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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. 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
  2. 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
  3. 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, 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 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
  4. Outward is an open world RPG that was made by a small studio of 10 game developers. The vision behind the game was to subvert the trope of the player being some special hero from a prophecy. Instead, you start your story as a regular person under a crippling debt and forced out of the village to find a way to pay rent. The experience is focused on the spirit of adventuring rather than on endless power. The game was released a bit over a year ago and met a level of success that was completely unexpected. As a result, we were able to keep working on the world of Aurai and add more layers to our labor of love. On Tuesday July 7, we will release an expansion for Outward called The Soroboreans. The expansion adds a lot of content: a new storyline, a new region to explore, new dungeons, new skills, new weapon types, etc. But there are also new mechanics that are added which will keep things fresh and bring back the sense of curiosity and exploration that Outward is known for. One of the big changes is in how we’ve approached the level design for the main dungeons of the new area. This time around, the dungeon delver will really need to prepare for longer excursions as multiple dungeons are interconnected to each other. The order in which to discover and explore these dungeons is quite open, meaning that different players will have a much different story to tell. Part of the inspiration actually goes all the way back to an old Playstation game called Mega Man Legends, which had this exploration of ruins that felt a bit like a metroidvania but with its own sauce. The “ah-ha!” moment when you found your way in those different ruins left a mark on me when I was a teen and I wanted to bring a similar feel. Another thing we are bringing with this DLC is a whole new dimension to equipment via enchanting. We like giving the players freedom in what equipment they can use, and offered plenty of viable weapons and armors at various progression stages. Enchantment in Outward allows you to revisit old pieces of equipment and make them strong enough to rival any end game equipment, but doing so comes at a hefty price. Not only is enchanting requires lots of hard to find materials, the process itself is purposefully made obscure to the player. Experimenting with this feature should be enough to keep a player busy for hours and hours as they tweak their favorite build, from making your weapon explode on every hit to making tattered rags provide healing over time and uncanny level of protection. There is also a special type of equipment that is quite flexible to which effects can be added to them and even change appearance depending on the enchantment applied on it. Outward is known for being more challenging than most roleplaying games and for rewarding preparation and patience. However, our more experienced players are now quite familiar with the game’s mechanics. It makes sense then that the new area should be more difficult than those in the main game. However, it wouldn’t be enough to just buff the stats of the new monsters and call it a day. We decided to also add a new obstacle: corruption. Corruption is hinted at as a concept throughout the game’s story, but it was rarely affecting the player directly. In the new area, the ravage of corruption can be felt more directly. Some areas both outside and in dungeons are filled with noxious clouds that slowly but surely corrupts your character. Some enemy attacks also contribute to your level of corruption. After some level of exposition, your character gets tainted, then corrupted, then defiled. Every stage comes with heavy penalties, but can also make some of your attacks and skills more potent. In simpler words, Outward is getting bigger and better. Whether this is the first time you hear about the game or you’re a hardened veteran in the world of Aurai, there has never been a better time to explore its vast world than once the Soroborean’s DLC is released. Thanks for your time and if you want to know more, feel free to join our official Discord server, where thousands of players will help you find your way. View the full article
  5. Hey everyone, along with the rest of Sucker Punch, I am SO thrilled that Ghost of Tsushima will be in your hands soon. A lot of people have been asking about the game’s soundtrack and it is something the whole studio is really excited to share, so I wanted to talk a little bit about the music, the composers, and the process of creating this amazing score. As is customary, when we first started fleshing out the world of Ghost of Tsushima, we would pull temporary music from film, TV, and other games that inspired us and presented the feeling and tone we were after. There were two composers whose work really stood out that we kept coming back to as we fleshed out more of the world and the story — Ilan Eshkeri and Shigeru “Ume” Umebayashi. As we continued to be moved by their music during early development, we knew we wanted both of them to compose for Ghost. You may be wondering why we chose to have two composers score the game. First off, Ghost of Tsushima is BIG. There is a lot of content and we knew we would need a lot of music to fill the world and support the evolution of Jin’s journey from samurai to the Ghost. Secondly, when done properly, having multiple voices sculpting the score can weave a more diverse and elaborate musical tapestry for the game’s story and action to sit upon. Ilan and Ume both brought something very special to the score that we used to craft the emotional backbone of the entire world: from the story to combat to exploring the island. In our very first prototype, we created a small mission where you got on a horse, rode across a scenic expanse, and fought a mongol warlord inside a Japanese fort. We used a track from one of Ilan’s film scores for the horse ride section and the entire studio reacted to it electrically. This relatively mundane action took on an epic, emotional quality in large part due to this beautiful piece of music. Ilan has written scores for movies including Coriolanus, 47 Ronin, and Stardust, video games like The Sims franchise, and other cool projects including the European Space Agency’s Principia mission. The thing that struck us about his music was its strong melodic content and often unique instrumentation choices. We knew our