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Commander Fury

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Commander Fury last won the day on September 19 2018

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About Commander Fury

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  • Birthday 10/18/1981

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  1. A splash of pop music-infused color comes to PS4 next week. Sayonara Wild Hearts is a dreamy, arcadey game that features motorcycles, dance battles, and an energetic soundtrack to tie it all together. Groove and battle to the beat on PS4 September 19. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! AI: The Somnium Files PS4 — Digital (Retail Out 9/23) In a near-future Tokyo, Special Agent Kaname Date is on the case of a mysterious serial killer. Date must investigate crime scenes as well as dreams on the hunt for clues. Hone your detective skills in this thrilling sci-fi murder mystery with 30+ hours of gameplay and multiple endings. Bus Simulator PS4 — Digital Your bus. Your route. Your schedule. Whether in the industrial or harbour zone, downtown, in the surrounding villages or the business park, experience the exciting everyday life of a bus driver in a vast and freely drivable urban area. So what are you waiting for? Your shift has already started! Castle Crashers Remastered PS4 — Digital Hack, slash, and smash your way to victory in this Remastered edition of the popular 2D arcade adventure from The Behemoth! At 60FPS, Castle Crashers Remastered delivers hi-res visuals like nothing you’ve ever seen before. Up to four friends can play locally or online and save your princess, defend your kingdom, and crash some castles! Gnomes Garden Lost King PS4 — Digital The princess of our fairytale kingdom grew up and got married long ago. But one day, her beloved husband went hunting and didn’t come back. Where did he go? Gnomes Garden is a fun fantasy strategy game about a world of gnomes. Save the king and return prosperity to the kingdom! Groundhog Day: Like Father Like Son PS VR — Digital You’re stuck in a time loop as Phil Connors, Jr., back in Punxsutawney for Groundhog Day in this virtual reality sequel to the iconic hit movie. Don’t worry, Ned will show you the way. But watch that first step — it’s a doozy! So why don’t you stay here a while? Inferno 2 PS4 — Digital (Out 9/19) The ultimate twin-stick action-RPG/shooter is here! The sequel to Inferno+, Radiangames’ critically-acclaimed twin-stick action-RPG, Inferno 2 boasts even more devious levels, more weapons, more upgrades and powers, more enemies, and more customization, along with more insane explosions and particle effects. Lost Castle PS4 — Digital (Out 9/19) The world’s favorite dungeon crawling Roguelike, Lost Castle is finally here with this impressive PS4 Edition! Running at 60fps, including all content available elsewhere, play with up to four friends online or offline and experience an adventure enjoyed by 1.5 million players worldwide. Massira PS4 — Digital (Out 9/16) “Massira” is a story driven, puzzle adventure game with a “low poly” style, where you will experience an unforgettable adventure in the shoes of a girl and her grandmother, who make a trip from Syria to Europe, all seen through the eyes of the little one. Mowin’ & Throwin’ PS4 — Digital (Out 9/16) A perfect addition to your party game library! Use lawn gnomes to mow your yard and throw things to keep your neighbors from beating you! Play as lawn gnomes and wreck your neighbor’s yard by throwing rocks, fertilizer bags, and psychedelic mushrooms. Surprisingly fun! Mutazione PS4 — Digital (Out 9/19) A mutant soap opera where small-town gossip meets the supernatural. Join Kai as she arrives in the mysterious community of Mutazione to care for her ailing grandfather. Discover scenic hangouts, magical gardens, new friends, and old secrets… They can survive an apocalyptic meteor strike, but can they survive their small-town drama? Ni No Kuni: Wrath of the White Witch Remastered PS4 — Digital, Retail (Out 9/20) Journey back to the other world in Ni no Kuni: Wrath of the White Witch Remastered. Level-5’s classic tale returns with improved graphics and performance. Join Oliver as he embarks on an adventure through a world inhabited by new friends and ferocious foes alike in the hopes of bringing back his mother after a tragic incident. Niffelheim PS4 — Digital (Out 9/20) Survive in this hostile world, ransack the neighbor lands, explore dangerous dungeons and find your way to Valhalla. Warriors remain warriors even after death. Set out on the path to the last challenge and prove yourself to the Gods. Crush anyone who dares to attack your lands. Each fallen enemy brings you closer to Asgard! Overland PS4 — Digital (Out 9/19) Take care of travelers on a post-apocalyptic road-trip across the US in this turn-based survival game. Fight scary creatures, rescue stranded survivors, and scavenge for supplies. Just remember, there are consequences for every action. Get ready for dramatic escapes, hard choices, arguing about whether or not that dog gets rescued, and the end of the world. Rebel Cops PS4 — Digital Lead a rag-tag squad of cops in rebellion against their town’s new criminal power, and see how long you can hold out in this unforgiving turn-based spin-off game from This Is the Police. You’ll be desperately short on supplies, and a single shot can cost a cop his life. Sayonara Wild Hearts PS4 — Digital (Out 9/19) Sayonara Wild Hearts is a dreamy arcade game about riding motorcycles, skateboarding, dance battling, shooting lasers, wielding swords, and breaking hearts at 200 mph. As the heart of a young woman breaks, the balance of the universe is disturbed. Let’s Pop! Scheming Through the Zombie Apocalypse: The Beginning PS4 — Digital Scheming Through The Zombie Apocalypse: The Beginning is the first episode of an episodic adventure game. Help Hank & Larry find food and loot to survive through the harsh zombie infested streets by convincing other animals to do the work for you! Featuring fully voiced dialog, experience a funny adult themed zombie apocalypse story. The Sojourn PS4 — Digital (Out 9/20) Traverse a thought-provoking puzzle game and its immersive color-drenched world of light and shadow. The Sojourn takes place in a mysterious land, where lights guide you forward and the world reveals itself to be full of challenges. Overcome these intricate and ever more demanding obstacles to uncover the nature of reality. Truck Driver PS4 — Digital, Retail (Out 9/19) Build your career as a Truck Driver! Haul a wide range of cargo and make a name for yourself amongst the local community. Start from the bottom, take on jobs, buy new trucks & parts and become a respected Truck Driver! Witching Tower VR PS VR — Digital Immerse yourself in the dark fantasy world of the Witching Tower, a VR Action Adventure in which you solve puzzles, fight enemies, and uncover secrets. Explore the labyrinth of the Tower, unraveling each level’s new mysteries and unique gameplay mechanics. The information above is subject to change without notice. Sabaton Metal Kingdom Takeover Social House Party and Play Takeover Korn – The Nothing Spider-Man: Far From Home Annabelle Comes Home Valor Bare Knuckle Season Premiere Wednesday, 9/18 at 10PM ET on FX PlayStation Vue has your favorite sports, news and must-watch shows. The information above is subject to change without notice. View the full article
