Wednesday, March 30, 2022

PlayStation.Blog

PlayStation.Blog


Spring Sale promotion comes to PlayStation Store 

Posted: 29 Mar 2022 04:11 PM PDT

The Spring Sale comes to PlayStation Store on Wednesday March 30. For a limited time* you can enjoy discounts on a wealth of different PlayStation games and add-ons. Given there are so many titles included in the sale, we're going to get straight to the full games list, which you can find below. 

* Spring Sale promotion runs from Wednesday, March 30 at 00.00am (local time) until Wednesday April 27 at 23.59pm GMT (local time). Certain games will leave the sale on Wednesday April 13 at 23.59pm (local time). Please check a game's PlayStation Store product page for confirmation. Additional titles will join the promotion on Wednesday April 13 at 0.01am (local time).

All-new PlayStation Plus launches in June with 700+ games and more value than ever

Posted: 29 Mar 2022 05:00 AM PDT

Since launching PlayStation Plus in 2010, SIE has been at the forefront of innovation with game subscription services. We were thrilled to be the first console membership service that included a refreshed library of games through PlayStation Plus, and also launched the first console game streaming service with PlayStation Now. 

Today, we are pleased to share with you official news about changes coming to our subscription services. This June, we're bringing together PlayStation Plus and PlayStation Now in an all-new PlayStation Plus subscription service that provides more choice to customers across three membership tiers globally. 

Our focus is on providing high-quality, curated content with a diverse portfolio of games*. Below is an overview of the three membership tiers:


PlayStation Plus Essential

Benefits

  • Provides the same benefits that PlayStation Plus members are getting today, such as:
    • Two monthly downloadable games
    • Exclusive discounts
    • Cloud storage for saved games
    • Online multiplayer access
  • There are no changes for existing PlayStation Plus members in this tier.

Price* for PlayStation Plus Essential remains the same as the current price for PlayStation Plus.

  • United States
    • $9.99 monthly / $24.99 quarterly / $59.99 yearly
  • Europe
    • €8.99 monthly / €24.99 quarterly / €59.99 yearly
  • United Kingdom
    • £6.99 monthly / £19.99 quarterly / £49.99 yearly 
  • Japan
    • ¥850 monthly / ¥2,150 quarterly / ¥5,143 yearly

PlayStation Plus Extra

Benefits

  • Provides all the benefits from the Essential tier
  • Adds a catalog of up to 400* of the most enjoyable PS4 and PS5 games – including blockbuster hits from our PlayStation Studios catalog and third-party partners. Games in the Extra tier are downloadable for play.

Price*

  • United States
    • $14.99 monthly / $39.99 quarterly / $99.99 yearly
  • Europe
    • €13.99 monthly / €39.99 quarterly / €99.99 yearly
  • United Kingdom
    • £10.99 monthly / £31.99 quarterly / £83.99 yearly 
  • Japan
    • ¥1,300 monthly / ¥3,600 quarterly / ¥8,600 yearly

PlayStation Plus Premium**

Benefits

  • Provides all the benefits from Essential and Extra tiers
  • Adds up to 340* additional games, including:
    • PS3 games available via cloud streaming
    • A catalog of beloved classic games available in both streaming and download options from the original PlayStation, PS2 and PSP generations 
  • Offers cloud streaming access for original PlayStation, PS2, PSP and PS4 games offered in the Extra and Premium tiers in markets** where PlayStation Now is currently available. Customers can stream games using PS4 and PS5 consoles, and PC.*** 
  • Time-limited game trials will also be offered in this tier, so customers can try select games before they buy.