score had to be heavily melodic and emotional to properly convey the story of Jin Sakai and the people of Tsushima, so Ilan seemed like a natural fit. We asked him to focus on crafting the character melodies and themes, and he immediately immersed himself in traditional Japanese instruments and musical scales. To tell you more about his music, we wanted to invite Ilan to share some words about his creative process in composing for Ghost: From the first moment of the first meeting, I realised that Ghost was about a very powerful emotional journey. The team at Sucker Punch and PlayStation were inspiring and generous with their creativity so I immediately knew that I was going to love working on the game. Jin’s theme, “The Way of the Ghost,” was one of the very first pieces I wrote. Usually productions are ready for music after everyone else has been working on the game. As much as you might understand the story, it always takes time to really get under the skin and appreciate the depth of well written characters and story. While some of my first sketches evolved, this theme really stuck. It’s all about how the people of Tsushima see him. He is their hero: strong, infallible, inspiring and full of hope, but what really fascinated me about Jin is the contrast of what is going on inside him. In order to save his home and the people he loves he must go against everything he was taught to believe in and break the code of the Samurai. Throughout the game, Jin is a character in deep emotional conflict and this, above all else, is what drew me to Ghost. The historical setting is fascinating. I began to study ancient Japanese music, folk songs, court music, sacred music and taiko, as well as the different pentatonic scales used in Japanese music. It is a very rich world full of a lifetime’s worth of exploration. In the game’s score I used Shakuhachi, Koto, Shamisen, Taiko Drums and Chants, and my favourite discovery, Biwa. The Biwa is an instrument that Samurai used to play and the art of it was almost lost — there are now only a few players in the world! Luckily, I was able to find one of them to play on Ghost. It’s a really special sound and you can hear it on “The Heart of the Jito.” I wanted to create an emotional world that would not only support the narrative and action beats of the game, but I hope it also completely draws the player into the heart and soul of Jin’s emotional journey. Taiko ensemble – Photo by Peter Scaturro As for Shigeru Umebayashi, his catalogue of work is too immense to list, but some of his scores include House of Flying Daggers, True Legend, and The Grandmaster. What we continually got when pulling from Ume’s past scores was that sense of place. His music helped transport us back in time and halfway across the globe. It was truly magical and we knew that we really wanted him to help craft the sonic landscape of our world. We asked Ume to start sketching some themes focusing on the natural beauty of the world we were building. He really dug into the emotional arc of the world and developed a suite of themes based on some key words which were representative of the gamut Jin would experience: Serenity, Occupation, Exile, Haunting, and Sanctuary. To share a little bit more about how he approached the themes for the open world, here is Ume: I was born in Kita-Kyushu city, which is physically close to the island of Tsushima. However, I have never been there personally, and I was not very familiar with the history of Tsushima before working on this game. Having joined this project, I think it would be a great opportunity to visit. When I was composing music for the game, I was inspired by Japan’s nature, climate, traditional lifestyle, and classical Japanese music. My compositions feature various Japanese instruments, including shakuhachi, koto, and Japanese taiko. But the instruments are nothing without the players. For me, I view musicians as crucial avatars of myself. They materialize the music that I envision and want to tell, delivering it to the listeners. Without this collaboration, I would merely be a street musician who nobody listens to. When listeners hear the music for the game, I hope that they feel the hearts of the people of Tsushima – those who love the land, living and plowing with the natural bounties it offers, and those of the warriors who take their katanas and follow the way of the samurai. Recording at Abbey Road Studios – Photo by Peter Scaturro Recording was truly a global undertaking, combining input from the composers, Sucker Punch and PlayStation’s internal music department. We recorded strings and brass in London at Abbey Road and Air Studios in addition to soloists and traditional Japanese instruments like koto and shakuhachi. We recorded additional solo traditional instruments including shamisen, percussion and shakuhachi and a taiko ensemble in Tokyo, as well as Buddhist monks from the Honjyuji and Myounji temples who provided chanting for the score. In Los Angeles, we were fortunate enough to enlist the talents of famed Tuvan musician Radik Tyulyush to record Mongolian chants and traditional instruments, and Doctor Osamu Kitajima helped us with recording even more Japanese solo instruments including biwa. Shamisen, Sound City, Tokyo – Photo by Peter Scaturro The last steps were for our wizards on the music team to take the score and deconstruct it into layered chunks which they then implemented into our music system to handle playback in-game based on player action, difficulty, and intensity. The end result is a powerful, evocative score that brings to life the world of 13th century Tsushima and Jin’s difficult path from samurai to Ghost. Check out the short excerpts below and we really look forward to bringing you the rest of the score and the game on July 17. PlayStation · Ghost of Tsushima OST preview: Jin Sakai PlayStation · Ghost of Tsushima OST preview: Bushido The official game soundtrack will be released by Milan Records on July 17 on all digital platforms and as a two-CD set. You can pre-order here, and all pre-orders of the digital soundtrack include an instant download of the track, “The Way of the Ghost (feat. Clare Uchima).” A vinyl edition will be coming in the future. Thank you for reading and listening. We hope to share more exciting details about the sound of Ghost of Tsushima in the future! View the full article
