SONY'S INSANE PS6 TECH | GTA 6 REVIEW COPIES, NEW GAMES | PLAYSTATION 5 NEWS
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Video in English, published by the channel Daily HUBRANX .
About this content: The summary, key points and topics below are generated automatically from the video transcript. They reflect the content, opinions, claims and predictions presented in the video and do not represent a position, validation or fact-check by Game ARX.
Video summary
The video discusses recent gaming leaks and news, covering PlayStation's potential audio processing patent for PS6, the physical release and details of Phantom Blade Zero, the upcoming expansion and community statistics for Crimson Desert, live-action marketing and product tie-ins for GTA 6, and Cyberpunk 2077's patch 2.5 featuring dual wielding and new gigs.
Key points
- Sony's patent details an audio processing system that could convert game sounds into haptics, directional lights, or on-screen cues for older games on future PlayStation hardware.
- Phantom Blade Zero is scheduled for a physical PS5 release in 2027, following its digital launch on October 28th, with a 66-day in-game countdown that does not act as an active timer during the first playthrough.
- Crimson Desert's paid expansion 'Charting the Unknown' launches on October 29th, bringing new storylines, ocean exploration, and castle ownership.
- Rockstar is promoting GTA 6 in Miami with live-action campaigns, branded cars, potential real-world product tie-ins, and television spots ahead of its November 19th release.
- Cyberpunk 2077 patch 2.5 introduces dual wielding, two voiced gigs, customizable arm cyberware, and a PS5 mod menu.
Topics
Gaming LeaksPlayStation PatentPhantom Blade ZeroCrimson DesertGTA 6 MarketingCyberpunk 2077 Patch 2.5Game Accessibility
Video transcript
Transcript from available captions; it may contain errors.
Here are the biggest gaming leaks and news you've probably missed this week. Sony's looking at a controller that could help you notice danger before you've even worked out what you're hearing. A new patent describes technology that analyzes game audio and turns it into vibrations, directional lights, or information on your screen. And the part that interests me most, the system could work with older games whose developers never built those features in. The patent is called audio processing system and method, and it offers a possible glimpse at where PlayStation could take feedback on PS6. It's a proposed system rather than an announced controller feature, but there's a useful idea here that goes beyond making an explosion shake your hands harder. The system analyzes a sound before it plays, classifies it, then uses that information to produce an appropriate cue. Why analyze it beforehand? Because some sounds only become recognizable partway through playback, and by then, a warning might arrive too late to help you react. The aim is to have that extra information ready when you need it. Think about how much information a game communicates through audio. Footsteps, a voice nearby, something moving outside your field of view. If you miss the sound, you can miss what the game is trying to tell you. This approach could give you another way to pick up on it, which I can see being useful both for immersion and accessibility. Haptics are one option, but Sony also describes using LEDs around the touchpad to communicate a sound's position. Onscreen icons, shapes, or words could provide more information, too. So, different types of sound could produce different responses instead of every noise triggering the same vibration and leaving you to guess what it means. The patent gets quite specific about how that translation could work. Volume could influence a visual indicator's brightness or transparency, while the way a sound starts could affect its appearance. Detecting a voice could bring up a particular graphic. You don't need to memorize any of that, but it shows the intention. Communicate useful differences between sounds rather than cover your screen in flashing alerts. And for players who are deaf or hard of hearing, that could be the most valuable part. A sound that tells one player where an enemy is shouldn't have to leave another player without that information. I'd also appreciate the option when playing at low volume. Sometimes you want to hear an enemy approaching without waking up the entire house. But the older game support is what makes this especially interesting. Sony describes potentially running the system through the operating system or a helper app that monitors the game's audio. That would let it provide cues without requiring the original developer to go back and rewrite the game. We've all seen useful hardware features arrive followed by the question of which developers will actually support them. This proposes another route for games that don't have that support built in. It doesn't guarantee perfect results across every title, but being able to add useful audio cues to an existing library would give the feature a much wider purpose. Personally, I'd want control over how much information it shows me. Give me subtle feedback when I want it, clearer visual cues when I need them, and settings for the types of sounds it responds to. In a horror game, for example, I might want help locating a noise without an enormous warning appearing every time something creepy happens. >> [laughter] >> Let the monster do its job. Phantom Blade Zero is getting a physical PS5 release. And yes, [music] there's an actual disc. The catch? You're waiting until 2027 while the digital version launches on October 28th. So, if you wanted this one on your shelf from day one, you've got a decision to make. Wait for the version you want or buy digitally and potentially pay for it again later. Personally, I wish publishers would announce these plans earlier. Let people make that choice before launch week. There are three physical editions coming. The standard