Price*

  • United States
    • $17.99 monthly / $49.99 quarterly / $119.99 yearly
  • Europe
    • €16.99 monthly / €49.99 quarterly / €119.99 yearly
  • United Kingdom
    • £13.49 monthly / £39.99 quarterly / £99.99 yearly 
  • Japan
    • ¥1,550 – monthly / ¥4,300 – quarterly / ¥10,250 yearly
  • PlayStation Plus Deluxe (Select Markets) For markets without cloud streaming, PlayStation Plus Deluxe will be offered at a lower price compared to Premium, and includes a catalog of beloved classic games from the original PlayStation, PS2 and PSP generations to download and play, along with time-limited game trials. Benefits from Essential and Extra tiers are also included. Local pricing will vary by market.

The new Extra and Premium tiers represent a major evolution for PlayStation Plus. With these tiers, our key focus is to ensure that the hundreds of games we offer will include the best quality content that sets us apart. At launch, we plan to include titles such as Death Stranding, God of War, Marvel's Spider-Man, Marvel's Spider-Man: Miles Morales, Mortal Kombat 11, and Returnal. We’re working closely with our imaginative developers from PlayStation Studios and third-party partners to include some of the best gaming experiences available with a library that will be regularly refreshed. More details to come on the games we'll have on our new PlayStation Plus service.  

When the new PlayStation Plus service launches, PlayStation Now will transition into the new PlayStation Plus offering and will no longer be available as a standalone service. PlayStation Now customers will migrate over to PlayStation Plus Premium with no increase to their current subscription fees at launch.

As this is a massive launch effort, we're rolling out the new PlayStation Plus offering in a phased regional approach. In the June timeframe, we'll begin with an initial launch in several markets in Asia, followed by North America, Europe and the rest of the world where PlayStation Plus is offered. We aim to have most PlayStation Network territories live with our new PlayStation Plus game subscription service by the end of the first half of 2022. We also plan to expand our cloud streaming benefit to additional markets, and will provide more details at a later date.  

Building upon more than 25 years of expertise in gaming innovation, this change to our subscription services highlights our continued efforts to evolve our network services business to match our customer's preferences. With the all-new PlayStation Plus, we're focused on delivering a compelling game subscription service with curated content from our exclusive PlayStation Studios team and our third-party partners. The newly enhanced PlayStation Plus will enable our fans to discover and engage with more content than ever before, and deepen their connection with the PlayStation community through shared experiences. 

We're providing an early look at our new PlayStation Plus subscription service today, and we'll plan to share more information with you as we get closer to launch. Stay tuned. 

*Local pricing may vary by market. PlayStation Plus catalog titles may also vary by market and tier, and may change over time. PlayStation Plus is an ongoing subscription subject to a recurring subscription fee taken automatically until cancellation. Age restrictions apply.  Terms apply: play.st/psplus-usageterms 

**Current markets where PlayStation Now is available: US, Canada, Japan, UK, France, Germany, Belgium, Netherlands, Luxembourg, Austria, Switzerland, Ireland, Spain, Italy, Portugal, Norway, Denmark, Finland, and Sweden.

***PC streaming is not available in Japan at launch and will be supported in a future update.

The History of Housemarque – from the Finnish Demoscene to PlayStation Studios

Posted: 28 Mar 2022 07:00 AM PDT

Selene's looping adventure evolved with new gameplay modes when the Returnal Ascension DLC launched last week. The team at Housemarque is thrilled to create new ways for fans to play the challenging-yet-rewarding, arcade-inspired shooter on PS5. In fact, iterating on satisfying gameplay is deeply ingrained in the studio's culture, starting back in 1994.

I am sure that not everyone reading this blog is aware of our long history as a studio, so please continue to find out more about our story and how we ended up  launching Returnal and becoming part of the PlayStation Studios family. 


Whether Returnal was your first introduction to Housemarque, or you have played some of our previous games, you might not know that we are the oldest game studio in Finland, founded just a few months before our friends at Remedy, creators of the Alan Wake series and Control.

But how did Housemarque come to be, and how did we end up being part of the PlayStation Studios family?

