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Commander Fury

CCFURY
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Everything posted by Commander Fury

  1. Howdy Rangers! Robert “RJ” James, also known as the Jungle Fury Wolf Ranger, makes his way into the grid today as the first of three characters included in our Season 3 DLC pass! With the release of RJ (and Samurai Megazord, which is obtainable for free with today’s 2.3 patch), the roster now boasts a total of 19 playable characters and five Megazord Ultras. If you’ve been itching to try out a fast-paced 3v3 brawler with ridiculously fun tag team mechanics, now’s a great time to give Power Rangers: Battle for the Grid a shot! Who is RJ? In the first episode of Jungle Fury, RJ is introduced as an affable pizza parlor owner who ultimately grants the Jungle Fury Rangers their Ranger powers, becoming their mentor and trainer in preparation for the incoming threat of Dai Shi. RJ’s fighting style is unique to the rest of the cast of Power Rangers: Battle for the Grid, as he’s much less reliant on weapons, with several of his normal and Special attacks inspired by his popular moves in the show and Muay Thai elbow and knee strikes. Special Attacks For his primary Special attack, Wolf Wheel, RJ tosses out an energy disc in front of him that he can manipulate in a couple of ways. With an input of Special > forward Special, RJ projects the disc out in front of him, grabs it as he hurtles into the air, then slams the disc down at an angle. If the disc hits the ground, it ricochets and changes its trajectory. Alternatively, with an input sequence of Special > back + Special, he blasts the Wolf Wheel straight forward as he charges his fist into it with his Backswing Bite special, for a powerful horizontal screen-clearing attack. RJ’s air Special is a two-parter called Knee Crush and Wolf Crush. When Knee Crush makes contact, RJ bounces off, and if you hit Special again during this special back flip, RJ follows up with a heel kick. Knee Crush is useful for its added aerial mobility thanks to its “double jump” effect, while Wolf Crush is great for applying pressure off of jump attack strings (jumping Heavy > Knee Crush > Wolf Crush, for example). RJ’s Lunar Cyclone is a dual function Super move. If it hits up close successfully, it transitions into a Super cinematic, inflicting massive damage to the opponent. When performed from past point-blank melee range (or if the initial hit is blocked), RJ’s spiraling uppercut causes a gravity vortex that pulls all enemies into range (including assists)! RJ Gameplay Pointers Since most of RJ’s ground normals are aggressive forward-lunging attacks, he makes for an effective rushdown brawler, especially if you back him up with a strong lockdown assist like Dragon Armor Trini’s Megabeam or Jen Scotts’s Forecast: Rain. RJ’s standing Light > standing Light target combo and his standing Medium > standing Medium target combo enders must be blocked high, with the standing Light iteration leading into a ground bounce (and into a potential juggle combo). Once you condition the opponent into high blocking your target combos, switch it up and instead go for a standing Light > crouching Medium sequence for a mid to low near-instant 50/50 high/low mixup. RJ’s combos are deadly and generally straightforward if you’ve got an understanding of the game’s hard knockdown and OTG (off-the-ground) combo mechanics. His standing Medium and standing Heavy target combo chains both end in a hard knockdown, which can then be followed up with a crouching Medium slide OTG hit. A bread-and-butter combo with RJ usually involves juggling with standing Medium > standing Medium (hard knockdown), into crouching Medium (OTG) > crouching Heavy (launcher). RJ’s assist is a modified version of his Wolf Wheel > Spike attack. It’s an excellent combo extender thanks to its guaranteed ground bounce effect. Additionally, if you take over as RJ while he’s mid-flight, you can come down swinging with an overhead jumping attack. This opens up some super tricky Assist Takeover shenanigans! Now that you know a bit more about RJ’s backstory, fighting style, and gameplay strengths, show us what you’ve got in Power Rangers: Battle for the Grid! It’s morphin’ time! Jump into the grid and play as RJ by installing Power Rangers: Battle for the Grid and its Season 3 pass, available now at Playstation Store. View the full article
  2. What is that melody? A new album of Overwatch music is live today, available now on Spotify, iTunes, Apple Music and Deezer. Entitled Overwatch: Cities & Countries, the collection of music features the regional themes of Overwatch maps and missions across the world. In addition to the new album release, starting tomorrow until July 27, players will be able to earn limited-time rewards during the Sigma Maestro Challenge including the legendary Maestro Sigma skin in Overwatch. In honor of the album release, we caught up with the composer team – Adam Burgess (Blizzard Composer) and Derek Duke (Blizzard Music Director), to talk about how this new musical project came to be. Tell us about your respective musical backgrounds. Adam Burgess: I have always had my feet in both the classical and contemporary worlds, and music was always very collaborative for me. I grew up playing in bands, and learning a lot of contemporary music, but at the same time, I was studying classical guitar, and teaching myself recording techniques and technology on my parents’ computer when it was available. Instrumental — especially orchestral — music always seemed scary, isolating and intimidating, and although I tried endlessly, I couldn’t write a good song to save my life. It wasn’t until my 20’s that I started to become serious about creating my own instrumental music, which I ended up loving to do more than anything I had tried before. I guess you can say that I failed my way into one of the best things that happened to me. Derek Duke: I went through piano and theory lessons at an early age, then other instruments while growing up like guitar, trumpet, euphonium and some others though not too deeply. I also studied dance for several years, which I certainly wouldn’t count out from being formative and related. In high school I had the opportunity to student-conduct choir and was writing and arranging instrumental/orchestral music, while simultaneously pursuing early synthesizers. I was even experimenting with building my own, as well as dabbling in programming and computer control of them with the first-generation of home PCs. During my education at CalArts, the opportunity to pursue world music alongside composition, while doubling my work, awoke a connection and keen interest in musics of the world, especially their vocal music traditions — enough so to warrant traveling to West Africa for recording/research and living in South India after my graduation to study music there more in depth. By never favoring the most typical, standard or easy route and always looking for the new, interesting and adventurous path, it was always my hope, by those that have shared knowledge with me and all I’ve been exposed to that it’s helped to bring me a unique type of creativity. What influences you when you compose music? Derek Duke: Overwatch is constantly balancing the classic and iconic, while presenting a hopeful vision for the future. You see it in all aspects of the design, such as the artwork, the environment, and the different heroes and our stories. We really try to bring that mindset to the music. We get inspiration from all music, from classical to contemporary, experimental, and everything in between. It’s all music to us, and everything can be an influence. We will throw any two