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  1. Yesterday
  2. Email us at [email protected]! Subscribe via Apple Podcasts, Spotify, Google or RSS, or download here PlayStation · Official PlayStation Podcast Episode 370: Girl Talk Welcome back y’all! This week, Kristen interviews Ashley Johnson and Laura Bailey for a spoiler-filled The Last of Us Part II discussion. The team also talks PlayStation Indies, Ghost of Tsushima, and more. Listen in! Oh, and be warned — The Last of Us Part II spoilers kick in starting at 41:17! Stuff We Talked About The Last of Us Part II Ghost of Tsushima PlayStation Indies Superhot: Mind Control Delete Neversong The Cast Sid Shuman – Senior Director of Content Communications, SIE Kristen Zitani – Content Communications Specialist, SIE Justin Massongill – Content Communications Manager, SIE Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] View the full article
  3. Last week, we asked you to roam the world of The Last of Us Part II and share overgrown and hardened scenery shots using #PS4share and #PSBlog. Here are this week’s highlights: Greenery takes over this broken urban landscape in Drag0nScary. Looking up in this shot from em_the_gem2. GAMEVNOM shares a Seraphite shrine. Ellie’s horse takes a break in this share by shotsoulgamer. TheFourthFocus shares an intimate shot of an abandoned music shop. Seattle’s Chinatown gets a spotlight from yoowherezzmick1. Search #PS4share and #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week? Theme: The Last of Us Part II – Portraits Share by: 9am Pacific on Wednesday, July 15 Next week, turn your lens to your favorite The Last of Us Part II characters and share up close, detailed portraits using #PS4share and #PSBlog for a chance to be featured. View the full article
  4. Easy Platinums Ep. 19: Concept Destruction - HTG
  5. Last month we were honored to present the announce trailer for Horizon Forbidden West to the PlayStation community during PlayStation’s The Future of Gaming digital showcase event. Next month will be equally exciting, as we’ll introduce the world of Horizon to a whole new community when Horizon Zero Dawn Complete Edition launches on PC. This month we’d like to present something of a very different nature: Horizon Raw Materials, a new merchandise brand aimed at extending the world of Horizon beyond video games. In this update we’ll cover the first assortment of apparel, tabletop games, comic books and music released under the new brand, so let’s dig right in! Horizon Raw Materials Apparel by Insert Coin Insert Coin is one of the leading names in high quality video game inspired apparel, so we were thrilled to join forces with them for a range of exclusive, officially licensed wares. Take a look at their hot new Horizon Raw Materials clothing line inspired by Horizon Forbidden West: Aloy 2.0: Cord Sherpa Jacket Pre-order starts July 10 @ 8AM PT / 4PM BST Price: GBP £84.99*, USD $95 (approx.)** Ships to US, Canada, Europe (excluding Russia), Australia, New Zealand Focus: Beanie & Pin Set Pre-order starts July 10 @ 8 AM PT / 4PM BST Price: GBP £27.99*, USD $32 (approx.)** Ships to US, Canada, Europe (excluding Russia), Australia, New Zealand Tremortusk: Striped Short Sleeve Tee Pre-order starts July 10 @ 8 AM PT / 4PM BST Price: GBP £23.99*, USD $27 (approx.)** Ships to US, Canada, Europe (excluding Russia), Australia, New Zealand Horizon Zero Dawn: The Board Game Successfully funded on Kickstarter in less than two hours, the eagerly awaited Horizon Zero Dawn: The Board Game by Steamforged Games is now nearing completion. If you missed out on the Kickstarter campaign, there’s still time to put in a limited edition all-in pledge that gives you access to the core game (pictured below), all ten expansion packs, AND the Kickstarter-exclusive miniatures via the Steamforged Games web store. The core game is slated to ship in November 2020, with additional expansion packs shipping in July 2021. Available to pre-order now, until July 16, 2020, 4pm PST / July 17, 2020, 12am BST Price: USD $360*, EUR €315.00*, GBP £280.00* Ships to US, Canada, Europe (excluding Russia and Ukraine), Australia, New Zealand We’ve had a lot of fun playing the game during Steamforged Games’ visit to the Guerrilla studio: Play Video Horizon Zero Dawn Comic Book Series Published by Titan Comics, the Horizon Zero Dawn comic book spin-off by artist Ann Maulina and writer Anne Toole takes place after the events of the original game, and focuses on the skilled Carja hunter Talanah. The title will be part of Free Comic Book Day, with a special FCBD issue set to hit comic book stores on July 22. Issue #1 in the series will feature beautiful variant covers from Ann Maulina, Stanley “Artgerm” Lau, Peach Momoko and Lois van Baarle, and will be released on August 5. Available to pre-order now until August 5 Price: USD $8*or $3.99* for digital copy, EUR €3.99 (approx.)**, GBP £2.65 (approx.)** Available in US & CAN, UK & Europe, digitally worldwide, and at Comic Book Retailers Worldwide For more insight into how we’re bringing the world of Horizon to the medium of comics, be sure to check out this interview with Studio Director/Art Director Jan-Bart van Beek and Narrative Director Ben McCaw: Play Video Also, don’t miss the special spotlight panel recorded for [email protected] 2020 and featuring the full creative team behind the comic book series, which will air on July 23 at 2pm PDT / 10pm BST / 11pm CEST! Horizon Zero Dawn and Horizon Forbidden West Music Releases To celebrate the upcoming launch of Horizon Zero Dawn Complete Edition for PC, Republic of Music will release a limited re-issue of the award-winning Horizon Zero Dawn soundtrack by composers Joris de Man, The Flight, Jonathan Williams, Niels van der Leest and the Guerrilla Audio Team in September. If you weren’t able to get your hands on this highly collectible 4-disc vinyl soundtrack the first time around, now’s your chance as it’s available for pre-order now! Available to pre-order now until sold out (white edition strictly limited to 500 copies) Price: GBP £50* Worldwide Shipping Different colour variant available later this year at select retailers And speaking of Horizon soundtracks, we have good news for those of you who can’t get enough of the theme song from the Horizon Forbidden West announcement trailer! Composed by Joris de Man and featuring the angelic vocals of Julie Elven, the track “Promise of the West” is available now for streaming and purchase on all major digital music channels in collaboration with our friends at Sony Masterworks. As you can probably tell from the lineup above, it’s a great time to be a Horizon fan. This is just the tip of the iceberg, though — we have many more exciting Horizon Raw Materials updates planned for the future, so stay tuned to the PlayStation Blog and Guerrilla’s Twitter account for the latest news! *Recommended retail price plus applicable tax and shipping. **Plus applicable tax and shipping. Prices may vary based on daily conversion rate. View the full article