90s Demoscene Origins

Before Housemarque, there were Bloodhouse and Terramarque, two gaming studios headed by Harri Tikkanen and me respectively, both with deep roots in the 1990's gaming demoscene. In 1995 me and Harri decided to join forces and our studios, and that's how Housemarque was born.

Housemarque Managing Director Ilari Kuittinen

The demoscene was formed around hobbyists called demo groups, creating tech demos with the best visuals possible and pushing the limit of the hardware available at the time, and Finland had a strong demoscene community, developing on systems such as Amiga, Commodore, Atari, and more. Local game developers took part in it, because it was just the coolest thing to do back then; many of them were young and still studying. This was the pre-gaming industry in Finland, and likely one of the drivers in its beginning. But even with such a thriving community, the game development industry was still quite small in Finland: it was difficult to make games and actually complete them. Many games ended up in game development limbo for a year or even more. That was the reason why Housemarque got its start.

In December 1994 myself – Ilari Kuittinen – and Harri Tikkanen sat down and had our first serious chat about joining forces, as we had already known each other because of the small size of the game industry, where everybody knew everybody else. We quickly reached an agreement and in June 1995 we decided to create a new gaming studio. We chose to name it Housemarque, as the combination of our companies: Bloodhouse and Terramarque.

Super Stardust (Amiga, Amiga CD32, 1994 | PC, 1996)

Enter Housemarque

The first games we released as Housemarque – a year after its creation – were Alien Incident (1996), a point-and-click adventure game, and Super Stardust on PC (1996), a space shooter that was the beginning of our arcade roots, and a game we are still proud of to this day. Super Stardust was originally developed by Bloodhouse and released on Amiga and Amiga CD32 in 1994. These games were just the beginning of Housemarque's story.

True to the local gaming culture of the time, we wanted to create an incredible experience with limited hardware, while also pushing the boundaries. Something we still do to this day! We want to make impressive games with amazing audio-visuals to complement the gameplay experience of our players. It is a less traditional approach to game making, but it’s what works for us.

Our first professional gig with the PlayStation business was in 2006 through Guerrilla, during the development of Killzone: Liberation, when we helped on various aspects of the game. It was an interesting experience helping out Guerrilla: our coders mostly worked on optimizing the game and its frame rate. We had gained experience on this while working on some game demos on the PlayStation Portable, so we had a good understanding of the hardware. After our collaboration with Guerilla, the PlayStation business was looking for small game studios to produce games for their new initiative, then called the E-Distribution Initiative (EDI), which later became the PlayStation Network. Housemarque was one of the companies they reached out to discuss whether we would be interested in working with them. Looking back, our KillZone: Liberation work was the first job we did for the PlayStation business and many more followed later.

Concept mood piece for Super Stardust HD (PS3, 2007)

Before midsummer of 2006, Housemarque traveled to Liverpool to pitch some of their games for the platform, one of them being Super Stardust HD. The PlayStation team really enjoyed the concept of the game, so we went straight back to Finland to work on completing it. Super Stardust HD has a special place in Housemarque history. After a couple of challenging years, we had a chance to get back to our roots, but at the same time we were able to do innovative things in the shoot-em-up genre, as the power of PS3 allowed us to do things that had been previously  impossible. A game changer was to wrap the game level around a globe, which to our knowledge hadn’t been done before. This allowed us to create a unique game experience and freedom of maneuverability on the surface of the globe. When combined with the now famous “Housemarque dash” and an elaborate scoring system, Super Stardust HD was a game which started a new chapter in the company’s history, allowing us to further explore possibilities for arcade action games in the modern console era.

Around the same time, publishers were beginning to be interested in smaller digital games. This proved to be a great opportunity for us, as we could focus on making the games we wanted to make without having to chase trends, allowing us to remain original.

Game Is King

From very early on, we decided to live by a purpose statement instead of a mission statement: we want to create unique gaming experiences. We want to create something that others aren’t doing the way we do.

