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USA PlayStation Store: June’s Top Downloads

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Welcome back! You’re here for the charts, so let’s get straight to it.

Grand Theft Auto rocketed back to the top of the PlayStation 4 charts, with FIFA 18 hot on its heels and God of War rounding out the top three. Job Simulator reclaims its throne atop the PS VR list, and PS Vita players are enjoying the simpler things in Stardew Valley.

If you missed any of these, head on over to PlayStation Store to pick ’em up!

PS4 Games
1 Grand Theft Auto V
2 FIFA 18
3 God of War
4 The Last Of Us Remastered
5 Detroit: Become Human
6 Mortal Kombat XL
7 Jurassic World Evolution
8 Horizon Zero Dawn: Complete Edition
9 Minecraft: PlayStation 4 Edition
10 Gran Turismo Sport
PS VR Games
1 Job Simulator
2 SUPERHOT VR
3 DRIVECLUB VR
4 Rick and Morty: Virtual Rick-ality
5 DOOM VFR
6 Farpoint
7 Killing Floor: Incursion
8 Until Dawn: Rush of Blood
9 PlayStation VR Worlds
10 Moss
Free-to-Play Games
1 H1Z1: Battle Royale
2 Fortnite Battle Royale
3 Fallout Shelter
4 Brawlhalla
5 Paladins
6 PRO EVOLUTION SOCCER 2018 LITE
7 Warframe
8 DC Universe Online Free-to-Play
9 3on3 FreeStyle
10 America’s Army: Proving Grounds
PS Vita Games
1 Stardew Valley
2 God of War: Collection PS Vita
3 METAL GEAR SOLID: HD COLLECTION PS Vita
4 Bloodstained: Curse of the Moon
5 Odin Sphere Leifthrasir
6 Call of Duty: Black Ops Declassified
7 Minecraft: PlayStation Vita Edition
8 Persona 4 Golden
9 Jak and Daxter Collection
10 Persona 4: Dancing All Night
PS4 Themes
1 Cat of Apocalypse HiQ Dynamic Theme
2 Legacy Dashboard Theme
3 Mystic Tree Dynamic Theme
4 Monster Hunter: World – Theme
5 Nebula Coulds Dynamic Theme
6 Amazing Aquarium 3D HiQ Dynamic Theme
7 Rainbow Shooting Cat Dynamic Theme
8 Synthwave A/B Complete Dynamic Theme Bundle by Truant Pixel
9 Awesome Space 4K Dynamic Theme
10 Amazing Night Sky Timelapse Dynamic Theme
PS Classics
1 Grand Theft Auto: San Andreas
2 Destroy All Humans! 2
3 Psychonauts
4 Destroy All Humans!
5 Bully
6 METAL SLUG ANTHOLOGY
7 Grand Theft Auto: Vice City
8 The Warriors
9 Resident Evil 2
10 Tomb Raider
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      With that image for the combat, that it’s risky, a slight mistake and you’re dead, if you had to go back every time you die and walk back to where you were, the tempo of the game would not feel very good. The idea of resurrection is that it helps the flow of the game. Yes, you have this battle, but you don’t necessarily need to go back every time you die, this helps to balance that out and allows for that riskier “edge of the knife” type gameplay.
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      One of the general concepts for the game is that you can kill ingeniously — a ninja is so resourceful that he can even make use of his own death to gain an advantage. That’s kind of the idea we had.
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      HM: Yeah, exactly.

      PSB: Can you speak more about what resurrection entails in Sekiro? How exactly does the mechanic work?
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      That dynamism is in the combat, as well. There are lots of different ways to approach a battle, such as stealth, or using your arm tools. Attacking from above, for example. Some of your ninja tools can take advantage of an enemy’s weakness, as well. Or, if you want, you can just go straight in with your sword.
      There are lots of different things you can do that will help you in battle. The game is designed in such a way that even if you’re not insanely good at the game, you can figure out how to get through it if you think about it and play it smart.
      “The game is designed in such a way that even if you’re not insanely good at the game, you can figure out how to get through it if you think about it and play it smart.”
      PSB: Changing gears, what’s your philosophy when it comes to the idea of “lore” versus “story”? The former being focused on world-building within the game, the other the act of actually telling a story.
      HM: There are some aspects of Sekiro that will be different than our previous games, and others that will be similar.
      In Sekiro, the story is actually centered around the main character. He’s a character in the story, who exists in this world. Previously we had nameless characters who weren’t as involved. Thanks to making the main character part of the story, the beginning of the game is probably easier to understand than our previous games.
      Aside from that, not too much is different. This isn’t a game where you go through one area, kill a boss, watch a cutscene, then the game tells you where to go next. The story trickles in as you’re playing the game, you’ll find things that will give you more information on the world — the lore, if you will — along with actual story information as well. In that way, it’s similar to our previous games.

      PSB: Is there a particular reason you choose to tell your stories this way? Do you find that it’s a more effective way of storytelling?
      HM: I’m a fan of stories that require you to use a little bit of your imagination in order to really understand the whole thing.
      When I was young, I used to enjoy reading books that were too hard for me, where I could only read maybe half the kanji, and using my imagination to fill in the gaps. I wanted to see if I could bring that kind of experience to a video game, where you use your imagination to bridge those gaps.
      PSB: FromSoftware announced two games at E3: Sekiro: Shadows Die Twice, as well as Déraciné for PS VR. Has it been challenging to work on both simultaneously?
      “Actually, I’m used to directing multiple titles at once. It’s easier to find inspiration… I enjoy that.” HM: Actually, I’m very used to directing multiple titles at once. Armored Core 4 and Demon’s Souls were at the same time, while Bloodborne and Dark Souls 3 were at the same time. This is a pretty normal situation for me, but what wasn’t normal was announcing two games at the same time.
      I actually prefer “parallel direction” — directing multiple projects at once. As a creative, if you’re focused on a singular thing all the time it’s easy to get stuck in that mentality. It’s easier to find inspiration when you’re working on multiple things than it is when you’re totally focused on one. I enjoy that.
      PSB: Any final thoughts?
      HM: Sekiro: Shadows Die Twice is a different kind of game. Our previous titles have been action RPGs, this time it’s an action adventure.
      There are lots of cool new things that I’m looking forward to fans enjoying. Particularly the new story format, or at least the fact that the main character is a big deal in the story. The new ways to explore the world, and the new way that you’re going to become more and more powerful.
      There are lots of aspects from our previous titles that I feel we’ve been able to iterate upon. The dynamic exploration, the violent swordfighting, and the huge number of strategic options. I feel that these are all major steps forward for these mechanics, and I’m really looking forward to fans playing it.
      PSB: So are we.

      The above interview was conducted via an interpreter, and answers have been edited for length and clarity.
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