  6. Last week
  7. The Last of Us Part 2: Chap 9 / Downtown (All Collectibles) - HTG
  8. A quick update for our fans — here’s your first look at the box art for PS5 games you’ll be seeing on store shelves this holiday, starring Marvel Super Hero Miles Morales. Any thoughts on the new look? View the full article
  9. Gamedev is full of success stories. Tales of happy people who gleefully work on their project for several months and emerge with a great game after a joyful development. In reality, this is rarely the case. The process of making games can be hard, demanding, full of doubt, sorrow, and dead ends. That was exactly the case with our latest project and how it came to be. After finishing Superhot VR we sat down thinking — what can we do next? Then stopped, because we remembered that we had already started a little thing right after Superhot. We promised to make something for the people who loved the game but felt it was too short. A thing to keep them occupied while we work on whatever we decide to do next. It was supposed to be a short project, no longer than three months of work, given away for free to anyone who bought the original, non VR Superhot game. More than three years later we’re at the finish line of that “little thing” now called Superhot: Mind Control Delete. What is it, exactly? To be honest I don’t really know what genre it is anymore. We wanted to make a rogue-lite, but Superhot: Mind Control Delete lost any resemblance to one a long time ago. Let’s just say you have gameplay similar to the original game but the levels are much less linear. You go through sequences of areas and if you die you start the section again. If you succeed, more challenges unlock. We also added more enemy types, weapons, new abilities, and power-ups. It’s a fully-featured game complete with a “non-existent” story that is waiting for you to explore and experience rather than being rammed at you in high-speed like in the original Superhot. In order to make MCD we had to completely rearrange the way we think and design. The first game was this tiny, highly-polished gem. It was so devoid of any unnecessary features that it felt impossible to build upon. Everything felt superfluous, every new thing we added to MCD just made it worse. We had to make dire decisions and basically crush this precious gem into a thousand pieces and reassemble it into something new. The development was long, hard, and eventful. We made a decision to go into early access to gather feedback from people, which threw us into high speed development mode we weren’t used to. The team was rapidly growing, and so was the project. Features piled up, new ideas came one after another, and we couldn’t resist adding MORE stuff to it. Everything seemed to fit, all was going so well. At least until we crashed head-first into a brick wall. After more than a year and a half of development we felt tired and decided: “let’s stop here and look at what we have.” Unfortunately, we realized that we had created a monstrosity. An abomination consisting of too much stuff — unpolished, unoptimized, cryptic, and confusing, with no clear story or purpose. Our drive for MORE exhausted us; the project became too heavy, weighed us down. Despite that, we refused to give up. We believed there was something inside this amorphous pile of MCD that could be salvaged. It just needed some trimming, removing a few “not-that-good” features. We just had to cut out a fake internet app, chats with a friend feature, daily and weekly challenges, boss battles, community hub, interactive red voice, scoring system, in-game currency connected with game progression, create-your-run system, leaderboards, boss fight arenas, rewrite the story three or four times, change the whole UI, remake all upgrades, rewrite the system of getting new upgrades, and more. Surely it wouldn’t take us that long to finish — we thought. A year and a half later, we finally did it. When we started out we never imagined it would be that difficult and taxing. We came to the depths of despair and back, fighting to create a thing that not only we would be proud of but you would immensely enjoy. We stripped the game to the bare minimum we thought necessary, and in doing so we discovered its true identity. Along the way our initial goals did not change a bit: make a game that will provide you with dozens of hours of gameplay as a thank you for believing in us during Kickstarter, and supporting us emotionally and financially by playing and buying Superhot and waiting patiently for whatever comes next. That’s why Mind Control Delete will still be given away to every owner of the original game on every platform. We feel proud of our creation. We think it’s a good game and hope you’ll play the hack out of it… and enjoy it half as much as we suffered making it! Look here! A shameless promotion plug! Read it, it’s good for you! Remember Mind Control Delete will be free for everyone who has purchased the original, non-VR Superhot prior to the release of MCD! Yes, it means we’re giving away over two million copies of the game on (almost) every imaginable platform. For those eligible, your free copy of Mind Control Delete will be added automatically to your PS4 games library after the release. Check out the official Superhot website for all the details. Finally, we have also created lots of lovely Superhot: Mind Control Delete wallpapers to help celebrate our launch. Head over to playstation.com and snap them up. Thank you for everything, love always, Superhot Team View the full article