This is reflected also in our company motto: Game is king. Great and fun gameplay is the thread that connects all of our games, together with unique audio-visual experiences and a passion for everything that has made arcade awesome.

Dead Nation (PS3, 2010)

Dead Nation monster concept Art

Before releasing Super Stardust Delta for the PlayStation Vita launch in early 2012, we were starting to think about what we want to do next. We had been running two, or at times even three, development tracks simultaneously and we had finished the DLC development of Dead Nation: Road of Devastation in Autumn 2011. One of the ideas was to revive side-scrolling shmup and Resogun was one of the three Reso game concepts we had that time, others being Resoman and ResoCastles. Dead Nation had been inspired by  great arcade dual-stick shooter games like Smash TV, which was created by our hero Eugene Jarvis. He also had created one of the most recognizable arcade games of all time: Defender.In 2013 we released Resogun, one of the PS4' launch titles, and one of the most recognizable of all our games. It was definitely a high point in our history as we were named next to other bigger studios in the genre! As a consequence, we became a more mature studio than we had been before. We did something we hadn’t seen anyone else do before and wrapped a game level around a cylinder shape and used voxel-based graphics. The rest is history as they say, and Resogun was the best reviewed PS4 exclusive game for over 15 months after its launch.

Resogun (PS4, PS3, PS Vita, 2013)

Resogun signature art

Resogun level art

A little-known fact is that we completed our “Tribute Trilogy to Great American Arcade Games” by adding Commando mode to the DLC Resogun: Defenders. The game mode completed our tribute to three great arcade games – Asteroids, Defender, and Missile Commando. Much better-known trivia is that we actually met with Mr Jarvis, when Resogun was a nominee for the best action game and Eugene got his lifetime achievement award at DICE Awards in 2014. Eventually we ended up working together on Nex Machina, filmed the whole process and made a documentary called "The Name of the Game."

Nex Machina (PS4, 2017)

Alien Nation concept art (PS4, 2016)

Birth of Returnal

While before 2021 we were mainly focused on making small downloadable games on the PlayStation Network, our biggest comeback and success story has definitely been Returnal. And what a story it's been!

Returnal (PS5, 2021)

From the outside, Returnal must have seemed like a tremendous leap in scope compared to previous Housemarque titles, and that's absolutely true. Could we have done Returnal if it had started with the same scope it ended up with? It’s hard to say, but the path we ended up taking felt right as it was organic. On the other end, we didn't plan to make the game it ended up being, and we had to adapt several times during the process. Maybe it was foolish, but foolishness paid off. But we didn't do it alone: Returnal would have never happened the way it did, without an open-minded publisher backing us up.

Due to the pandemic, I could mostly play the alpha version of Returnal, but even back then I could see the game's potential and knew that the game was going to be something special. When the PlayStation legend Shuhei Yoshida visited, he couldn’t stop playing: that showed us what the players' reaction could be a few months down the road.

Returnal (PS5, 2021)

Joining the PlayStation Studios Family

The option for Housemarque to join the PlayStation Studios family after 26 years of being an independent studio was discussed with some key employees already before the launch of Returnal, back in March 2021. It was made official to everyone after the game's launch, when everything had been finalized. The rest of the company was informed at the end of June. The reaction was really positive – albeit in a very Finnish way, muted and reserved.

We have felt very warmly welcomed and have the feeling that we have now joined the right company. Our purpose as a company hasn't changed, and it is still to create unique game experiences. As a part of this world-class family of game studios, we have the best possible opportunity to plan long term, grow further and be better prepared for the demands of creating our next games hoping to live up to the extremely high standards set by other members of the PlayStation Studios family.

When approaching Housemarque games, I can hope to offer some advice: come with an open mind and be ready for a different kind of experience. Be ready for challenges but also greater rewards and a feeling of accomplishment after you conquer our games by yourself. If you want to practice for Returnal (or any future games), our past catalog is the best way! Personally I recommend Resogun on PS4. Many players don’t know the amount of games we have released before the bigger titles: we have more than 15 games under our belt and we are planning to make many more!

