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Commander Fury

CCFURY
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Everything posted by Commander Fury

  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 Newgrounds.com, expecting a few players and a decent score. Instead, it received over 8 million plays and glowing reviews. As you can imagine, I was shocked. For the next 10 years, I dedicated my time and energy to fine-tuning what made Coma so special. On July 16, that same game will be released on PS4, although, under a new name that I find much more fitting. It’s called Neversong, and it contains everything its audience in 2010 loved, but also an entirely new world and set of game-mechanics. I’m incredibly proud of it, but it wasn’t without the painful destruction and restructuring of the original. Here’s what we did to make this game relevant in 2020: First, my development partner, Serenity Forge, and I had to scrap the entire look of the original Flash game. It’s an odd thing: a game’s beauty is very much defined by the platform that it lives on. In playing the original Flash game Coma, it looked just fine in a tiny window on Newgrounds.com. But when played on PS4 on a full-screen TV, it suddenly looked like a 4th grader’s project. Believe it or not, Serenity Forge and I went through three different looks, trying to re-use assets from the original Flash game to save time and money. Unfortunately, I tossed the entire look and feel two months into the project, and opted to design an entirely new 4K world from scratch. In fact, this consistent building and tearing down is why the budget for the game became increasingly thinner and thinner — I couldn’t stand looking at what I had made a decade ago. As I near my 30s, I am a new person entirely. I’m incredibly proud of Neversong’s look and feel now, but I can imagine I may cringe at it when I’m 40. Becoming a better game developer means you’re going to dislike what you made the day before! Second, the original Flash game was 15 minutes long. Obviously, this won’t fly for consoles. The simple and abstract poetry of the original game could simply not be spread over the course of a 4 hour adventure without becoming pretentious, watered-down, and ultimately annoying. So, similar to the art style, we tore down the original story and started fresh. The simple concept of a boy in a strange dream-like coma was pretty much the only thing we were able to salvage. The rest, we took inspiration from Stephen King and William Goldman. First, from King’s brilliant trope of a small town being haunted by a mysterious entity, and from Goldman in its discussion of just how fast childhood innocence can dissolve into violence. In Neversong, players follow the story of Peet, a boy who has woken from a coma only to find a hauntingly beautiful world with no parents, a demonic ghoul named Dr. Smile, and a series of bizarre events pushing Peet into the bowels of his dark and twisted nightmare. Finally, Neversong could not lean on the simplicity of the original Coma. If it did, the player would likely become bored, and even feel cheated. Indie games in the early 2010’s often relied on a moody atmosphere with pretty much no real memorable gameplay mechanics. This was certainly true of the original Coma, which leaned heavily into atmosphere and forgot entirely about the importance of letting the player actually do anything. In Neversong, the partnership with Serenity Forge allowed Peet’s bizarre adventure to transform into a hack-and-slash, parkour adventure. With the help of a physics system built from scratch by Erik Coburn, we were able to immerse the player in a world where half of their time was spent swinging on vines, bouncing on insectoid’s heads, or skateboarding through an abandoned sewage facility. The indie game industry is becoming increasingly more competitive, and we felt it was paramount to maintain the beautiful atmosphere of the original, while also allowing the player to explore it with unique, fluid gameplay. Ultimately, Neversong is a new game entirely, but capitalized on the prototypic nature of the original Flash game I made in high school. It’s an amazing feeling, seeing something my pimply, cringey teenage self-made in his bedroom being enjoyed by the PlayStation community a decade later. It wasn’t without hard work, willingness to change, and ultimately patience. But it was totally worth it. View the full article
  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
  16. Hello hello. The day is nearly upon us! What is Marvel’s Iron Man VR We set out to build the ultimate Iron Man game by leveraging all the best things about virtual reality by pairing the amazing aspects of Iron Man — the flying, the shooting, the HUD — with the great features of PlayStation VR. But that’s only one side of the coin… Marvel’s Iron Man VR is very much about Tony Stark, and we’ve leveraged VR technology to put you in the shoes of this iconic inventor/Super Hero like never before. I personally believe this game is an important statement about virtual reality. VR is technology that’s been around for decades, yet only now is something that lives in the homes of not only millions of people around the globe, but in the living rooms of millions of PlayStation 4 users. We built this game for you all — a PS VR-exclusive game where nearly every major aspect of the game was designed to best utilize the PlayStation VR headset and PlayStation Move motion controllers. I truly hope you find Marvel’s Iron Man VR to be the kind of big, ambitious, VR-only game you’ve been wanting. If you’re ready to become a PS VR owner, I can’t think of a better value than to purchase the hardware bundle for Marvel’s Iron Man VR. And if you already own PS VR and two PS Move controllers, here are a few things to know about before you suit up on July 3. Flying Like Iron Man From its first week of development, flying in Marvel’s Iron Man VR felt awesome, but it can take some