Why Sony Interactive Entertainment?
Sony Interactive Entertainment isn’t just the Best Place to Play — it’s also the Best Place to Work. Sony Interactive Entertainment (SIE) is the company behind the PlayStation brand. As a subsidiary of Sony Group Corporation, we’re part of a proud legacy of innovation and excellence. SIE is a dynamic technology company, delivering cutting-edge hardware and network services to more than 100 million people and an entertainment leader, home to some of the most beloved and recognizable intellectual properties (IP) in the world. Our role at SIE is to create and nurture the experiences under the PlayStation brand, a name synonymous with entertainment excellence and creativity.
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Poste : Directeur.trice de la conception de jeu (Design Director)
Nous sommes à la recherche d’un.e Directeur.trice de la conception de jeu expérimenté.e pour se joindre à l’équipe Haven. Le ou la Directeur.trice de la conception de jeu prendra les piliers fondamentaux définis par la direction créative et les traduira en boucles systémiques équilibrées, évolutives et engageantes.
Le ou la titulaire du poste sera responsable de l’architecture structurelle du jeu, en veillant à ce que la fantaisie de jeu, le contexte narratif et les piliers créatifs se traduisent harmonieusement dans l’expérience de jeu au quotidien, les boucles à court terme et les systèmes de progression à long terme. Il ou elle assurera également le recrutement, la direction et l’organisation d’une équipe de conception, tout en accompagnant les concepteur.trice.s afin de garantir l’exécution de la vision du jeu selon les standards AAA.
Rattachement hiérarchique : Le ou la Directeur.trice de la conception de jeu relèvera directement du ou de la Directeur.trice créatif.ve du projet.
Traduire la vision Collaborer étroitement avec le ou la Directeur.trice créatif.ve afin de déconstruire des thèmes créatifs abstraits et de les transformer en piliers de jouabilité et en structures métajeu clairs, cohérents et bien définis.
Aligner la fantaisie de jeu et la narration Élaborer une vision globale de la jouabilité qui intègre directement la fantaisie thématique et le contexte narratif du jeu dans un ensemble cohérent de mécaniques de jeu.
Architecture systémique Adopter une approche à la fois innovante et analytique pour concevoir une expérience de jeu robuste, comprenant des mécaniques engageantes à court terme ainsi que des boucles de rétention à long terme parfaitement adaptées à l’orientation du jeu.
Établir des balises créatives Définir une orientation claire, des intentions précises et un cadre structurel pour l’équipe de conception, afin de lui fournir un environnement propice à l’innovation et à l’expression créative.
Révision et validation de la conception Établir des standards de qualité élevés; réviser et valider l’ensemble du travail de conception produit par l’équipe afin d’assurer la solidité des mécaniques, leur équilibre ainsi que leur alignement avec la vision fondamentale du jeu.
2. Gestion d’équipe et collaboration au sein du studio
Diriger et accompagner Encadrer une équipe de concepteur.trice.s de jeux, du niveau junior au niveau senior, en réalisant des rencontres individuelles régulières, en fournissant une rétroaction concrète et en soutenant activement leur développement professionnel.
Favoriser l’excellence en conception Maintenir un environnement de conception structuré et collaboratif qui valorise la communication claire, l’analyse objective et la rétroaction constructive.
Alignement interdisciplinaire Agir à titre de représentant.e principal.e de la conception auprès des équipes d’ingénierie, d’interface et expérience utilisateur (UI/UX), d’audio et d’opérations en direct, afin d’assurer une compréhension commune de la vision et des intentions de conception entre les disciplines.
Qualifications et compétences
Expérience requise
Expérience reconnue en développement AAA Minimum de 6 années d’expérience en conception de jeux vidéo, incluant la participation à au moins un titre multijoueur AAA majeur lancé commercialement dans un rôle senior, principal ou de direction.
