 4 that I bought roughly three years ago, but joystick drift inevitably got to it. The controller is usable, though micro adjustments and moving the analog sticks precisely is almost impossible, as the sticks automatically drift wider than I want them to.

I invested in a new PS5 DualSense, considering that it is compatible with PC just like its predecessor. The simplest way to connect a DualSense to your PC is via a USB-A to USB-C cable. You can also use a USB-C to USB-C cable if your PC/laptop has a USB-C port and enjoy your favourite titles on the go. Similarly, the DualSense can connect to your PC via Bluetooth, so you can game completely wireless on your PC, but there are some configurations that you’ll have to perform.

Firstly, you need to pair the DualSense with your PC:

  • Press the Windows button on your keyboard to pull up the taskbar and type in “Bluetooth”
  • Click on ‘Bluetooth and other device settings’ to pull up the Bluetooth settings screen, as seen the first screenshot below
  • Toggle Bluetooth on and click on ‘Add device’
  • Click on ‘Bluetooth’ in the ‘Add a device’ list, as seen in the second screenshot below
  • Now, press and hold the PS button and the Create button on your DualSense 5 until the lights on it start blinking
  • The controller should pop up in the list of Bluetooth devices nearby
  • Click on ‘Wireless Controller’ to pair. The screen will say, “Your device is ready to go” once pairing is successful

Your DualSense is now connected to your PC via Bluetooth, but it’s not completely functional yet. Your PC would read the controller as an Xbox Gamepad, so we need to make some changes and tweaks to make the experience seamless, and make your PC read the controller as a PlayStation gamepad.

If you’re playing titles via Steam, the configuration process is rather simple:

  • Run Steam and click on ‘Steam’ in the top left corner
  • Click on ‘Settings’ and then choose ‘Controller’
  • Click on “General Controller Settings” and enable “PlayStation Configuration Support”

Steam will now automatically configure your controller, which it’s reading as an Xbox controller, into a PlayStation one. On the same screen, you’ll see ‘PlayStation 5 controller’ under the ‘Detected Controller’ tab. From here, you can calibrate your controller and adjust the dead zones on the analog sticks, and even define the layout in case you want customized binds.

This setting will work for all games initiated through Steam. If you want to play a title from a launcher other than Steam, you’ll have to use a community tool called DS4Windows (follow the link to download — no virus, I promise).

Once downloaded, the tool might download any missing drivers that are required to run the controller. With the DS4 app open, connect your controller to your PC via Bluetooth, and it should appear under the list of controllers, as seen in the first screenshot below. You can now head to the ‘Profiles’ tab and set assign custom buttons, change analog stick dead zones, customize the lightbar colour, customize the touchpad, gyro and more.

Many PC games let you unlock the full potential of the DualSense. Games like Marvel’s Spider-Man: Miles Morales, Sackboy: A Big Adventure, F1 22, Ghostwire: Tokyo, and many others support haptic feedback and adaptive triggers on PC. Check out a full list of supported games at PCGamingWiki.

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Price aside, Sony’ PS5 DualSense Edge is really good

As someone whose primary gaming platform is PlayStation, I’ve long wanted the Japanese gaming giant to come out with its own version of Xbox’s well-received Elite Controller.

Sure, there’s been third-party offerings from the likes of Scuf, but an official first-party product is naturally more exciting. Now, PlayStation has finally answered the call with the DualSense Edge, a highly customizable expansion of the PS5’s standard gamepad. Truthfully, I was hard on the controller when it was originally revealed due to its whopping $270 price tag.

DualSense Edge in caseBut I have to say that while it’s still undeniably expensive, I’m quite impressed with the gamepad now that I’ve spent a couple of days with it. Of course, that’s not enough time for this to be a proper review, but for now, here are my initial, largely positive impressions.

Look and feel

While I initially thought that the Edge so closely resembling the regular DualSense was a little boring, the aesthetic has certainly grown on me. For one, it creates a sense of visual unity between the white-and-black PS5 console, controller and other accessories. More importantly, it helps accentuate the subtle iterations that PlayStation has made.