  10. Ghost of Tsushima is right around the corner. Very soon, we’ll finally be able to take you on this journey, time traveling back to feudal Japan. You will become Jin Sakai, a wandering samurai fighting to save his home, the island of Tsushima. Tsushima is a real place, a Japanese island located between the Japanese mainland and the Korean Peninsula. We visited Tsushima multiple times during the project, a beautiful place crowded with mountains and dense forests. Green covers what seems like every inch of the island, a rolling tree line from the top of the mountains all the way down to the ocean. However, our version of Tsushima is not a 1:1 recreation of the real-life counterpart — it’s a love letter to all of its parts. We took essential elements of the island, mixed with some inspirations from mainland Japan, and built this unique world for Ghost. During our trips, we recorded birds and nature sounds and photo-scanned leaves from Tsushima island, and used them in the actual game. This was a way for us to bring a little piece of the real island of Tsushima to you. Ghost of Tsushima is by far the biggest game we have ever made. The map is divided into three regions filled with more than forty diverse Biomes and hundreds of points of interest. Our goal when building an open world game is always “if you can see it, you can reach it.” You will journey through lush forests, cross boggy swamp lands, and enter into frozen mountainous landscapes. We collected so many references from movies, games, paintings, and even travel posters to draw inspiration. We want to present you with an authentic, believable world, a world that would call out to you, inviting you to explore, a world that is rich and full of surprises. The world of Tsushima is built around two pillars: natural beauty and manmade order. While exploring the world, you may follow a string of torii gates to a forgotten shrine, assault a fortified castle, or find an abandoned fishing hut near the water. There are hundreds of locations in Tsushima to explore and hidden rewards to find. Based on the region, different locations have their own identity. For example, the healing town of Akashima is located in lowland wetlands. Moss hangs and grows on every surface, mist lingers above the ground, and incense burns near the great bell. You might even hear frogs croaking around you. It is mysterious and beautiful. Nature plays an important role in the world of Tsushima. It creates a rich, vibrant color palette that drives the art style and identity of our game. When we first started, nature was just part of the general background, and it wasn’t until we started working on the grasslands, and saw it as a singular element, that we realized how powerful it could be. I remember the moment we were looking at the screen, a sea of white fluffy pampas flowers dancing in the wind, rolling wave patterns flowing round after round, and white particles flying in the air. It was stunning. That success inspired us to look at how we could make our natural spaces more memorable and unique. We tried lots of methods to reach our goals, limiting the variety of foliage, pushing color values, increasing translucency levels, and reducing noise on textures. In the end, this bold use of color in nature became a theme for our game. By limiting the types of foliage in biomes, we were better able to bring a sense of freshness to each area and create a much more memorable world. You may have already heard that Ghost has a unique mechanic called the Guiding Wind. At any time, players can summon a gust of wind to help guide them to their destination. As the wind blows, players will notice everything react around them — foliage, cloth, particles helping point them in the right direction. That’s not the only role the wind plays, though. Imagine a classic samurai movie scene, two samurai warriors standing in a grass field, raising their swords and staring at each other, both perfectly still, holding their breath waiting for the next move. Behind that stillness is a world of motion. Grass is waving, leaves are flying through the air, cloth is blowing in the wind, and rain is coming down from the sky tapping every surface. As tension increases, we want our world to reinforce that feeling, static versus movement, and lead you to have that true cinematic moment. During the years it took to build our version of Tsushima, we faced a lot of challenges; the biggest one was scope. As the largest game we have ever made, can you imagine if we needed to place every single blade of grass by hand? What if we then needed to change the type or density of grass later? We would not be able to finish, so we made procedural tools that would allow us to build a massive world unbelievably fast and would still be really flexible if we changed our minds later on. These tools allowed us to be more creative and expressive in our artistic choices. Here are some examples of our tools in action: Foliage growing in a forest: Freedom of painting grass: Here are millions of blades of grass loaded together: Tsushima is rich in density and variety, and it’s also constantly changing. You might be standing on the top of a cliff and see a big storm on the horizon. You could be crossing a bridge as clouds cover the sun and rain starts to drop unexpectedly. You could be sneaking around a Mongol war camp on a misty night, but moments later end up watching a beautiful sun rise on the ocean shore with your horse… it’s all dynamic. Exploring the world of Tsushima is a core part of our gameplay, and we treat the environment like a living character. One that’s breathing, moving, has her own personality, and is charming and plentiful. There are so many stories the world wants to tell and surprises to discover. We invite you to join us on that journey on July 17. View the full article