Expérience en préproduction et sur l’ensemble du cycle de vie d’un produit Expérience démontrée dans la définition des boucles fondamentales de jeu dès les premières phases de conception et dans la préparation de systèmes complexes destinés à soutenir la stabilité d’un jeu-service.
Gestion de personnel Minimum de 2 années d’expérience directe en gestion, mentorat et développement de concepteur.trice.s de jeux.
Compétences techniques et comportementales
Esprit innovant et analytique Combinaison unique de créativité, de pensée novatrice et de rigueur analytique permettant d’imaginer des idées originales et de les traduire en règles logiques et mesurables.
Communication de la vision Excellentes aptitudes de communication orale et écrite; capacité démontrée à présenter, défendre et promouvoir des concepts de conception de façon claire auprès des équipes de développement comme de la direction du studio.
Maîtrise des jeux multijoueurs et des jeux-services Solide expérience des contraintes architecturales propres aux jeux multijoueurs, notamment les systèmes d’appariement, les structures de listes de lecture, les considérations liées à la lutte contre la triche ainsi que l’équilibrage de la progression dans un contexte de jeu-service. Cette expertise doit être applicable à divers types d’expériences multijoueurs, au-delà des cadres traditionnels joueur contre joueur.
Aisance avec le prototypage précoce Capacité à utiliser un éditeur de jeu de façon légère afin de valider rapidement des concepts et de créer des prototypes lors des premières phases de conception.
Connaissance pratique d’Unreal Engine.
Forte passion pour l’innovation en matière de jouabilité ainsi qu’une excellente compréhension des tendances émergentes du marché mondial du jeu vidéo.
We are looking for an experienced Design Director to join the Haven team. The Design Director will take the core pillars from the Creative Director and articulate them into balanced, scalable, and engaging systemic loops.
You will own the structural blueprint of the game—ensuring that the player fantasy, narrative context and creative pillars translate beautifully into moment-to-moment gameplay, short-term loops, and long-term progression tracks. Additionally, you will hire, lead and organize a design team, mentoring designers to ensure the game vision and direction is executed at a AAA standard.
Reporting: The Design Director will report directly to the Creative Director for the project.
Translate the Vision: Partner closely with the Creative Director to deconstruct abstract creative themes into clear, rationalized gameplay pillars and meta-structures.
Align Fantasy & Narrative: Construct a comprehensive gameplay vision that weaves the game’s thematic fantasy and narrative context directly into cohesive mechanical elements.
Systemic Architecture: Apply an innovative yet analytical approach to build robust moment-to-moment gameplay, short-term hooks, and long-term retention loops that perfectly suit the game's direction.
Establish Creative Constraints: Define clear direction, intent, and structural boundaries for the design team, giving them a focused framework to maximize their creative freedom and innovation.
Design Review & Validation: Establish high quality bars; review and validate all design work produced by the team to ensure mechanic solidity, balance, and alignment with the core vision.
2. Team Management & Studio Collaboration
Manage & Mentor: Direct a team of game designers (Junior to Senior), conducting regular 1-on-1s, providing actionable performance feedback, and actively supporting their professional growth.
Cultivate Design Standards: Maintain a structured, collaborative design environment that champions clear communication, objective analysis, and constructive criticism.
Cross-Discipline Alignment: Act as the primary design ambassador for Engineering, UI/UX, Audio, and Live Operations, ensuring cross-functional clarity regarding design intent and vision.
AAA Track Record: Minimum of 6+ years of experience in game design, with at least one shipped major AAA multiplayer title in a Senior, Lead, or Principal role.
Pre-Production & Lifecycle Experience: Proven experience defining core loops during early conception and preparing complex systems for live-service stability.
People Management: Minimum of 2+ years of direct experience managing, mentoring, and developing game designers.
Innovative & Analytical Thinker: A unique blend of out-of-the-box creative thinking and sharp analytical skills, capable of inventing fresh ideas and grounding them into logical, quantitative rules.