Dreams: The 3rd Annual Impy Awards winners revealed

Posted: 28 Mar 2022 06:00 AM PDT

Did you catch the 3rd Annual Impy Awards streaming live last night? If you did: thanks for tuning in! And our sincere apologies for subjecting you to The Connie Hat. You know the one.

Don't worry if you couldn't make it, though – we've popped a video of the show onto our YouTube channel for you to enjoy at your leisure. Do give it a look: alongside our celebration of some of the very best creations and moments from the past 12 months in Dreams, we had all sorts of special celebrity guests drop by to say hello!

It was, as ever, a delight and an honour to hand out trophies to this year's victors. We'd like to say another big thank you to our wonderful expert guest judges – gathered together from across a variety of creative industries – for helping us with the incredibly difficult task of selecting a single worthy winner in each category. Thanks, too, to all of you who cast a vote in our four coMmunity-voted categories! Clearly, you have excellent taste – as you'll see below.

Yes, it's finally time to reveal the full list of winners. Er, again. But this time in blog format!

Excellence in Art Direction

The IdylliumZIIQ, Helekosi and Bevis2

Excellence in Environment Art

Tales from Dark Town: Red ZoneDirtyFlusher and dinox11

Excellence in Narrative

The War to End All WarsDerAnder_96

Excellence in Sculpture

JoyGoGoSaint

Music Track of the Year

Starlight  – Prince_Tahra

Musician of the Year

RAKeogh

Excellence in Animation

Solar BlastPaulo-Lameiras

Excellence in Gameplay

ClaustrofactoryAecert, PieceOfCraft and duckenomics

Most Original Gameplay

ImpressionableEntropy-Tamed

Excellence in Curation

TRIX9

Excellence in Character Design

CommonoteFeyzPS

Excellence in Audio Design

Fragments (#AutisticaPlayJam) – OptimusCries, NikoJaXs and thyon

Excellence in Innovation

Nine Equalsdanikaka, cutaia_net and Pixel_Gorilla

CoMmunity Star

KeldBjones

Excellence in Voice Acting

Red and the Cursed IslesRedSeikatsu-

Most Helpful Dreamer

TAPgiles

Contribution Beyond Dreams

Made in Dreams Podcast

Excellence in VR

the RESTLESS DARK Demos-001

Evolving Experience

The Webcat135

CoMmunity Collaboration

DreamsFest 2021 – DreamsFest Team

Breakthrough Dreamer

fluximux

Creator(s)/Team of the Year

ghostfruit64

Creation of the Year

The IdylliumZIIQ, Helekosi and Bevis2

What an incredible year in Dreams it's been. If you'd like to check out any of these award-winning creations for yourself, you can simply boot up Dreams, and the front page of DreamSurfing will raise you aloft on a wave of curation magic and gently set you down in front of the relevant playlists… (Basically, we'll show you where to point your imp.)

Oh, and our playable Impys hub is also still available to explore in-game  – it's a stylish underground gallery space, featuring Mm-made art exhibits inspired by some of our favourite moments of coMmunity-led collaboration and creativity from throughout Dreams' history. (We can't believe it's now been over two years since Dreams launched!) It's packed with fun interactive doodads, unexpected secrets and cheeky coMmunity Easter eggs for those of you in the know.

And if you'd like even MORE Impys info, insights, developer tips and coMmunity tributes, you can still download our free magazine on indreams.me – The Impsider's official companion to the 3rd Annual Impy Awards! 

All the love from us to you for helping us celebrate another fabulous year of creativity, collaboration and community spirit in Dreams. If you have any feedback about this year's Impy Awards, then do let us know via the usual social channels – we do this every year for all of you, so your opinions and suggestions are always appreciated! (What do you mean, "Don't ever show us The Connie Hat again"?)

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