edition is expected to cost $59.99 for the base game, while the deluxe should be $69.99 [music] and includes a digital artbook, soundtrack, and the Wulin Legend and Bloodsteel Form skins. [music] Then there's an ultimate edition with a collectible steelbook, although we don't have its price or complete contents yet. Physical pre-order bonuses haven't been confirmed either, so I'd keep an eye on exactly what each version includes before choosing one. Still, I'm glad the option exists. A delayed disc is something collectors can actually plan around, even if the wait is frustrating. And this looks like the kind of game I'd want in the collection, especially if the combat lives up to what we've seen. S-Game even brought in Donnie Yen as a combat consultant. When you're selling a martial arts fantasy, that's a pretty good person to have looking over your shoulder. But there's another detail about this game that interests me beyond the sword fighting, and it's the 66 days its protagonist has left to live. Soul gets framed for his mentor's murder, stabbed through the heart, and left for dead. He receives a replacement metal heart, but it only buys him 66 days to uncover the truth and try to save himself. That's a hell of a deadline, which raises an obvious question. Why would this man stop to do side quests? You know how this usually goes. The story tells you the world is ending. Somebody desperately needs rescuing, and every second counts. >> [laughter] >> Then a stranger asks you to collect 12 mushrooms, and suddenly you've got the afternoon free. I can [music] accept plenty of video game nonsense, but if my heart has an expiry date, your missing shopping basket is going to remain missing. Thankfully, director Soulframe Liang has indicated that we won't be running around looking for lost cats or doing household chores. The side stories lean into revenge and the darker parts of this world, which sounds much more appropriate. If you're going to pull me away from a murder conspiracy and my own impending death, give me something worth stopping for. And there are ways to make that work. Soul moves through a world of competing factions and martial artists, so helping someone could also help him. Maybe they know something. Maybe they can teach him something. Or maybe their situation connects to the people hunting him. We already have an example of a side quest rewarding a phantom edge. So, there's at least a concrete reason to explore beyond the main route. What I'd really like though, is for those encounters to tell us who Soul is when he isn't cutting somebody in half. Does he help because he's compassionate? Because he recognizes another person getting screwed over? Or because he needs an advantage and knows they can provide it? Those motives give a character depth. A tragic backstory gets my attention, but the decisions someone makes afterwards are what keep it. Here's the important part for anyone already worrying about missing content. The supplied details say that 66-day countdown isn't an active timer during your first play through, even on hardcore difficulty. The actual time limit challenge comes into play after you've beaten the game. So, you can explore, learn the combat, and follow the side stories without constantly wondering whether opening another chest has cost you your ending. I like that approach. Let me experience the world properly first, then make me prove how well I understand it on another run. A timer becomes a much more interesting challenge when I know the routes, understand the fights, and have some idea of which detours are worth taking. [music] Otherwise, I'm liable to spend half the game worrying about whether I'm playing it wrong. The writing still has to sell the urgency, of course. Removing the mechanical countdown doesn't automatically explain why Soul would spend time helping strangers. Those stories need to connect with his goals or tell us something meaningful about him. Give me five memorable detours over 20 errands that exist because somebody decided the game needed a longer completion time. That's what I'm hoping Phantom Blade Zero delivers. Combat worth mastering, a central mystery that keeps moving, and side stories that earn their place. The premise already gives it plenty to work with. Now, I want to see whether the people we meet make that world as compelling as the fights. But first, where do you stand on the release? Are you jumping in digitally on October 28th or holding out for the physical edition in 2027. >> It's over. >> You better watch yourself now. >> [music] >> Hey, dancer iron fist Amy. >> Did you catch that? Neither of us have a choice [music] anymore. Show me what you have become. Restraint means nothing without strength to back it. >> What a thrill. >> And if Phantom Blade Zero wasn't already making your schedule difficult, Crimson Desert's first paid expansion, charting the unknown, arrives on October 29th, one day later. Apparently, somebody looked at our backlogs and decided we hadn't suffered enough. But this expansion has an interesting challenge because convincing people it has enough content might be the easy part. Convincing them they have enough time to play it? That's another conversation. We're talking about new story lines, ocean exploration, customizable housing, and even castle ownership. Castle ownership. Some of you still haven't finished the campaign and now you're going to become medieval property managers. >> [laughter] >> I can already see somebody spending their entire weekend decorating a fortress while the main quest sits there wondering whether they remember it exists. And that's part of the appeal. Crimson Desert gives you so many reasons to wander off that finishing the story doesn't necessarily reflect how much you've enjoyed the game. You can spend hours exploring, fighting, farming, building, and getting distracted by something you weren't looking for. For the right player, another excuse to stay in Pywell