getting used to*. Heck, even on the big screen, there is that classic moment when Tony learns how to fly. This is why you may notice that the game’s first hour or two is designed to help you ease into flying at high speeds as Iron Man, so don’t feel compelled to quickly progress the game’s story-based campaign if you think you would benefit from a little more practice. I recommend trying to beat your previous times in some of the early challenges. Dodge Like a Boss One of the joys of combat in Marvel’s Iron Man VR is the ability to dodge out of the way of enemy fire and then blast them from behind. (Pro tip: This is key to defeating one of Ghost’s toughest combatants — the “Revenant”.) Similar to how you can double tap your thrusters to burst forward, try boosting from side-to-side to quickly maneuver around an enemy for a tactical advantage. Just beware of the short cooldown time between boosts… Punch Your Way to Victory Sure, you are genius inventor Tony Stark, but he’s not above solving problems with his fists. You will gain the ability to Rocket Punch within the first few minutes of the game, which is executed by holding either the X or O buttons on the PS Move controller and then physically punching forward. Once you get comfortable with Rocket Punch, it unlocks a whole new dimension to the game’s combat. To quote Matt Munroe from our test team, “I’ve been playing Marvel’s Iron Man VR for years and I still love rocket punching bad guys every day of the week.” Experiment with Your Perfect Loadout Tinkering around in the garage is a key component to truly embodying Tony Stark, which is why we designed the garage’s Armor Station to allow direct modifications to the Impulse Armor between missions. Unlock additional weapons and augments via Research Points earned throughout the game, and customize multiple loadouts before you venture out to do your Super Hero work. If you want my advice, watch the short videos that appear along with each weapon at the Armor Station. Once you see something you like, unlock it with Research Points, equip it to one or both gauntlets, and test it out via optional Combat Challenges. And if you want the advice of one of the best players of the game I know, James Clinton Howell, equip the short-range Scattershot to one gauntlet and the long-range Anti-Armor Missiles to your other. Ghost and her army won’t know what hit ’em! Take Your Time Sure, the world may need saving, but perhaps the best tip I have for you is to enjoy the journey and give your brain some time to catch up. Unlike my colleagues at Camouflaj, I will spare you my long dissertation on how the brain works when presented with new things (like VR), and how a good night’s rest allows the brain to strengthen its understanding of new concepts. This is why I recommend playing Marvel’s Iron Man VR and take breaks in between — you’ll be amazed at how much more in-tune you become with Iron Man’s core mechanics with each new day. This is also why the moments where you play as Tony Stark are important to the game’s story and pacing. When the armor comes off and you play as Tony, it’s nice to be able to catch your breath and just be Tony for a while. Take the time to explore Tony’s mansion, give Pepper Potts a call, listen to an episode of Morgan’s “Stark Raving” podcast, or blow some steam off in Tony’s gym. A Surprise Bonus for All You Early Adopters As a reward for playing our game on launch weekend — and Independence Day in America, no less — you can unlock the Iron Patriot custom deco. All you need to do is play the game during the first three days and you’ll find the special custom deco unlocked once you reach the Armor Station in Tony’s garage. Marvel’s Iron Man VR is Available This Friday Writing those words is surreal. It’s been a true honor working on this game for the past few years, and it was only made possible by a number of quiet heroes who believed in Camouflaj to deliver on our promise to make the best Iron Man virtual reality game we possibly could. Thank you, from the bottom of my heart, for your interest in playing Marvel’s Iron Man VR. I hope you pick it up, play it, and love it. And heck, if you end up streaming your playthrough of the game, don’t hesitate to ping us at @Camouflaj on Twitter. I know we’re all eager to watch you all suit up and become Iron Man from July 3, exclusively on PS VR. Now, as Nick Fury would say, get to it! *Please review and follow all safety guidelines for use of PlayStation®VR. PlayStation®VR is not for use by children under age 12. PlayStation®4 system, PlayStation®VR and PlayStation®Camera are required to experience VR functionality. Two PlayStation®Move motion controllers required (sold separately). View the full article
  17. Hello everyone! Alex here from 2pt Interactive. We’re thrilled to share with you some news about our title Heavenly Bodies, and wish to give a little show-and-tell highlighting the unique gameplay we’re exploring with the game about space, the body, and the absence of gravity. First and foremost – the news: Heavenly Bodies is coming to PS5 and PS4! Awww yes. Seriously though, there are few words that can describe just how excited we are to bring our game to the console we adore. It would have been a dream to bring Heavenly Bodies to PS4 alone, but having the chance to use the incredible new features on the PS5 is mind-blowing, so we’re working extremely hard to make it something really special. So, there are probably plenty of you wondering, what is the game, anyway? Well, in Heavenly Bodies, you’re a brave cosmonaut, and it’s your sole duty to maintain Earth’s latest and proudest feat of space engineering. How? With your bare hands, of course. You will use the left and right triggers and analog joysticks to move the left and right arms, respectively: Oh, and you also have legs, which you can kick with R1 and L1: Sounds simple? In theory, yes. In practise, no. You see, as humans, we’ve grown quite attached to gravity, so if you want