Vision Communication: Exceptional verbal and written communication skills; an expert ability to articulate, argument, and pitch design concepts clearly to both the development team and studio leadership.
Live-Service & Multiplayer Literacy: Deep experience navigating multiplayer architectural constraints, including matchmaking logic, playlist structures, anti-cheat considerations, and progression balancing within a live-service context (broadly applicable beyond traditional PvP frameworks).
Early Prototyping Comfort: Ability to work lightly within a game editor to quickly validate and prototype design ideas during early conception phases.
Working knowledge of Unreal Engine.
A strong passion for gameplay innovation and a keen understanding of evolving trends in the global gaming market.
Please note, Sony Interactive Entertainment conducts background checks at the offer stage for all new employees (which may include criminal background checks for some roles) and will need to process personal information to support these checks.
Please refer to our Candidate Privacy Notice for more information about what personal information we collect, how we use it, who we share it with, and your data protection rights.
Equal Opportunity Statement:
Sony is an Equal Opportunity Employer. All persons will receive consideration for employment without regard to gender (including gender identity, gender expression and gender reassignment), race (including colour, nationality, ethnic or national origin), religion or belief, marital or civil partnership status, disability, age, sexual orientation, pregnancy, maternity or parental status, trade union membership or membership in any other legally protected category.
We strive to create an inclusive environment, empower employees and embrace diversity. We encourage everyone to respond.
Sony Interactive Entertainment is a Fair Chance employer and qualified applicants with arrest and conviction records will be considered for employment.
PlayStation hardware, software, and online services are developed and managed by Sony Interactive Entertainment, including studios under PlayStation Studios. A PlayStation console runs games from discs or downloads and uses the PlayStation Network for online multiplayer, cloud saves, and digital purchases. The company differentiates itself through close hardware-software integration and a large library of exclusive first‑party games from its global studios. Its goal is to provide borderless, high-quality play and grow the PlayStation ecosystem across consoles, services, and games.
Company Size
10,001+
Company Stage
N/A
Total Funding
N/A
Headquarters
Foster City, California
Founded
1994
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Sony may have acquired the Kena franchise - clues found in new PlayStation commercial. Sony Interactive Entertainment may have secured the rights to the Kena franchise. A new PlayStation commercial featuring the singer Lisa has provided a striking hint. Previously, the rights to the brand belonged to the developer Ember Lab. Key Takeaways * A new PlayStation commercial suggests that Sony may have acquired the Kena brand rights. * So far, neither an acquisition of the brand nor of the developer studio Ember Lab has been officially confirmed. * Kena: Scars of Kosmora is scheduled for release in 2027 for PS5 and PC. An official acquisition announcement has not been made yet either, but the video makes it highly probable. A potential buyout of the developer studio is also a subject of speculation. Sony may have secured the rights to Kena. In Sony's latest commercial featuring Lisa from BLACKPINK, a clue emerged suggesting that Sony Interactive Entertainment is the rights holder of Kena: Scars of Kosmora. In the game's original announcement trailer from February 2026, Ember Lab was still listed as the rights holder. This detail has now sparked speculation about a possible change in ownership. In the trailer, one scene shows Lisa in an elevator. There is an elevator panel used to select floors, but instead of numbers, the buttons feature games published by Sony. Kena: Scars of Kosmora also appears in this scene, standing out slightly from the rest. However, the current official PlayStation product page continues to list Ember Lab as the owner of the brand rights. Furthermore, nothing has been stated by official sources. The question now remains whether PlayStation is merely publishing the game or acquiring the entire studio. The first Kena game, Bridge of Spirits, was developed entirely by Ember Lab as an independent