  2. Platinum is no longer reserved for shades of blonde or trophies. PlayStation Plus Platinum Weekend starts now with savings up to 50 percent. Head off into the Oregon wilderness with the wind in your hair and freakers on your back in Days Gone, cruise around the streets of GTA V’s Los Santos, or get crazy with Rage 2 Deluxe Edition – just in time for the game’s first DLC Rise of the Ghosts later this month. Check out the full lineup below, Plus members – but don’t dawdle. PlayStation Plus Platinum Weekend ends 9/16 at 8AM PT. PS4 Games Title $PSPlus $Original BLOOD & TRUTH $19.99 $39.99 CRASH TEAM RACING NITRO-FUELED $29.99 $39.99 CRASH TEAM RACING NITRO-FUELED – NITROS OXIDE EDITION $44.99 $59.99 DAYS GONE $41.99 $59.99 DAYS GONE DIGITAL DELUXE EDITION $45.49 $69.99 GRAND THEFT AUTO V $15.00 $29.99 GRAND THEFT AUTO V: PREMIUM ONLINE EDITION $15.00 $29.99 GTAV: PREMIUM ONLINE EDITION & GREAT WHITE SHARK CARD $26.99 $44.99 GTAV: PREMIUM ONLINE EDITION & MEGALODON SHARK CARD $45.00 $89.99 GTAV: PREMIUM ONLINE EDITION & WHALE SHARK CARD $35.99 $59.99 HORIZON ZERO DAWN COMPLETE EDITION $14.99 $19.99 KINGDOM COME: DELIVERANCE ROYAL EDITION $27.99 $39.99 MARVEL’S SPIDER-MAN: SILVER LINING $5.99 $9.99 MARVEL’S SPIDER-MAN: THE CITY THAT NEVER SLEEPS $14.99 $24.99 MARVEL’S SPIDER-MAN: THE HEIST $5.99 $9.99 MARVEL’S SPIDER-MAN: TURF WARS $5.99 $9.99 METRO EXODUS $30.00 $59.99 METRO EXODUS GOLD EDITION $50.99 $84.99 MORTAL KOMBAT 11 $41.99 $59.99 MORTAL KOMBAT 11 KOMBAT PACK $27.99 $39.99 MORTAL KOMBAT 11 PREMIUM EDITION $69.99 $99.99 MOTOGP19 $34.99 $49.99 RAGE 2 $30.00 $59.99 RAGE 2: DELUXE EDITION $40.00 $79.99 RED DEAD REDEMPTION 2 $35.99 $59.99 RED DEAD REDEMPTION 2: SPECIAL EDITION $47.99 $79.99 RED DEAD REDEMPTION 2: ULTIMATE EDITION $50.00 $99.99 THE INPATIENT $9.99 $19.99 THE TOM CLANCY’S FRANCHISE BUNDLE $30.00 $99.99 TOM CLANCY’S THE DIVISION 2 – YEAR 1 PASS $23.99 $39.99 TOM CLANCY’S THE DIVISION 2 GOLD EDITION $50.00 $99.99 TOM CLANCY’S THE DIVISION 2 STANDARD EDITION $30.00 $59.99 TOM CLANCY’S THE DIVISION 2 ULTIMATE EDITION $60.00 $119.99 TOM CLANCY’S THE DIVISION FRANCHISE BUNDLE $30.00 $99.99 WATCH DOGS 2 $15.00 $59.99 WATCH DOGS 2 – DELUXE EDITION $17.50 $69.99 WATCH DOGS 2 – GOLD EDITION $25.00 $99.99 WATCH DOGS 2 – SEASON PASS $12.00 $39.99 WOLFENSTEIN: YOUNGBLOOD DELUXE EDITION $29.99 $39.99 WWE 2K19 $15.00 $59.99 WWE 2K19 DIGITAL DELUXE EDITION $22.50 $89.99 Note: All pricing is for U.S. only and subject to change. View the full article
  3. Marvel’s Spider-Man swung onto PS4 last year with an explosively fun Photo Mode, allowing you to show off your heroic feats (and selfies). Every week since, regardless of the Share of the Week theme, we have been blown away by the amazing Spidey moments you’ve shared using #PS4share and #PSBlog. Here are just a few of the highlights to celebrate one year: Who needs streets when Spidey can sprint up the side of a wall, like this share by @Javik122. @NoviKaiba23 has a great sense of depth in this rocking share. The Noir Suit has never looked cooler, as shared by @olsen_big. Spidey packs a hefty punch in this share by @Soradu78. @truestory989 nails that classic web-slinging pose. @visualcam9 shows Spider-Man in a heated moment. Search #PS4Share and #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in next week’s Share of the Week? Theme: Control Share by: 9am Pacific on Wednesday, September 18 Grab your service weapon and step into the surreal and action-packed world of Control. Share your weirdest moments as the bureau’s director Jesse Faden using #PS4share and #PSBlog for a chance to be featured. View the full article
  4. Now that the crazy rhythm-sports game Super Dodgeball Beats is out on PlayStation 4, let’s take a look back at how the look-and-feel of the game’s insane ensemble came about. When creating a game, we always set out to find reference material that matches a style we want to nail down. We spent ages looking at rhythm games, arcade classics from the 90’s, and just started putting out sketches like crazy. After some failed attempts, we found our style in the vein of anime and manga-ish concepts. There is a lot of influence from old Toriyama stuff, as well as from some more modern series. As Spanish developers, I think deep down there’s even a little bit of classic Spanish comic-work in there! Once we had our references clear, we had to establish our own style and story. We wanted the main driving force of the visuals to be humorous and absurd. Characters had to be larger than life and over-the-top. That gave way to characters like Sir Goldzillo, a rather posh gentleman in a dinosaur suit, which you can’t help but wonder “why are these guys even playing dodgeball?” The only exception to this rule is the main characters, as they were created at a very early stage, even before we had the name of the game. We wanted our heroes to be normal and grounded in reality. We used our main heroes as the “bottom line”; everyone else had to look crazier and wilder than them — or they were thrown out! Some of the characters were a lot easier to conceptualize than others. I remember spending almost two entire days just drawing concepts of Roboombox (a giant robot boss character) until we found something we could work with, while Tengu was greenlit even before I finished the first sketch! In the end we had to discard a lot of cool ideas, but it was lots of fun to see our roster take shape and grow in colorfulness and variety. It was 100% worth it. Of course, once a character was given the green-light the next thing was to bring it to life. We considered some options here: To use skeletal animation was cheaper, quicker and could produce some smooth and good enough results. Going 3D was also considered for a very short while, but we ultimately decided that to bring home the point of old-school anime and manga, there would be no better option than classic frame-by-frame animation. All in all, I’m pretty sure designing and animating the characters in Super Dodgeball Beats has been the most fun I have ever had working on a project. Conveying the quirkiness of every character through its animations was quite a challenge, but a very enjoyable one. Here’s to hoping everything goes well and we can work on another batch of characters someday! View the full article
  5. The easiest comparison to help explain how Disintegration is so different from other first-person shooters is Titanfall. It’s less about comparable story concepts — far-future factions at war, or similar aesthetics — characters and worlds whose weathered design tell of turbulent histories. It’s more that both games try out new ideas in the FPS space. Titanfall brought parkour flair to character movement and paired it with the ability to pilot an arsenal-packed exoskeleton. Disintegration’s twist has you strapped to an airborne bike known as a Gravcycle, and hands you command over a group of support troops with unique abilities. It’s a design approach that makes more sense given the game’s origins: it started out as a real-time strategy title. But the earliest builds did little to differentiate the game in an already-crowded market. Marcus Lehto (President and Game Director) and his team at V1 Interactive realized this as they pivoted development towards the more enticing prospect of an RTT/FPS hybrid. More Images from Disintegration The robotic troops remained, but the player camera became an in-world vehicle: the Gravcycle. From this, you would issue commands and use your onboard weaponry to directly contribute to the war effort. This added interaction meant increased danger: you’re now a target for opposing forces. “We took our time to find that right sweet spot, where you are engaged in combat but also able to manage that group of units in a fluid and tactical way,” explains Lehto about fine-tuning the core gameplay mechanic that has you juggling two different, yet interlinked playstyles. Commanding your crew Regardless of whether you play the single player story campaign or multiplayer, the gameplay mechanics are broadly the same. The twin sticks allow you to move your Gravcycle omnidirectionally; L2 and R2 fire your onboard weapons. The D-pad selects one of your ground troops. Once done, a UI reticule pops up to signify the targeted zone that’ll be the focus of that troop’s special ability, which is activated with the press of a shoulder button. Your weapons