  11. Hey there everyone, Pip from No More Robots here! I’m so excited to bring you the news that Nowhere Prophet, our dust-punk deckbuilder will be launching on PlayStation 4 on July 30! Nowhere Prophet sees you crossing a post-apocalyptic wasteland on a planet called Soma, where civilization has broken down and the lack of resources made everyone turn either bandit or madman. At its end lies the mysterious Crypt, which promises safety and prosperity for you and your band of followers – each of which is a fragile card that can be wounded or killed along the way. Can you keep your followers safe along this treacherous trail? Nowhere Prophet is a single player, deckbuilding card game with procedurally generated maps, a high difficulty and permadeath. Set in an unforgiving world, here everything will be stacked against you. Each member of your deck that you collect, buy or trade is either a human being, a loyal beast or a machine built to aid you cross the wasteland and each one comes with their own name. Be careful getting attached though, if these suffer two consecutive wounds they’ll die, and be removed from your convoy forever. Despite the permadeath, Nowhere Prophet is a game about hope. Sharing luxuries with your people and showing kindness along the road will be hard, but ultimately, it’ll generate a power that will allow you to reach the end of the world. While being cruel might be an easier option, your convoy will struggle to keep on the fight without a glimmer of hope. You’ll also gain bonuses for how you interact with the world, with your dealings with religion, knowledge and altruism opening up more pathways and choices for you and your convoy to take along the way! At the game’s heart, there are two distinct parts of gameplay: travel and combat. Each offers their own challenges and will put your convoy in all sorts of danger. You’ll have to be clever and play to your convoy’s strengths in both parts to triumph – each has their own advantages across the various area types and when dealing with the numerous factions that roam the lands. During travel you navigate across a procedurally generated map, making each trip across the wastes different. You’ll have to make sure your convoy has enough resources to travel as you pick your route – some are definitely more dangerous than others but provide better rewards. Your choices as you move will be vital! As you travel on, you’ll encounter a myriad of strange places and even stranger people, each with something different to offer, and you will be thrust into situations that put the fate of your followers in your hands. How you react to these will shape you and your convoy, so choose wisely! If you’re lucky enough to gain some rewards, maybe for helping someone – or robbing them, then you can invest those to improve your decks. This could be picking up more followers for your cause, grabbing some luxuries to keep your convoy’s hope alive or a new piece of armour/weaponry to make your prophet stronger. You’ll also be able to level up and learn new skills to aid in combat, as well as study under teachers to give your people the best chance in reaching your goal. You will have to overcome some enemies to keep your convoy and resources together, or you’ll need to look to pick fights to right wrongs or just grab some new loot – here the game becomes a turn-based strategy card game that you must win to survive! Play convoy cards to put your followers onto the field and overcome your enemy, or use skills to change up the battlefield, but be careful: If you’re wounded you will have to find a safe place to heal, and if one of your followers takes too many wounds, they are lost forever. Throughout the game you’ll notice a strong Indian flavour — inspired by his heritage and frustrated at how few games shone a light on Indian culture, Martin Nerurkar (Creative Director) has filled Nowhere Prophet with rich and meaningful themes and symbols, from the colour-schemes and patterns that fill the world to the wonderful soundtrack that combines traditional instruments with the grit of post-apocalyptica! Each of the factions in the world has been carefully brought to life so that every time you play, you’ll be met with a diverse cast of interesting characters, beasts and drones that all carry that unique impression. An immense amount of love has been put into Nowhere Prophet since 2014, and we’re so happy it’s coming to PS4 on July 30. We really hope you love it as much as we do! We’ll meet you at the Crypt! View the full article
  12. Since its introduction in 2013, the Sword Art Online anime has garnered a huge number of fans worldwide. It’s easy to see why, with its colorful cast of characters and exploration of the psychological effects of virtual reality. Sword Art Online Alicization Lycoris, out tomorrow, allows players to experience the anime’s latest arc in JRPG form. We spoke with Lead Producer, Yousuke Futami, to get the inside scoop on the latest addition to the Sword Art Online game series. Q: This game follows the Alicization arc of the anime. What made you decide to follow the canon anime storyline instead of creating a game-specific storyline? When describing the Alicization Arc, in order to express the vast world of the original work and the anime, we came to the conclusion that the opening part should be the same between the anime and the game. We wanted to explore themes of the original work such as Kirito and Eugio’s friendship, Artificial Intelligence, the differences among humans, what defines a spirit and so on. It is straightforward even for those who watch the anime or read the original work but haven’t played the previous games, so I think it is easier to jump in. Q: Were there any challenges in adapting the anime storyline into a video game? As you know, the volume of the first half of the Alicization anime is colossal. I assumed we could actually make a game out of the first 24 episodes. With that massive volume in mind, it was challenging to adapt the story in a way that it could coexist with the gameplay. We made sure players can play the anime story in the game without feeling stressed. Q: Medina Orthinanos is a new game-original character. Can you take us through the process of creating a new character for a story that is already established? We made her appear in the game sooner than many of the fans would probably expect. Kirito and Eugeo meet her just when they leave Rulid Village, but she goes to the Academy like Eugeo and the important point is that this spins into the later part of the story. Medina is a very strong and honest character. As AI lives are almost like the humans in the Under World, we set her character as someone who would explode their “feelings.” In the anime and the original work, Alice’s struggle is shown, and in the game, there are friends like Kirito and Eugeo to share with. Media is a contrast; she is looked down on by different people. She was created to express the “feelings,” essential as an AI