to perform your duties like the heroes you’ve seen on TV, you’re going to have to take some lessons in weightless motion. Physics, weight and motion in Heavenly Bodies In Heavenly Bodies, we’ve designed everything that we can to be physically simulated. Ropes, buttons, machines, and your very own body react to forces in a way that, without gravity, will challenge you to rethink the way you approach seemingly trivial tasks. For starters, let’s take a look at how you’d get around: Using your vice-like grip and toned arms, you’ll have to push and pull off surfaces to keep yourself moving. This is Newton’s Third Law in action! As you push your hand into the wall, the wall pushes back, thus transferring the force into your body. Now, take for example, the humble lever: Without a wall to brace on, you have no way of moving that thing! Really though, virtually everything is physically simulated. Even the air: So hold on to whatever you can. We’ve worked hard to push our weightless bodily motion controls as far as they can go. To even our surprise, though, is just how much challenging, fresh gameplay such a simple concept has given us. Over your time in space, you’ll be using your body to do all sorts of things, from rewiring systems and prying doors: To assembling space telescopes with robotic claws: All, of course, using the power of your weightless body and mind. Feeling your surroundings with the DualSense for PS5 At its heart, Heavenly Bodies is a game about tactility, physicality and motion. In this way, it’s important to us that your cosmonaut body and your environmental surroundings feel as well as they move. With the shiny new features coming in PS5’s DualSense controller, we’re exploring all sorts of ways you’ll be able to experience the weight, texture, density, energy and vibration of every tool, device and surface you come into contact with. For example, with adaptive triggers you can feel: Objects slip from your grip, such as ropes, or your partner’s desperate fingertips The density of the object you’re gripping. For example, metal scaffolding will feel cold and hard, whilst a space-suit will feel soft and squishy And with haptic feedback you’ll learn to understand that, in space, your sense of touch means everything, as you… Feel the ship rattle through your bones as it passes through coarse space debris Feel a lever snap from its base as you try to close the pod bay doors Feel the dreadful loss of all sensation as your body is swept into the endless void Play with a friend in co-op on PS5 and PS4 For those that were paying careful attention, yes, you can play with a partner via local co-op! Call on a friend and discover the new, creative and elaborate ways to finish the task at hand. Cooperation might not always be frictionless though, so pick your crew well. That’s all from us for now! Thanks for having a read. View the full article
  18. Hello, PlayStation players! My name is Radim, and I and my team have been working on a game called Creaks for a little while. Before it lands on your console in a few weeks, we would like to introduce you to the surreal world it takes place in, and share with you a little insight into how we created it. When I say “little journey,” I’m talking about eight long years of development. I first started working on a prototype for Creaks in Flash with my longtime friend Jan Chlup. Back in the day, we could’ve hardly imagined that our project, later joined by many more talented collaborators, would eventually grow into a full-fledged title built in Unity. Yet here we are! What do you see? Human imagination is a wonderfully ambiguous thing. Very often, when we’re looking at an object, our vision fools us into thinking that it’s something different. Something scarier, maybe. Sometimes we look up into the sky and see faces among the clouds, and we can barely understand how it is possible for the person standing next to us not to see the same thing. Science knows a beautiful word for this phenomenon of “seeing things” — pareidolia. That is one of the building blocks of our game. Just a few minutes into Creaks, you will bump into some strange barking creatures in the mansion’s dark corridors. But are they as dangerous as they seem? Try to get them trapped under a beam of light and take a closer look. You may find out that what felt dangerous is a simple night table. Turning these creatures into ordinary objects is the key gameplay mechanic, along with pulling levers, stepping on pressure plates, and manipulating the environment to outsmart your enemies. We call these odd shape-shifting creatures “creaks.” Aside from the watchers which resemble angry dogs, you will encounter a few more — each of them with different behavior — for example, the spy who copies the main character’s movement. Just remember — don’t touch any of these creatures in their animated form, and you’ll be safe. The Mansion I enjoy looking at buildings in my neighborhood, and I’ve always been fascinated with the idea that there might be a giant uncharted world, hidden somewhere deep underground. Hence the entire story of Creaks takes place in a strange towering mansion. Its otherworldliness might be scary at first, but once you take your time to explore its corners, you will find out that it’s rather magical, diverse, and inhabited by both peaceful avian folk and terrifying creatures. The creaking house has five different parts, each of them with its vibe and history. The Attic, where you will likely spend the first hour or two, is the most rudimentary of all. Lots of junk is lying around with no intent to be used, and as the entrance to the mansion is guarded by barking watchers. On the other hand, the Towers are all about the deep consciousness and mulling over the universe, and the enemy introduced in this area has a more tranquil vibe. When I first started working on the layout of this mansion and the individual levels, I decided to use a rather inconvenient style of work. I had drawn the