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Name: XBox - Balatro | Launch Trailer- THE Poker Roguelike | Xbox Series X|S & Xbox One Category: Gaming Industry Videos Date Added: 02/20/2024 Submitter: Commander Fury Balatro | Launch Trailer- THE Poker Roguelike | Xbox Series X|S & Xbox One XBox - Balatro | Launch Trailer- THE Poker Roguelike | Xbox Series X|S & Xbox One
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Name: XBox - Warhammer 40,000: Chaos Gate - Daemonhunters | Console Launch Trailer Category: Gaming Industry Videos Date Added: 02/20/2024 Submitter: Commander Fury Warhammer 40,000: Chaos Gate - Daemonhunters | Console Launch Trailer XBox - Warhammer 40,000: Chaos Gate - Daemonhunters | Console Launch Trailer
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Name: PlayStation - Warhammer 40,000: Chaos Gate - Daemonhunters - Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 02/20/2024 Submitter: Commander Fury Warhammer 40,000: Chaos Gate - Daemonhunters - Launch Trailer | PS5 & PS4 Games PlayStation - Warhammer 40,000: Chaos Gate - Daemonhunters - Launch Trailer | PS5 & PS4 Games
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Name: PlayStation - MLB The Show 24 Features Reveal - Storylines: Derek Jeter | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 02/20/2024 Submitter: Commander Fury MLB The Show 24 Features Reveal - Storylines: Derek Jeter | PS5 & PS4 Games PlayStation - MLB The Show 24 Features Reveal - Storylines: Derek Jeter | PS5 & PS4 Games
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Name: PlayStation - MX vs ATV Legends - 2024 Monster Energy Supercross Championship DLC | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 02/20/2024 Submitter: Commander Fury MX vs ATV Legends - 2024 Monster Energy Supercross Championship DLC | PS5 & PS4 Games PlayStation - MX vs ATV Legends - 2024 Monster Energy Supercross Championship DLC | PS5 & PS4 Games
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Name: PlayStation - Chef Life: A Restaurant Simulator - Free DLC Cooking Lab Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 02/20/2024 Submitter: Commander Fury Chef Life: A Restaurant Simulator - Free DLC Cooking Lab Launch Trailer | PS5 & PS4 Games PlayStation - Chef Life: A Restaurant Simulator - Free DLC Cooking Lab Launch Trailer | PS5 & PS4 Games
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Gear up for your first look into the gameplay of the sixth DLC of Dragon Ball Z: Kakarot, officially named Goku’s Next Journey. The DLC retraces the steps of the last episode of Dragon Ball Z, which takes place ten years after the victory of the Saiyan warriors over Kid Buu at the hands of Goku and Vegeta. In this episode, the Martial Arts World Tournament is the main event, gathering all the earth’s warriors together. While playing this DLC, you can encounter familiar characters who have aged and moved on in their lives, as well as Pan, Goku’s granddaughter. As usual with Dragon Ball Z: Kakarot DLCs, you will experience first-hand the events and battles shown in the series, but also have access to original dialogues, storylines, and more. Together with the main events of the DLC, you will have access to new sub-quests that will have new, unique rewards. Today, we will give you a sneak peek at one of these Side Quests: A Day in the Krillin household. The quest revolves around recovering the lost necklace of 18, now Krillin’s wife, after their daughter Marron returns from a shopping spree. True to the tradition of Dragon Ball Z: Kakarot, this quest allows you to peek into the daily lives of the characters living in the Dragon Ball world. As they search for the necklace, Goku and Krillin discover that it has simply fallen while 18 was returning to Krillin but has been found and taken by two suspicious men. Once confronted, they will use a capsule to summon a squad of Skull Robos, attacking Goku as Krillin chases after the men. Once defeated, the quest will be complete, and the rewards will be given. While you will not face any major super-villain or world-ending threat like Majin Buu, but who knows, maybe even harder challenges will await you after the World Tournament? The end of the quest and what makes it unique is that the epilogue allows you to see deeper into the characters’ feelings, which is a point of view that Dragon Ball Z: Kakarot has at its heart. On this occasion, Android 18 describes her feelings for Krillin, and we can see how much she truly cares about him. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image By recovering a necklace, you can discover the hidden feelings and relationships between the characters of the world of Dragon Ball that only a game like Dragon Ball Z: Kakarot can have the space to express fully. View the full article
