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Code Vein II Interview: world building, player choice, weaponry, and more

Code Vein II, launching for PlayStation 5 on January 30, is the newest entry in the dramatic exploration action RPG series, Code Vein. Set in a post-apocalyptic future, it depicts the drama of Revenants and humans who fight to defy their doomed fate. Players confront relentless foes and treacherous locations alongside a trusted partner, while their choices rewrite history and shape the destinies of both the world and its characters.

We recently got a chance to go hands-on with the upcoming title and have a chat with the game’s producer, Keita Iizuka, and the director, Hiroshi Yoshimura.

Keita Iizuka, Producer, Bandai Namco Entertainment (left) & Hiroshi Yoshimura, Director, Bandai Namco Entertainment (right)

Follow a hero’s journey that transcends time to rewrite fate and history

PlayStation Blog: Your studio has worked on action RPGs like the God Eater series, the Tales series, and Scarlet Nexus. What aspects did you focus on to set this title apart from those games?

Yoshimura: I think one of Code Vein’s defining features is its challenging difficulty.

Iizuka: Another crucial aspect of Code Vein is that you can only bring one companion on your journey. Even when facing deadly environments or powerful enemies where a single mistake could mean death, it’s just the two of you. That may feel isolating at times, but the unique bond and trust that form between you and your partner is unique to Code Vein.

Yoshimura: Code Vein also places a strong emphasis on creating a world grounded in realistic backgrounds. The team made thoughtful design choices to blend anime-style characters naturally into these detailed environments. This commitment to a distinctive visual style is another hallmark of the game.

Yoshimura-san, back when you were developing God Eater 2, you talked about how you organized your ideas by carefully putting them into words. Did that approach carry over or influence your work on this project?

Yoshimura: The “verbalization method” I used during God Eater 2 has been applied not only to this title, but also to the previous Code Vein. It involves the enormous task of writing out every game element and clarifying how they connect to one another. We repeatedly iterated on the core action systems from the prototype stage. As projects grow in scope and development periods stretch, the market and player expectations keep evolving. If the team does not continually update its mindset during development, the game risks feeling outdated by the time it launches. The action in this title is the result of extensive iteration; while respecting and carrying forward the sense of camaraderie with your buddy that was so well received in the previous game, we rebuilt the system around two new strategic concepts – “Summoning,” where you fight alongside your partner, and “Assimilation,” where you become one with them. We hope players will enjoy this new approach.

When it comes to the game’s worldbuilding, were there any elements you carried over from the previous title or specific aspects you chose to emphasize?

Yoshimura: Code Vein II establishes a new setting while still retaining core elements from the previous game. Because this title is built around the idea of rewriting history, directly linking it to the previous game’s world would risk overturning the established history and player experiences. That said, it’s not an entirely separate world either; fans will notice familiar items, weapons, gifts, and other small callbacks scattered throughout the game.

During the hands-on demo, the design differences between Josée as your Revenant buddy and as a boss really stood out. What’s the concept behind the Revenant’s boss transformations?

Yoshimura: Those design differences are intended to make players wonder what happened to the character. While their appearance changes drastically, there are still subtle elements shared between the two forms. You might miss them during battle, but as the story unfolds, you’ll begin to understand the reasoning behind the transformations. We’d love for players to look back at the character designs after those revelations.

Ensuring narrative integrity amid history-altering changes

Player choices play a big role in this game. Does altering history result in multiple endings?

Iizuka: The core gameplay revolves around traveling between the present and past to progress the story. When you intervene in the past and return to the present, relationships with characters or the world itself will change. The game has multiple endings, so even after reaching one ending, you can go back in time to alter it.

Yoshimura: It’s a pretty unique structure. There are multiple endings, but the way players approach them is different. What really defines this game is how players actively shape the story through their own choices.

Iizuka: There’s also New Game+ that lets you carry over your levels and certain progress for those who want to revisit the story from the beginning.

The history-altering system must be challenging to maintain story consistency. What were your key focuses or struggles when crafting the narrative for this title?

Yoshimura: I took it on myself, but it was far more challenging than expected. As I built out the narrative, I found myself wanting to push the boundaries further. I want to create living, breathing characters, so I refused to make them act like puppets that were convenient to the game’s system. Maintaining narrative consistency was tough, but character integrity mattered even more. My core rule was ensuring that player experiences were reflected without any contradictions. The complexity made it difficult to convey my vision clearly to the team, so I just powered through it myself (laughs).