sounds together and see where things go. We don’t let boundaries of genre and instrumental tradition hinder us. That said, given OW’s setting among many real-world cities and countries, we pay attention to look for and use instruments with links to their regions in our musical explorations and creations. How did you get started in gaming? Was there anything specific that led to it? Adam Burgess: Gaming was mostly a social thing growing up. I have fond memories of visiting my friend’s houses and playing PC and console titles on weekends. It is still the thing that I love the most about games, a franchise like Overwatch, and the titles that Blizzard has created. I can’t say that there was a particular moment or title that made me want to pursue game music, it was more the intrigue of questions that I didn’t have answers to. Video games are often very interactive. They are not linear like film or television. I was always curious how the music changes depending on my actions as a player, what decisions I make, and where I take my character. Games have only gotten more intricate over time, and this creative decision making is something that continues to be an inspiration and driving force in my love for gaming, and game music. Derek Duke: Serendipity. At the particular time I got involved, early ‘90s, I was still involved in the academic world of composing. I was approached by a friend who I’d done an audio favor for back in college with a referral. At that time, finding people that had knowledge of how to work with sound/music/audio in any interactive way or even in conjunction with a computer was pretty rare. It was really knowing how to deal with computers and audio file types etc. back then that got me in the door. Once I got that first job, the work just continued. For me though, it was a special kind of work. It fulfilled me in ways different from other “paying music gigs,” the interactivity possibilities, participating in game design and function, size etc. and working together with people on a project that to make something greater than the sum of its parts. Then at one point I chanced upon the opportunity and won a very special gig, writing some music for a game called StarCraft from Blizzard Entertainment. Now I’m coming up on 20 years working on the most amazing video game franchises in the world. What was your process when creating this album? Can you explain how you took one particular track from beginning to end? Derek Duke: The album has slowly evolved over the past five years as more locations were added to the Overwatch universe and we now have the opportunity to share it with the community. We have always known that we wanted to give more of our music to the fans, and we thought that it was a strong concept to present all our location music as a cohesive soundtrack. The presented tracks are all extended versions of our in-game music, many times small suites are composed to create a bit more material for other related use, so there is a lot of new music for fans to experience on the album. Derek Duke: One unique piece was Blizzard World, which lent itself to some cross-franchise music that we hadn’t had the opportunity to do before. It was also unique in that it is a totally fictional location (although one that we all wish existed). The second half of the piece combines numerous different classic themes from World of Warcraft into one short segment, where the themes layer on top of each other in interesting ways. If you listen closely and pick apart the different layers, you’ll hear calls to the World of Warcraft Main Title, A Call to Arms, Illidan, and Stormwind. But when you listen to it as a whole, it very much sounds like Overwatch. It’s like an easter egg for Blizzard fans. Once we recorded the orchestra and choir, it all came together in a way that we were really excited about. How do you compose and produce tracks that reflect the uniqueness of the locations? Derek Duke: Each location is different, and inspiration calls to you in different ways. We are influenced by so many things from the environmental artwork, to world history, traditional instruments, and modern pop culture. If we told you that a huge part of the Hollywood track was influenced by Taylor Swift and Nine Inch Nails, you probably wouldn’t believe us. You would likely never hear it, but it’s true. Sometimes an idea that can seem bizarre on the surface can send you down the right path if you are willing to chase it. The key for us is to have an open mind, and to be willing to experiment. How do you approach blending the futuristic, fast-paced vibe of Overwatch with the vibes of culturally rich locations around the world? Adam Burgess and Derek Duke: Everything we do, we try to present through the lens of what we think this would sound like in the Overwatch universe. We have a philosophy that our location music needs to sound like the Overwatch franchise before anything else. Overwatch is future-possible, uplifting and positive. Our location music is typically energetic, and functions in a way to load you into a match with energy and anticipation. You should feel excited to play by the moment you are selecting your hero. The key is injecting enough traditional flavor to make it interesting and unique, but the core goal remains that it should sound like Overwatch at the end of the day. Do you have a favorite track from the album? Derek Duke: These tracks are like memories for us, in that they’re attached to so many different moments, from different launches, to different BlizzCons. It’s hard to choose a favorite, and it’s honestly like a trip down memory lane to listen to this soundtrack. We hope that Overwatch fans will feel the same way. Is there anything else you would like to add? Derek Duke: It takes so many people involved in so many ways and on so many levels to help us bring the music for Overwatch to life; from other composers, the game team, our amazing producers, and sound designers, artists, game designers and creative leads, as well as our families, friends and others that support us in our daily lives. We all hope that you enjoy Overwatch: Cities & Countries as much as we have creating it. View the full article
  3. With every installment of the history-hopping Assassin’s Creed series, there’s a moment that I long for. Meeting some famed historical figure; perfectly timing an assassination from the shadows; crawling to the top of an architectural wonder to make an iconic leap of faith. The moment always inspires awe, and centers my experience in whatever time or narrative the series has found itself in. During my three hour demo with Assassin’s Creed Valhalla, that moment came at the end of a bloody raid, where my Viking hero Eivor triumphantly climbed atop a besieged monastery to blow a massive war horn, signalling to the region that she was unconquered and victorious. While Valhalla maintains some traditional series mainstays (the hidden blade is back, y’all!), its gripping battling systems, lore-inspired boss fights, and era-relevant challenges had me ready to grab a shield and yell “Skål!”