  6. Hello! It’s the beginning of July, which means it’s time to look back at the best games of June. Polls will open as you’re reading this, and we’ll keep them up until Sunday night. Next week, we’ll tally the votes and reveal the winner as an update to this post. So get in there, help decide the best new game of June 2020, and let us know how you voted in the comments. See you next week! How does it work? At the end of every month, PlayStation.Blog will open a poll where you can vote for the best new game released that month. Soon thereafter, we’ll close the polls, tally your votes, and announce the winner at PlayStation.Blog. PlayStation Store will also showcase some top Players’ Choice winners throughout the year. What is the voting criteria? That’s up to you! If you were only able to recommend one new release to a friend that month, which would it be? In keeping with our long tradition in the Game of the Year Awards, remastered or re-released games won’t qualify. Ambitious, larger-scale rebuilds and remakes like Shadow of the Colossus and Crash Bandicoot N. Sane Trilogy will. How are nominees decided? The PlayStation.Blog and PlayStation Store editorial teams will gather a list of that month’s most noteworthy releases and use it to seed the poll. Write-in votes will be accepted. Players’ Choice: What Was June’s Best New Game? View the full article
  7. Budget Cuts is an action-adventure stealth game full of sneaking, stabbing, and robots(!) which was built from the ground up for virtual reality. In a few weeks we are launching Budget Cuts on PS VR and we couldn’t be more excited to see how you take on the evil efficiency robots of TransCorp! We’ve had a blast packing in a ton of content into this game. There are hours of gameplay in the main story that will take you through offices, factories and oh-so-many mail-rooms. Combine this with puzzles, stealth-or-stab moments, virtual cookies, shiny collectibles, and even a boss fight (just for good measure), and you are up for a mixture of tension, action and laughs. We’ve also built an Arcade Mode that you access using the uh… *checks notes*… arcade machine (because just a regular old menu would have been too easy) which brings a bunch of new levels and a competitive game mode to the mix. We can’t wait to see what you think! So while a lot of the work we’ve put into the game so far has been in moving all the offices, factories, and mail-rooms of TransCorp over to PlayStation, we couldn’t resist building a whole new level in this wacky universe, designed specifically with PS VR in mind. Enter Panopticon! With Panopticon, we wanted to put the player’s journey and the importance of choice at the core of the level’s design. We do this by providing them with a clear and central goal that is easy to identify, but hard to access (that green room in the middle of the level). We wanted to encourage the player to pave their own path forward, either through brute force and action or through stealth and sneaking their way around in order to reach the center of the level. Honing in on the idea that the player is the one who chooses between fast-paced stabbing or tactical sneaking through their traversal of the level was key to the theme of this level. In order to make sure that Panopticon had a goal that was easy to see (but was also often just out of reach) we decided on a radial layout of the level. This design approach lent itself very nicely to the circular shape you see on the level. This has the added effect of both challenging the player’s navigational skills — you might just find yourself going “in circles” if you don’t pay attention. This layout also helps make the center of the level visible from several points, which supports the player in making informed decisions on how to traverse towards their goal. We also wanted to play with space and form in this level, focusing more on round shapes and verticality inside office spaces, while relying very heavily on our iconic color blocking art style to make each “slice” of the level feel bold and memorable. Using colors to help distinguish areas of gameplay also has the added benefit of making the level more navigable for the player, thus reinforcing the players’ personal choices. We hope you’ve enjoyed this little “level design ramble” from us over here at Neat Corporation, and we look forward to seeing you all approach Panopticon with your own individual style once Budget Cuts releases for PS VR on July 10! View the full article
  8. Hey everyone! First off, I hope that you are all safe and well in these difficult and testing times. My name is Danny Martin and I’m the Producer on Worms Rumble, the next exciting entry into the popular Worms franchise which is releasing on both PlayStation 4 and PlayStation 5 later this year! This year is a special one for us at Team17, as not only is it our 30th anniversary, but it is also the 25th anniversary of Worms. It’s been quite a journey so far working on Worms Rumble and one which has been full of a lot of excitement, with a little bit of fear. Fear because, for the next entry in the series, we decided to rip up the rule book to bring you something new by moving away from the traditional turn based action, and for the first time ever, bring you a real-time version of Worms, with even more chaotic action! Worms in Real-Time So why real-time? We of course love the turn-based versions of Worms and it’s what we’ve done for so many years. Working on Worms W.M.D was an absolute blast and we’re really proud of it. But we’ve always wanted to push the envelope that little bit further and scratch that “what-if” itch. Sure, we’ve done spins offs of Worms before, but we wanted to go all out and see if we could pull off a real-time version of Worms. We started prototyping Worms Rumble a couple of years ago with just a small team, and what they came up with in such a short space of time really piqued our interest and made us pretty excited for what we could do. We then started to hold internal usability sessions to get the feeling from the whole studio on how the game felt to play. Did it still feel like Worms? Was the fun factor there? Are we crazy to even try this? The results we got from the team were very encouraging, and straight away we saw that it had that “one more game” appeal. The feedback during the prototype phase was invaluable, as it then pushed us on to look at where we could take this. Keep Rolling, Rolling! Because of the real-time nature of the Worms Rumble, we had to look at how to change the movements of the worm. Normally you’d see the worms crawl along at a slow pace, with the occasional jump to traverse around the landscape, but with Worms Rumble, we’ve sped things up significantly. Not only will the worm move faster, you’ll now be able to roll around the arenas at high speed, perform wall jumps to traverse at pace to get to higher ground and away from danger, and dodge those “incoming” bazooka shells and grenades. It took a lot of balancing to get this feeling just right whilst making sure it felt fair for all players. You won’t be