first background assets with ink on several A4 sheets, which I scanned one by one using a small ancient scanner. One background would take up to 10 sheets that I would digitally glue together in software. As you may have guessed, this didn’t feel like the most efficient method — so I saved up enough money to buy a much better A3-format scanner. But… As ridiculous as it sounds, this new scanner was too good. In comparison to the old one, the expensive high-quality scanner’s output lacked the imperfections. It eliminated the natural texture of paper, which was something essential to the feel of my drawings. So I went back to the old scanner, dealing with the fact that I’ll need to scan twice as many pictures to achieve the desired effect. That wasn’t much of a hassle compared to the fact that I needed to draw each picture three times. First digitally sketching it on my computer, then printing it and duplicating it with a pencil through translucent paper, and finally, redrawing it with a pen and watercolor. Then it was all colorized and put together with digital post-production. The Paintings While I was responsible for most of the environment art, it was my friend Jan I mentioned above who took care of all the collectible paintings. These are scattered throughout the mansion, some of them hidden in secret rooms, something we hope you trophy hunters will enjoy. These paintings are like windows — objects that, metaphorically put, allow you to look outside of the large cave. They will teach you a little bit about the history of this world, the dreams, desires, and legends of its avian inhabitants. The first painting drafts Jan created for Creaks were even more surreal than those you can see within the game. Over time, he incorporated more poeticism and history of art, particularly those from the 18th and 19th centuries. Over time, we accumulated many ideas for these paintings, trying to build upon the world’s mythology. Our designs come from many places — it could be visual echoes of movies, books, or daily events that get stuck in Jan’s head, sometimes inspired by actual historical paintings. In terms of aesthetics, one of the main goals was to maintain a mechanical feeling, even though Jan painted them with oil on canvas and later scanned and animated them in software. The thing is, we usually expect paintings to be static, which was something we wanted to improve. The first upgrade we made was that we added a little string to these paintings. When you pull that string, the picture comes alive, both with music and animation. That’s when ideas for portraits of musicians playing bizarre instruments started coming together, and we’re very fortunate to have the Scottish composer and multi-instrumentalist Joe Acheson, aka Hidden Orchestra on our team. His music helps the entire world come to life. Adding music to these paintings helped a lot, but we were still looking for more interactivity. We wanted players to be able to play with them. So 11 of those became playable minigames, be it little puzzles very closely connected with what’s happening in the mansion, or a sword-fighting minigame starring two knights. Please take a look at the painting called Meadow Song as it appears in the game. The Secret As soon as you start playing Creaks, you’ll get the feeling that there’s something quite unusual happening beneath the hero’s tiny room. I can’t wait for you to finally get to explore this strange little universe that we created, and I hope you’ll enjoy exploring the creaking mansion’s dark corners, solving puzzles and unraveling what’s causing all the havoc. I’ll leave that for you to find out. View the full article
  19. The race is on as The Legendary Run kicks off in Fallout 76! Today we celebrate the launch of Patch 20, as well as the start of our first Season, which will run from June 30 through mid-September. Seasons are a new account-wide progression system that overhauls the existing Daily and Weekly Challenges and gives you tons of opportunities to earn rewards. Seasons will be free for all players to take part in and enjoy, and everyone will advance on the same progression track. Also as part of Patch 20, is a brand-new Public Teams feature. Learn more about Seasons and Public Teams below! The Legendary Run & beyond Our Seasons begin with The Legendary Run, an intergalactic Captain Cosmos boardgame-inspired adventure. As Captain Cosmos you will race the evil Dr, Zorbo across the galaxy. Earn S.C.O.R.E. in order to progress across a virtual game board by completing Daily and Weekly Challenges. S.C.O.R.E. will allow you to rank up and claim in-game prizes like Atoms, Perk Card packs, unique cosmetics, and even useful items like the Ammo Converter, which is an early reward that you can build in your C.A.M.P. and use to exchange unwanted ammo types for ammo you need. There are 100 ranks in total, and each one comes with a reward. To help you rank up, the Daily and Weekly Challenges have been revamped to provide easier everyday content for players. Once you rank up, you can claim your rewards directly from the game board, accessible through the new Legendary Run option in the Main Menu. Public Teams Want to get rewarded for partying up? The new Public Teams feature being introduced in Patch 20 does just that. Through this new system you’ll receive helpful bonuses just for pairing up to play with friends and other players, and it’s easier than ever to do so. Now all you need to do to start a party is open the Social Menu and find the Public Teams tab. This will show you all available Public Teams in your current world. You can also see the goals they’re working on, so you can find a group of likeminded players to buddy up with. Public Teams can have up to four members, so as long as there’s an open slot, you can just hop right in and join them. Each Public Team will have a team leader that sets the goal for the team, and based on the type of goal they choose, they will gain a specific buff. The