in this world. Medina has a very important role in the game version of the Alicization arc. Without her, the game’s theme can’t be told. I really hope you can experience the game’s message throughout the journey with Medina. Q: Did you have any reservations about adding an original character into the story? As a daughter of a noble family, Medina is burdened with the dark side of the aristocracy and the humans. This part follows the original work or the anime settings, so we did not have reservations with adding her into the game. Q: Should fans expect more Sword Art Online games that will follow the anime storyline? Of course! I hope that young talents yet to come will create new SAO games for the next generation. Q: What do you think sets Sword Art Online Alicization Lycoris apart from previous SAO games? The battles feature the “AI” quite a lot. Your partner character will memorize their move sets as they fight more and more enemies. You can set and customize your partner’s memorized moves on your own, upload it, download from other online players’ partner AI, and so on. Since it grows quickly as you fight, you can feel the members becoming stronger. Compared to past SAO games, this title has evolved for you to experience more SAO-like battles. I hope you enjoy playing the game with many of the partner characters you can choose from. Q: What are you most excited about for fans to experience in this game? I hope that fans will enjoy the world of SAO Alicization, experience the SAO story only told in this game with their favorite characters, and also have fun exploring the world of Underworld in general. I hope they can sense the meaning of the game’s catchphrase: “The world will never forget you” through their gameplay experience. Sword Art Online Alicization Lycoris comes out tomorrow, July 10. Pick up a digital copy of the game for PS4 before August 13, 2020 to receive four bonus costumes. View the full article
  13. The July Savings promotion is now live on PlayStation Store, bringing with it deep discounts on a variety of PS4 titles, meaning for a limited time*, you can enjoy a range of thrilling adventures for less! Battle as resurrected hero Daniel Fortesque in action adventure MediEvil. Showcase your stylish combat skills in Devil May Cry 5 Deluxe Edition. Take on the undead in Call of Duty: Black Ops III Zombie Chronicles Edition. There are even more games on offer, a selection of which can be seen below. If you’re joining us from Europe, check out your entire range of deals here. North American player? Look through your full sale here. 2Dark Ace Combat 7: Skies Unknown Deluxe Edition AER – Memories of Old Anthem: Legion of Dawn Edition AO Tennis 2 Arca’s Path VR Assassin’s Creed IV Black Flag Assassin’s Creed Origins Gold Edition Assassin’s Creed III: Remastered Assassin’s Creed Rogue Remastered Bee Simulator Brick Breaker Call of Duty: Black Ops III Zombie Chronicles Edition Code Vein Crash + Spyro Triple Play Bundle Dark Souls III – Deluxe Edition Deponia Collection Devil May Cry 5 Deluxe Edition (with Red Orbs) Dragon Ball Z: Kakarot Deluxe Edition Edna & Harvey: Harvey’s New Eyes Far Cry 3 Classic Edition Far Cry 4 Farmer’s Dynasty Handball 17 Horizon Zero Dawn: The Frozen Wilds Hunting Simulator Journey Just Cause 4 – Complete Edition Ken Follett’s The Pillars of the Earth Knack 2 Little Nightmares Complete Edition Mahjong MediEvil Mega Man 11 Mega Man 30th Anniversary Bundle Monster Hunter World: Iceborne Deluxe Kit Monster Hunter World: Iceborne Master Edition Motorcycle Club My Little Riding Champion Need for Speed Ni no Kuni: Wrath of the White Witch Remastered Nioh – The Complete Edition No Man’s Sky Outcast – Second Contact Overpass Overpass Deluxe Edition Paper Beast Premium Pool Arena Pro Fishing Simulator Quiplash Resident Evil 7 biohazard Resident Evil 7 biohazard Season Pass Rugby 20 Shadow Tactics: Blades of the Shogun Shadow Warrior Shadow Warrior 2 Sherlock Holmes : The Devil’s Daughter Silence Solitaire Spike Volleyball Star Wars Jedi: Fallen Order Deluxe Edition Strange Brigade Street Fighter 30th Anniversary Collection Sword Art Online: Lost Song Tennis World Tour Tetraminos The Fisherman – Fishing Planet The Long Journey Home The Shadow Warrior Collection The Sinking City The Unicorn Princess Tom Clancy’s Ghost Recon Breakpoint Tour de France 2019 TT Isle of Man – Ride on the Edge TT Isle of Man Ride on the Edge 2 Ultimate Marvel vs. Capcom 3 V-Rally 4 Warhammer 40,000: Inquisitor – Martyr Warhammer Chaosbane Watch Dogs 2 – Deluxe Edition WRC 5 eSports Edition WRC 8 FIA World Rally Championship WRC Collection *July Savings promotion runs from July 8 until July 22 at 23.59pm BST in Europe, 23.59pm PT in Americas. View the full article
  14. Hello! Following yesterday’s Players’ Choice victory for The Last of Us Part II, Naughty Dog’s long-awaited follow-up has also taken top honors in the monthly PlayStation Store download charts. Call of Duty: Modern Warfare, FIFA 20, and Grand Theft Auto V all performed strongly, as well, filling out the top four spots on both the US and EU lists. Gorn and Beat Saber took the top spot for PS VR in US / Canada and EU, respectively, while Call of Duty: Warzone topped both regions’ free-to-play charts for June. Keep reading to see the full charts, and hit the comments to let us know how you think July will shake out. See you then! PS4 Games US/Canada EU 1 The Last of Us Part II The Last of Us Part II 2 Call of Duty: Modern Warfare EA SPORTS FIFA 20 3 Grand Theft Auto V Call of Duty: Modern Warfare 4 EA SPORTS FIFA 20 Grand Theft Auto V 5 Minecraft The Last of Us Remastered 6 The Last Of Us Remastered Minecraft 7 Marvel’s Spider-Man Days Gone 8 Minecraft Dungeons Marvel’s Spider-Man 9 UNO Horizon Zero Dawn Complete Edition 10 TOM CLANCY’S RAINBOW SIX SIEGE Minecraft Dungeons 11 Days Gone TOM CLANCY’S RAINBOW SIX | SIEGE 12 Mortal Kombat 11 ARK: Survival Evolved 13 Red Dead Redemption 2 eFootball PES 2020 14 SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated F1 2019 15 Madden NFL 20 Red Dead Redemption 2 16 God of War The Witcher 3: Wild Hunt 17 THE FOREST TEKKEN 7 18 Assassin’s Creed Odyssey Uncharted: The Lost Legacy 19 EA SPORTS UFC 3 Stranded Deep 20 Assassin’s Creed Origins Assassin’s Creed Odyssey PS VR Games US / Canada EU 1 GORN Beat Saber 2 SUPERHOT VR The Walking Dead: Saints & Sinners 