is exactly what they want. The developer reported 6 million copies sold worldwide back in June, following 2 million on launch day. That's a substantial audience for a new IP, and the expansion doesn't need to convince all those people to start again from nothing. It needs to give enough of them a reason to return, or for the people who never left, something new worth paying for. The stream of fixes and updates helps with that. When a developer keeps improving a game after launch, players have a reason to keep watching it. Somebody who walked away frustrated might see that their biggest complaint has been addressed. Somebody who already loved it might feel more comfortable spending money on an expansion. That continued work gives this release a stronger starting point than simply announcing, "Right, here's the paid stuff." But there's a detail you should check before buying. You can't access every part of the expansion at the same point in your playthrough. The seafaring story lines open after the Howling Hill quest, while the individual stories for Cliff, Unca, and Dame Aine require you to finish the main campaign. So, if those character stories are your main attraction, you've got some homework first. And judging by the Steam achievement snapshot in the source, quite a few people still have that homework outstanding. Around 76.9% had completed chapter 1, 28.9% had reached the end of chapter 7, and only 10.7% had completed all the main quests. That's Steam, rather than the entire audience, but it illustrates the gap between buying this enormous game and reaching its ending. I wouldn't automatically read those numbers as people rejecting it. Some players leave, some take their time, and some apparently decide the story can wait while they establish an agricultural empire. What interests me is whether the expansion becomes the push that gets them moving again. If you want to see what happens next with those characters, suddenly finishing the campaign has a little more urgency. For returning players, there's also that familiar moment where you load an old save and realize you have absolutely no idea what you were doing. You've got a packed inventory, 12 objectives, and somebody wants revenge for an event you can't remember. Add the mechanics and abilities introduced through updates, and you might need a little time to find your feet again. Thankfully, this is something you can work through at your own pace. You don't need to finish everything before the next big release arrives. But that release calendar absolutely affects what people buy now. And GTA 6 is looming over November. You can love Crimson Desert and still decide you're saving your remaining free evenings for something else. That's why I think existing players are the strongest audience for charting the unknown. They already understand the combat, know the world, and have some attachment to it. Show them a ship, a new storyline, and a castle they can claim, and you might already have their attention. A newcomer sees all that alongside an entire base game they haven't started. What looks generous to one person can look exhausting to another. >> Powerful bosses you've encountered throughout the world one after another in a test of skill and strategy. Those who overcome these challenges will earn valuable rewards. So, prepare to prove yourself against some of Pywell's most demanding encounters. And that brings us to the end of Charting the Unknown's features overview video. Thank you for all the support [music] you've shown for Crimson Desert since launch play means. We hope you've enjoyed this look at what's to come in Charting the Unknown, and we look forward to seeing the adventures you'll chart across Pywell. >> Rockstar is [music] turning Miami into a real-life Vice City, and this GTA 6 marketing campaign is getting ridiculous. We've got illuminated Vice City branding, a blimp flying over the city, boats advertising fictional clubs, and supercars attracting crowds around South Beach and Ocean Drive. At this point, you might go outside to escape the GTA hype and walk straight into another advertisement. One person apparently got a little too comfortable showing everyone how it all comes together. The worker who gained followers on TikTok by filming merchandise and promotional installations going up around Miami has reportedly been fired after showing the setups ahead of their reveal. Getting an audience by posting somebody else's unreleased marketing campaign is certainly a career strategy, just apparently a very short one. The bigger development is that people have spotted professional camera crews filming the cars around the city, including in locations fans recognize from the trailers. That's fueled speculation that Rockstar is putting together a live-action GTA 6 advertisement. We don't know the finished project yet, but the combination of staged cars, recognizable locations, and filming equipment certainly gives people something to talk about. And the campaign is already working before any potential commercial even arrives. Crowds are recording the cars, uploading clips, and spreading them across social media. Whether those shoots become a full advertisement or smaller promotional videos, the studio is getting an enormous amount of extra exposure from everyone standing on the pavement with their phone out. There could also be actual GTA branded beer on the way. Entries reportedly discovered in a US government database include Patriot, No Names Vice City, and Piswasser, suggesting that some of the fictional brands could become real products. There's no release date or confirmed retail rollout in these updates, but bringing the game's ridiculous beer brands into real shops would fit right into this campaign. They've already brought Vice City to Miami. Apparently, the drinks menu could be next. The advertising push is reaching television, too. Viewers spotted a GTA 6 trailer during an NBC basketball broadcast, with the intimate