and their abilities all have cooldown periods. The story campaign’s key difference in terms of mechanics is time dilation. “Time will slow down, allowing you to issue multiple unit abilities in a time frame where you couldn’t normally do so,” says Lehto. Multiplayer crews have been built to fulfill particular roles in combat. As such, you won’t be able to switch out individual units. In campaign, you’ll rotate through different units to get a feel for all the special abilities in the game. Your Gravcycle is limited to a height of about six stories, while your troops are restricted to a distance of some 50 feet away. Order them to investigate anything within that radius and they’ll react contextually: opening doors, stealing reactors, engaging with enemy forces. You can also call them back at any point. “Treat the Gravcycle – with its weapons and cooldowns – as your right hand, and the units on the ground as your left hand.” Lehto goes on to outline how the idea is that there’s never a lull on the battlefield. “You’re always actively doing something.” In addition, the studio is balancing the power levels to emphasize how essential your troops are to survival. “It’s not just Gravcycle to Gravcycle, as you shoot it out like any other first person shooter,” says Lehto. “You can try and play that way, but it won’t go very well for you.” A quick blast with multiplayer In the 5v5 multiplayer mode Retrieval, pre-set crews have loose roles similar to healers, tanks and such. Strategizing the right crew combo from a team perspective is important: there’s no time for dallying on the battlefield. This game mode is fast. The map I played on is a compact industrial zone with small open spaces linked by tight corridors, while pylons and walkways that crisscross between buildings will challenge for Gravcycle pilots. Dotted across the area are reactors which teams will need to either attack or defend. With a total of up to 40 support units battling it out on the ground and 10 Gravcycles zipping around in the sky above, there is a lot to take in. But despite a barrage of new techniques to absorb I had a blast over a two-round match. Stylistically, the enemy faction are based on Italian supercars. The inspiration for you and the other outlaws? 60’s-era muscle cars. The single player campaign and its story The story campaign is a “really different beast when it comes to player experience,” says Lehto. Exploration is front and center, interspersed with “pockets of combat” as you encounter a variety of threats, unique to the campaign, as you complete missions. Its slower pace over a number of expansive maps will let you learn about the world and get to grips with the game’s toolbox. And why are you battling it out on this future war-torn Earth? Some as-yet unexplained calamity strikes Earth, forcing humanity to integrate their brains into robotic bodies for protection. Those that enjoy the change and want it to be permanent (the enemy known as the Rayonne) hunt down those that don’t (that would be you). Yet rather than a war fought by supersoldiers, it’s a fight taken up by ordinary people, who you’ll get to know over the course of the campaign. You take over the role of Romer Shoal, an ace pilot leading a resistance team fighting the Rayonne. I ask if the light humor seen in the game’s reveal trailer is indicative of the overall tone. Lehto answers in the affirmative, namechecking Joss Whedon’s Firefly as an inspiration. “I wanted them to behave like normal humans, with a variety of different backgrounds and opposing views… we want that more complex nature to show when it comes to their banter and their interactions.” The world and its backstory is intriguing, the gameplay mechanics a curious hybrid of styles that cause you to think about more than your targeting reticule. Together, they make for a strategic shooter that promises to be more than a novelty mash-up. I look forward to returning to this robotic frontier in the near future. View the full article
  6. Avast ye! Lauren Irvine, Community Manager at Survios, here to welcome you to the most pirate-tastic game on PSV-ARRRRRR: Battlewake. Let’s take the plunge into those sneaky skills that’ll set you apart upon the seas! Battlewake’s vehicle-centric naval combat transforms you into a mythical, magic-wielding Pirate Lord at the helm of a ship outfitted with three sets of weapons. These top six tips straight from the Survios devs will give you the edge on your fellow pirates as you battle for dominion in the ever-churning waters of New Urth. 1) Use Yer Anchors! Yar, it be extremely satisfying to seize and spin your ship’s wheel, but when the battle really heats up, it won’t get you where you need to be as efficiently as yer anchors! Located on either side of the wheel, grabbing and pulling an anchor can allow you to execute game-changing hairpin turns around your enemies, environmental obstacles, and even krakens and maelstroms. 2) Keep an Eye on Yer Arms! Those fancy tattoos and armor aren’t just there to make ye look pretty. They act as cooldown indicators for your Pirate Lord’s unique special power: when the tattoos or sigils glow bright blue, you’re ready to summon a smashing tentacle (Rev), targeted wave blast (Zhang), an exploding bone shield (Calavera), or surging speed boost (Diego). 3) The Environment Helps & Hinders Alike! Always stay aware of yer surroundings, for the lush, elemental seascapes of New Urth are as deadly as they are lovely, and they will give you no quarter. Arctic glaciers can pin and crush you, meteors can sink you, and there are always good old-fashioned rocks to get in your way. Take advantage of the environment based on your playstyle: sneak up on enemies, lure them into traps, gain quick cover with sharp turns, and more. 4) Don’t Immediately Flip That Coin! When the coin for yer ultimate materializes, the temptation to immediately use it is so irresistible—but resist ye must (sometimes)! Your Pirate Lord’s ultimate power has a fairly long cooldown, so when the coin appears, assess your situation and see if that giant Kraken is really warranted (yet). 5) Use All the Weapons at Yer Disposal! Each ship comes outfitted with different weapons on the front (bow), sides (starboard/right and port/left), and rear (stern) of the ship; the weapons will activate depending on where you’re aiming to fire with your controller. Use this to your positioning advantage, keeping these tips in mind: the most bombastic finisher weapons are located on starboard and port, and all ships are more prone to critical hits in their stern! 6) Mix ‘n Match Ships, Captains & Controls to Yer Playstyle! We get the drill: ye want to hit the high seas, so ye grab the first ship in port and raise the anchor. But the four ships available to you boast distinctively different stats that can make for interesting pairings depending on your playstyle and your Pirate Lord’s powers. (And, thanks to community demand, you can also toggle on Advanced Helm Controls to disable the default autogrip.) Additionally, you can upgrade and level up your ships with a higher weapon count and increased health; before ye know it, yer ship will be the most feared in New Urth! We are most gracious to all of you for supporting Survios and playing Battlewake. We’ll have an interesting challenge for all you gold-hoarding Pirate Lords out there later this month, so in the meantime, get to earning yer sea legs and we’ll see you ’pon the tides of war! View the full article