able to continually roll around the level, or hang out on your favourite piece of wall, as our little annelid friends now have stamina which will drain as you roll or wall jump. It’s only when you slow down that your stamina bar will recharge and leave you more susceptible to incoming fire! With great power… sorry. Moving on! Cross-Play You’ve been asking for it, and we’ve finally done it. We can confirm that Worms Rumble will support cross-platform multiplayer! We’ll be bringing you a 32-player online experience like you’ve never seen before in a Worms game. The arenas that have been built by the team will see you battle it out inside some of the worms’ favourite places to hang out. Take Missile Mall for example, a shopping mall that sits above an underground rocket silo, there’s plenty of open space to cause carnage, and small air vents to sneak around in. A well-placed Sheep or Banana Bomb can spell Game Over! Worms Rumble will be released with three game modes. Deathmatch, Last Worm Standing, and Last Squad Standing. Deathmatch does exactly what it says on the tin. This is 32 players battling it out to see who can get the most eliminations before time runs out, and will be the best game mode for new players to get to grips with Worms Rumble, learn the weapons and utilities and hone those skills before going toe-to-toe with the more experienced players. Last Worm Standing In Last Worm Standing, it will be 32 players going up against each other once again, only this time, once you’ve been downed, you’re out! But don’t worry, you’ll be able to spectate the action afterwards and you can check out the other players, or, jump straight into another match if you’re eager to get back into the action. Last Squad Standing will see ten teams of three players battle it out to be crowned champions of the arena! You’ll be able to play with your friends on other platforms and battle it out with others who dare to challenge you. We have introduced a revive mechanic into the squads mode, so that if you ever get downed by a rival, your team members will be able to bring you back into the game. As with Last Worm Standing, once you’re out, you’re out. This mode is all about teamwork! Work together, and you’ll have a better chance to succeed and be the squad to beat! In both Last Worm Standing and Last Squad Standing, not only will you have your enemies to fight off, but the restricted zones will play a big part in the outcome of the battle. Linger too long in one of them, and you’ll start losing health until you move into another. The restricted zones won’t always start or finish in the same location, so you’ll need to keep an eye on the warnings when they appear and high tail it out of there to a safe location. Customisations Worms games and customisation go hand in hand, so we are of course bringing them back for Worms Rumble. How could we not!? You’ll be able to add some really cool items such as headwear and facewear, and we’ve also added a few extras in this time, including awesome weapon skins, outfits and emotes! Unlock more and more swag as you play and add your own personal flair to your invertebrate avatar! We’ve got a lot planned for Worms Rumble, and the release is just the beginning! We can’t wait to show you more of what we’ve been working on, how we’re shaking things up and what you can expect from Worms Rumble later this year! See you all in the arena! July 1 Indie Reveals Worms Rumble brings real-time multiplayer action to PS4 and PS5 Haven is a chill co-op adventure coming to PS4 and PS5 Introducing Carto, a charming, innovative puzzle adventure coming to PS4 Hacking-themed platformer Recompile is coming to PS5 Where the Heart Is: A narrative adventure between truth and fiction, coming winter 2020 to PS4 The recursive world simulation & puzzle-making process in Maquette Action platformer F.I.S.T: Forged in Shadow Torch coming to PS4 Introducing PlayStation Indies and a day of captivating new games Heavenly Bodies is coming to PS5 and PS4 Explore ambiguity in Creaks, coming to PS4 this summer View the full article
  9. People often ask me why we didn’t do a sequel to Furi, and I usually answer that we made Haven because our goal is to surprise players, to innovate, to explore new experiences. This is the absolute truth. But there’s another side to it that I don’t always tell: Furi was exhausting to make. I needed a pause from fast-paced action. I wanted a game that felt like a break between two action games. When I was working on AAA games, I played pretty much every blockbuster to know the market, the competition. But between a game of Call of Duty and Assassin’s Creed, I needed a pause, and I used to play 30 minutes of Flower. I remember this time fondly. This game helped me relax between two overwhelming experiences. That feeling was at the core of what I wanted to make with Haven: a game that feels like a gentle breeze. A game that lets you relax. A game that’s like holding hands on a nice outdoor walk. One way to achieve that was of course with Haven’s concept: the love story of a couple trying to stay together. A couple gliding over tall grass on a deserted planet. Gliding and leaving a trail of tall grass is relaxing But that relaxing feeling doesn’t come only from the game setting. All the game design around it has to make the experience smooth and chill. I wanted a game that felt light. Lighter than most modern big games that ask you to remember so many things. If you don’t see what I mean by that, think about any big AAA open world game or RPG. They all have tons of features, most of the time the same features but with tiny differences in their implementation. Character progression, with lots of characteristics. Weapons and upgrades. Skill trees. Combos. Vehicles. AI teammates. Consumables items. Wide variety of lootable objects. Exotic gameplays like puzzles or races… All those features and content are exciting. It sometimes adds depth, it helps build the lore and makes the experience immersive. But it’s also a bit tiring. Playing those games is like learning a new language. There is so much content that, naturally, it means a lot to learn and remember. In order to create that relaxing feeling in Haven, we had to drop all that content. We had to reduce the amount of information needed. It’s a game where we want you to feel free: you broke from your chains and you explore a mysterious planet. We don’t want the game to be a drag by asking you to remember too much. To make it feel simple, we needed to make it lighter. Here is a bunch of concrete design decisions that came from this philosophy: No quest log A RPG needs a main quest and side quests, right? Well, there are lots of secondary things to do in Haven, they