. Set in the 9th century, Valhalla explores the Viking invasion of England in all its gruesome and glorious detail. Eivor is a member of the Raven clan, respected and seeking both alliances and peace for her (or his) people as they settle into the new world. Naturally, peace often comes at the end of a blade. The demo I played centered around a quest to protect a would-be ruler for the region of East Anglia. An unlikely relationship has been forged between the English and invading Danes, but a rival Viking clan seeks to ruin it. Eivor is tasked with gaining reinforcements to confront the errant clan leader and save the new King’s throne. While there were certainly options to face this task alone with nothing but a cloak and hidden blade, Valhalla’s true spark ignites when Eivor leans on her clan. Near water, Eivor can summon a longboat manned by Jomsviking, clan members who will row, fight, and even sing as she moves across England’s riversides. When approaching an enemy location, Eivor can use the Raid command to rally the Jomsviking into battle at her side. It made storming an enemy fort feel rapturous, as I gleefully unleashed Helheim on my enemies. The feeling of community increased tenfold during a larger castle Assault. Similar to Conquest Battles in Odyssey, Assaults are large scale fights between warring factions. Unlike Odyssey, Valhalla turns these moments into lessons in strategy. Sieging a castle requires breaching multiple gates, all while fighting off enemies on the ground and the walls above. Eivor can tackle this head on, battling enemies one by one before grabbing a battering ram to break down the wooden gates, all while avoiding burning oil and flaming arrows raining down from the ramparts. Alternatively, those with a stealthier streak can cut to the chase, finding ways up the castle walls where Eivor can dispatch enemies from above and jump down to open gates from the opposite side, moving her clan in swiftly before confronting the lead rival at the center. Regardless of strategy, Eivor strikes as the leader of a larger movement, making these battle sequences more engaging than ever before. Combat feels equally rewarding in smaller, solo encounters. Eivor is free to explore the expanse of England’s burgeoning countryside as she seeks to gain wealth and power for her clan. While the hidden blade is the mainstay for stealth assassinations, Eivor can equip a number of weapons like hefty axes, spiked flails, burly shields, and deadly daggers. In a pinch, swap weapons between hands at any time by double tapping X, mixing up some slick attacks in the heat of a fight. Staggering enemies opens up the chance for a stun attack, and let me tell you, there is nothing more satisfying than watching Evior bash someone upside the head with her shield. Discovering Books of Knowledge throughout the world unlock special Abilities: unique attacks mapped to each trigger. Eivor needs to build up adrenaline to use these attacks, but moves that let her toss multiple axes or send her raven Synin to attack enemies can often turn the tide in her favor. More than anything, I was impressed with Ubisoft’s continuous dedication to a richly rewarding open world. Exploring the countryside I could meet pious English townsfolk looking for help reclaiming religious artifacts, or just as easily stumble into a hallucinogenic-fueled duel with seidrs: fearsome Viking shamans with an axe to grind. One second I cooed at a sun-dripped field filled with bunnies, the next I found myself in the center of a ring of cursed figurines where Eivor needed to destroy an unholy altar. Pressing in the right thumbstick enables Eivor’s Odin Sight, which can help her key in on valuable objects or tag nearby enemies with ease. While side quests and collectibles fill the map, Eivor can encounter random World Events along her journey that keep life unpredictable. In true Viking fashion, she can also be challenged to delightful drinking competitions, one where she drunkenly attempts to hit pots with arrows while swaying off balance, another where she has to down three drinking horns faster than her challenger. She doesn’t just drink; Eivor can also dominate at flyting matches, games of wit where each person trades increasingly impressive insults. A few other details that caught my Odin Sight… The Raven: Eivor’s black-feathered companion, Synin, can help survey the area to spot enemies or mark points of interest from the skies. Listen close while making a leap of faith…let’s just say ravens sound very different from eagles. Grab some grub: A hungry Viking’s got to eat! Eivor can heal by hitting right on the D-pad to consume rations. Stock up on these by picking berries and mushrooms in the wilderness or picking tables clean in towns. Look to the stars: Eivor can build out her skills by placing earned points into sprawling constellations that correspond to the three gear types: Raven, Bear, or Wolf. Main skills provide passive fighting moves while smaller nodes improve base fighting stats. Rock on: Stumble across some standing stones in the countryside? Gaze at them using Odin’s Sight to reveal patterns that Eivor must align for a reward. She can also find Cairns, spots to stack and balance stones to reach a certain height. Catch them if you can: Longtime Assassin’s Creed fans may be pleased to see the return of chase challenges, where Eivor will happen upon flying papers that get swept up in the wind and must be caught before it’s too late. Skin deep: Players can customize Eivor’s look by discovering Auki Sign schemes. Bring these schemes to tattoo artists across Viking settlements to change up Eivor’s signature ink. Love is in the air: Certain quests will prompt amourous propositions, which Eivor can graciously accept or decline. Try not to forget your lover’s name! Horses can swim! That’s it, that’s the whole bullet. Glitch in the system: If a corner of the English countryside seems a bit unsynchronized, you may have stumbled across an Animus Anomaly. In these moments the Animus simulation of Eivor’s adventure will pause while present-day protagonist Layla takes over. Navigate the anomaly to reach a data packet filled with eye-catching secrets. All these rich additions will test Eivor’s mettle as she works to help her clan settle across England by any means necessary. Sound the horns! Assassin’s Creed Valhalla is shaping up to be a rousing adventure when it hits PS4 this holiday. View the full article
  4. Email us at [email protected]! Subscribe via Apple Podcasts, Spotify, Google or RSS, or download here PlayStation · Official PlayStation Podcast Episode 370: Girl Talk Welcome back y’all! This week, Kristen interviews Ashley Johnson and Laura Bailey for a spoiler-filled The Last of Us Part II discussion. The team also talks PlayStation Indies, Ghost of Tsushima, and more. Listen in! Oh, and be warned — The Last of Us Part II spoilers kick in starting at 41:17! Stuff We Talked About The Last of Us Part II Ghost of Tsushima PlayStation Indies Superhot: Mind Control Delete Neversong The Cast Sid Shuman – Senior Director of Content Communications, SIE Kristen Zitani – Content Communications Specialist, SIE Justin Massongill – Content Communications Manager, SIE Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] View the full article
  5. Last week, we asked you to roam the world of The Last of Us Part II and share overgrown and hardened scenery shots using #PS4share and #PSBlog. Here are this week’s highlights: Greenery takes over this broken urban landscape in Drag0nScary. Looking up in this shot from em_the_gem2. GAMEVNOM shares a Seraphite shrine. Ellie’s horse takes a break in this share by shotsoulgamer. TheFourthFocus shares an intimate shot of an abandoned music shop. Seattle’s Chinatown gets a spotlight from yoowherezzmick1. Search #PS4share and #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week? Theme: The Last of Us Part II – Portraits Share by: 9am Pacific on Wednesday, July 15 Next week, turn your lens to your favorite The Last of Us Part II characters and share up close, detailed portraits using #PS4share and #PSBlog for a chance to be featured. View the full article