studio. For the second installment, the studio worked more closely with PlayStation Studios, though Ember Lab remained the publisher and developer. A partnership between the two for Scars of Kosmora has already been mentioned, but the exact scope has not been detailed. Conclusion - what does this mean for Kena: Scars of Kosmora? For Kena: Scars of Kosmora, not much is expected to change for the time being. The game is still set to launch in 2027 for PS5 and PC. However, should Sony indeed have acquired the rights to the franchise, it could impact future titles and potential further platforms. Whether Sony has merely acquired the brand rights or is even planning an acquisition of Ember Lab remains to be seen. While the hint in the commercial is noticeable, it does not yet constitute official confirmation. Until Sony or Ember Lab issue a statement, the potential acquisition remains a rumor. Read this post in: Hey, I'm Kilian, but online you'll probably know me as "Tux1243." I've been part of the team for almost two years now, always trying to keep you in the loop with the latest and coolest gaming news. I also have a huge passion for doing deep dives and detailed analyses of entire game series and franchises. I love getting to the bottom of things and exploring the little details and backstories that make game worlds so fascinating. Download the Allkeyshop Browser Extension Free For all the latest video game news, trailers, and best deals, make sure to bookmark Allkeyshop. You can find all the best and cheapest online deals on CD keys, game codes, gift cards, and antivirus software from the verified CD key sellers on its store pages. To not miss any news on Allkeyshop, subscribe on Google News. MORE RELEVANT ARTICLES
GTA 6 launch trailer shows no sign of PS5's QSSR upscaler, Digital Foundry finds. Vice City slides past at 30fps on a standard PS5. The image is still being rebuilt from around 1440p, and Sony's brand-new AI upscaler isn't doing the rebuilding. Digital Foundry's frame-by-frame breakdown of the Grand Theft Auto VI launch trailer found no evidence of the feature and questions if the higher latency would be worth it. That's a blow to anyone hoping QSSR would arrive in time for the game's November 19 release. It isn't all bad news for base console owners. The same analysis says one of the RAGE engine's oldest problems, a judder in animations during camera moves, looks like it's finally been fixed. Most of the arguing online has been about whether the trailer looks softer than Rockstar's earlier footage: GTA 6 still sits at 1440p and 30fps on base PS5. Some viewers came away from the trailer convinced the picture had got worse. Notebookcheck's write-up of the Digital Foundry piece notes that the most common criticism of the GTA 6 launch trailer is its hazy appearance. The blurriness softens the visuals, while excessive bloom fades the vibrant colors. The numbers don't support a downgrade. DF counted no change in resolution, and the site also believes Rockstar maintained a 1440p resolution, upscaled to a 4K output. Its explanation for the haze is narrower: the changed look may be specific to this particular PS5 footage. DF did flag the HDR presentation as a weak spot. The RAGE animation judder that goes back to GTA IV. The real headline for tech nerds is motion. In earlier footage, the frame rate stayed steady but animation timing didn't, so slow camera pans had a subtle stutter. French outlet Xboxygen traces the quirk back to GTA IV in 2008. Digital Foundry spotted it again in the extended gameplay look Rockstar put out in August. In the launch trailer it seems to be gone. DF went looking in the slow pans where it usually shows up and didn't find it. It's hedging, though. As Xboxygen points out, the trailer runs for roughly 90 seconds, and Rockstar picks its own shots. Only the retail build will settle whether the fix goes all the way down to the engine. Sony launched QSSR on October 1 with Wolverine and Ghost of Yotei. QSSR stands for Quick Spectral Super Resolution. Sony announced it on the PlayStation Blog on October 1 in a post by Daniel Craig, principal engineer in SIE's graphics R&D group, who called it a new performance tier of AI upscaling. It came out of Project Amethyst, Sony's AI graphics partnership with AMD, and runs on a streamlined neural network architecture tuned specifically for the base PS5. Marvel's Wolverine and Ghost of Yotei got patches adding it on day one. Sony also says it's open to every PlayStation developer, which is why GTA 6 got dragged into the conversation straight