are just not formatted in a “to-do list.” If you are like me, you already have tons of to-do lists in your real life… I didn’t want Haven to be yet another game with a list of objectives to complete. So in Haven, there’s a simple main objective, given by the story and no objective list! You can always have a chat on the couch to get a reminder of what to do. After that it’s just about you exploring Source. To be honest, Yu and Kay do have a logbook. It helps you remember what to look for on the different fragments of the planet. But it’s not a list of tasks. There are no “tasks to complete” in Haven, because tasks are boring and tiring. The logbook (bottom right) lists what’s been done and left to do on each fragment. Simple economy In many games, you have to manage resources, currencies, and optimize your spendings to save every little gold coin you can. In Haven you won’t have to worry about micro management. You have enough or you don’t, that’s it. The inventory screen is rather simple compared to most RPGs On Source, Yu and Kay gather flow, a very handy energy they use for many things. The flow meter isn’t a detailed gauge with number and an advanced refill system. It’s a ball of energy that’s more or less bubbly depending on how much flow you have. You never need to know “precisely” how much flow you have, you just need to know if you’re running out. You don’t have to check how much rust (the red crust that covers the planet) or food you have, you just go craft something and you’ll see. Basically, you never really think about managing your inventory. Very few numbers Even action games can be crowded with numbers these days. In Haven, you don’t have a precise health bar in combat, but instead your characters show their health status through the color of their energy suit and by the way they move. The game is designed so that you don’t need the precise info (note: and it’s also designed to be colorblind-friendly). via Gfycat When their health state changes, the characters walk and stand differently. Their stamina and hunger are reminded through the dialogs. The only number you see is the damage when hitting an enemy or taking a hit. Numbers here are not really important, they just show which attack deals more damage. Simple crafting Crafting can be very fun and prompt experimentation. But it can also require a lot of memorisation. In Haven, the UI simply shows you the ingredients you have. You can start mixing them and you’ll see a preview of the result. Aaah… Creamberry flambé <3 No weapons or skill tree I’m an RPG lover. I can appreciate spending hours choosing the best equipment for my team. But Haven’s taking a break from that. There’s no choice of weapon or skill tree. Sometimes it’s also fine to just focus on being good in combat, by yourself. And to drop the burden of comparing stats for each item in the game. Yu and Kay evolve and gain new skills, but the game is not about becoming more powerful. Very little HUD and UI It seems easy to state “there will be no HUD,” but eventually you find out that people don’t understand a complex game without help from the interface… That happened to me on many games, indie and AAA alike. The only way you can achieve this is by actually having a very simple game. Journey pulled it off brilliantly. In Haven, the HUD is really super light, because the game is simple from the root. While gliding, you just need to focus on your characters and where you want to go. Play co-op seamlessly Even starting a co-op session has been designed to be easy and simple. If you’re playing solo and want someone to join your game, they just have to take the gamepad and press a button. Co-op will start automatically. There’s no menu. You don’t have to start over a new game. A second player can join simply by pressing a button on their gamepad. Of course simplicity is not the only way to go. I love a hairy and dense RPG as much as anyone else. But sometimes, between these deep and exhausting systems you learn in games, it’s good to take a little break. It’s what we wanted to achieve with Haven. Make it a gentle breeze, a soft hand that will take you through its journey without asking you to care too much about details. In Haven, we only want you to care about Yu and Kay. July 1 Indie Reveals Haven is a chill co-op adventure coming to PS4 Introducing Carto, a charming, innovative puzzle adventure coming to PS4 Hacking-themed platformer Recompile is coming to PS5 Where the Heart Is: A narrative adventure between truth and fiction, coming winter 2020 to PS4 The recursive world simulation & puzzle-making process in Maquette Action platformer F.I.S.T: Forged in Shadow Torch coming to PS4 Heavenly Bodies is coming to PS5 and PS4 Explore ambiguity in Creaks, coming to PS4 this summer View the full article
  10. Are you looking for an innovative game with so much charm and wit you just can’t put it down? Is an immersive experience with delightful art and music right up your ally? Then we at Humble Games, in partnership with the fantastic team at Sunhead Games, are thrilled to announce Carto. Carto is set in a beautiful world, painstakingly created by the art-forward studio, Sunhead Games. While Carto marks Sunhead’s foray into console games, they are no strangers to carefully crafted games with innovative mechanics (A Ride into the Mountains, The Swords). While the stunning world, charming characters, and beautiful soundtrack are enough to keep any player engaged, the true innovation of Carto is in its creative puzzling. In this delightful adventure wrapped around a unique world-shifting puzzle mechanic, you’ll master your cartography skills. As you rearrange pieces of the map, you’ll see the world change around you. Connect missing pieces of the map to discover mysterious lands, uncovering their secrets. As you journey through new pieces of the map, you’ll meet quirky characters and make friends along the way, many of which will need a helping hand from their local cartographer. The spirit of the game lies in the exploration of new places and learning about new cultures. While all lands and people groups within Carto are fictitious, the experience of traveling to new places is very real – the wonder of seeing a sprawling land so different than your own, learning traditions foreign to your own, and ultimately getting to embrace them all as wonderful in their own right. As you journey with Carto you’ll be able to uncover these beautiful locations and meet people, learning about them and their culture along the way. As you mingle with the endearing characters across your travels, you’ll uncover witty dialogue written by Nick Suttner. Having worked as a writer on games like Guacamelee! 