DualSense Edge triggers

This includes rubberized inside grips and texturized little grooves on the L2/R2 buttons, both of which add a welcome level of comfort. There’s also an undeniable charm in seeing PlayStation’s iconic Square, Circle, Triangle and Cross buttons patterned across the touchpad and L2/R2.

Parts

And that’s just what’s there at default. Of course, the core appeal of these “pro-style” controllers is the fact that they are modular.  In that regard, the breadth of options with the DualSense Edge really is exceptional.

For context, here’s everything you get with the controller:

  • Carrying case
  • Connector housing
  • USB braided cable
  • Two standard caps
  • Two high dome caps
  • Two low dome caps
  • Two half dome back buttons
  • Two lever back buttons

In terms of the packed-in physical components, my favourite, by far, is swappable analog stick caps. The default “low domes” are identical to the DualSense’s flat, slightly indented sticks, which were themselves based on the PS4’s DualShock 4. But you can instead replace them with mushroom-esque “high dome” caps which stick upward. In practice, they’re much like the curved thumbsticks of the PS1-3 DualShock controllers, creating a sense of nostalgia that also just feels satisfyingly smooth on my fingers. Best of all, the caps can be easily removed and swapped using just your fingers, so you can always go back and forth to see what you prefer. PlayStation is also selling separate $25 replacement stick modules — a surprisingly affordable solution should you run into issues down the line.

DualSense Edge parts

That’s to say nothing of the back attachments. Like the Xbox Elite Controller, you can opt to equip your DualSense Edge with rear paddles, which PlayStation refers to as ‘lever types.’ These are great because you can bind inputs to them for your middle fingers to handle that would otherwise require your thumbs. But the DualSense expands on this concept with a second type of rear attachment, which it calls ‘half dome’ buttons. These little ovular, pill-shaped attachments go in the same slot but otherwise function the same. Once again, it’s really up to preference. Personally, I liked the half dome variants because they’re smaller and, therefore, less intrusive than the longer paddles. This means that they also require more pressure and you’re less likely to accidentally graze them as you might with the paddles — a nice option for people with fatter fingers like me. At the same time, I found having two both middle fingers higher up on the rear to be a bit awkward, so I later swapped one of the domes for a peddle so I could more naturally reach it.

Then there are the trigger stops, a pair of sliders beside the L2/R2 buttons that limit how far the triggers can be pressed. There are three options — full, limited and very limited travel distance. Naturally, the less travel distance you have, the quicker response time when pulling the triggers. These precious milliseconds are most tangible in shooters, where you want aiming and firing to feel as snappy as possible. It’s not something that will single-handedly make you a Call of Duty pro, but that added responsiveness nonetheless makes a pleasing and tangible difference over time. Keep in mind, however, that using the stops will disable the DualSense’s unique adaptive trigger functionality. You’ll also want to consider that games that require a full press of the trigger (i.e. racing games like Gran Turismo 7).

Software

Perhaps the best aspect of the DualSense Edge is just how seamlessly it integrates into the PS5’s ecosystem. As soon as you plug it into your console via USB-C, you’re given a brief-yet-useful overview of the controller. You can also scan a QR code in the surprisingly sturdy carrying case to instantly jump to a series of handy in-depth PlayStation Support videos on individual aspects of the Edge. This makes the whole setup process feel extremely smooth.

It doesn’t stop there. Directly beneath either thumbstick are two ‘Function’ buttons. At any point, you can hold these down to bring up a quick menu related to Profiles. These are sets of button configurations that you can fine-tune to your liking, and you can create as many as you want. In other words, you can absolutely have game-specific Profiles. Four Profiles can then be assigned to face button shortcuts when you press down Function. And because the Function button itself is a shortcut to Profiles, you graciously don’t have navigate to Settings > Accessories > DualSense Edge each time.

DualSense Edge Function buttons

Honestly, being able to easily customize and swap between button layouts on the fly was probably the biggest highlight of the total experience. That’s because I underestimated just how much I’d end up loving the ability to play around with controls. For example, I set the D-pad’s Up button to the back-left dome for Call of Duty: Warzone 2.0. This meant that I could simply use my otherwise idle middle finger to ping waypoints and enemies for my teammates, thus freeing up my thumb to focus on actual movement. Likewise, I set the other dome for X so I could jump and clamber more easily and have that thumb prioritize camera rotation. On the flip side, Fortnite has such colourful taunts that I wanted to switch from D-pad Up to Down to quickly get my groove on. Players who prioritize inventory checking, however, might want to leave it on D-pad Up or go Right (Augments) or Left (ping).