  7. Dragon Ball Z: Kakarot is the chance that Dragon Ball fans around the world have been waiting for. You’ve read the manga, watched the anime, and played the games, but here comes an entirely new experience created by Dragon Ball fans, for Dragon Ball fans. Dragon Ball Z: Kakarot is an Action RPG that lets you live the life and story of Goku. We are excited to announce that Dragon Ball Z: Kakarot is releasing January 17, 2020! So look out for it then and be sure to pre-order your copy today. However, before you become the legendary Z Warrior, we took some time to talk to Producer Ryosuke Hara to share new information on what Dragon Ball Z: Kakarot has in store for Dragon Ball veterans and newcomers: What is something about this storyline that only hardcore DBZ fans will appreciate? We’re reproducing many detailed scenes that only the diehard fans would recognize. Many of the previous Dragon Ball games, due to the nature of them being a Fighting Action Game, focused a lot on reproducing the main and most epic fights of Dragon Ball Z. But since Dragon Ball Z: Kakarot is an Action RPG, we’re also able to shed light on events that occurred in between the iconic fights. We’re also featuring original stories that will be told for the very first time, through unique sub-quests and dialogue. And some settings have even been newly created by the author Akira Toriyama. So I hope this is something the hardcore DBZ fans would appreciate. For DBZ newcomers, what arc should they most look forward to, and why is it important to the overall storyline? I would have to say the Saiyan Arc. Aside from it being the first arc in Dragon Ball Z, it’s the moment where Goku discovers his Saiyan blood-line, and also his name “Kakarot”. And I really believe that this is when the story and world of Dragon Ball began to growing into an incredible scale. It was recently revealed that Goku and Piccolo DMV episode will be playable as a side mission. What kind of gameplay can we expect for this? Obviously since you don’t have a driver’s license before this episode, this is the first time you’re going to be driving a car in Dragon Ball Z: Kakarot. Once you arrive at the Driving School, you’ll have the pass the test with a Time Attack type of mini-game. And after to clear this episode, you’ll be able to drive your car out on the field. Needless to say, it’s a lot faster to fly. But a good means of traveling if you want to take a breath and relax. What is your particular focus on implementing RPG elements into the gameplay for the first time in PS4 DBZ games? What do you want your fans to enjoy especially? Our biggest focus was designing the bosses as an “RPG Boss.” As many of you already know, the fights in Dragon Ball Z aren’t always fair: Goku’s adversaries often start with a much higher power level or have a wide range of attacks. This dynamic is hard to convey in a PvP fighting game, since players need to come to battle on equal footing. But since this action RPG has players fighting against the CPU, we’re able to more closely reproduce the fights of the show. The HP, power, and movesets of the game’s major villains can exceed Goku’s capabilities, giving you the feeling that you’re up against truly unstoppable foes. How does the player enhance their abilities and learn new skills? Aside from leveling up your character by fighting against enemies, eating is also a very important feature when it comes to powering up your character. Unlike in many other RPG games, in Dragon Ball Z: Kakarot, eating food will not only give you temporary, but permanent buffs as well. So if you feel that the enemy is too strong, go out on the field to gather ingredients, bring them back to Chichi, and do what Goku loves to do: eat. Also, by collecting the Z Orbs that are out in the field, you can proceed through the Skill Tree to obtain passive skills. Do you think that newcomers or casual fans can also enjoy DBZ: Kakarot, not only hardcore DBZ fans? Most definitely. That’s even one of the reasons why we decided to create a game focusing on the story of Dragon Ball Z. With the success of Dragon Ball Super and the movie Dragon Ball Super: Broly, I’m sure there are many fans who have newly become Dragon Ball fans. And we thought now would be a good time to re-introduce the Dragon Ball Z lore, which is loved across the world and generations. So we hope the newcomers would play the game, as if they’re watching the anime. What kind of sub-quests and side stories does DBZ:K have? Please tell me your favorite one? There are sub-quest and side stories that focus on characters from the original Dragon Ball, as well as interaction between characters that may not have had much connection in the anime, such as Piccolo and Ox-King. My personal favorite would be a side-episode focusing on Gohan and Android 16. Here, you will discover the connection that Gohan and Android 16 had before the fight against Cell. So I’m sure playing this side-story, will bring even more emotion when Gohan evolves into Super Saiyan 2. The new character, Bonyu has recently been announced. Why did you decide to include a new character like this? As mentioned in an earlier answer, upon developing this game, we have received a number of new setting regarding Dragon Ball from the author Akira Toriyama. That’s when we discovered that there was a former member in the Ginyu Force, called “Bonyu, the brains.” Not only was she strong, but she was calm and wise, making her the most superior fighter within the force. However, she left the Ginyu Force because she didn’t like the Special Fighting Pose, and no one knows where she is, and what she’s doing now. In Dragon Ball Z: Kakarot, when Goku is heading back to Earth from Namek using Ginyu’s Space Pod, he finds the Battle Data of Bonyu. And by taking the data to the Capsule Corp. Training Room, you will be able to go up against a Virtual Fighting Data of Bonyu. So I hope everyone would look forward to discovering how she fights. Never before has the story and universe of Dragon Ball Z been so faithfully realized for the fans to experience. We are so excited to share this exciting title with the world when it releases January 17, 2020. View the full article
  8. The mysteries of Death Stranding continued to unfold this week at Tokyo Game Show, where celebrated game director Hideo Kojima debuted a whopping 48 minutes of new gameplay, giving the most in-depth peek at the fractured world Sam Bridges hopes to save. Here are some details we noticed: Preparation Is Key First, we see Sam likely preparing for a mission by picking his equipment and balancing his cargo. His loadout isn’t just attached to his back; he seems to meticulously equip his suit and to carefully select attachments for his arms as well. How these different attachments and options affect his capabilities in the field remain to be seen, but it seems like it’ll be worth it to get things just right before setting out. Plot Your Own Course Before leaving the facility, Sam also takes a moment to examine the map, which can be shifted into a topographical view that takes all the area’s hills, valleys, and bodies of water into account. Players can place markers to plot a specific course, as well as prepare necessary equipment like ladders, anchors, and boots for the journey ahead.  You’re Not The Only One Exploring This World While we’re pretty sure you won’t be bumping into direct contact with other players in this world, it seems you may come across things they’ve built or left behind.