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Name: XBox - if you have a fave way you’ve been unalived in Starfield let us know 👇 #Starfield Category: Gaming Industry Videos Date Added: 02/17/2024 Submitter: Commander Fury if you have a fave way you’ve been unalived in Starfield let us know 👇 #Starfield XBox - if you have a fave way you’ve been unalived in Starfield let us know 👇 #Starfield
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Name: PlayStation - White Day 2: The Flower That Tells Lies Complete Edition - Announcement Trailer | PS5 Games Category: Gaming Industry Videos Date Added: 02/16/2024 Submitter: Commander Fury White Day 2: The Flower That Tells Lies Complete Edition - Announcement Trailer | PS5 Games PlayStation - White Day 2: The Flower That Tells Lies Complete Edition - Announcement Trailer | PS5 Games
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Email us at PSPodcast@sony.com! Subscribe via Apple Podcasts, Spotify, or download here Howdy! This week Abubakar Salim of Surgent Studios stops by to discuss the upcoming platformer Tales of Kenzera: Zau. Plus the team talks Tekken 8 and Helldivers 2. Stuff We Talked About Pacific Drive – PS5, PS4 Foamstars Foam Technology Deep-Dive Blog Ultros Developer Interview Blog MLB 24 Negro Leagues Season 2 PlayStation Plus Game Catalog for February: Need for Speed Unbound, The Outer Worlds, Tales of Arise, Assassin’s Creed Valhalla and more Pacific Drive Dev Interview Blog Tales of Kenzera: ZAU Dev Profile Blog Interview w/ Abubakar Salim (begins at 08:55) Helldivers 2 – PS5 Tekken 8 – PS5 The Cast View and download image Download the image close Close Download this image Sid Shuman – Senior Director of Content Communications, SIE View and download image Download the image close Close Download this image Brett Elston – Manager, Content Communications, SIE Thanks to 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
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Last week, we asked you share romantic moments from a game of your choice using #PSshare #PSBlog. Here are this week’s highlights: bluegreenherb shares Tifa and Aerith each holding one of Cloud’s arms in Final Fantasy VII Remake Amianan_NiRaGuB shares Astarion lovingly gazing up at the player character who romanced him in Baldur’s Gate 3 DEX_exiled shares Zo and Varl from Horizon Forbidden West sharing a sweet kiss JarrinWasHere shares Garrus pulling Shepard into a dramatic dip in Mass Effect Legendary Edition K_Alien121 shares Dion and Terence holding each other close in Final Fantasy XVI Lny_Trpr_EE7 shares Catwoman and Batman sharing a moment in Batman Arkham Knight Search #PSshare #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: Best Friends SUBMIT BY: 11:59 PM PT on February 21, 2024 Next week, we’re shining a light on gaming besties. Share a pair of gaming best friends or close companions from the game of your choice using #PSshare #PSBlog for a chance to be featured. View the full article
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We’re excited to announce a new free addition to Hubris, now available at PlayStation Store for PlayStation VR2. Introducing a thrilling Arena mode where you’ll encounter multiple rounds of Uron invaders and have to navigate through a closed combat map, all set in a never-before-revealed environment. Players will have to shoot, jump, climb and move through a map, set in a training ground deep in OOO (Order of Objectivity)-controlled territory. While you’ll encounter diverse combinations of enemies familiar from the game’s core experience, the revamped setting and enemy encounters provide an entirely fresh gameplay experience. And if you want to challenge yourself even more the new game mode has three different difficulty tiers to play through. But that’s not all – we’ve dialed up the gameplay by adding some weapon powers and upgrades which can be earned by completing waves. This adventure unfolds outside the main storyline and enables us to push the boundaries. This game mode gives players access to upgrades that would typically break the game’s balance. Grenades are also newly added to this game mode so you have a better way to deal with grouped enemies, and let’s be honest – there is no better feeling than throwing a well-placed grenade to blow up a huge amount of enemies in one blow. New mode details from developer Hubris “We recognized the potential in the mechanics we integrated into Hubris and seized the opportunity to offer our fans something new, exciting, and fresh. When designing the levels for Hubris, our focus was on ensuring they were understandable and accessible. Our goal was to guide the