types of goals are: Hunting, Roleplay, Events, Exploration, Building, or Casual. Each one comes with a different buff, and the strength of the buff will depend on the Bonds you’ve formed with your teammates. Bonds form when you play together for a short amount of time, and will increase for each of your bonded teammates. Here’s the full breakdown of Team Goals and their Bond bonuses: – Hunting – Bonus: +25% XP for Legendary Kills (100% for a fully bonded team) – Roleplay – Bonus: +1 Charisma (+4 for a fully bonded team) – Events – Bonus: +25% XP for completing Events (100% for a fully bonded team) – Exploration – Bonus: +1 Endurance (+4 for a fully bonded team) – Building – Bonus: +1 Intelligence (+4 for a fully bonded team) – Casual – Bonus: +1 Luck (+4 for a fully bonded team) There’s even more to come beyond Season One and Patch 20. We’ll see you in Appalachia! View the full article
  20. Announced during today’s DreamsCom showcase, Inside The Box, the Dreams VR expansion, is arriving on July 22! Dreams players will be able to download a free update that enables PlayStation VR compatibility in Dreams, with new tutorials, how-tos, and kits to get you started when creating with the PS VR system plus new content to play from Media Molecule. Read on to learn more about everything you can expect in Dreams VR and how you can play, create and share your own VR experiences! Before you get started with Inside The Box, our All Aboard VR introduction will help you get familiar with the Dreams VR controls and what it’ll be like traversing the Dreamiverse whether you’re a player or a creator or both! In DreamShaping, you’ll find several new How To tutorials, where our always-helpful Molecules will teach you the ins and outs of creating in VR. The best place to start will be our Best Practices How To, before heading into tutorials covering off some of the new gadgets being introduced with the VR update. When it comes to Create Mode in VR, sculpting is truly unique, allowing you to bring your Dreams to life around you. If you have PlayStation Move Controllers, you’ll find sculpting in VR is a very one-to-one experience and lets you fully immerse in the creation process. Of course, you don’t need to be in VR to create for PS VR, and non-PS VR users will benefit from the update as well. We’re introducing a handful of new gadgets to Create Mode, and a full slate of accessibility features including comfort mode, vignette strength, static sky, and more to make the experience of playing and creating as great as possible. We have also created a whole range of different experiences ready to play and inspire Dreamers for their own versions. From games such as Box Blaster, which sees you testing your sharp-shooting skills, to our Inside the Box Gallery which features sculpts and art pieces from different members of the team, including an ultra-fabulous mech. Games like Box Blaster will also have their own respective creation kits. Our creative community will be able to specify if their content is playable in VR or not, and UGC content in Dreams will ask for a comfort rating from players, so you’ll be able to see what games are the best experience in VR. We’re incredibly excited to see the experiences the Dreams community will create and we’ve been busy making sure we give them the right tools to make that possible. You can check out our Dreams roadmap for a rundown of the additions being introduced in the Inside The Box to Dreams, and patch notes will be available on launch day for those who want a more in-depth look at all the changes. We can’t wait to welcome all our VR Dreamers into this new corner of the Dreamiverse, and can only imagine what amazing things we’ll see brought to life. July 22 can’t come soon enough! View the full article
  21. We are thrilled to bring the second paid DLC pack to the game this month. Supporting this title was a goal of ours from the onset. We knew that we wanted to bring additional characters, weapons, modes, maps, and more to the game after launch. In order to service both the game and the fans we need to bring both free and paid DLC in a regular cadence. Luckily, Predator: Hunting Grounds is a rich universe we’re all excited to play with. Since we brought Dutch in as a Fireteam member last month, we’d like to introduce a new Predator class this month. The Samurai Predator has arrived. This class of Predator comes from an ancient Japanese legend that brings to life the tale of this demon from the sky. During the hottest of days when the sun bit the necks of farmers of this island nation, a rushing sound unlike any other echoed across the sky. The Samurai warriors would recognize this omen and don their weaponry to fight the invisible demon. Year after year, the most elite of warriors would fall honorably to this Yautja in a ritual that would last for centuries. We are excited to see players bring this Yautja into battle in the hunting grounds. We included early access to the Predator Katana with this DLC pack as well. The Predator Katana will be unlockable to all players later in July. As a reminder in case you missed earlier this month, the free update landed in-game on June 12. This update made Dutch’s Hammerhead QR5 and knife unlockable to all players. We also dropped a ton of new customizations in it as well.* You can find the complete customization list on the IllFonic forums here; it also contains the Patch Notes for 1.10 from that day. And we heard in the community that many players had reached level 100, so we increased the level cap to 150. As a reward, players will receive the Elder Predator class once hitting this new level. I have seen a few Elders in the wild already. I cannot wait to see some Samurai in the hunt this week too! *Gameplay required to unlock weapons, skins, and classes; cosmetics acquired by randomized drops. View the full article