Admittedly, though, I’m predominantly someone who enjoys single-player experiences, so I didn’t get nearly as much mileage out of this as others would. Much to my pleasant surprise, then, when I started digging into all of the ways I could tailor Profiles to benefit my offline gaming. Take Uncharted 4: I’ve always found that game’s binding of reload to Triangle to be a bit clunky. With the Edge, though, I can simply assign that to a rear button. Beauty. I then decided to set the other dome to Square, which swaps weapons while aiming, to allow me to more quickly toggle guns while maintaining consistent fire. This was especially handy in firefights where I was spraying a nearby enemy with a rifle then swapping to my pistol to send off more precise single shots. In a similar vein, I appreciated the convenience this had in one of my favourite games, Final Fantasy VII Remake. Here, I could set one dome/paddle to Circle to dodge roll more easily and the other to D-pad Up/Down to quickly swap between characters (essential for the quick on-the-fly reactions that game requires).

But I think the biggest benefit came with Resident Evil 4. I’ve been revisiting the Capcom classic ahead of March’s remake, although it’s admittedly taken some getting readjustment. After all, I’m going back to tank controls after the modern controls of games like Resident Evil 2 and VillageThis means that you can’t aim and move or even fully rotate the camera (the right analog stick only partially looks in that direction). And because X is the sprint button, you can’t properly run and rotate the camera. Thankfully, the Edge can simply bind X to a rear dome/paddle, freeing up my thumb to rotate the camera while Leon runs forward. That situational awareness is especially helpful when fighting large groups of enemies.

Of course, these are but a few use cases. All in all, the interchangeability between button and rear attachment configurations was staggering, and I loved discovering — and constantly tweaking — my preferred set-ups per game. Throw in such additional customization options as stick sensitivity and stick and trigger deadzones (the input range that isn’t registered) and you really can get a lot out of the Edge.

That battery, though

…Except, perhaps, battery life. Indeed, one of the main issues with the DualSense Edge is it simply doesn’t last for too long. Reports vary depending on exactly how you’re using the Edge, but generally, it seems to last for anywhere between four and eight hours. (Sony hasn’t released an official battery life estimate.) In my experience, I got closer to six hours, although I was primarily playing games that didn’t take advantage of adaptive triggers — or even other draining features like the microphone and speaker — to begin with. Last year, Sony told The Verge the reduced battery life is due to the Edge’s “many more features” over the roughly 12-hours-long standard DualSense, but it’s still frustrating.

Early verdict

DualSense Edge in handsOnce again, I haven’t spent that much time with the DualSense Edge, so I don’t have a fully-formed take on it. Further, it remains to be seen whether people will run into any issues in the weeks ahead. I immediately think of the several broken Xbox Elite Controllers that our editor-in-chief, Patrick O’Rourke, has gone through. Could the Edge suffer from similar build quality issues? Only time will tell. Then there’s the matter of the steep price tag, which is more than half the cost of the $520 PS5 Digital Edition itself. Frankly, it’s difficult to wrap my head around such a price for a controller.

Therefore, I can’t really tell you if it’s “worth” spending $270 on it. What I can say, though, is that those who regularly play on PS5 will undoubtedly get a lot out of this gamepad, thanks to its sleek and comfortable form factor, solid lineup of swappable buttons and robust in-game customization options. If you’re part of the PlayStation faithful and any of that sounds appealing to you, the DualSense Edge would be a fine addition to your collection.

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Season: A Letter to the Future is one of the most beautiful games I’ve ever played

How would you want to be remembered?

At the young age of 28, that’s not exactly something I’ve given much thought. But as I went through Season: A Letter to the Future, I found myself contemplating just that. It’s a weighty question, to be sure, but it’s one that Montreal-based Scavengers Studio handles with unparalleled beauty.