player from point A to point B in an engaging manner, with a clear flow, while also maintaining a balanced level of challenge. But this custom-built level forces players to move, climb and jump in all directions, reach a defence point and eliminate enemies before succumbing to their attacks. The new game mode starts off relatively easy but quickly escalates with Uron threats emerging from various directions. Only the most skilled players will survive more than a couple of waves especially on hard difficulty. This level is designed with numerous pathways and options for maneuvering between points A and B, emphasizing the importance of strategic movement in overcoming the obstacles posed by the Uron forces.“ – Elie Van Ravels, Game Designer, Cyborn BV Looking ahead, we’re looking into ways to further expand this game mode, allowing players to experiment with combining upgrades, adding more maps and possibly more enemy types. However, our primary focus right now is gathering player feedback to refine this new gameplay experience, which stands alongside our current, multiple-hour story-driven campaign. In addition to introducing the new game mode, we’ve fine-tuned existing features based on player feedback. From tweaking weapon mechanics, aim and knockback to ironing out gameplay flows and resolving some last remaining bugs, we’ve strived to enhance the overall gaming experience. As we roll out this update, we’ll closely monitor player reactions to determine the course for future expansions. Hubris is just the beginning of a grand narrative, and we’re committed to unraveling the mysteries of the OOO, the Uron, and special agent Cyana. Furthermore, we’re thrilled to announce that, in partnership with Perp Games, players can now also purchase a physical copy of Hubris for PS VR2. View the full article
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I recently had the pleasure to speak with Abubakar Salim, founder of Surgent Studios and creative director of Tales of Kenzera: Zau, about founding his gaming studio and how his childhood, grief, and becoming a father were essential building blocks in the development of Tales of Kenzera: Zau coming to PS5 April 23. Listen to the full interview below. PlayStation Blog: We’ve been curious about your game ever since you announced it on stage at The Game Awards. How do you feel now that all of it is out there in the open? Abubakar Salim: Terrified, absolutely terrified. It’s one of those things where we’ve been building it behind the scenes for so long, and you reveal it to people, and everyone’s like, ‘Oh, wow, you’ve been building this. It looks so great.’ And you’re like, yes, so much blood, sweat, and tears went into this, but I’m super happy that it’s being received so well. Tales of Kenzera: Zau is your first game. You’re originally more of a gamer, so what was the journey there? I got into video games from my father. Essentially, he introduced me to them, and he would play a lot. Well, he would watch me play a lot, and he would dive in now and then. It’s always been my medium of taking in stories. I didn’t know you could have a career or work in games. It was this thing that you put a CD in a PlayStation, and gremlins work their magic inside. It was one of those where it didn’t cross my mind that you could do it as a career. So I went into acting because I’ve always loved telling stories. Then, I started working in games, and Assassin’s Creed Origins was the first game that I did. I was a massive fan of the Assassin’s Creed franchise. So then, to be in it was mind-blowing. And that gave me the behind-the-scenes of, oh, wow, there are actual people making this stuff. You’ve said the game’s gated exploration is well-suited to discussing grief. Can you explain that? The beauty of these Castlevania or Metroid-like games is you throw the player into a map that they have no idea about, that they’re lost. They’re trying to gauge an idea of what it is, and the longer they spend in it, the more comfortable they feel, but at the same time, it’s still dangerous. And I think that is, to me, the perfect explanation or personification of grief. You learn to live with it, and it’s not a bad thing. You then find your boundaries, and you play with them. I’ve accepted that, yeah, I will sometimes feel sad, and sometimes I feel angry. But sometimes, I’ll feel an element of relief and freedom, and that’s okay. At first, it’s a bit alien, but after a while, it’s like, Alright, cool. Let’s play. The game is inspired by Bantu mythology. Can you tell us more about that mythology and why you chose it? It comes from the stories that my dad would tell me as a kid. My grandfather was a nganga, which is a traditional sort of healer. And