  22. The magic of the Fairy Tail universe comes alive with everything from wizards to dragons to magical cats. To capture this fascinating world, a world that has lived on through best-selling anime and manga for over a decade, we decided to drop gamers into the middle of Fairy Tail’s storyline, starting their RPG experience in an epic battle against a fierce old foe to introduce the fiery spells and beloved characters to the PlayStation audience. The story picks up at the conclusion of the popular Tenrou Island arc. Tenrou Island is known as holy ground to the Fairy Tail guild, a collection of mages who fight for glory and honor, and have now gathered together for a promotion ceremony to see who will become the next S-Class Mage. But after a frightening premonition comes true and the guild is ambushed by the evil Hades, the heroes jump into battle, launching an adventure that will take them from Tenrou Island to the Tartaros arc and beyond as they attempt to restore the Fairy Tail Guild to their rightful place of prominence. And if gamers aren’t familiar with the beginning of Fairy Tail’s story or fans of the anime/manga need a quick refresher, don’t worry, we’ve got you covered. As you walk through our beautifully animated 3D town of Magnolia, simply head down toward the river until you find the original Fairy Tail guild building (not the rundown guild hall your current crew works out of). As you make your way down the stairs, you’ll discover a special place that will bring a smile to the face of Fairy Tail fans — a section of the building known as Lucy’s House. To me, this is one of the coolest spots in the game as you can read character backgrounds and even catch up on the original Fairy Tail storylines (takes you from the beginning of the anime all the way up to where you’re now playing in our game!). You’ll also be able to view the various in-game cutscenes, listen to the game’s soundtrack, and even make quick costume changes. Add to that the ability to get rewards for all the hidden candy the adorable Nikora collects on battlefields, and this is one room in the game you won’t want to miss. But Lucy’s House isn’t the only feature die-hard fans of the series will want to check out as we’re also introducing a collection of all-new unison raids specially designed for the game by Fairy Tail creator and mastermind, Hiro Mashima. These powerful magic attacks chain together some of the most spectacular spells the guild has to offer. Check out this exclusive video to see some of the amazing action play out across Fiore, then get ready to cast your own spells when the game launches July 3. View the full article
  23. Hi, I’m Phil, the graphics programmer on Superliminal, a first-person puzzle game based on perspective. I’m really excited for it to finally come to PS4 on July 7, so more folks can explore the surreal world we’ve created! In this article, we’ll take a look at some of the visual tricks we use in the game, and hint at some secret new content. Forced Perspective Forced perspective is an illusion where the viewer is misled as to the size of an object. Think of the classic photo of a tourist appearing to hold up the Tower of Pisa with their hand. When you pick up any object in Superliminal, it appears the same size no matter where you look. Pick up a small chess piece on a table in front of you, look towards a far away wall and drop it. It’s now a giant chess piece! Achieving this visual part of this effect isn’t too difficult, but having it interact with the environment brings another whole set of challenges. When you are holding an object it is continuously being moved to the farthest spot it can physically be, while still looking the same size from your viewpoint. To do so, we cast a multitude of rays from the player camera’s position, past the object and see what they hit. It’s not sufficient to capture just the outline of the object with rays, since the background you’re holding it up against might not be a flat surface. That means we need to scatter rays across the entire visible surface of an object, even if it’s just a cube (though we support arbitrarily complex objects). Visualization of rays being cast through the object from the camera This requires a pretty substantial density of rays, which presents some performance issues that we needed to solve with multithreading. Changing an object’s size can be used to solve simple puzzles like getting up to a ledge. But changing an object’s size also changes other physical properties it may possess. Enlarging an object will make it more massive, a light may become brighter, and so on. Our composer and sound designer, Matt, put a lot of attention into ensuring an object sounds as big or small as it is, helping to achieve the illusion that you have indeed changed the world simply by seeing things from a new perspective. Trompe-l’oeil Trompe-l’oeil is an illusion where an image appears to be three dimensional when viewed from a certain angle. A real-world example would be 3D sidewalk chalk drawings. This is used frequently in Superliminal in several different incarnations. In its simplest form, the player may be fooled into seeing an object that isn’t actually there. In more elaborate scenarios, objects can manifest themselves out of thin air when the image is seen from the right vantage. In some ways, 3D rendering makes these illusions easy to do: we can render an object from a particular viewport, and then have that resulting image projected again from that viewpoint. You can even do this in real life with a camera and a projector. However, these illusions rarely fall on completely flat surfaces, so we need to be careful not to draw on surfaces occluded by other surfaces. Using the depth information from the camera that took the original image, we’re able to render this correctly. Another issue is keeping the lighting in the trompe-l’oeil the same as in the scene. If the object goes from 2D to real 3D, the illusion will be ruined if lighting shifts at all. We, therefore, need to take great care when capturing images. This, along with other challenges, make trompe-l’oeil illusions tricky for level designers to set up – they’re dealing with geometry that is, but also isn’t there. New Content The PS4 launch comes with extra puzzles, trophies, hidden rooms, and other secrets. We had a lot of fun creating this new content, and I hope you enjoy finding it! View the full article