* There are clear signs of other travelers like yourself using equipment to cross gaps and scale mountains, making you the benefactor of their generous intrepidness. Be sure to leave them a like for their troubles — it’s not yet known what purpose that serves, but at least it will make them feel deservedly appreciated. Treat Yourself Given the responsibility placed on Sam’s shoulders, both literally and figuratively, Death Stranding encourages moments of tranquility and recuperation. We see Sam taking some time to rest in the grass, with prompts for him to massage his shoulders, stretch his legs or sneak in a quick nap. He’ll stop to play a tune from a quest-given harmonica or bathe in a Recharging Spring, prompting the BB to respond with appreciative coos and likes. On The Move Sam can move at different paces despite being loaded to the brim with cargo and equipment. We see Sam equip an “Active Skeleton” that lets him run faster and farther. He also pulls off some rather epic jumps despite his massive pack of cargo — getting around should be a lot more interesting once you acquire one of these. We can also see Sam steal a MULE truck for a quick escape, and later on, ride a motorcycle, illustrating that traversal in Death Stranding can take many forms. Lighten The Load Sam can also equip a Floating Carrier: a hovering palette of sorts that Sam can pack cargo onto, and be pulled along behind him as he walks. This should make a big difference in terms of Sam’s capacity to transport goods, speeding up deliveries and allowing for more flexibility should he come across lost cargo he doesn’t want to leave behind. That Floating Carrier Can Carry You, Too Later in the video we see Sam hop onto his empty Floating Carrier to zoom down from his high vantage point and stealthily approach a MULE camp. This sort of speedy, convenient traversal hints at multiple ways to approach a challenge, giving Sam an even more efficient way of getting down beyond the rope and ladders we’ve already seen. Don’t Be A Drag Sam finds himself in danger in the second half of the footage, when his sensor alerts him to nearby activity. We see him struggle to shift his weight and break free from the BT’s tar covered grip, and eventually be dragged into combat with a more formidable foe. If running isn’t an option, as it appears in this section of gameplay, then removing packages to keep Sam lighter during combat is. He’ll need to move swiftly to lob Hematic and EX Grenades (we’ll let you guess what those are made from) or use the Anti-BT Handgun from a distance. Should you survive, don’t forget to grab your discarded cargo. Make Meaningful Connections Sam isn’t alone in the world of Death Stranding. We see him complete a couple deliveries throughout the new footage, one to return lost cargo and the other in which he approaches a larger facility and is met with a hologram version of one of its residents. Upon delivery completion, each facility representative greeted Sam to thank him for his trouble and allowed him to add their base to a larger sprawling Chiral Network. It seems these forged connections are at the heart of his journey. Those are just some of the details we caught in the new footage. Did we miss anything? What stood out to you? Let us know in the comments, and prepare to take on the world of Death Stranding when it launches November 8 on PS4. *Internet connection required for asynchronous multiplayer features. View the full article
  9. Hey fans! As promised, I’m back with more information about — and insight into — Nioh 2’s anticipated consumer demo, playable this week at Tokyo Game Show! To whet your appetite and give you a glimpse into what we’re showcasing, we have also prepared a new trailer and a host of new information and visuals to commemorate the occasion. As you begin this adventure, we introduce you to a gorgeous new area which we call The Village of Cursed Blossoms. This is the opening level of Nioh 2, and as the name suggests, it’s an amalgamation of natural beauty and menacing peril. These disparate themes play a major role throughout Nioh 2… but more on that later. Impressed by the protagonist’s prowess, Toukichiro passionately talks about his dream to become successful, believing that the tumultuous time and rampant yokai will work to his advantage. More Images from Nioh 2 As developers creating a game founded on Japanese aesthetics, we’ve always hoped to design a level covered by cherry blossoms in full bloom. So it brings us great joy and satisfaction to finally make it a reality in Nioh 2. Lucky for us, a well-known area for sakura trees called Chidorigafuchi is right next to the Team Ninja studio! This gave us the opportunity to refine our visuals with great detail and accuracy. Yokai are an essential cornerstone of this franchise, and we take careful consideration when adding these mythical creatures into the game. When choosing new Yokai to implement, we go far beyond simply choosing the most popular or well-known versions. Instead, we meticulously select each creature based on their unique characteristics to effectively complement specific integrations. This approach ensures a wide range of variation and scope, which is super important in keeping players engaged and challenged! Unveiling her true face and her Guardian Spirit, who is this woman who exhibits great hatred for yokai? Speaking of Yokai, our latest demo features Mezuki — a terrifying beast adorned with a grotesque mug and wielding a deadly saw-like weapon. Its debut should make quite an impression with the players testing their Yokai combat skills at TGS. One word of advice for those looking to go toe-to-toe with Mezuki: When in the Dark Realm, ruthless Yokai become even fiercer and more powerful. Tread carefully and strike effectively. Players will also encounter smaller creatures called Sudama (Sudama are actually Kodama that turned into Yokai) in The Village of Cursed Blossoms. As in their former incarnation, they are not violent but they display an unrelenting thirst for material possessions. To provide some perspective, the background image in our key art represents the contrast between the world of men and the realm of Yokai, which is a central theme of the game and the motivation behind our new half-breed protagonist. Given this duality, the Sudama was created as an antithesis to the Kodama. Magami is a Guardian Spirit taking the shape of a wolf, and is known to be kin to the mountain spirits. It hunts down beasts that vandalize crops, and so it is worshiped as the sacred protector of harvest and wealth. It is also said to provide protection from fires. There’s so much more Nioh 2 info I’d like to share, but I’ll save it for next time. As we prepare to finalize the game and set our sights on our early 2020 launch, I want to leave you with a special message from our producer, Yasuda-san: “Since receiving feedback from the closed alpha session, we have been diligently working on the game with great enthusiasm. To be honest, we’ve had to overcome many trials and errors during the process of designing Yokai action mechanics such as “special moves,” “Yokai moves,” and the visual presentation of the “Dark Realm.” However, we are now quite satisfied with where we are at. It goes without saying that the improvements won’t stop until launch and we’ll continue to keep you updated with our progress. Stay tuned for more information in the coming months, and please enjoy the exciting new demo for TGS as well as the batch of new content we’ve prepared.” – Fumihiko Yasuda // Producer View the full article
  10. Hello! I’m the one half of Simogo that is not Gordon. We’re mostly known for making small, boutique-y games, often story and interface-driven. We try to do things others aren’t and surprise both ourselves and what audience there might be for those things. So, after making three slow and thinky games (Year Walk! Device 6! The Sailor’s Dream!), we wanted to make something that was a little more gut than brain. That turned out to be Sayonara Wild Hearts, which is coming to PlayStation 4 on September 19. Sayonara Wild Hearts doesn’t have clear distinction between cutscenes and gameplay. When we started, we only had a doodle in the corner of a notebook of lady wearing a mask. Some early doodles before we knew what we were actually making. We thought that we would be making some dark surreal thing about tarots, masks, travelling on a motorcycle through dreamscapes and endless darkness, to some fusion of surf rock and taiko drums. We asked our friend Carl if he wanted to create and animate some cool biker ladies and soon we made a prototype, which was cool and all. The Fool – the protagonist of Sayonara Wild Hearts. But as we played it one day we had a playlist of really energetic pop songs on, and just then and there we immediately said “No! This