my dad would tell me all these wild stories of what he would do and talking to spirits and whatnot. He also told me of the different types of spirits and genies and all this jazz, and I realized that it all comes from Bantu myth. Bantu is essentially all these different cultures within Africa, like the Zulu, taking a lot from their stories of creation or cosmology, and it’s so rich and vibrant. They have all these incredibly artistic stories that all have a lesson to them, as wild as Greek mythology and Norse mythology to a degree. It felt right paying homage to my father, what he would share with me, and his way of telling stories. It’s just a different perspective that I feel very lucky to have been exposed to. The game is about getting over grief, but the world is colorful and vibrant. Was it to simply contrast to grief, or was there more to it regarding the art direction? When I was pitching this to EA, and even to the team, I wanted to tell the story of grief, but I wanted it to be vibrant, colorful, and reactive. I remember feeling, after my father passed away, like the shutters were just open. Everything turned vivid and loud. And I remember it was almost like I was exposed. Even though there is beauty and a celebration of these different cultures and colors, you’re experiencing them through a kid who is grieving. It doesn’t change the world outside, and that’s part and parcel of it all. Zau still has to do his thing to get to where he needs to, and he needs to react to a world that continues to spin, even though he is in a different mindset. The theme of fatherhood reminds me of Cory Barlog’s God of War. How has becoming a parent affected the game? A lot of the time, what grief can do is make you feel quite insular, makes you think about yourself, and now, being a dad, I joke about this with my friends. I’ve never felt the impulse to jump in front of a train for someone who doesn’t really know me for the first few months of their life. It’s such an animalistic love and care that it helped shape the world of Tales of Kenzera. The game originally had these health pickups that you would go to, and it would increase your health, and since having Syrah, my daughter, the inspiration of actually, instead of them being these casual health pickups. What if there were just moments of reflection? What if there were moments of talking about how you feel? Can you tell us about the music? Nainita Desai and Rob Brown have conjured something magical. We brought Nainita on very early when I was going to explain the game. It’s about this young shaman’s journey, but it’s a story within a story. So you’ve got these two different kinds of cultures clashing and two different perspectives clashing, and she ran with it. This whole experience has been surreal. I started this journey with this mentality of I want to make a game, and deliver what I feel is honest and true to me. And the fact that now I’m talking to PlayStation. I’m like, what, this is nuts. This has been really, really magical. Thank you very much. Tales of Kenzera: Zau will be available on PS5 on April 23. View the full article
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We’ve all wondered why no one gets in a car and drives away from the terror in scary movies and games. Pacific Drive by Ironwood Studios lets us live out that scenario. This upcoming first-person survival adventure drives a customizable station wagon into the genre. Ahead of the February 22 launch date, we spoke with the game’s director, Alexander Dracott, about the inspiration behind this genre-twisting game and its development journey. PlayStation Blog: What was the inspiration behind Pacific Drive? Alexander Dracott: The initial idea goes back to some of my hobbies and growing up driving station wagons to go camping and out into the woods of the Pacific Northwest. The seed came from the things I saw driving alone in the woods, fog, and rain, seeing things like mining towns that haven’t seen the light of day. The game started as simple test car in the woods, and as we started inserting more mechanics, we decided you should be able to turn the car off and on. It should have gas like you should have to refuel your car. It became apparent that there’s this overlap between the maintenance of a car you would expect and the item juggling you want from a survival game. What we ended up doing is taking the pressure that is always on the player in a lot of survival games and pushed it onto the car, and it clicked. You’re forming this relationship with this car that becomes your protector. Where did the idea of the Olympic Exclusion Zone come from, and how does it contribute to the game’s mechanics? I’ve always been a big fan of zoned