  6. Last month we were honored to present the announce trailer for Horizon Forbidden West to the PlayStation community during PlayStation’s The Future of Gaming digital showcase event. Next month will be equally exciting, as we’ll introduce the world of Horizon to a whole new community when Horizon Zero Dawn Complete Edition launches on PC. This month we’d like to present something of a very different nature: Horizon Raw Materials, a new merchandise brand aimed at extending the world of Horizon beyond video games. In this update we’ll cover the first assortment of apparel, tabletop games, comic books and music released under the new brand, so let’s dig right in! Horizon Raw Materials Apparel by Insert Coin Insert Coin is one of the leading names in high quality video game inspired apparel, so we were thrilled to join forces with them for a range of exclusive, officially licensed wares. Take a look at their hot new Horizon Raw Materials clothing line inspired by Horizon Forbidden West: Aloy 2.0: Cord Sherpa Jacket Pre-order starts July 10 @ 8AM PT / 4PM BST Price: GBP £84.99*, USD $95 (approx.)** Ships to US, Canada, Europe (excluding Russia), Australia, New Zealand Focus: Beanie & Pin Set Pre-order starts July 10 @ 8 AM PT / 4PM BST Price: GBP £27.99*, USD $32 (approx.)** Ships to US, Canada, Europe (excluding Russia), Australia, New Zealand Tremortusk: Striped Short Sleeve Tee Pre-order starts July 10 @ 8 AM PT / 4PM BST Price: GBP £23.99*, USD $27 (approx.)** Ships to US, Canada, Europe (excluding Russia), Australia, New Zealand Horizon Zero Dawn: The Board Game Successfully funded on Kickstarter in less than two hours, the eagerly awaited Horizon Zero Dawn: The Board Game by Steamforged Games is now nearing completion. If you missed out on the Kickstarter campaign, there’s still time to put in a limited edition all-in pledge that gives you access to the core game (pictured below), all ten expansion packs, AND the Kickstarter-exclusive miniatures via the Steamforged Games web store. The core game is slated to ship in November 2020, with additional expansion packs shipping in July 2021. Available to pre-order now, until July 16, 2020, 4pm PST / July 17, 2020, 12am BST Price: USD $360*, EUR €315.00*, GBP £280.00* Ships to US, Canada, Europe (excluding Russia and Ukraine), Australia, New Zealand We’ve had a lot of fun playing the game during Steamforged Games’ visit to the Guerrilla studio: Play Video Horizon Zero Dawn Comic Book Series Published by Titan Comics, the Horizon Zero Dawn comic book spin-off by artist Ann Maulina and writer Anne Toole takes place after the events of the original game, and focuses on the skilled Carja hunter Talanah. The title will be part of Free Comic Book Day, with a special FCBD issue set to hit comic book stores on July 22. Issue #1 in the series will feature beautiful variant covers from Ann Maulina, Stanley “Artgerm” Lau, Peach Momoko and Lois van Baarle, and will be released on August 5. Available to pre-order now until August 5 Price: USD $8*or $3.99* for digital copy, EUR €3.99 (approx.)**, GBP £2.65 (approx.)** Available in US & CAN, UK & Europe, digitally worldwide, and at Comic Book Retailers Worldwide For more insight into how we’re bringing the world of Horizon to the medium of comics, be sure to check out this interview with Studio Director/Art Director Jan-Bart van Beek and Narrative Director Ben McCaw: Play Video Also, don’t miss the special spotlight panel recorded for [email protected] 2020 and featuring the full creative team behind the comic book series, which will air on July 23 at 2pm PDT / 10pm BST / 11pm CEST! Horizon Zero Dawn and Horizon Forbidden West Music Releases To celebrate the upcoming launch of Horizon Zero Dawn Complete Edition for PC, Republic of Music will release a limited re-issue of the award-winning Horizon Zero Dawn soundtrack by composers Joris de Man, The Flight, Jonathan Williams, Niels van der Leest and the Guerrilla Audio Team in September. If you weren’t able to get your hands on this highly collectible 4-disc vinyl soundtrack the first time around, now’s your chance as it’s available for pre-order now! Available to pre-order now until sold out (white edition strictly limited to 500 copies) Price: GBP £50* Worldwide Shipping Different colour variant available later this year at select retailers And speaking of Horizon soundtracks, we have good news for those of you who can’t get enough of the theme song from the Horizon Forbidden West announcement trailer! Composed by Joris de Man and featuring the angelic vocals of Julie Elven, the track “Promise of the West” is available now for streaming and purchase on all major digital music channels in collaboration with our friends at Sony Masterworks. As you can probably tell from the lineup above, it’s a great time to be a Horizon fan. This is just the tip of the iceberg, though — we have many more exciting Horizon Raw Materials updates planned for the future, so stay tuned to the PlayStation Blog and Guerrilla’s Twitter account for the latest news! *Recommended retail price plus applicable tax and shipping. **Plus applicable tax and shipping. Prices may vary based on daily conversion rate. View the full article
  7. A quick update for our fans — here’s your first look at the box art for PS5 games you’ll be seeing on store shelves this holiday, starring Marvel Super Hero Miles Morales. Any thoughts on the new look? View the full article
  8. Gamedev is full of success stories. Tales of happy people who gleefully work on their project for several months and emerge with a great game after a joyful development. In reality, this is rarely the case. The process of making games can be hard, demanding, full of doubt, sorrow, and dead ends. That was exactly the case with our latest project and how it came to be. After finishing Superhot VR we sat down thinking — what can we do next? Then stopped, because we remembered that we had already started a little thing right after Superhot. We promised to make something for the people who loved the game but felt it was too short. A thing to keep them occupied while we work on whatever we decide to do next. It was supposed to be a short project, no longer than three months of work, given away for free to anyone who bought the original, non VR Superhot game. More than three years later we’re at the finish line of that “little thing” now called Superhot: Mind Control Delete. What is it, exactly? To be honest I don’t really know what genre it is anymore. We wanted to make a rogue-lite, but Superhot: Mind Control Delete lost any resemblance to one a long time ago. Let’s just say you have gameplay similar to the original game but the levels are much less linear. You go through sequences of areas and if you die you start the section again. If you succeed, more challenges unlock. We also added more enemy types, weapons, new abilities, and power-ups. It’s a fully-featured game complete with a “non-existent” story that is waiting for you to explore and experience rather than being rammed at you in high-speed like in the original Superhot. In order to make MCD we had to completely rearrange the way we think and design. The first game was this tiny, highly-polished gem. It was so devoid of any unnecessary features that it felt impossible to build upon. Everything felt superfluous, every new thing we added to MCD just made it worse. We had to make dire decisions and basically crush this precious gem into a thousand pieces and reassemble it into something new. The development was long, hard, and eventful. We made a decision to go into early access to gather feedback from people, which threw us into high speed development mode we weren’t used to. The team was rapidly growing, and so was the project. Features piled up, new ideas came one after another, and we couldn’t resist adding MORE stuff to it. Everything seemed to fit, all was going so well. At least until we