2, Celeste, and Bloodroots, Nick is no newbie when it comes to creating stories with thoughtful and interesting characters. While the secondary characters are a delight to encounter, Carto’s personal story is one of self-discovery and friendship. Thoughtful moments centered around family and the things that are important in life will keep you grounded and waiting to see what happens next. One critical piece to Carto is the music woven throughout the game. No map-spanning journey would be complete without a beautiful complementary soundtrack. The music for Carto is the debut work of Sun Head’s in-house composer, Eddie Yu. This soundtrack, combined with thoughtful sound mixing, allows players to be fully immersed in the journey alongside Carto. To be fair, you can only speak so much about music before people need to listen to it. Here is a small taste of the relaxing, yet engaging music of Carto. PlayStation · Carto preview – Wind PlayStation · Carto preview – Tribe It goes without saying that we at Humble Games and our partners at Sunhead Games cannot wait for you to experience Carto for yourself. Stay tuned for more! View the full article
  11. Hello! I’m Phi, co-founder, programmer and game designer at Phigames. I’m here to talk about our upcoming title Recompile, in which you’ll explore, fight and hack your way through an intriguing and ever-dazzling digital landscape. You’ll play as a sentient virus, trying to escape deletion as you infiltrate the digital, virtual world of The Mainframe in an effort to achieve sapience and bring about the first technological singularity. Humankind depends on it, but how you accomplish this goal will be up to you. The world of The Mainframe is both beautiful and foreboding Today I’m excited to reveal our new trailer, announcing the game for PlayStation 5! It also features the amazing song Jupiter by singer/songwriter Aoife O’Donovan. Combining traditional exploration-based platforming mechanics with a dynamic narrative, Recompile challenges you to explore, fight, hack and survive. There’s platforming, third person combat, and environmental hacking puzzles. With the many challenges and obstacles presented to the virus, it’ll be up to you to decide how best to tackle them. You could go in with all guns blazing, attracting attention from nearby security systems as you blast through enemies and bosses. Alternatively, you could take a more considered approach, hacking enemies to turn them against each other, whilst you wait around the corner for chaos to ensue. The environment is also hackable, from something as simple as locked doors to more complex machinery – everything is built from logic gate circuitry which can at any time be overridden, inverted or completely disabled. Perhaps you might even decide to physically bypass these obstacles entirely, if you have spent the necessary time and resources to build up your traversal abilities. Will you hack or fight your way through The Mainframe? The game’s entire story takes place within one second, but inside the virtual world, time is perceived differently. As you explore The Mainframe, you’ll discover the reason for your existence, what you were programmed to do, and how your difficult choices will have consequences which ultimately affect the future of this world. Certain AI interactions are more cryptic than others The landscape of The Mainframe is a completely open and explorable seamless experience. We’ve crafted a small yet fully-realized environment bursting with character and details. There are multiple biomes each representing a single function of the mysterious computer system you’ve been tasked to infiltrate. From the heavily armed security fortifications of The Tet to the authoritarian engineered world of The Hex, each location requires different skills and strategies to master. The Mainframe, a chaotic mix of the organic, and the inorganic As you may have guessed, the game is all about creating the first self-aware Artificial Intelligence. The question is, what kind of AI will be created? The answer depends entirely on you, your play style, and how you decide to resolve certain narrative situations. Beat the game with destructive weaponry and an aggressive playstyle, and you’ll end up creating a similarly violent antagonist. You can imagine what kind of fate this kind of intelligence will have on the future of humanity. There are many outcomes to the story, so we hope players will try to experiment with multiple playthroughs to see what kind of AI they end up with. What kind of AI will you create? Recompile is a game that is several years in the making. Growing up I’ve always been a bit of a computer nerd, and thanks to childhood films and television series like Tron and Reboot, I often daydreamed about what it’s like to be trapped in a virtual world inside a computer. It’s all nonsense of course, but part of this is what led to me wanting to make a game like Recompile. After studying Computer Science, I took a keen interest in AI and machine learning, and I decided to add these themes to the game as well. What I ended up with were the core ideas behind Recompile. Sapience is greater than the sum of its parts There have been many prototypes with different gameplay ideas over the years, but after meeting my co-founders James Marshall (VFX & Animation Artist) and Richard Evans (Sound Designer & Composer) we eventually settled on what Recompile would become: a third-person, exploration-based action adventure. The Hypervisor awaits your next move Fast forward to now, with the announcements of next gen and the recent developments in graphical rendering and real-time lighting, we’re even more excited to reveal our plans for the game. We hope Recompile will be the visual extravaganza we intend it to be, all beautifully rendered on the PS5. And we hope you’ll enjoy playing it too! Let’s hack! View the full article