  24. Hey PlayStation fans! As we get to the last few weeks until the launch of Skater XL on PS4, we have been humbled by the community’s support and the excitement that you have shared with us. Community has always been, and continues to be, at the forefront of our thoughts as we continue to develop the game. One of the biggest surprises and most rewarding experiences for us over our journey from Early Access to the console launch has been the emergence of an insanely passionate and dedicated community with immensely talented and inventive mod creators. In Skater XL, this has taken the form of custom clothing, physical attributes like beards and tattoos, physics and gravity mods, and additional environments. The quality and volume of community-made maps has been astounding and has really transformed Skater XL into something that we could never have imagined. In addition to the growth of the modding community, we were also able to find some of the most talented individuals that had a unique blend of both skateboarding and game development knowledge that might have been impossible to find through traditional means. After seeing their skills being shown through mods in Early Access, we were stoked to add the talents of map creator Theo and programmer/replay editor creator Kiwi to the team as official members. Since joining the team, these two have played key roles in the development of the game that you will see on PS4 July 28. It is important that we continue to express our gratitude for all the hard work of content creators and acknowledge their contributions to the Skater XL ecosystem. In many ways, we know that we are just one part of this game, and the community and player’s role has been a huge part of the success of SXL. Moreover, we don’t view Skater XL as a traditional video game, where we are the developers and the players are the consumers. We see things as more of a collaborative effort between us and the community, each of us contributing in the areas that we are strongest. As we continue to move forward to the official launch of Skater XL and beyond, we want to continue to cement our commitment and excitement about what the community will continue to achieve. To that end, today we are excited to announce that some of the most popular and awesome community created maps will be included at launch! These maps encompass multiple terrain and environment styles, and show some of the best the community has to offer. Each map has also been given additional visual enhancements by Easy Day’s art team in collaboration with the map creator and PlayStation owners will be among the first to experience it! Play Video Streets’ by Jean-Olive ‘Streets’ by prolific map creator Jean-Olive is a mash up of street spots inspired by some of the best terrain in the skateboarding world. ‘Streets’ encompass several city blocks of skateable territory, from San Francisco-esque hills, to the unique skateable architecture of Spain. Players will recognize skate spots from Los Angeles and New York, as well as Jean-Olive’s own creative designs. As Jean-Olive simply puts it, “my goal was to create some of the most famous street spots compiled in one map.” Mission accomplished. Here is a compilation of real skate spots that Jean-Olive has incorporated throughout the sprawling map. ‘Hűdland Training Facility’ by Pactole An original creation by Pactole, ‘Hudland’ is every skater’s dream private skatepark. Packed full of street and transition features, Hudland is the perfect indoor place to hone your skills before taking them to the streets. Features include flatbars, stairs, hips, handrails, quarterpipes and more. The warehouse setting and overhead skylights give the map a unique look and feel, while the overall flow of the park will keep players perfecting lines for hours. As Pactole describes the creation process, “This map was created as a collaboration with a really good crew of dudes I met in the Skater XL community. I didn’t really plan a design, I just knew I wanted a “circular” layout, where players could do infinite lines by just cruising through the park, never getting bored. Through talking to the guys and some iteration and testing, I finally found a design that really works well for all different types of skating. I really like the lighting and the rest of the environment details, and think it is something really different than the official maps created by Easy Day. I learned a lot of new things with this project (as for all of the maps I made) and I was happy to create it for the crew and the entire Skater XL community.“ ‘Grant Park’ by Theo Skater XL will also feature the worldwide debut of the mod map created by modder turned Easy Day Studios team member, Theo. Grant Park is one of Chicago’s premier public skateparks. The three-acre waterfront park has a variety of terrain, including street and transition features with a focus on overall flow. Revealed here for the first time, Theo’s version of this real-life skate park holds true to its layout and design, while small tweaks have been added to optimize gameplay. “Grant is to me, the best way to show what I have learned working with the team over at Easy Day. I have always been inspired by Chaz Ortiz, who’s a Grant local, and I have watched countless clips of his at this skatepark. It’s a really unique feeling to recreate a spot that you see on the internet a lot and it makes you feel like you are there. On top of that, I love Chicago. It’s a vibrant place. But winters can be harsh and I wanted to give the skatepark a more gritty feel to it. With Easy Day being located in California, we made a lot of beautiful west coast spots, so I thought it would be a nice change of pace to have a very foggy and cold-looking map. It was a very challenging map to make. The ground itself has a lot of subtle variations in colors that were difficult to replicate, but with the help of the team members, we managed to make something feel more immersive. I’m very grateful to be able to share this project with other skaters, gamers and fans of SkaterXL.” – Theo We’re excited to share these unique community creations with the world when Skater XL launches on PS4 July 28, as the community expands and gets into the hands of PlayStation fans worldwide. View the full article