crashed head-first into a brick wall. After more than a year and a half of development we felt tired and decided: “let’s stop here and look at what we have.” Unfortunately, we realized that we had created a monstrosity. An abomination consisting of too much stuff — unpolished, unoptimized, cryptic, and confusing, with no clear story or purpose. Our drive for MORE exhausted us; the project became too heavy, weighed us down. Despite that, we refused to give up. We believed there was something inside this amorphous pile of MCD that could be salvaged. It just needed some trimming, removing a few “not-that-good” features. We just had to cut out a fake internet app, chats with a friend feature, daily and weekly challenges, boss battles, community hub, interactive red voice, scoring system, in-game currency connected with game progression, create-your-run system, leaderboards, boss fight arenas, rewrite the story three or four times, change the whole UI, remake all upgrades, rewrite the system of getting new upgrades, and more. Surely it wouldn’t take us that long to finish — we thought. A year and a half later, we finally did it. When we started out we never imagined it would be that difficult and taxing. We came to the depths of despair and back, fighting to create a thing that not only we would be proud of but you would immensely enjoy. We stripped the game to the bare minimum we thought necessary, and in doing so we discovered its true identity. Along the way our initial goals did not change a bit: make a game that will provide you with dozens of hours of gameplay as a thank you for believing in us during Kickstarter, and supporting us emotionally and financially by playing and buying Superhot and waiting patiently for whatever comes next. That’s why Mind Control Delete will still be given away to every owner of the original game on every platform. We feel proud of our creation. We think it’s a good game and hope you’ll play the hack out of it… and enjoy it half as much as we suffered making it! Look here! A shameless promotion plug! Read it, it’s good for you! Remember Mind Control Delete will be free for everyone who has purchased the original, non-VR Superhot prior to the release of MCD! Yes, it means we’re giving away over two million copies of the game on (almost) every imaginable platform. For those eligible, your free copy of Mind Control Delete will be added automatically to your PS4 games library after the release. Check out the official Superhot website for all the details. Finally, we have also created lots of lovely Superhot: Mind Control Delete wallpapers to help celebrate our launch. Head over to playstation.com and snap them up. Thank you for everything, love always, Superhot Team View the full article
  9. Ghost of Tsushima is right around the corner. Very soon, we’ll finally be able to take you on this journey, time traveling back to feudal Japan. You will become Jin Sakai, a wandering samurai fighting to save his home, the island of Tsushima. Tsushima is a real place, a Japanese island located between the Japanese mainland and the Korean Peninsula. We visited Tsushima multiple times during the project, a beautiful place crowded with mountains and dense forests. Green covers what seems like every inch of the island, a rolling tree line from the top of the mountains all the way down to the ocean. However, our version of Tsushima is not a 1:1 recreation of the real-life counterpart — it’s a love letter to all of its parts. We took essential elements of the island, mixed with some inspirations from mainland Japan, and built this unique world for Ghost. During our trips, we recorded birds and nature sounds and photo-scanned leaves from Tsushima island, and used them in the actual game. This was a way for us to bring a little piece of the real island of Tsushima to you. Ghost of Tsushima is by far the biggest game we have ever made. The map is divided into three regions filled with more than forty diverse Biomes and hundreds of points of interest. Our goal when building an open world game is always “if you can see it, you can reach it.” You will journey through lush forests, cross boggy swamp lands, and enter into frozen mountainous landscapes. We collected so many references from movies, games, paintings, and even travel posters to draw inspiration. We want to present you with an authentic, believable world, a world that would call out to you, inviting you to explore, a world that is rich and full of surprises. The world of Tsushima is built around two pillars: natural beauty and manmade order. While exploring the world, you may follow a string of torii gates to a forgotten shrine, assault a fortified castle, or find an abandoned fishing hut near the water. There are hundreds of locations in Tsushima to explore and hidden rewards to find. Based on the region, different locations have their own identity. For example, the healing town of Akashima is located in lowland wetlands. Moss hangs and grows on every surface, mist lingers above the ground, and incense burns near the great bell. You might even hear frogs croaking around you. It is mysterious and beautiful. Nature plays an important role in the world of Tsushima. It creates a rich, vibrant color palette that drives the art style and identity of our game. When we first started, nature was just part of the general background, and it wasn’t until we started working on the grasslands, and saw it as a singular element, that we realized how powerful it could be. I remember the moment we were looking at the screen, a sea of white fluffy pampas flowers dancing in the wind, rolling wave patterns flowing round after round, and white particles flying in the air. It was stunning. That success inspired us to look at how we could make our natural spaces more memorable and unique. We tried lots of methods to reach our goals, limiting the variety of foliage, pushing color values, increasing translucency levels, and reducing noise on textures. In the end, this bold use of color in nature became a theme for our game. By limiting the types of foliage in biomes, we were better able to bring a sense of freshness to each area and create a much more memorable world. You may have already heard that Ghost has a unique mechanic called the Guiding Wind. At any time, players can summon a gust of wind to help guide them to their destination. As the wind blows, players will notice everything react around them — foliage, cloth, particles helping point them in the right direction. That’s not the only role the wind plays, though. Imagine a classic samurai movie scene, two samurai warriors standing in a grass field, raising their swords and staring at each other, both perfectly still, holding their breath waiting for the next move. Behind that stillness is a world of motion. Grass is waving, leaves are flying through the air, cloth is blowing in the wind, and rain is coming down from the sky tapping every surface. As tension increases, we want our world to reinforce that feeling, static versus movement, and lead you to have that true cinematic moment. During the years it took to build our version of Tsushima, we faced a lot of challenges; the biggest one was scope. As the largest game we have ever made, can you imagine if we needed to place every single blade of grass by hand? What if we then needed to change the type or density of grass later? We would not be able to finish, so we made procedural tools that would allow us to build a massive world unbelievably fast and would still be really flexible if we changed our minds later on. These tools allowed us to be more creative and expressive in our artistic choices. Here are some examples of our tools in action: Foliage growing in a forest: Freedom of painting grass: Here are millions of blades of grass loaded together: Tsushima is rich in density and variety, and it’s also constantly changing. You might be standing on the top of a cliff and see a big storm on the horizon. You could be crossing a bridge as clouds cover the sun and rain starts to drop unexpectedly. You could be sneaking around a Mongol war camp on a misty night, but moments later end up watching a beautiful sun rise on the ocean shore with your horse… it’s all dynamic. Exploring the world of Tsushima is a core part of our gameplay, and we treat the environment like a living character. One that’s breathing, moving, has her own personality, and is charming and plentiful. There are so many stories the world wants to tell and surprises to discover. We invite you to join us on that journey on July 17. View the full article