  12. When I was a kid, I was fascinated with this idea — that a world you never knew existed was hidden in and around the world we live in. It was a common thread in the books and movies I grew up with. Some of these stories were more fantasy, some more science fiction, but they all shared the thought that right around the corner, there could be something unexpected and new. I always liked that. These days, more and more of the art and design I do is influenced by my everyday conflicts, experiences, and relationships. I find myself always intertwining reality with creativity, through music, games, or both. So, when I was developing the concept for Where the Heart Is, I kept coming back to that intersection of ideas. But what was most important to me was how to present those ideas to players. How can I place real-world choices on the shoulders of surreal incidents and present those choices in a different light than what’s been seen before? Life is a dream Where the Heart Is reminds you constantly of this interplay between the grounded and the ethereal. We take the player from surroundings like this… …to surroundings like this, in the space of seconds. When our main character, Whit, gets lost in a cave and can’t find a way out… …memories of his father create a new space to explore. The lines between the concrete and the imagined blur together as you explore Whit’s past and future. This reflects how we live through our experiences — in the real world and in our minds, simultaneously. Choice and consequence Part of making choices that feel tangible, like the ones we make daily, is the sense of finality, of not going back. In this game, decisions big and small add up over time to create entirely different gameplay paths and outcomes for the characters, and it won’t be possible to see them all in a single playthrough. Like in life, the path you’re currently on might not have clear resolutions at the start, but the more you travel down it, the more your actions are reflected in your overall story. For example, the main character’s brother, Sege, struggles as a teenager between his passion for art and pressure from his parents to finish his education. He has a place where he goes to escape this conflict; you can confront him here. Your history up to that point is reflected in your conversation. You get to choose how Whit responds to his brother. Do you support his choices and tell him to risk everything? Do you tell him to get his act together? Ultimately, your responses help determine if you later find him living here… …or here… …and each of those places represents a very different version of the man he becomes. My emotional connection to the game comes down to a simple thought: “If I had to do it all over again, what would I change? Could I be better?” Better is negotiable, maybe, but still something to think about. Moments and milestones It was important to us that we show characters throughout all stages of their lives. You’ll follow Whit from childhood… …through adulthood… into middle age and eventually, his twilight years. You’ll also see what becomes of Whit’s children, as they grow into their own… …and experience all the moments that add up to make a life — tragic, joyful, funny, and just plain strange. Characters in the game are represented by forms that symbolize past and future. They show emotion, move through the level, engage in dialogue, and react. They are your tangible connection to the unfolding story. See you on the other side Most of my career, I’ve worked on action titles, so this was an opportunity to do something character focused, a slow burn that reveals itself in bits and pieces. With Where the Heart Is, we’re combining reality and imagination in order to present something that I hope is engaging and endearing. There is a lot of reading throughout the experience, but the pacing can be your own. The game can be saved at any point, picked up and put down like a well worn book. Thank you for taking this first look into Where the Heart Is. Take care! We’ll be showing off more materials covering the characters and the game’s setting as we get closer to release, so please come find us at the following links: Instagram Bandcamp Gfycat Youtube View the full article
  13. Maquette is a puzzle game, but not in the sense that Sudoku is a puzzle, more like a story that has puzzles throughout. As you explore the game’s recursive world, you’ll uncover memories of a young couple in love, solving puzzles through creative thinking. Recursive World Our game takes place in a world nested inside of itself recursively. It’s an idea much easier to understand if you see it in action, but here’s a thought experiment we can do right now to try and convey the idea. Imagine that for this experiment the entirety of Maquette’s game world is just a house and every player action happens inside that house. Now imagine there’s a small model of that house sitting on a coffee table in the living room. If you look inside the house you’ll see exactly what’s on the real house as a smaller version. But these are not two different houses — they are both instances of the same world living simultaneously, so the world is nested inside of itself. Now, because of this, if you run to open the front door of the house and then return to the model, you’ll see the model’s front door will also be open. Conversely, if you use your finger to close the model’s door, you’ll hear the real house’s front door slam shut at the same time. Object Size Manipulation It gets stranger. Objects too heavy for you to lift in the real house can be easily picked up and moved inside the small house model on the coffee table — and as you do, that object will move in the normal size house as well. That’s not all, if you were to open the front door of the normal sized house and walk outside, you’d find yourself standing on an impossibly huge coffee table, in an impossibly huge living room, of an impossibly huge house (and that impossibly huge front door would be open too). Maquette takes that idea beyond just a single house and into a series of fantastical locations. Mind-Bending Challenges Maquette’s puzzles come from the magical rules of the world that are different from our own, and how to use those special rules in not-so-obvious-at-first ways. So when the obvious solution to a puzzle won’t work, think about the recursive world and what makes it different from our own, and how those differences could enable you to reach your goal in a way that wouldn’t be possible in real life. We built out the recursive simulation then explored its uniqueness to come up with situations exclusive to our world to build puzzles with. As the player unlocks the secrets of the world, we come up with new situations building off of what the player learned, but adding twists and folds. Maquette has a lot to offer emotionally, from both the puzzles and the story. First and foremost, the sense of wonder and awe from exploring an otherwise physically-impossible world. The puzzles and recursive reality deliver plenty of “ah-ha” and “mind-blown” moments, while the narrative asks you to take a journey of love, loss, and acceptance. Together, it’s a message of understanding — in the physical world, in the mind, and in the heart. View the full article