is it,” and steered in a new direction. The game we were making simply had to have a pop soundtrack and it needed vibrant colors and energy to match it. Soon enough Jonathan and Daniel were producing a pop album and through some star alignment and an encounter at a record shop here in Malmö a year earlier, Linnea was recording vocals for them not long thereafter. All opponents are based on Major Arcana tarots – as are many vehicles, other objects you’ll encounter in the game. Around this time we had also been thinking about how uninviting games have become. We thought about how it’s always dudes saving the world, convoluted systems and too many buttons to keep in mind. We wanted to make a game that would be as inviting to people who typically don’t play as it would be to people like ourselves who miss old arcade games, and still capture the thrill of a good action game. We also came to the conclusion that to make this game as inclusive as possible, it would have to be as enjoyable to watch and listen to as it was to play. A scene from the first stage in which a diamond butterfly appears in a young woman’s dream and leads her through a highway in the sky. We met with the lovely people of Annapurna Interactive, they dug what we were doing and we dug what they were doing, and their support allowed us to expand the team even more with two programmers and a UI artist (Björn! Jensen! Åsa!). The gameplay varies a between stages. This is from an early dance inspired battle stage. All of these ideas, concepts and people came together and created Sayonara Wild Hearts. Let’s Pop! View the full article
  11. Hi everyone! My name is Idir and I’m Associate Producer on No Straight Roads. We have some exciting news today revealing the amazing voice cast that will be appearing in the Japanese version of the game, as well as the composer. If you haven’t heard of No Straight Roads before, it’s a music-based action-adventure set in the world of Vinyl City, where our two heroes Mayday & Zuke must lead a musical revolution to take back the city from a corrupt EDM empire. The game plays like a traditional third-person action game but is inspired heavily by music. You can move and attack freely, and switch between Mayday & Zuke at any time, but keep an ear out for the music as enemies will always attack to the beat! First up, we have Ayane Sakura who will be co-starring as Mayday, one of the game’s main playable characters and guitarist of indie rock band Bunk Bed Junction. Sakura-san has lent her voice to many games and TV shows previously, but you might recognize her from Psycho-Pass and My Hero Academia. We’re also excited to confirm Jun Fukuyama (Joker in Persona 5) will be co-starring as Zuke, Bunk Bed Junction’s drummer and the game’s second playable character. As well as playing Joker in Persona 5, Fukuyama-san has featured in many other games and TV shows, including Code Geass and Dissidia: Final Fantasy. Joey Bizinger, aka YouTube’s The Anime Man, will also be playing the role of the ‘Music Elitist’, a supporting character that players will encounter while exploring the world of Vinyl City. For the music, we’re collaborating with Masahiro “Godspeed” Aoki. He’s known to have been the composer of Final Fantasy XV: Comrades and the Sengoku Basara series, and the last part of the new No Straight Roads trailer features one of his pieces for the game. As a small team making our first game, we’re so grateful to have such incredible voice talent appearing in the game and are really excited to show you our new trailer giving you a first glimpse at their performances. Thanks for checking out our trailer and we can’t wait to show you more ahead of the game’s release in early 2020. View the full article
  12. During the PlayStation State of Play broadcast back in May, one surprise star of the show was the announcement that an iconic character is coming to PS4. A few months later, at Gamescom 2019, the team behind Predator: Hunting Grounds let a lucky few get their hands on an early build of the game to see how it’s shaping up. Attendees assumed the roles of Predator and Fire Team for some asymmetrical multiplayer battles that proved to be nerve-shreddingly tense, action-packed and shout-out-loud fun all at the same time. After we were done tearing up the jungle in a hail of gunfire and plasma bolts, we sat down with studio Head Charles Brungardt and Creative Director Jared Gerritzen sat down to explain how they’re crafting this Predator franchise tie-in. Play Video Play Video Your four-player squad has a job to do Just like the original 1987 movie, your Fire Team is dropped into the jungle with a mission to complete. In the level we played this meant infiltrating a militia camp, stealing data from various points and uploading it, before making an escape. But of course, there’s another combatant stalking from the trees that the Fire Team haven’t banked on. “We want to almost make the Fire Team forget that there’s a Predator,” says Charles. “So then when he does come, the tension has been building for a while and you’ll be like ‘oh crap!’ when he attacks.” What to say: “I ain’t got time to bleed.” The tension is palpable Predator movies are memorable not just for incredible fire fights and action sequences, but for the creeping dread of being stalked by an unseen enemy. Unlike Dutch, Dillon and the crew, you’ll know that there’s a Predator out there watching you — but that doesn’t make it any less nerve-racking. “When the Predator cloaks, he makes a clicking sound. When you’re playing as the Fire Team, focused on the objectives and you hear that click, you’ll start freaking out,” Jared says. “My favourite moments are when the Predator is hunting you but you’re mudded up so he can’t see you, and he’s directly overhead, moving through the trees. That’s when the tension really gets you.” What to say: “There’s something out there waiting for us, and it ain’t no man. We’re all gonna die!” Stealth is vital for both sides “Mudding up is a mechanic that we pulled in from the first movie,” Jared explains. “It covers your heat signature so the Predator can’t spot you as easily. But then, when you do mud up, you’ll be vulnerable for a little while you’re looking down — and that’s when the Predator can pounce.” In one of the games we played, that’s exactly what happened. Towards the end of a match, in a desperate race to reach the chopper, one of the IllFonic guys stopped to cover himself — but it was too late. The Predator was quickly on top and liberating his spinal cord from his body. Of course, the Predator is a master of stealth. “The Predator not only sees heat, but from farther away he sees sound bubbles when weapons are fired,” adds Jared. “The Fire Team have melee weapons and can take out the NPCs silently and take the perimeter. Then, when they need to go loud, it’s best to do it as fast as possible then get out before the real danger hits. “You can customize weapons, characters and loadouts to play in a specific way, so you can build a super-stealth guy and not give up your location, making it tough for the Predator to find you. But usually, he will!” What to say: “She says the jungle… it just came alive and took him.” Hunter and hunted roles can flip at any point “In the first film the Fire Team are focused on their mission, but then the Predator starts hunting them. By the end of the movie, that’s turned around and the hunter and hunted roles are flipped. That was the inspiration for our game,” Charles explains. “So when you play as the Predator, you’ll feel big and badass, but you can have that turned around on you as well.” What to say: “Get to the choppaaaaaaa!” The Predator is tough — but not invincible Getting the balance right between Predator and Fire Team is a vital part of making a four-vs-one fight work and is something that the team at IllFonic are spending a lot of time perfecting. “The Predator has a finite amount of energy, so when