3 The Walking Dead: Saints & Sinners Blood & Truth 4 Beat Saber SUPERHOT VR 5 Job Simulator GORN 6 ASTRO BOT Rescue Mission Job Simulator 7 Creed Rise to Glory ASTRO BOT Rescue Mission 8 The Elder Scrolls V: Skyrim VR Batman: Arkham VR 9 Blood & Truth Creed: Rise to Glory 10 Borderlands 2 VR DOOM VFR Free-to-Play Games US / Canada EU 1 Call of Duty: Warzone Call of Duty: Warzone 2 Fortnite Fortnite 3 Apex Legends Apex Legends 4 RACING BROS Destiny 2 5 Destiny 2 Brawlhalla 6 Brawlhalla eFootball PES 2020 LITE 7 Dauntless RACING BROS 8 Cuisine Royale DRAGON BALL XENOVERSE 2 Lite Version 9 Paladins Warface 10 Warframe WORLD OF WARSHIPS: LEGENDS DLC and Expansions US / Canada EU 1 Fortnite – The Yellowjacket Pack Fortnite – The Yellowjacket Pack 2 Fortnite – The Iris Pack Fortnite – The Iris Pack 3 GTA Online: Criminal Enterprise Starter Pack Fortnite: Save the World – Standard Founder’s Pack 4 Mortal Kombat 11: Aftermath GTA Online: Criminal Enterprise Starter Pack 5 Call of Duty: Warzone – Starter Pack Marvel’s Spider-Man: The City That Never Sleeps – Season Pass 6 Call of Duty Modern Warfare – C.O.D.E. Fearless Pack Tom Clancy’s Rainbow Six Siege – Year 5 Pass 7 Dead by Daylight: Silent Hill Chapter Dead by Daylight: Silent Hill Chapter 8 Tom Clancy’s Rainbow Six Siege – Year 5 Pass STAR WARS Battlefront II: Celebration Edition Upgrade 9 Destiny 2: Shadowkeep Destiny 2: Shadowkeep 10 Marvel’s Spider-Man: The City That Never Sleeps The Elder Scrolls Online: Greymoor Upgrade View the full article
  15. Hi there, I’m Pete Samuels, Series Director and Executive Producer of The Dark Pictures Anthology. I’m hugely excited to talk to you about Little Hope, the next game in the Dark Pictures Anthology, which is releasing on October 30. Just to recap — The Dark Pictures Anthology is a series of standalone cinematic horror games, each featuring a brand-new story, setting and characters. Each game is playable in single player or in two multiplayer modes – two-player online Shared Story mode and up to 5-player couch co-op Movie Night mode. We were really pleased with the response from the PlayStation community to Man of Medan – the first game in the anthology, released last year — and we can’t wait to see your reaction to Little Hope. All of the games in the series are totally standalone and have very different stories. Man of Medan set you adrift in a terrifying ghost ship stuck in the middle of the South Pacific, but this time you are on dry land in the very creepy and strange town of Little Hope! As with all the games in the series remember that everyone can live and everyone can die in your version of the story – so make your choices wisely as there are always consequences! So, I’m sure you are dying to know more about Little Hope? How about we start with the story and setting first. Abandoned and all alone after their bus crashes in bad weather, four college students and their teacher become stranded in the isolated town of Little Hope. Trapped by a mysterious fog, they search desperately for a means of escape whilst terrifying visions from the past haunt them from the shadows. After bearing witness to the town’s gruesome past, and the terrible events of 17th Century Witch trials, hellish beings pursue them relentlessly. Trapped in Little Hope they try to figure out the motivation of these demonic apparitions before the evil forces at work drags each of their souls to hell! As each of the games in the series are very different, so too are our inspirations. The cinematic and literary influences for this game include “The Witch,” “Season of the Witch,” and “Blair Witch,” but people will recognise some other strong influences such as “Hellbound Heart,” “Hellraiser” and other similar works by Barker. Also, two of my personal favourites “It Follows” and “The Omen.” Interestingly, our studio is just a stone’s throw from Guildford Cathedral which features strongly in Richard Donner’s 1976 classic. The cast and characters are pivotal to our games too, so we’re really excited that we have Will Poulter leading the talented cast of Little Hope. He is a fantastic actor and really bought the character of Andrew to life. As well as the story, setting and cast we’ve been focusing on some improved features based on feedback from the Dark Pictures community. For example, the team has included context-sensitive icons for interacting with objects in the world and QTE alerts that tell players when one is coming and the action they need to perform. We’ve also added a floating camera in some parts of the game to allow you to fully control your view of the spooky surroundings, together with a wider range of walk-speeds for the characters. So, there you have it, a brief introduction to the next game in the Dark Pictures Anthology. I hope you’ve enjoyed it and we can’t wait for you to enter the town of Little Hope this Halloween! View the full article
  16. The Last of Us Part 2: Chap 8 / The Gate (All Collectibles) - HTG
  17. Hello again everyone. Christian Spicer here, I am the host of The Official The Last of Us podcast, and this time I am writing to you in a world where The Last of Us Part II is out and available everywhere! I know I was absolutely blown away by the game, and I can’t wait to talk about it in our upcoming episodes, but hold up, I am getting a little ahead of myself. First, yeah, The Official The Last of Us podcast. Thank you so much to everyone who has been listening. I am super proud of the show and I’m so glad you all love it as much as I do. If you haven’t listened to it yet, don’t worry, you still can! Here’s a handy link even. In the first four episodes, we recap the story of the first game and we do it in style with guests like Naughty Dog’s Neil Druckmann, as well as cast members Ashley Johnson and Troy Baker, and a whole lot more. Then, we dropped some shorter episodes called Artifacts with some incredible guests talking about their experiences with the first game. Guests like Nia DaCosta, Mica Burton, and Marc Bernardin. So, yeah, you don’t want to miss those. But, seeing as how The Last of Us Part II is available now and we’ve all had some time to play it and experience the sequel, it kind of seems like we should do some episodes about The Last of Us Part II, right? Yes indeed! Starting on July 7, that is exactly what we’re doing. The show will move on from the