stories and players being isolated, but in a space filled with interesting mechanics. For example, a lot of the enemy anomalies aren’t zombies that you just shoot. They’re more interesting and unique, and discovering what they are is part of the experience. The idea behind the Exclusion Zone, something that the government has walled off, instantly clicked because it gave us the freedom to both tell an interesting story and build this world while also filling it with things like those anomalies that people are going to have to learn and discover through the game’s mechanics. Why did the team decide on this smaller-scale gameplay loop versus a free-roam open-world title? Initially, we were considering something that was a little bit more like a traditional survival game on a relatively large map. Our maps are big because you have a car and go quick. We found that while all of our survival mechanics were working, we wanted those rest stops. We wanted those breaks like looting and fixing up your car. With that came the birth of the garage as a permanent place that you could go to and fix up your car, take the time, and engage with the different systems that are in the game. That cemented into this idea of, “Okay, I’ve got my garage, but now I can go out and take these trips to other parts of the game world.” Was it difficult to build so many mechanics around a car? Pacific Drive is a big game full of systems that interact with each other, so there’s a general complexity behind it that’s always going to be hard to manage. On one hand, you want to be figuring things out, but on the other, these systems all need to be built up on their own. You don’t get a good picture until many are present and exchanging with themselves individually. And with car physics, unlike a lot of other car games where a lot of the focus on those titles is, “let’s take one engine that we’re building our game in and have 300 cars that feel distinct and unique.” For us, it’s the opposite. We’re going to have one car, but that car has to be able to get customized in different ways as players express themselves. How does the car still feel like the car between two players that have built it out completely differently? We build dedicated tools around that and figure out the right way to do it. Are there any additions that didn’t quite make it into the final version of Pacific Drive you wish could make it in? It’s a bit of a cop-out answer, but the answer is always just “more.” Whatever number of items that we were going to have, we pulled it back to a more reasonable number. That’s the case across our game, which is still absolutely packed with different items. Because there are tools you can use, resources you can grab, things you can interact with throughout the world, special things to bring back to your garage, and tons of car parts because so much of the car is customizable. We were always planning more of those, but we ended up pulling back to a reasonable number. What’s your favorite feature in Pacific Drive? As the guy helping to form the original idea, I’m biased by the atmosphere. The moments where the gameplay complements the atmosphere are absolutely incredible—those moments where this world absorbs me due to weather, visuals, and general vibe. What we were aiming for is a very unique field for the zone and its isolated beauty. You’re alone out there, but you still have those elements of gameplay that are present. You might see a dreary building in the fog and think, “Yeah, it’s a cool piece of set dressing, but maybe there’s stuff over there. See if there’s anything I can grab for my car.” Those moments stand out strongly for me. What unique PlayStation 5 features can players expect from Pacific Drive? The big one is the DualSense controller, for sure. We had something special once we started tuning the haptics, especially for the [adaptive] triggers, and how they interacted with the suspension, and what the car is doing. We figured out a very clever way to translate the change of the change of the suspension differences that the car is handling as it drives along and map that out into our rumble. You might drive over a bump and feel like the controller reacts appropriately. If something pops the wheel off your car, it will drop, and you’ll feel it drop. We also added noise into the simulation to help make it feel correct when driving on off-road surfaces. We’re really pleased with how the game feels on this controller. Pacific Drive takes everything about the survival genre and throws a car into the mix, with tons of relevant atmosphere, obstacles, and pleasantries. When the game launches on February 22, 2024, you can tune up your car and hit the lonely roads. View the full article