he’s cloaked, using heat vision or firing his Plasma Caster, it depletes his energy bar. That’s one way we’re balancing him — you can’t just run around cloaked, using heat vision and popping off shots all the time,” says Jared. “His helmet can get blown off which makes him even more vulnerable as he won’t have heat vision any more, and you won’t be able to aim the Plasma Caster, so the shots will be a little off.” What to say: “If it bleeds, we can kill it.” Authenticity is important — but Predator: Hunting Grounds has its own place “We’ve worked with Fox a lot to make sure the authenticity is there, and how we can add more to the canon of the movies,” says Charles, explaining that their game is an evolution of what has happened throughout the movies. But fans of the Predator franchise will see plenty of call-backs, from the way the Predator moves through the treetop canopy to what happens when he’s cornered. “The Yautja are an almost samuari-like race and they’d rather die an honourable death than be taken down. He’s got wrist blades on the left, self-destruct on the right, and the Plasma-caster on his shoulder. They were the three things our Predator had to have from the off,” explains Jared. “If you’re wounded so badly that you can’t heal, then the honourable thing to do is to make your last stand and take everyone out with a nuke. The Fireteam may have enough time to get away — we show you the blast radius that you’ll need to escape — but it’s a fun way that the game can end.” What to say: “What the hell are you?” View the full article
  13. To all the seasoned ship captains, cruising the stars and exploring the unknown in deep space, and the fresh ensigns looking to make a name for themselves… this is for you. Star Ocean First Departure R, the HD remaster of the classic sci-fi RPG and first installment in the Star Ocean series, is coming to PlayStation 4 on December 5. On top of the enhanced graphics and multiple full voiceover options in this version, all of the characters feature new and updated looks, thanks to the prolific Star Ocean series character illustrator Katsumi Enami. The Square Enix team sat down with Enami-san to talk about his work on the Star Ocean series, his approach to redesigning some of the series’ most beloved characters, and his background as an illustrator. SE: How did you get your start as an illustrator and how did you begin working on the Star Ocean series? KE: Originally, I worked at a game company designing graphics, mainly drawing backgrounds/environments. Despite being responsible for backgrounds, I wanted to draw characters and started posting my illustrations to a personal website I had created. At that point, I started to receive several requests to illustrate for “light novels” so I found the courage to leave my job to begin my career as an illustrator. At that time, the work I had done for “Baccano!” served as an impetus for receiving more jobs in the direction of character design. As for the Star Ocean series, it all began when I was given the opportunity to work on the character illustrations for “Star Ocean: The Last Hope.” SE: What do you like most about creating artwork for the Star Ocean series? KE: The game is set in an expansive world based in outer space where a variety of races and cultures exist. The range of physical appearances and outfits makes it appear as though each one is based on a completely different lore, even within the same title. I consider this — attempting to distinguish them from one another as I draw them — to be both a challenge and a pleasure. Particularly on “Star Ocean: The Last Hope,” the armor with a mechanical feel was something I had never had a chance to draw until then, so there was a bit of personal satisfaction for being able to accomplish drawing something of that nature. SE: How did working on Star Ocean: The Last Hope differ from working on Star Ocean First Departure R? How has your method/process of illustration changed over the years? KE: There was a moment of regret on my part after taking on “Star Ocean: The Last Hope” as it involved depicting a lot of Sci-Fi armor, and drawing mechanical objects was not my forte. That said, after finishing the illustrations, I felt that the detailed designs gave the mechanical objects a weightiness that gave the finished product a level of quality/texture that goes beyond my own design capabilities. “Star Ocean First Departure R” is a port of the original game, so the original designs served as a basis. In order to honor the original designs that fans adore, rather than drastically changing or modernizing them, I was conscious of maintaining parts of the original designs, while updating some aspects so they could be appealing to modern players. Compared to “Star Ocean: The Last Hope,” the characters’ outfits are simpler. It didn’t allow any room to cut corners with the help of dense details, so I considered the best way to dress the characters with their outfits in order to generate a good atmosphere. As for differences in the production process, the work on “Star Ocean: The Last Hope” was relatively simple as illustrations were generated from available designs. “Star Ocean First Departure R” was similar in that I was drawing available designs, but there was an added element of giving them a sense of atmosphere that would make them relevant for this day and age. SE: How did you approach updating the original artwork for Star Ocean First Departure R? Did you collaborate with the original artist? KE: I believe key art and character illustrations were everything for many games from the past, where they focused on character images to help supplement and expand on the player’s imagination. For this title, I believe the opportunity was presented to me as the illustrator that worked on “Star Ocean: The Last Hope,” so illustrating in a way that generates the feeling that it is all part of the same series is something I tried to keep in mind during the process. I have not met the artist who worked on the original game, but I am one of many who played the game with those designs, so I’m truly grateful for the opportunity to illustrate them myself. SE: Of the three new illustrations released thus far (Roddick, Millie, Dorne), which character was your favorite to draw and why? KE: I would have to say Dorne. Regardless of the project, I always love supporting characters. There may be instances where I get over-enthusiastic and run wild with my imagination, giving them too much character. On the contrary, I find it challenging to create the hero or heroine, attempting to depict the handsomest or cutest characters. There have been many instances where they are overshadowed by the personality exuded by supporting characters, so I try to be mindful about avoiding such an outcome. SE: Star Ocean as a series has had a fair number of guest artists contribute artwork and designs, including yourself and others like Akiman (Street Fighter) and Kou Yoshinari (Valkyrie Profile). What does it feel like to work on a series that has such a diverse body of aesthetic and design? KE: Back when I was a student and I was playing games all the time, Akiman’s “Street Fighter” illustrations were an aspiration. Every time there is a new illustration for Star Ocean by Akiman, I feel a sense of happiness, knowing that I am working on the same series. In regards to Kou Yoshinari, I remember looking at Valkyrie Profile and thinking how high level character designs had become. I felt concerned for my future as I started to set out on the same path, and remember his presence being quite stimulating. I am extremely happy to be involved in a title with many wonderful designers; at the same time, the pressure is constant as it feels like a competitive field where my current self is being compared against such illustrators. SE: Are there any other Star Ocean characters you would like to draw in an official capacity? KE: There are many, so there