away. Sony hasn't oversold it, either. Its own line is that "While PSSR remains the gold standard on PS5 Pro, QSSR provides some notable improvements to both image detail and image stability on PS5". Why 1.5 to 4.4 milliseconds matters for a 4K GTA 6. QSSR has a cost, and Digital Foundry's Wolverine testing puts a figure on it. Rebuilding an image from about 864p to 1440p took about 1,5-1,8 ms more time per frame than Insomniac's proprietary upscaler. With an unlocked frame rate, this corresponded to a difference of approximately 8-10 FPS. Push the output to 2160p and the QSSR load in the Wolverine test increased to approximately 4.4 ms per frame. GTA 6 outputs at 4K, so that heavier number is the one that counts. A 30fps game has 33.3ms to draw each frame. Losing more than 4ms of that in an open world this dense isn't trivial. Then there's integration. Back when QSSR launched, Digital Foundry noted that in earlier GTA 6 PS5 trailers, Digital Foundry found no evidence of FSR or a modern temporal approach. As a result, it may be trickier to introduce the latest advancements. Games already running AMD's FSR, like Ghost of Yotei, have an easier swap. TweakTown adds that a post-launch patch is possible, but Rockstar has not announced QSSR support, and integrating it into the game's rendering pipeline may be challenging. No QSSR at launch is the right call for GTA 6. Here's its view: missing QSSR is fine. Rockstar has been locking down a game this size for years. Bolting a weeks-old upscaler onto the rendering pipeline a month out from launch is exactly how you end up with a day-one patch nobody wanted. A smooth, consistent 30fps with the judder gone is worth more than a sharper still image you'll only notice in a side-by-side comparison. If QSSR turns up at all, Shane the Gamer'd bet on a patch after launch rather than the disc. Rockstar also hasn't said anything about PS5 Pro enhancements yet. EGW's summary of the analysis says there's no detail on PSSR for the Pro either, so Pro owners have the same open question. The next look at the real thing comes on November 19, when Grand Theft Auto VI launches on PS5 and Xbox Series X|S.
Gran Turismo's new DualSense puts the livery first. Sony's Gran Turismo DualSense pairs racing graphics with a carbon-fibre-style finish. Preorders open in October, while Australian pricing remains unconfirmed. Official Sony product render, reframed and tonally enhanced for POPTOPIC. (C) Sony Interactive Entertainment. Sony has dressed its new Gran Turismo DualSense like a race car that has just rolled out of the livery editor. Black stripes, motorsport markings and a carbon-fibre-style centre make this a controller with a very specific audience: people who want their racing obsession visible before the PS5 is even switched on. The Gran Turismo Limited Edition announcement sets global preorders from 22 October and a launch starting 10 December. Sony lists a US recommended price of US$84.99, with limited quantities. Its published price list does not include Australian dollars, so a local price still needs confirmation. The appeal is in the finish. Sony's announcement does not introduce a new control technology or claim a performance improvement for this edition. Anyone weighing it up should start with whether they like the design, rather than expecting the stripes to shave a tenth off a lap. The Gran Turismo DualSense commits to the livery. The official render is busy in a deliberate way. The white grips carry decals and commemorative markings, while two black stripes run down the touchpad. The dark patterned section around the sticks gives the front a stronger centre than a plain white pad. That combination will either look like a miniature piece of the paddock or a sticker sheet that got away from someone. Both reactions make sense. Racing liveries are meant to be recognisable at speed, and subtle decoration is rarely their first priority. This controller carries that visual language all the way into the lounge room. Sony calls the front plate textured and carbon-fibre-style. The wording describes an appearance and finish; it is not a claim that the controller has acquired a structural carbon-fibre shell. How that texture feels in the hands will need actual handling. A polished render cannot answer it. As a collector's object, the design has a clear identity. As a replacement for a working controller, it needs to clear a different bar: wanting this particular finish enough to pay for another pad. A special edition can be enjoyable without pretending that every fan needs