first game and dive into Part II, with in-depth, and yes, spoiler-filled discussions of The Last of Us Part II. I’ll be unpacking the making of and the story of The Last of Us Part II with guests like Naughty Dog’s Neil Druckmann, Kurt Margenau, Anthony Newman, and Alex Neonakis, as well as cast members Ashley Johnson, Troy Baker, Laura Bailey, Shannon Woodward, and more. Again, all the incredible episodes about the first game and the Artifacts are available now. Then, today… hopefully you’ve marked your calendars already… the podcast transitions to our conversation about The Last of Us Part II. The Official The Last of Us Podcast is available on Apple Podcasts, Spotify, and wherever you get your podcasts. Here’s that handy link for you again too. Thanks for being here, and oh buddy, am I excited for everyone to hear our episodes about The Last of Us Part II. Once again, on behalf of everyone that helped make this podcast possible, thank you so much for listening! View the full article
  18. Use your hacker skills and gadgets to take over San Francisco, battle it out against world warriors and use your wits to uncover dark secrets in your neighborhood as Watch Dogs 2, Street Fighter V and Hello Neighbor come to PS Now today. Let’s take a closer look at each of the games. Watch Dogs 2 Play Video You are Marcus Holloway, a brilliant young hacker and the latest recruit to the San Francisco arm of DedSec. Equipped with an impressive array of skills and tools – including an RC car and a drone – the whole San Francisco Bay Area is your playground, from Silicon Valley to the downtown streets. Break into any electronic device, computer system or vehicle, collect information on every citizen, and infiltrate the infrastructure of an entire city as you fight alongside the hacker community against an immoral establishment. ● Available to download (PS4 system only) and stream until Monday, October 5, 2020 Street Fighter V Play Video The legendary Street Fighter series returns to deliver non-stop fighting action on a global stage. Play fan-favorites Ryu, Chun-Li, and other iconic characters as you rise through the world rankings. Challenge fellow PS4 World Warriors on the Capcom Fighters Network to see who will rule the ring! Hello Neighbor Play Video Hello Neighbor is a stealth horror game about sneaking into your neighbor’s house to figure out what secrets he’s hiding in the basement. Play against an advanced AI that learns from your every move. Enjoy climbing through the windows? Expect a bear trap. Trying to escape? He’ll find a shortcut. View the full article
  19. Little Big Planet 3: Episode 2 - HTG
  20. Lego Star Wars 3 The Clone Wars LIVE STREAM: STORY Ep 3 - HTG
  21. The Last of Us Part 2: Chap 7 / Packing Up (All Collectibles) - HTG
  22. Earlier
  23. Easy Platinums Ep. 18: Jazzpunk (FOR REAL) - HTG
  24. Last week, we asked you to turn your lens towards Ellie and share captivating portraits from The Last of Us Part II using #PS4share and #PSBlog. Here are this week’s striking highlights: Ellie takes aim in this shot shared by fp_shutter. Ellie peeks over her shoulder in this portrait by gill_mackay. Spores don’t bother Ellie in this tense shot by Hale_Fail. Ellie takes in the sights of Seattle in this share by kaytanaa. ORbis_VP shared this moment of Ellie communing with nature. Ellie aims her bow in this dramatic black and white portrait by Subject04. Search #PS4share and #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week? Theme: The Last of Us Part II – Scenery Share by: 9am Pacific on Wednesday, July 8 Next week, we’re keeping the lens on the world of The Last of Us Part II. From grassy overgrown neighborhoods, or rusted city buildings, share stunning scenery using #PS4share and #PSBlog for a chance to be featured View the full article
  25. The legendary “Blazing Black Dragon” Alatreon is looming over the New World, wielding the unstoppable power of all known elements. Hunters, gear up and get ready for one of the most intense and dynamic hunts in Monster Hunter World: Iceborne. Before we get into the details of this meaty update, we want to thank you for your patience and support our development team adapted to developing, testing and launching a game update during the Coronavirus (COVID-19) global pandemic. Our free Title Update #4 was originally slated to launch this May, but now we’ve finally set its release date to July 9 at 00:00 UTC (that’s July 8 at 5:00pm PDT / 1:00am BST). Alatreon’s arrival is just a few days away, so to help you prepare for this epic hunt, here’s all the information the Guild has disclosed on the Iceborne iteration of this Elder Dragon. NOTE: Before you can face the Special Assignment to hunt Alatreon, you must be MR 24 or higher and have completed at least the Safi’jiiva Recon Assignment. Braving the Elements Elder Dragons are known to wield the power of nature’s elements to extreme degrees — Velkhana can freeze the moisture in the air in the blink of an eye, Teostra can spit out hellish flames, Kirin can summon lightning with pinpoint accuracy, just to name a few examples. Alatreon sits a higher echelon of Elder Dragons with the unique ability to switch its elemental attributes at will. When confronting this legendary being, be sure to come equipped with elemental resistances, blight resistances and be ready to think on your feet and adapt to the ever-changing pace of the battle. Escaton Judgement Changing one’s elemental powers is a monumental feat, so when Alatreon pulls off this elemental shift, the power stored within gets blasted out in a destructive shockwave that will take out any nearby living creature (that includes Hunters with maxed out armor sets… i.e. you). This immense shockwave is known as “Escaton Judgement.” If you want any hope of surviving this powerful new attack, you’ll want to weaken it by attacking Alatreon, matching its current elemental weakness. So make sure to coordinate with your teammates on this one. Harnessing the Elements With natural power of this magnitude, you can expect powerful gear as well. The Smithy is already gearing up to take in Alatreon materials to craft unique weapons (one for each of the 14 types) and armor sets, unlocking a new Set Bonus: Alatreon Divinity. Following the elemental focused theme of the Elder Dragon itself, this new Set Bonus will take into account your