  14. Today I’m very happy to introduce you to our new game F.I.S.T: Forged In Shadow Torch, a dieselpunk-style action adventure featuring an anthropomorphic bunny wielding a huge, weaponized metal fist. Launching on PS4 soon, F.I.S.T. marks our debut into a genre that is a personal favourite of many of us here at the studio: the exploration platformer. There have been many amazing games shaped in this mould through the years, yet we kept asking ourselves: was there still some different take, some addition we could make that would make for a fresh experience? F.I.S.T. is our answer to those questions. From the very beginning, we set out four pillars that would define the game and differentiate us from what has come before. 1. An original world in which animals fight back against a machine invasion We were eager to tell a memorable and motivating story. Ours began with a simple concept. Supposing there was a beautiful, peaceful world, inhabited only by animals. What would happen if it were invaded by a race of machine-like creatures? Amidst the backdrop of the inevitable conflict that would erupt and consume the planet, we pictured the emergence of a lone warrior, a hero. Meet Rayton. A battle veteran who has spent the last six years in hiding after his city was lost. Yet when his friend is kidnapped by the Machine Legion, this silent yet determined fighter heads back out into the world on a desperate rescue mission. In F.I.S.T., flesh and blood will clash with metal, idealism will war with realism and faiths will be tested. 2. An interconnected world with a consistent look and one packed with secrets Exploration is a key gameplay mechanic of the genre. Yet unlike open world titles, an exploration platformer’s areas are usually multiple interconnected ‘rooms,’ the sudden change to the look and feel of your surroundings can be jarring. It erodes cohesion. With that in mind, we worked hard to make F.I.S.T.’s world feel real. Every district is distinct yet feels part of a larger whole. As you explore, subtle yet increasing alterations in the background and level design makes the transitions between each region feel wholly natural. Torch City will feel even more convincing when you factor in a lack of loading between areas. And of course, it is a city packed with secrets. Some of the best spots in real-world locales are only found through exploration. It’s the same with ours. Numerous hidden areas await, with platform or combat challenges in each, rewarding you with new upgrades or cool collectables for their completion. 3. An arcade-style combat system with unique weapons and combo chains We also love classic action games, which has driven us to design a deep and satisfying combat system. It is built around the trio of weapons Rayton brings with him into battle: the mechanised fist, drill and whip. Each has its own unique features and combo chains. The fist is a good all-rounder with the easiest combo strings of the three. The drill is slower to deploy but deals out the most damage. In direct contrast, the whip isn’t as powerful but is lightning quick and also boasts the furthest attack range. Yet you will need to become adept at using all three to survive your travels through the dense cityscape. And what’s great weaponry without some challenging villains to test them out on? We were eager to give you a devilishly diverse bunch of baddies that would challenge you. Our designers spent a long time creating dozens of enemy types – normal grunts, stronger elites and tough bosses. Each has a unique appearance and a distinct combat pattern. The Machine Legion will not fall easily. 4. A unique dieselpunk aesthetic powered by Unreal Engine 4 Dieselpunk mightn’t be as well-known as cyberpunk or steampunk, but its style is just as fantastical and fascinating. It fitted perfectly with the story we wanted to tell, and we know its look is something players across the world will appreciate. We also interwove oriental-style architecture into the diesel-powered designs and took inspiration from industrial technology as well as military weapons of the interwar period. Powering all this is the Unreal Engine 4. Using the engine’s physically based rendering with extremely detailed textures has perfectly captured the aesthetic we wanted. Though the gameplay is 2D, the world of F.I.S.T. has been rendered in beautiful 3D, with background details enriching every location and making the city feel alive. I could carry on. But the important thing is that we’ve created a game that we, as hardcore fans of the action and the exploration platformer genres, would want to play. If you enjoy them as much as we do, you hopefully will see that love in every aspect of the game. We cannot wait to share F.I.S.T.: Forged In Shadow Torch with you in the next few months. View the full article
  15. Hi everyone! As some of you may have noticed, I have long been a big fan of indie games, and ever since I was appointed as Head of Indies Initiative for PlayStation in November the last year, I have been working closely with all departments at Sony Interactive Entertainment to elevate our efforts to help make indie developers’ lives easier and their titles shine in this super competitive videogame market. I’m pleased to formally announce the PlayStation Indies initiative. With PlayStation Indies, we hope to spotlight and support the best of the best indie games being published on PlayStation and the entire indie community as a whole. Our goal is to make PlayStation the best place to develop, find, and play great indie games. The indie community is increasingly important for the future of the video game industry, as AAA game development has grown so financially demanding that big companies are finding it harder to take risks to invest in new concepts that may or may not work. We trust indie developers with strong vision will continue to bring ideas that have never been tried before, creating whole new genres of games and advancing the art and meaning of video games. PlayStation has always embraced games with completely new concepts, like PaRappa the Rapper, Katamari Damacy, LittleBigPlanet, and Journey, and we look forward to seeing what surprising new ideas will come next! I was so excited to see the strong reactions to the amazing indie titles featured in the PS5 Future of Gaming event a few weeks ago. Do they not look charming and interesting? I, for one, could not get the Bugsnax song out of my head for a few days since the show went live. While details are still forthcoming, we are also happy to confirm a new indie title will join the PlayStation Now service every month, starting with Hello Neighbor in July. Please look out for our monthly PS Now posts for more information! Today, alongside news of the PlayStation Indies initiative, we’re happy to debut nine imaginative and exciting titles coming to both PS4 and PS5. Stay tuned throughout the morning for these reveals, which we’ll gather up here once they’ve all concluded. Can’t wait to hear what you think! View the full article