  25. Captain Price needs you to join the fight in Season Four Reloaded! With the Armistice alliance all but broken and infighting between Allegiance and Coalition forces threatening to cause chaos across Verdansk, here is your emergency briefing: 200 Player Warzone With this update, Verdansk will now be able to hold up to 200 players in Battle Royale Quads. This new player count makes Warzone an even bigger Battle Royale experience, so get ready to drop in alongside 199 other members of this millions-strong community. How does this change your strategy in Verdansk? Here are our tips: 200-Player Expansion Tips 1. With a lobby size increase of 33%, you’ll need to watch your – and your squadmates’ – six more than ever. Consider using High Alert to get visual alerts when an enemy has you in their sights or use your eyes and ears to scan your environment before executing your next move. 2. Don’t bite off more than you or your squad can chew. More Operators than ever are fighting within the Warzone, so don’t charge recklessly into situations where you know you are at a severe numbers disadvantage. 3. Embrace the chaos – use team fights in progress to either safely circumnavigate hotly contested zones undetected or throw your hat into the ring and finish what other squads started. This isn’t the only game-changing concept to enter Verdansk: be on the lookout for Supply Run Contracts, which gives the first team to reach a Buy Station discounts on their next purchase, and the Spotter Scope, a high-powered re-usable scope that allows you to scout ahead without giving away your position. Warzone Starter Pack Just joined the fight? Starting tomorrow, Warzone players can pick up the Warzone Starter Pack to get a jump-start off the Cargo Plane into Verdansk. For only $4.99 USD SRP (or regional equivalent) on the PS Store, get a major boost to your loadouts, Operator collection, and XP earn rate with this pack that includes the following items: 500 COD Points Legendary Shotgun Blueprint – Amalgam Epic Krueger Skin – Alchemist Epic Calling Card – Breathing Easy // Epic Emblem – Vulture Culture 1 Hour Double Battle Pass XP // 1 Hour Double Weapon XP A Powerful Sniper Rifle for your Arsenal Snipers, meet the Rytec AMR. This .50 Caliber-chambered beast joins the three other weapons in the Sniper Rifle category and is yours to unlock via in-game challenge. A blueprint variant is also available to get through the Store via the ‘Lost Souls’ bundle. Rytec AMR Tips Here are some tips we have for this new weapon: This semi-auto rifle is a fantastic long-range tool for taking out targets at a distance, especially within Verdansk. Use the included scope – or use your own long-distance one – to account for bullet drop when using it for engaging with enemies more than 100 meters out. Want to go quick-scoping? Equip attachments like the Tac Laser to quicken your aim down sight speed to snap on your enemies. Fair warning: these attachments usually expose your position or hurt your aiming stability and recoil control, so play to this weapon’s strengths, not its weaknesses! Fighting for Survival on Talsik Backlot, the newest map to hit this Sony Exclusive* mode? Do some parkour to hop onto a ladder outside one of the central buildings, and get an incredible 360-degree vista of the surrounding area on the building’s roof. Just be ready to fight enemy helicopters, especially without any cover to use as overhead protection! New MP Map and Mode: Cheshire Park and Team Defender Those who have the full Modern Warfare experience have a new locale to deploy to – Cheshire Park – and a new game mode to do battle in – Team Defender. Located in urban London, England, Cheshire Park is a picturesque garden and conservatory where Operators will battle from door to door or through the central flora-filled area​. As for Team Defender, it returns to Modern Warfare after being introduced to the franchise nearly a decade ago. A major twist on the traditional Capture the Flag formula, flag carriers must hold onto the objective for as long as possible to earn points for their squad. More in Store A fresh shipment of new bundles reached the Store to go along with this update, including a new Operator – Roze – who highlights this new collection of content. Outside of a new reinforcement for the Allegiance, new bundles to be introduced after this update include the ‘Rogue Operative’ bundle, which gives Syd a new look and Legendary Assault Rifle Juliet blueprint; and the ‘Golden Idol’ bundle, which decks Zane, and the included blueprint in gold-trimmed everything. If you want to learn more about this update, read the latest Patch Notes on Infinity Ward’s official developer blog. Get More on PlayStation: Sony Exclusive* Modern Warfare Season Four Content If you haven’t already experienced Modern Warfare or Warzone on PlayStation, then you’re missing out on some epic Sony Exclusive* content that released with Season Four earlier this month. PlayStation players get access to the Survival Talsik Backlot map, as well as other rewards. Read more here to get the details on this Season’s PlayStation exclusive* content. Get ready to drop into Modern Warfare, including Warzone, and experience this awesome update that comes to PlayStation tonight at 11 p.m. PST! * Timed Exclusive content until Oct.1, 2020 View the full article