In Season, you play as a young woman named Estelle who must leave her secluded village to collect memories of the world before a cataclysm lays waste to it. What I appreciated the most about the game, though, is that despite that outwardly dark premise, it’s actually got a refreshing sense of optimism. Rather than dwell on the doom and gloom of it all, you’re encouraged to celebrate life in the present, and that makes for a thoroughly engrossing experience. That begins with your bike, which is your primary method of navigation. Through a rather ingenious use of the PS5 DualSense’s adaptive triggers, you have to alternate between L2 and R2 to start cycling, and inclines create increased resistance to the feeling of pedalling up a steep hill. While the bike itself frustratingly got stuck at times when pedalling near walls or tight corners, the handling of it is surprisingly immersive on the whole.

On your bike, you’ll ride through abandoned mountainous stretches and grassy hills, soaking up every bit of the lush scenery and stunningly picturesque art style. At any point, you can use your camera or voice recorder to capture your surroundings, and it’s through these collections that Estelle will monologize her inner thoughts. Given that she’s never left town, there’s a lovable wide-eyed innocence to these remarks, and I enjoyed hearing her perspective on everything from the gorgeous landscapes to different breeds of sheep. You’ll then be able to place these photos and recordings in a notebook through an engaging sort of scrapbooking minigame. In other words, you have to decide what to preserve, giving quite a bit of heft to something otherwise so trivial. Admittedly, this doesn’t change the final outcome of the story, but it’s still a thoughtful and even exciting exercise — not unlike putting together an actual time capsule.

Season book

These moments of isolation are actually meditative, too, as they create a sense of intrigue as to what’s happening in this world. Indeed, there is a mystery here — not just about the nature of the cataclysm, but of a previous war that devastated the land. In this way, there’s a good deal of environmental storytelling in Season; you get to see firsthand all of the ways that the people have managed to press on after tragedy.

Naturally, all of this only makes your inevitable encounter with a handful of villagers who are making their final preparations feel even more impactful. It’s through these characters that Season truly comes to life. Free of any sort of ticking clock or threat of combat, the game simply tasks you with spending time with these people. On the whole, each interaction isn’t overly long, but still manages to feel utterly meaningful in terms of personal stakes. In one situation, I spent time with a mother who was figuring out which of her late son’s mementos to carry with her, which immediately created a tight emotional connection to her. After all, she entrusted me, a complete stranger, to weigh in on such pivotal decisions. Elsewhere, I came across a lonely artist in a forest and helped her make peace with her legacy. Each character’s tale is heartfelt in its own way, and I adored uncovering each of them.

Season Estelle and mother

In many other stories, such scenes could have been far more depressing, with characters wallowing in despair in emotionally manipulative ways. Season, however, resonates because it does the exact opposite. In sharing these quiet, intimate moments of warmth with the villagers, I came to learn about the resilience of a beautiful land and its people — a sense of spirit that will carry on no matter what happens. This, in turn, made my responsibility to choose what memorialize feel even more profound. Forget just sharing snapshots of the environment — what should I take forward those precious few moments of wonder and joy and human connection that I had?

Ultimately, that’s what makes Season such a remarkable game. Unlike most end of the world yarns, Scavengers wisely opts to avoid conflict and tension in favour of taking it slow. In so doing, it creates a melancholic-yet-uplifting atmosphere that’s enriched by the compelling characters that you meet on your journey. It’s a powerful, introspective experience, and one that I will stick with me for a long time.

Season: A Letter to the Future will launch on PlayStation 4/5 and Steam on January 31st.

Note: While we want to celebrate a quality game that was no doubt created by many innocent and hard-working developers, the work conditions at Scavengers should be acknowledged. In January 2021, GamesIndustry.biz reported that Scavengers Studio leadership was fostering a toxic work environment. Specifically, creative director Simon Darveau was accused of sexual misconduct, harassment and verbal abuse, while CEO Amélie Lamarche was said to have enabled him.

Following the publication of this report, Scavengers apologized for its lack of communication surrounding the situation and pushed Darveau to a non-managerial role but claimed an external audit “did not find the presence of systemic sexual or psychological harassment at the studio.” It’s unclear whether situations have improved at the studio. 

Image credit: Scavengers