  10. Hey there everyone, Pip from No More Robots here! I’m so excited to bring you the news that Nowhere Prophet, our dust-punk deckbuilder will be launching on PlayStation 4 on July 30! Nowhere Prophet sees you crossing a post-apocalyptic wasteland on a planet called Soma, where civilization has broken down and the lack of resources made everyone turn either bandit or madman. At its end lies the mysterious Crypt, which promises safety and prosperity for you and your band of followers – each of which is a fragile card that can be wounded or killed along the way. Can you keep your followers safe along this treacherous trail? Nowhere Prophet is a single player, deckbuilding card game with procedurally generated maps, a high difficulty and permadeath. Set in an unforgiving world, here everything will be stacked against you. Each member of your deck that you collect, buy or trade is either a human being, a loyal beast or a machine built to aid you cross the wasteland and each one comes with their own name. Be careful getting attached though, if these suffer two consecutive wounds they’ll die, and be removed from your convoy forever. Despite the permadeath, Nowhere Prophet is a game about hope. Sharing luxuries with your people and showing kindness along the road will be hard, but ultimately, it’ll generate a power that will allow you to reach the end of the world. While being cruel might be an easier option, your convoy will struggle to keep on the fight without a glimmer of hope. You’ll also gain bonuses for how you interact with the world, with your dealings with religion, knowledge and altruism opening up more pathways and choices for you and your convoy to take along the way! At the game’s heart, there are two distinct parts of gameplay: travel and combat. Each offers their own challenges and will put your convoy in all sorts of danger. You’ll have to be clever and play to your convoy’s strengths in both parts to triumph – each has their own advantages across the various area types and when dealing with the numerous factions that roam the lands. During travel you navigate across a procedurally generated map, making each trip across the wastes different. You’ll have to make sure your convoy has enough resources to travel as you pick your route – some are definitely more dangerous than others but provide better rewards. Your choices as you move will be vital! As you travel on, you’ll encounter a myriad of strange places and even stranger people, each with something different to offer, and you will be thrust into situations that put the fate of your followers in your hands. How you react to these will shape you and your convoy, so choose wisely! If you’re lucky enough to gain some rewards, maybe for helping someone – or robbing them, then you can invest those to improve your decks. This could be picking up more followers for your cause, grabbing some luxuries to keep your convoy’s hope alive or a new piece of armour/weaponry to make your prophet stronger. You’ll also be able to level up and learn new skills to aid in combat, as well as study under teachers to give your people the best chance in reaching your goal. You will have to overcome some enemies to keep your convoy and resources together, or you’ll need to look to pick fights to right wrongs or just grab some new loot – here the game becomes a turn-based strategy card game that you must win to survive! Play convoy cards to put your followers onto the field and overcome your enemy, or use skills to change up the battlefield, but be careful: If you’re wounded you will have to find a safe place to heal, and if one of your followers takes too many wounds, they are lost forever. Throughout the game you’ll notice a strong Indian flavour — inspired by his heritage and frustrated at how few games shone a light on Indian culture, Martin Nerurkar (Creative Director) has filled Nowhere Prophet with rich and meaningful themes and symbols, from the colour-schemes and patterns that fill the world to the wonderful soundtrack that combines traditional instruments with the grit of post-apocalyptica! Each of the factions in the world has been carefully brought to life so that every time you play, you’ll be met with a diverse cast of interesting characters, beasts and drones that all carry that unique impression. An immense amount of love has been put into Nowhere Prophet since 2014, and we’re so happy it’s coming to PS4 on July 30. We really hope you love it as much as we do! We’ll meet you at the Crypt! View the full article
  11. Since its introduction in 2013, the Sword Art Online anime has garnered a huge number of fans worldwide. It’s easy to see why, with its colorful cast of characters and exploration of the psychological effects of virtual reality. Sword Art Online Alicization Lycoris, out tomorrow, allows players to experience the anime’s latest arc in JRPG form. We spoke with Lead Producer, Yousuke Futami, to get the inside scoop on the latest addition to the Sword Art Online game series. Q: This game follows the Alicization arc of the anime. What made you decide to follow the canon anime storyline instead of creating a game-specific storyline? When describing the Alicization Arc, in order to express the vast world of the original work and the anime, we came to the conclusion that the opening part should be the same between the anime and the game. We wanted to explore themes of the original work such as Kirito and Eugio’s friendship, Artificial Intelligence, the differences among humans, what defines a spirit and so on. It is straightforward even for those who watch the anime or read the original work but haven’t played the previous games, so I think it is easier to jump in. Q: Were there any challenges in adapting the anime storyline into a video game? As you know, the volume of the first half of the Alicization anime is colossal. I assumed we could actually make a game out of the first 24 episodes. With that massive volume in mind, it was challenging to adapt the story in a way that it could coexist with the gameplay. We made sure players can play the anime story in the game without feeling stressed. Q: Medina Orthinanos is a new game-original character. Can you take us through the process of creating a new character for a story that is already established? We made her appear in the game sooner than many of the fans would probably expect. Kirito and Eugeo meet her just when they leave Rulid Village, but she goes to the Academy like Eugeo and the important point is that this spins into the later part of the story. Medina is a very strong and honest character. As AI lives are almost like the humans in the Under World, we set her character as someone who would explode their “feelings.” In the anime and the original work, Alice’s struggle is shown, and in the game, there are friends like Kirito and Eugeo to share with. Media