Iizuka: The story went through extensive rewrites. However, the final version achieves solid consistency and a smooth flow, making the history alterations feel seamless without any sense of disconnect.

Character creation has expanded with adjustable body types, new hair options and broader gradient options. You can mix-and-match outfits with on/off toggles to unlock even more variety. Cloaks and hoods are separate parts of vampire gear, and there are no longer accessory cost limits.

What are the standout features of the new Rune Blade and Twin Blades? Are there any changes to weapons carried over from the previous game?

Yoshimura: The Rune Blade is a tricky weapon that leverages formae power to levitate swords. With specific formae, you and the blade can move independently to attack, pulling off solo coordinated assaults. Twin Blades, held in both hands, prioritize speed and spin. It was highly requested by fans of the previous game, so we’re excited for the new addition. In Code Vein II, you can stack wounds with every hit to maximize Ichor from blood drains, so hit count is key.

It’s difficult to pinpoint changes to the five returning weapon types, but the animations have seen a major quality upgrade, so nothing feels exactly like the previous game. Every move, from weighted swings to combos, has been fully rebuilt to match the elevated animation standards.

Iizuka: This game now lets you equip formae directly onto weapons, with many more type-specific options. This makes  tailoring builds to each weapon’s strengths far more intuitive than in the previous title.

Code Vein II launches on PS5 January 30. For more gameplay details, check out the latest hands-on report.

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PlayStation Partner Awards 2025 Japan/Asia winners announced

Today, December 3 – Sony Interactive Entertainment (SIE) held the PlayStation Partner Awards Japan/Asia to celebrate some of the best PlayStation 5 titles that debuted through the year, made by creators in Japan and Asia. Read on for a rundown of all the games that received awards at this event.

For the 2025 PlayStation Partner Awards, the traditional Users’ Choice Awards, Partner Awards, and Grand Awards returned, alongside the Accessibility Award and the brand-new PlayStation Indies Award. The Accessibility and PlayStation Indies awards celebrate the commitment to diverse play made by creators, as well as recognizing their creativity, development skill, and appreciation from PlayStation players.

PlayStation Partner winners were honored by long-standing members of Sony Interactive Entertainment’s executive team, including President and CEO of SIE, Hideaki Nishino, alongside the Senior Vice Presidents of Global Partner Development & Relations division, Pete Royea, Kiichiro Urata, and Phil Rosenberg. The PlayStation Partner Awards remains a celebration that honors the creativity of talented developers, and celebrates the amazing variety of hit titles that PlayStation communities in Japan and Asia enjoyed throughout the year.

Grand Award

Awarded to the top five titles developed in the Japan / Asia regions with the highest worldwide sales between October 2024 and September 2025*.

Dragon Ball: Sparking! Zero | Bandai Namco Entertainment
eFootball | Konami
Marvel Rivals | NetEase Games
Monster Hunter Wilds | Capcom
Zenless Zone Zero | HoYoverse

Partner Award

Awarded to titles developed in the Japan / Asia region with top-ranked worldwide sales between October 2024 and September 2025**, with particularly noteworthy commercial accomplishments.

Elden Ring Nightreign | FromSoftware, Inc. / Bandai Namco Entertainment 
Metal Gear Solid Δ: Snake Eater | Konami
Path of Exile II | Grinding Gear Games
Silent Hill f | Konami
Wuthering Waves | Kuro Games


Accessibility Award

Awarded to titles developed by Japan / Asia studios that launched in 2025, notable for the high quality and development effort of their accessible gameplay implementations, including alternative control schemes, colorblind modes, audio description, and more.

Like a Dragon: Pirate Yakuza in Hawaii | Sega
Monster Hunter Wilds | Capcom

PlayStation Indies Award

A new PlayStation Partner Awards category, recognizing the variety and creativity of independent game creators and studios working in Japan/Asia. The title list was curated from 12 outstanding indie titles produced in Japan and the broader Asia region, then voted on by PlayStation players. Said John Vega, Global Director of the Indies team: “It is an honor to introduce the inaugural PlayStation Indies Award chosen by you, the players. This award recognizes some of the awesome Indie titles that have released on PlayStation over the past year from our partners across Japan and Asia and celebrates their impressive creativity. PlayStation loves Indies!”