scenes removed for that version. That puts the game in front of a much broader audience than the people already watching every trailer frame by frame. Rockstar is moving from feeding the fans to making sure everybody else knows November 19th is coming. And finally, there's an update on when reviews could start coming together. Insider Gaming has suggested that review codes could go out by the end of October, which would give reviewers roughly 2 and 1/2 to 3 weeks with the game before launch. That's an expected window rather than an announced distribution date or review embargo, but I'd much rather reviewers get proper time with something this substantial. We don't have a confirmed list of outlets receiving access, either. So, predictions about who gets a code are still predictions. What we can see is the promotional campaign getting bigger. Television spots, citywide installations, filming on the streets, and potentially even products pulled straight out of the game. With November 19th approaching, Rockstar clearly wants GTA 6 to follow you from your screen into the street. And judging by Miami, it's doing a pretty good job. And while Rockstar is bringing Vice City into the real world, CD Projekt Red is giving you another excuse to disappear into Night City. >> [music] [music] >> Finally looking half-decent. >> [ __ ] you, Johnny. >> Hey, look at some good tunes. [music] >> Cyberpunk 2077's free patch 2.5 adds two voiced gigs, dual wielding, customizable arm cyberware, and a PS5 mod menu. That's a pretty substantial update for a game plenty of us thought the studio had finished adding things to. My backlog would appreciate some closure, but apparently we're not getting any. The feature that interests me most is dual wielding, because this actually changes how you play. A new perk called double trouble sits in the cool skill tree, and you can unlock it fairly early. It lets you carry two power pistols or revolvers at once, opening up another way to build V instead of just giving your existing character another gun to put in storage. There are trade-offs. Each weapon deals reduced damage and you sacrifice some aiming precision, but you've got more bullets available before you need to reload. You can mix your weapons, too, pairing a hard-hitting revolver with a faster pistol, for example. I like that there's a reason to experiment here because hold two guns is entertaining by itself, but finding combinations that work together gives it more staying power. And for anyone already looking for an excuse to start again, that's probably the strongest one. A mission gives you something new to do for an evening. A different combat build can change your entire playthrough. Whether I need another entire Cyberpunk playthrough right now is a separate conversation that my unfinished games would rather I didn't have. The two new gigs also sound more substantial than a couple of messages sending you to collect something. Both of V's voice actors return to record dialogue, which I appreciate. If you're adding stories to a game this dependent on its characters, giving them proper performances makes a difference. The standout in Push Square's hands-on is Clampdown, which connects directly to Edgerunners, too. V works with King, one of the new season's main characters, to break his friend out of Night City's prison complex. King stays on comms, so you're not fighting alongside him, but the mission finally puts that location to use. Expect roughly 20 to 30 minutes with new clothing and a powerful weapon among the rewards. The second gig follows a missing hacker and digs into Night City's history, including founder Richard Night and his original plans for the place. That's more appealing if you enjoy learning about the city beyond whichever gang currently wants to shoot you. The hands-on found it less memorable than Clampdown, but I like the combination. One mission built around a prison break, another giving the setting more depth. Then there's the customization and arm cyberware is the addition that feels particularly overdue. You can now change colors and patterns through five new glam docks, each with their own brand-based designs, personalities, and dialogue. For a first-person game where your hands spend so much time directly in front of you, that's a cosmetic feature you'll actually get to appreciate while playing. Depending on your cyberware, you can customize different plates and even individual fingers. Gorilla arms and mantis blade users get options across both limbs, while the projectile launcher gives you another opportunity to chase that Johnny Silverhand look. There are also five new outfits broken into separate clothing pieces with color variations, available through the usual vendors. So, yes, you can spend another evening adjusting V's wardrobe while the main quest patiently wonders whether you remember it exists. PS5 players also have more than 50 mods to browse at launch. The selection described here is mostly smaller additions, including hairstyles and gameplay adjustments. So, the immediate appeal is tweaking the experience to your liking. I'm more interested in how that catalog develops over time because a useful console mod library could give people reasons to keep returning well beyond this update. Would I reinstall for patch 2.5? If I already wanted another trip through Night City, absolutely. There's enough here to make that visit worthwhile. If I just finished a 100-hour run, I'd probably load my existing save, try the gigs, and experiment with dual wielding before committing to another full campaign. But, if you've missed several major updates, these additions give you even more to discover when you return. Where are you with Cyberpunk now? Are you coming back for the new missions, starting a two-gun playthrough, or waiting to see what the PS5 mod community delivers? Because I suspect a few people are about to reinstall just to have a look and somehow lose their entire weekend.