is a contrast; she is looked down on by different people. She was created to express the “feelings,” essential as an AI in this world. Medina has a very important role in the game version of the Alicization arc. Without her, the game’s theme can’t be told. I really hope you can experience the game’s message throughout the journey with Medina. Q: Did you have any reservations about adding an original character into the story? As a daughter of a noble family, Medina is burdened with the dark side of the aristocracy and the humans. This part follows the original work or the anime settings, so we did not have reservations with adding her into the game. Q: Should fans expect more Sword Art Online games that will follow the anime storyline? Of course! I hope that young talents yet to come will create new SAO games for the next generation. Q: What do you think sets Sword Art Online Alicization Lycoris apart from previous SAO games? The battles feature the “AI” quite a lot. Your partner character will memorize their move sets as they fight more and more enemies. You can set and customize your partner’s memorized moves on your own, upload it, download from other online players’ partner AI, and so on. Since it grows quickly as you fight, you can feel the members becoming stronger. Compared to past SAO games, this title has evolved for you to experience more SAO-like battles. I hope you enjoy playing the game with many of the partner characters you can choose from. Q: What are you most excited about for fans to experience in this game? I hope that fans will enjoy the world of SAO Alicization, experience the SAO story only told in this game with their favorite characters, and also have fun exploring the world of Underworld in general. I hope they can sense the meaning of the game’s catchphrase: “The world will never forget you” through their gameplay experience. Sword Art Online Alicization Lycoris comes out tomorrow, July 10. Pick up a digital copy of the game for PS4 before August 13, 2020 to receive four bonus costumes. View the full article
  12. The July Savings promotion is now live on PlayStation Store, bringing with it deep discounts on a variety of PS4 titles, meaning for a limited time*, you can enjoy a range of thrilling adventures for less! Battle as resurrected hero Daniel Fortesque in action adventure MediEvil. Showcase your stylish combat skills in Devil May Cry 5 Deluxe Edition. Take on the undead in Call of Duty: Black Ops III Zombie Chronicles Edition. There are even more games on offer, a selection of which can be seen below. If you’re joining us from Europe, check out your entire range of deals here. North American player? Look through your full sale here. 2Dark Ace Combat 7: Skies Unknown Deluxe Edition AER – Memories of Old Anthem: Legion of Dawn Edition AO Tennis 2 Arca’s Path VR Assassin’s Creed IV Black Flag Assassin’s Creed Origins Gold Edition Assassin’s Creed III: Remastered Assassin’s Creed Rogue Remastered Bee Simulator Brick Breaker Call of Duty: Black Ops III Zombie Chronicles Edition Code Vein Crash + Spyro Triple Play Bundle Dark Souls III – Deluxe Edition Deponia Collection Devil May Cry 5 Deluxe Edition (with Red Orbs) Dragon Ball Z: Kakarot Deluxe Edition Edna & Harvey: Harvey’s New Eyes Far Cry 3 Classic Edition Far Cry 4 Farmer’s Dynasty Handball 17 Horizon Zero Dawn: The Frozen Wilds Hunting Simulator Journey Just Cause 4 – Complete Edition Ken Follett’s The Pillars of the Earth Knack 2 Little Nightmares Complete Edition Mahjong MediEvil Mega Man 11 Mega Man 30th Anniversary Bundle Monster Hunter World: Iceborne Deluxe Kit Monster Hunter World: Iceborne Master Edition Motorcycle Club My Little Riding Champion Need for Speed Ni no Kuni: Wrath of the White Witch Remastered Nioh – The Complete Edition No Man’s Sky Outcast – Second Contact Overpass Overpass Deluxe Edition Paper Beast Premium Pool Arena Pro Fishing Simulator Quiplash Resident Evil 7 biohazard Resident Evil 7 biohazard Season Pass Rugby 20 Shadow Tactics: Blades of the Shogun Shadow Warrior Shadow Warrior 2 Sherlock Holmes : The Devil’s Daughter Silence Solitaire Spike Volleyball Star Wars Jedi: Fallen Order Deluxe Edition Strange Brigade Street Fighter 30th Anniversary Collection Sword Art Online: Lost Song Tennis World Tour Tetraminos The Fisherman – Fishing Planet The Long Journey Home The Shadow Warrior Collection The Sinking City The Unicorn Princess Tom Clancy’s Ghost Recon Breakpoint Tour de France 2019 TT Isle of Man – Ride on the Edge TT Isle of Man Ride on the Edge 2 Ultimate Marvel vs. Capcom 3 V-Rally 4 Warhammer 40,000: Inquisitor – Martyr Warhammer Chaosbane Watch Dogs 2 – Deluxe Edition WRC 5 eSports Edition WRC 8 FIA World Rally Championship WRC Collection *July Savings promotion runs from July 8 until July 22 at 23.59pm BST in Europe, 23.59pm PT in Americas. View the full article
  13. Hello! Following yesterday’s Players’ Choice victory for The Last of Us Part II, Naughty Dog’s long-awaited follow-up has also taken top honors in the monthly PlayStation Store download charts. Call of Duty: Modern Warfare, FIFA 20, and Grand Theft Auto V all performed strongly, as well, filling out the top four spots on both the US and EU lists. Gorn and Beat Saber took the top spot for PS VR in US / Canada and EU, respectively, while Call of Duty: Warzone topped both regions’ free-to-play charts for June. Keep reading to see the full charts, and hit the comments to let us know how you think July will shake out. See you then! PS4 Games US/Canada EU 1 The Last of Us Part II The Last of Us Part II 2 Call of Duty: Modern Warfare EA SPORTS FIFA 20 3 Grand Theft Auto V Call of Duty: Modern Warfare 4 EA SPORTS FIFA 20 Grand Theft Auto V 5 Minecraft The Last of Us Remastered 6 The Last Of Us Remastered Minecraft 7 Marvel’s Spider-Man Days Gone 8 Minecraft Dungeons Marvel’s Spider-Man 9 UNO Horizon Zero Dawn Complete Edition 10 TOM CLANCY’S RAINBOW SIX SIEGE Minecraft Dungeons 11 Days Gone TOM CLANCY’S RAINBOW SIX | SIEGE 12 Mortal Kombat 11 ARK: Survival Evolved 13 Red Dead Redemption 2 eFootball PES 2020 14 SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated F1 2019 15 Madden NFL 20 Red Dead Redemption 2 16 God of War The Witcher 3: Wild Hunt 17 THE FOREST TEKKEN 7 18 Assassin’s Creed Odyssey Uncharted: The Lost Legacy 19 EA SPORTS UFC 3 Stranded Deep 20 Assassin’s Creed Origins Assassin’s Creed Odyssey PS VR Games US / Canada EU 1 GORN Beat Saber 2 SUPERHOT VR The Walking Dead: Saints & Sinners 3 The Walking Dead: Saints & Sinners Blood & Truth 4 Beat Saber SUPERHOT VR 5 Job Simulator GORN 6 ASTRO BOT Rescue Mission Job Simulator 7 Creed Rise to Glory ASTRO BOT Rescue Mission 8 The Elder Scrolls V: Skyrim VR Batman: Arkham VR 9 Blood & Truth Creed: Rise to Glory 10 Borderlands 2 VR DOOM VFR Free-to-Play Games US / Canada EU 1 Call of Duty: Warzone Call of Duty: Warzone 2 Fortnite Fortnite 3 Apex Legends Apex Legends 4 RACING BROS Destiny 2 5 Destiny 2 Brawlhalla 6 Brawlhalla eFootball PES 2020 LITE 7 Dauntless RACING BROS 8 Cuisine Royale DRAGON BALL XENOVERSE 2 Lite Version 9 Paladins Warface 10 Warframe WORLD OF WARSHIPS: LEGENDS DLC and Expansions US / Canada EU 1 Fortnite – The Yellowjacket Pack Fortnite – The Yellowjacket Pack 2 Fortnite – The Iris Pack Fortnite – The Iris Pack 3 GTA Online: Criminal Enterprise Starter Pack Fortnite: Save the World – Standard Founder’s Pack 4 Mortal Kombat 11: Aftermath GTA Online: Criminal Enterprise Starter Pack 5 Call of Duty: Warzone – Starter Pack Marvel’s Spider-Man: The City That Never Sleeps – Season Pass 6 Call of Duty Modern Warfare – C.O.D.E. Fearless Pack Tom Clancy’s Rainbow Six Siege – Year 5 Pass 7 Dead by Daylight: Silent Hill Chapter Dead by Daylight: Silent Hill Chapter 8 Tom Clancy’s Rainbow Six Siege – Year 5 Pass STAR WARS Battlefront II: Celebration Edition Upgrade 9 Destiny 2: Shadowkeep Destiny 2: Shadowkeep 10 Marvel’s Spider-Man: The City That Never Sleeps The Elder Scrolls Online: Greymoor Upgrade View the full article