Ender Magnolia: Bloom in the Mist | Binary Haze Interactive
Nine Sols | Red Candle Games
Urban Myth Dissolution Center | Shueisha Games

Users’ Choice Award

Awarded to the top five titles released in the Japan / Asia region between October 2024 and September 2025, selected by user votes in the Japan/Asia region, out of the top 30 titles with the longest total game play time.

Clair Obscur: Expedition 33 | Kepler Interactive
Dynasty Warriors: Origins | Koei Tecmo
Monster Hunter Wilds | Capcom
Silent Hill f | Konami
Wuthering Waves | Kuro Games

* Calculated based on physical sales as well as digital sales made through PlayStation Store (including additional content and in-game currency).
** SIE’s own indicators, such as player numbers, are also factored into the selection of nominees. Listed publishers are that of the Japanese PlayStation Store.

Here are messages from the recipients of the “Grand Award” to all the players.

DRAGON BALL: Sparking! ZERO

(Bandai Namco Entertainment)


“We are truly honored to receive this distinguished award.

As the first new installment in the series in 17 years, this title was made possible thanks to the incredible support of our many fans. This award is the result of the passion and enthusiasm everyone has continued to bring to the game, even after its release. We would like to take this opportunity to once again extend our sincere gratitude. Thank you for your ongoing support as we continue working on future developments.”

DRAGON BALL: Sparking! ZERO Team

 eFootball

(Konami)


“We are deeply honored to receive the prestigious GRAND AWARD. From the release of the very first Winning Eleven on PlayStation to its rebranding as eFootball, the series is celebrating its 30th anniversary this year. We would like to extend our gratitude to all the players around the world who have continued to support us. With the world’s biggest football event approaching next year, we expect an even more exciting season ahead. Our development and operations teams will continue to work together to deliver an even more passionate and enjoyable football experience. Thank you for your continued support of eFootball.”

Konami
General Producer
Junichi Taya

Marvel Rivals

(NetEase Games)


“We are truly honored that Marvel Rivals has received this recognition. Our heartfelt thanks go to PlayStation for their tremendous support, to our team and Marvel Games for their ongoing efforts, to our partners for their hard work, and to the millions of players who have continued to support our game and show us love.

In the past year, we have introduced over 40 superheroes to players through Marvel Rivals. Moving forward, we will strive to deliver even richer content. We look forward to players continuing to explore this diverse Marvel universe, stepping into the roles of superheroes who save the world, and enjoying the fast-paced battles.

Once again, we express our gratitude to PlayStation and our players for their unwavering support! We will closely monitor player feedback and are committed to providing even more exciting content in the future!”

NetEase Games
Lead Producer
Weicong Wu

Monster Hunter Wilds

(CAPCOM)


“Our entire team is truly honored to receive both the GRAND AWARD and the ACCESSIBILITY AWARD, as well as a nomination for the USERS’ CHOICE AWARD. 

This game was developed with the goal of creating a deeply immersive hunting-action experience that could be enjoyed by both longtime fans of the series and newcomers. Based on player feedback, we are continually refining and updating the game to deliver an even more comfortable and exciting hunting experience.

We would like to express our heartfelt gratitude to everyone who has played Monster Hunter Wilds, and we look forward to your continued support.”

CAPCOM
Producer
Ryozo Tsujimoto
Director
Yuya Tokuda

Zenless Zone Zero

(HoYoverse)


“We are deeply honored that Zenless Zone Zero has received the GRAND AWARD for the PlayStation® Partner Awards 2025, and we would like to sincerely thank players worldwide and PlayStation for their support of Zenless Zone Zero, who have witnessed the growth and evolution of Zenless Zone Zero over the course of a little over a year. This award is both a testament to and recognition of the journey we’ve shared together, and it will continue to inspire us to create even better gaming experiences with passion, dedication, and sincerity.

The adventure in New Eridu continues onwards, and we will continue to be driven by your support and feedback to work harder to shape the unique charm of Zenless Zone Zero — pursuing a distinctive artistic style, creating exhilarating combat experiences, and delivering richer and quality content through continuous updates and optimizations. We look forward to exploring the secrets of New Eridu together with our Proxies as we head towards a future full of endless possibilities for Zenless Zone Zero.”

HoYoverse
Producer
Zhenyu Li

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