would be no end if I were to draw everything, but perhaps Maria. Generally speaking, I prefer to draw characters that are pretty over cute, and cool over handsome. Given the fact that I have the opportunity to partake in a title with so many characters, if there is an opportunity to do so, I would love to take on all of them. SE: Do you have any advice for young artists/illustrators? KE: In this day and age, there are so many methods to showcase your artwork, so the competition is greater, making it harder to make a living out of this profession and have people remember your name. In order to make drawing your profession, I feel like success or failure depends on whether you have something to offer that aligns with someone’s objective when they happen to stumble upon your work while looking for an artist. I feel like these opportunities will increase by showcasing pieces that are polished and display the skills required for your target genre and industry. Star Ocean First Departure R launches on December 5 on PS4. Pre-order now to immediately receive a commemorative PS4 theme featuring some of the newly drawn illustrations by Enami-san, in addition to a digital mini soundtrack from the Star Ocean Live 2019 concert when the game launches on December 5. Pre-order today. About Katsumi Enami Katsumi Enami is an illustrator who hails from Hiroshima prefecture. He worked as a graphic artist after joining Compile Co., Ltd., while posting and sharing his illustrations online. His artwork caught people’s attention, which led him to work on providing illustrations for the Baccano! novels. From there, he would go on to illustrate and create character designs for other light novels and video games. For the Star Ocean series, Enami created all the character illustrations for Star Ocean: The Last Hope and Star Ocean First Departure R. He also contributed multiple character illustrations to the smartphone title Star Ocean Anamnesis. View the full article
  14. Today, the world of Red Dead Online deepens with the introduction of three new Frontier Pursuits, each presenting their own unique path filled with themed activities for players looking to thrive on the frontier. Choose to become a Bounty Hunter and hunt down dangerous criminals, partner with Cripps in an entrepreneurial venture to turn their camp into a bustling business as a Trader, unearth treasures both valuable and arcane as a Collector, focusing on one role at a time or all three at once. In addition to Specialist Roles, today’s update includes a wide range of new content and features to enhance the overall game including: New items, weapons, clothing and horse-drawn vehicles Directional damage indicators to display where your character is hit Additional horse breeds The ability to change your character’s appearance without resetting progress Expanded custom outfit slots The ability to name saved outfits Role-specific Free Roam Events Increased selling prices for looted Jewelry Increased movement and animations speeds for more responsive combat (including aiming, cocking and reloading), faster looting and more Additional game balancing and improvements All aspiring Traders on PlayStation 4 will receive free access to the Trader’s role with a free Butcher’s Table through October 14, simply meet Cripps and discuss the venture to get started. In addition, players who progress to Trader Role Rank 5 on PlayStation 4 will get the Trader’s Weapons Locker to manage their weapons inventory from Camp, plus the Trader Camp Theme for free through October 14. Visit the Wilderness Outfitters store from your campsite to pick up these unique upgrades. In addition, PlayStation 4 players will enjoy early access through October 14 to the American Foxhound Camp Dog, a reliable camp companion available from the Wilderness Outfitters store. You can also get early access to Shoot The Sky Emote, as well as three new clothing items (the Carrigan Hat, Burnham Boots and Avery Gloves) all available from the Wheeler, Rawson & Co. Catalogue. Or upgrade your Abilities with early access to three new Ability Cards: Gunslinger’s Choice, Strength in Numbers, and Ride Like The Wind. On top of that, this month’s PlayStation Plus benefit is a free gift of RDO$250 for playing anytime between now and October 7, 2019. And for all PS4 players without a PlayStation Plus subscription, you’ll be able to play Red Dead Online through September 16. Play Red Dead Online each week for even more new pursuits such as Legendary Bounties to pick up from Bounty Boards – each with their own sordid stories – and weekly maps with special collectible sets for Madam Nazar, plus all new bonuses, gifts and incentives coming in the weeks ahead. View the full article
  15. I joined Telltale Games way back in 2011, before The Walking Dead’s first season came out. It was my first ever “real” job in the industry, and while I was naive and terrified, the passion and kindness of the scrappy team made it a great place to learn. At the time, they were toiling away in the widely considered dead genre of “adventure games” and there was little reason to believe we’d ever be catering to more than a small but dedicated fanbase. Until, ironically, we made a game about zombies. The Walking Dead’s first season seemed special, even during production. It was a time of experimentation and risks. A time of strong creatives fighting for a vision they believed in and telling a story that was to become one of the all time greats. It taught me lessons I still use to this day. Its success was staggering, garnering more “Game of the Year” awards than anyone knew they even gave out. It broke hearts, expanded minds, and changed how storytelling in games was viewed and crafted. More Images from The Walking Dead: The Telltale Definitive Series Telltale expanded in size, moved to a new bigger office on a hill, and started making way more games in the style of The Walking Dead. Telltale became widely known as a bastion of quality storytelling, and breathed life into many different worlds and characters. More Walking Dead games were created, and fans followed Clementine as she fought and struggled and learned and grew across the years. In the darkest moment of the series’ history, Telltale shut down without warning. In addition to the human cost of this tragedy, The Final Season was only half-done, and there was a very real chance Clementine’s journey would never see a conclusion. Luckily, the original creators of The Walking Dead comics, Skybound, stepped in and through sheer force of love brought the season back from the grave, finished by an all ex-Telltale staff with the creative vision that we had originally intended. Miracles like this are not common in the games industry. Dead games don’t come back to life, and they don’t put the original team back to work, yet here we are today. Because of this legacy, of how much The Walking Dead meant to so many, it was an honor to help Skybound Games put together The Walking Dead: The Telltale Definitive Series. It’s a loving tribute to the series crafted by a team wholly ex-Telltale. A few of us have been here since season one! We wanted to celebrate the blood, sweat, and tears of the hundreds of developers that made these games. We were driven by not letting them down, and by giving the fans something we’re truly proud of. Honestly, this entire thing never would have happened had the fanbase not been so passionate about the series. The outcry of sorrow and support when Telltale shut down had no small part in bringing The Final Season back to life. It did the same for The Telltale Definitive Series, a package made with the super fan in mind. We did this for you. So thank you for loving Clementine so much. Your love gave a whole team of developers jobs, let a story find its ending, and let us give you the tribute to the series it’s always deserved. As Clementine herself said… thank you, for everything. View the full article