one. Australians still need the local checkout details. The Australian figure being circulated by Press Start is an expectation, rather than a confirmed local retail price. Its report anticipates A$134.95. Sony's global announcement does not establish that figure or name Australian participating retailers. Previous releases offer context, but they do not set the terms for this one. Its coverage of LISA's Australian DualSense preorder and the GTA VI controller listings documented both local prices and EB World PLUS conditions. Those were conditions attached to those listings, not a blanket rule for future controllers. A useful preorder page should make the price, release date, retailer eligibility and delivery costs obvious. Until that page exists, converting the US price or borrowing another limited edition's terms creates a certainty the announcement has not earned. Collectors can admire the design now and make the spending decision when the actual offer appears. Spec IV is the more immediate invitation. The same announcement schedules Gran Turismo 7's free Spec IV Part 1 update for 4pm AEST / 5pm AEDT on 15 October. It brings six vehicles and Sportsland Sugo. The update is free, while acquiring the cars still requires in-game credits earned through progression or bought. That gives existing players something concrete to look forward to before the controller's December release. New places to drive and cars to learn change the evening's possibilities. A commemorative pad changes what is in your hands while you explore them. For a different sort of hardware decision, its look at MOZA's PS5 racing wheels dealt with a change in how players control a car. The new DualSense makes its case through design and collectability. Keep that purpose in view and the decision becomes much clearer. The livery has personality. Now the Australian retail offer needs to be just as clear. Admiration is free; an extra controller should earn its space on the charging stand. Magnus. I'm the founder of POPTOPIC. I have two decades worth of experience working in entertainment and media under my belt. I started as a simpleton contributing author for Platform Nation and Next Gen News. The conversation. Be the first to join the conversation.
Gran Turismo 7 Spec IV Part 1 update launches October 15. Part 2 will follow up in December. Published: October 14, 2026 Sony Interactive Entertainment and Polyphony Digital have announced that the "Spec IV Part 1" update for Gran Turismo 7 will release on October 15. Gran Turismo 7 Spec IV Part 1 will introduce the Sportsland SUGO circuit, six new cars, new Extra Menus, more World Circuit events, the Vintage and Car Concierge features, and much more. Gran Turismo 7 Spec IV Part 2 will follow up this December with the returning Autumn Ring track, an additional six new cars, the new Family mode, Shuffle Races and Drift Trials for online multiplayer, the "next evolution" of Gran Turismo Sophy AI, and a new Power Pack difficulty level for advanced players. Here's a breakdown of Gran Turismo 7 Spec IV Part 1, via Polyphony Digital: Gran Turismo 7 Spec IV Part 1 overview. A new cinematic intro. The opening cinematic that plays when starting the game will be refreshed. Six new cars will join the lineup, ranging from a classic French people's car to an all-new Gr.3 model. The Spec IV Part 1 update brings six new cars from a wide range of categories, including a celebrated French economy car, an iconic Italian sports car from the 1990s, a dominant race car that ruled the Japanese racing scene in 1987, and a newly refined evolution of a Gr.3 machine. Each brings something different to the lineup, giving collectors plenty to look forward to. * Citroën 2 CV 6 Charleston '86 * Ferrari F355 Berlinetta '94 * Honda Civic Si Group A version '87 * Honda Step WGN Spada Premium Line '23 * MAZDA RX-VISION GT3 EVO '26 * Xiaomi Vision Gran Turismo A new circuit, SUGO International Racing Course, will make its debut. The following new track will be added. (Length: 3,586m. Elevation Change: 69.83m. No. of Corners: 13. Longest Straight: 704.5m) Located in Miyagi Prefecture in northeastern Japan, SUGO International Racing Course is a highly technical circuit known for its dramatic elevation changes and challenging layout. Its most distinctive section is the final corner leading onto the main straight, where drivers face a gradient of up to 10 percent. After charging down the more than 700-meter straight, drivers encounter a wide variety of corners, beginning with the sweeping right-hand Turns 1 and 2 before tackling