  14. Hi there, I’m Pete Samuels, Series Director and Executive Producer of The Dark Pictures Anthology. I’m hugely excited to talk to you about Little Hope, the next game in the Dark Pictures Anthology, which is releasing on October 30. Just to recap — The Dark Pictures Anthology is a series of standalone cinematic horror games, each featuring a brand-new story, setting and characters. Each game is playable in single player or in two multiplayer modes – two-player online Shared Story mode and up to 5-player couch co-op Movie Night mode. We were really pleased with the response from the PlayStation community to Man of Medan – the first game in the anthology, released last year — and we can’t wait to see your reaction to Little Hope. All of the games in the series are totally standalone and have very different stories. Man of Medan set you adrift in a terrifying ghost ship stuck in the middle of the South Pacific, but this time you are on dry land in the very creepy and strange town of Little Hope! As with all the games in the series remember that everyone can live and everyone can die in your version of the story – so make your choices wisely as there are always consequences! So, I’m sure you are dying to know more about Little Hope? How about we start with the story and setting first. Abandoned and all alone after their bus crashes in bad weather, four college students and their teacher become stranded in the isolated town of Little Hope. Trapped by a mysterious fog, they search desperately for a means of escape whilst terrifying visions from the past haunt them from the shadows. After bearing witness to the town’s gruesome past, and the terrible events of 17th Century Witch trials, hellish beings pursue them relentlessly. Trapped in Little Hope they try to figure out the motivation of these demonic apparitions before the evil forces at work drags each of their souls to hell! As each of the games in the series are very different, so too are our inspirations. The cinematic and literary influences for this game include “The Witch,” “Season of the Witch,” and “Blair Witch,” but people will recognise some other strong influences such as “Hellbound Heart,” “Hellraiser” and other similar works by Barker. Also, two of my personal favourites “It Follows” and “The Omen.” Interestingly, our studio is just a stone’s throw from Guildford Cathedral which features strongly in Richard Donner’s 1976 classic. The cast and characters are pivotal to our games too, so we’re really excited that we have Will Poulter leading the talented cast of Little Hope. He is a fantastic actor and really bought the character of Andrew to life. As well as the story, setting and cast we’ve been focusing on some improved features based on feedback from the Dark Pictures community. For example, the team has included context-sensitive icons for interacting with objects in the world and QTE alerts that tell players when one is coming and the action they need to perform. We’ve also added a floating camera in some parts of the game to allow you to fully control your view of the spooky surroundings, together with a wider range of walk-speeds for the characters. So, there you have it, a brief introduction to the next game in the Dark Pictures Anthology. I hope you’ve enjoyed it and we can’t wait for you to enter the town of Little Hope this Halloween! View the full article
  15. Hello again everyone. Christian Spicer here, I am the host of The Official The Last of Us podcast, and this time I am writing to you in a world where The Last of Us Part II is out and available everywhere! I know I was absolutely blown away by the game, and I can’t wait to talk about it in our upcoming episodes, but hold up, I am getting a little ahead of myself. First, yeah, The Official The Last of Us podcast. Thank you so much to everyone who has been listening. I am super proud of the show and I’m so glad you all love it as much as I do. If you haven’t listened to it yet, don’t worry, you still can! Here’s a handy link even. In the first four episodes, we recap the story of the first game and we do it in style with guests like Naughty Dog’s Neil Druckmann, as well as cast members Ashley Johnson and Troy Baker, and a whole lot more. Then, we dropped some shorter episodes called Artifacts with some incredible guests talking about their experiences with the first game. Guests like Nia DaCosta, Mica Burton, and Marc Bernardin. So, yeah, you don’t want to miss those. But, seeing as how The Last of Us Part II is available now and we’ve all had some time to play it and experience the sequel, it kind of seems like we should do some episodes about The Last of Us Part II, right? Yes indeed! Starting on July 7, that is exactly what we’re doing. The show will move on from the first game and dive into Part II, with in-depth, and yes, spoiler-filled discussions of The Last of Us Part II. I’ll be unpacking the making of and the story of The Last of Us Part II with guests like Naughty Dog’s Neil Druckmann, Kurt Margenau, Anthony Newman, and Alex Neonakis, as well as cast members Ashley Johnson, Troy Baker, Laura Bailey, Shannon Woodward, and more. Again, all the incredible episodes about the first game and the Artifacts are available now. Then, today… hopefully you’ve marked your calendars already… the podcast transitions to our conversation about The Last of Us Part II. The Official The Last of Us Podcast is available on Apple Podcasts, Spotify, and wherever you get your podcasts. Here’s that handy link for you again too. Thanks for being here, and oh buddy, am I excited for everyone to hear our episodes about The Last of Us Part II. Once again, on behalf of everyone that helped make this podcast possible, thank you so much for listening! View the full article
  16. Use your hacker skills and gadgets to take over San Francisco, battle it out against world warriors and use your wits to uncover dark secrets in your neighborhood as Watch Dogs 2, Street Fighter V and Hello Neighbor come to PS Now today. Let’s take a closer look at each of the games. Watch Dogs 2 Play Video You are Marcus Holloway, a brilliant young hacker and the latest recruit to the San Francisco arm of DedSec. Equipped with an impressive array of skills and tools – including an RC car and a drone – the whole San Francisco Bay Area is your playground, from Silicon Valley to the downtown streets. Break into any electronic device, computer system or vehicle, collect information on every citizen, and infiltrate the infrastructure of an entire city as you fight alongside the hacker community against an immoral establishment. ● Available to download (PS4 system only) and stream until Monday, October 5, 2020 Street Fighter V Play Video The legendary Street Fighter series returns to deliver non-stop fighting action on a global stage. Play fan-favorites Ryu, Chun-Li, and other iconic characters as you rise through the world rankings. Challenge fellow PS4 World Warriors on the Capcom Fighters Network to see who will rule the ring! Hello Neighbor Play Video Hello Neighbor is a stealth horror game about sneaking into your neighbor’s house to figure out what secrets he’s hiding in the basement. Play against an advanced AI that learns from your every move. Enjoy climbing through the windows? Expect a bear trap. Trying to escape? He’ll find a shortcut. View the full article
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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