elemental resistance and translate it to elemental damage for your weapon! I’m very eager to see all the kinds of powerful builds you will put together with this set. Summer Event & New Variant Monster While Alatreon is the primary focus of Title Update #4, we’re also preparing a few extra special events, coming in the next few weeks. The first one to look out for is the Sizzling Spice Fest, our Summer Seasonal Event, which will take place in the Seliana Gathering Hub. This lively event will feature lots of feathers, meat dishes and various monster-themed gear for you to craft. And as usual, you’ll be able to craft a new Armor Set, Layered Armor, Palico Gear, Weapon Pendants, and more! Sizzling Spice Fest will run from July 21 at 5:00pm PDT (1:00am BST) through August 6 at 4:59pm PDT (12:59am BST). The second event coming up is a limited time Event Quest to hunt a new Variant monster, recently discovered by the Guild: Frostfang Barioth. This frigid fiend will challenge you in the Hoarfrost Reach with enhanced ice-based breath attacks and even the ability to freeze the ground below you, applying the Frostbind status. Be sure to pack Hot Drinks, Nullberries and strong ice resistance armor when facing this formidable foe. This Event Quest is called “The Last White Knight” and will be available from August 6 at 5:00pm PDT (1:00am BST) through August 19 at 4:59pm PDT (12:59am BST). Monster Hunter World: Iceborne Title Update #4 will be available for free starting July 8 at 5:00pm PDT (1:00am BST). Stay safe, stay cool (or warm), and happy hunting! View the full article
  26. The Last of Us Part 2: Chap 4 / Patrol (All Collectibles) - HTG
  27. When I was 18 years old I started making my first indie game, Coma. During computer lab, I would rush through my assignments just to spend the remainder of the period illustrating and coding a bizarre and beautiful world. I continued its creation into the evening in my bedroom, recording cringe-worthy voice acting lines and struggling to understand some of the most rudimentary lines of ActionScript 2.0 code. I released it on Newgrounds.com, expecting a few players and a decent score. Instead, it received over 8 million plays and glowing reviews. As you can imagine, I was shocked. For the next 10 years, I dedicated my time and energy to fine-tuning what made Coma so special. On July 16, that same game will be released on PS4, although, under a new name that I find much more fitting. It’s called Neversong, and it contains everything its audience in 2010 loved, but also an entirely new world and set of game-mechanics. I’m incredibly proud of it, but it wasn’t without the painful destruction and restructuring of the original. Here’s what we did to make this game relevant in 2020: First, my development partner, Serenity Forge, and I had to scrap the entire look of the original Flash game. It’s an odd thing: a game’s beauty is very much defined by the platform that it lives on. In playing the original Flash game Coma, it looked just fine in a tiny window on Newgrounds.com. But when played on PS4 on a full-screen TV, it suddenly looked like a 4th grader’s project. Believe it or not, Serenity Forge and I went through three different looks, trying to re-use assets from the original Flash game to save time and money. Unfortunately, I tossed the entire look and feel two months into the project, and opted to design an entirely new 4K world from scratch. In fact, this consistent building and tearing down is why the budget for the game became increasingly thinner and thinner — I couldn’t stand looking at what I had made a decade ago. As I near my 30s, I am a new person entirely. I’m incredibly proud of Neversong’s look and feel now, but I can imagine I may cringe at it when I’m 40. Becoming a better game developer means you’re going to dislike what you made the day before! Second, the original Flash game was 15 minutes long. Obviously, this won’t fly for consoles. The simple and abstract poetry of the original game could simply not be spread over the course of a 4 hour adventure without becoming pretentious, watered-down, and ultimately annoying. So, similar to the art style, we tore down the original story and started fresh. The simple concept of a boy in a strange dream-like coma was pretty much the only thing we were able to salvage. The rest, we took inspiration from Stephen King and William Goldman. First, from King’s brilliant trope of a small town being haunted by a mysterious entity, and from Goldman in its discussion of just how fast childhood innocence can dissolve into violence. In Neversong, players follow the story of Peet, a boy who has woken from a coma only to find a hauntingly beautiful world with no parents, a demonic ghoul named Dr. Smile, and a series of bizarre events pushing Peet into the bowels of his dark and twisted nightmare. Finally, Neversong could not lean on the simplicity of the original Coma. If it did, the player would likely become bored, and even feel cheated. Indie games in the early 2010’s often relied on a moody atmosphere with pretty much no real memorable gameplay mechanics. This was certainly true of the original Coma, which leaned heavily into atmosphere and forgot entirely about the importance of letting the player actually do anything. In Neversong, the partnership with Serenity Forge allowed Peet’s bizarre adventure to transform into a hack-and-slash, parkour adventure. With the help of a physics system built from scratch by Erik Coburn, we were able to immerse the player in a world where half of their time was spent swinging on vines, bouncing on insectoid’s heads, or skateboarding through an abandoned sewage facility. The indie game industry is becoming increasingly more competitive, and we felt it was paramount to maintain the beautiful atmosphere of the original, while also allowing the player to explore it with unique, fluid gameplay. Ultimately, Neversong is a new game entirely, but capitalized on the prototypic nature of the original Flash game I made in high school. It’s an amazing feeling, seeing something my pimply, cringey teenage self-made in his bedroom being enjoyed by the PlayStation community a decade later. It wasn’t without hard work, willingness to change, and ultimately patience. But it was totally worth it. View the full article
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