S-curves, hairpins and complex multi-apex sections. The result is a circuit that blends the excitement of high-speed driving with the precision and strategy demanded by its more technical sections. New features will allow players to browse older cars from each brand and submit purchase orders. Vintage. The new Vintage section in Brand Central showcases cars from 2000 and earlier. From there, players can jump directly to the Legend Cars and Used Cars dealerships to track down and purchase featured models. Car Concierge. Players who have reached the ending can use the new Car Concierge feature to order vehicles directly from the Vintage section. Simply specify the model, color and condition, and the concierge will search for a matching car on the player's behalf. It offers a new way to expand a collection, with up to four orders available at once depending on the player's Collector Level. A new Experience feature will introduce brand-based driving experiences. A new Experience feature in Brand Central lets players take on driving challenges designed to reflect the character of each brand while chasing new records. In Part 1 of the Spec IV update, Experience will be available for Xiaomi, Yangwang, Hyundai and Polestar. A new Car Viewer feature will let players view their current car from a variety of new angles. Car Viewer is a new Garage feature that lets players examine their current car from virtually any angle. Players can change the scenery through Change Background and adjust a variety of vehicle settings, including turning the front wheels and switching the lights on or off. The mode also makes it easy to capture photos of the car from just about any perspective. The Collector Level cap will be raised to 90. The Collector Level cap will be raised from 70 to 90. Three new Extra Menus will come to the Café. Three Extra Menus will be added to the Extra Menus section of the Café. * [Extra Menu No. 55] Collection: High-Performance EVs (Collector Level 75 and above) * [Extra Menu No. 56] Collection: Tuned GT-Rs (Collector Level 80 and above) * [Extra Menu No. 57] Collection: Le Mans Winners (Collector Level 90) New World Circuits events will expand the race lineup. The following events will be added to World Circuits. Sunday Cup Autopolis International Racing Course - Short Course European sunday Cup 400 SUGO International Racing Course. Vision Gran Turismo Trophy Spa-Francorchamps European Clubman Cup 600 Dragon Trail - Seaside Reverse World Touring Car 600 SUGO International Racing Course World Touring Car 800 SUGO International Racing Course Two new featured Curations will be added to Scapes. The following locations have been added as featured Curations in Scapes. * * * Angeles Crest Highway * Sportsland SUGO Polyphony Digital previously released the Gran Turismo 7 Spec III update and Power Pack DLC on December 4, 2025. The update introduced a slew of content, including eight new cars, a new cinematic intro, a data logger feature, a new Circuit Experience, the Yas Marina Circuit and Circuit Gilles-Villeneuve tracks, and much more. Power Pack released for $29.99 and features 50 races spanning 20 categories, including 24-hour endurance races. Gran Turismo 7 and the game's free demo, My First GT, available now for PlayStation 4 and PlayStation 5. Players may complete the demo to earn bonuses in Gran Turismo 7. Regular updates can be found at the official Gran Turismo blog.
PS5 Digital Edition Midnight Black Japan-only model launches November 19. Midnight Black disc drive due out on the same day. Sony Interactive Entertainment Japan Asia will release "PlayStation 5 Digital Edition Midnight Black (Console Language: Japanese Only)" on November 19 in Japan for 55,000 yen (tax included), the company announced. Pre-orders will begin at PlayStation retailers and online stores on October 20. Like the previous Japan-only SKU release, this system language is locked to Japanese, and the console can only be used with PlayStation Network accounts registered in Japan. A Midnight Black standalone disc drive will release alongside the console for 11,980 yen (tax included), allowing users who prefer physical media to play disc-based games. In the same announcement, Sony Interactive Entertainment Japan Asia reiterated its plan to end physical game disc production in January 2028. "PlayStation games released from January 2028 onwards will only be sold as digital versions from PlayStation Store and other retailers," the announcement noted. "Disc versions of games released before January 2028 will continue to be playable."