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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
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Name: PlayStation - Trails of Cold Steel III / Trails of Cold Steel IV - Launch Trailer | PS5 Games Category: Gaming Industry Videos Date Added: 02/16/2024 Submitter: Commander Fury Trails of Cold Steel III / Trails of Cold Steel IV - Launch Trailer | PS5 Games PlayStation - Trails of Cold Steel III / Trails of Cold Steel IV - Launch Trailer | PS5 Games
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Name: PlayStation - Pinball M - System Shock Pinball - Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 02/15/2024 Submitter: Commander Fury Pinball M - System Shock Pinball - Launch Trailer | PS5 & PS4 Games PlayStation - Pinball M - System Shock Pinball - Launch Trailer | PS5 & PS4 Games
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Name: PlayStation - Pacific Drive - Behind-The-Scenes: The Art of the Zone | PS5 Games Category: Gaming Industry Videos Date Added: 02/15/2024 Submitter: Commander Fury Pacific Drive - Behind-The-Scenes: The Art of the Zone | PS5 Games PlayStation - Pacific Drive - Behind-The-Scenes: The Art of the Zone | PS5 Games
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Name: PlayStation - Warhammer 40,000: Chaos Gate - Daemonhunters - Gameplay Overview Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 02/15/2024 Submitter: Commander Fury Warhammer 40,000: Chaos Gate - Daemonhunters - Gameplay Overview Trailer | PS5 & PS4 Games PlayStation - Warhammer 40,000: Chaos Gate - Daemonhunters - Gameplay Overview Trailer | PS5 & PS4 Games
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Hello! I’m Josef, one of the creators of Beat the Beats VR, coming out February 27 on PlayStation VR2. It is a rhythm VR game you play with your fists and all about learning actual boxing moves like jab, dodge, and uppercut. In this article I would like to share with you how the natural feeling boxing moves in our game came to fruition. At Parallel Circles, we’re huge rhythm game fans. And VR? We love it. It immerses you like nothing else. I’ve always been captivated by the agility, coordination, and precision of boxers. So, blending these passions felt like a no-brainer. Thus, Beat the Beats VR was born. Boxing greenhorn to boxing champion Pulling off energetic boxing moves in real life takes years of training. But in Beat the Beats VR, we wanted players to feel like pros from the get-go. Jabs, hooks, uppercuts — they should all flow naturally. After lots of experimentation, we realized the traditional rhythm game approach didn’t quite fit boxing’s fluidity. So we switched it up. Instead of the “notes” (we call them beats) coming straight at you, they come from different directions in arcs challenging you to move exactly in the same way you would in a boxing fight. You can’t help but make perfect jabs for beats from the front, hooks from the side, and uppercuts for ones coming from above. Punching through the whole game As soon as we nailed the boxing punches we brought other aspects of the sport into the game. You can also evade (called a “roll”) and block beats. You can also unlock new levels/albums by punching them. Mix all of the boxing action with some exhilarating music and you have a rhythm game that’s the best of both worlds: a fun experience for casual players and a full-throttle workout for the ones that want to go the extra mile. We hope you have as much fun with our game as we had creating it. Maybe you’ll sweat as much as we did, too. Beat the Beats comes to PS VR2 on February 27! View the full article
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Name: PlayStation - Hot Wheels Unleashed 2 - Turbocharged - Made in Italy Expansion Pack | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 02/15/2024 Submitter: Commander Fury Hot Wheels Unleashed 2 - Turbocharged - Made in Italy Expansion Pack | PS5 & PS4 Games PlayStation - Hot Wheels Unleashed 2 - Turbocharged - Made in Italy Expansion Pack | PS5 & PS4 Games
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A state-of-the-art airship hovers above a vast toxic dust cloud, shrouding an ecologically devastated Earth. That’s what most people notice when they see Forever Skies for the first time. And while this creates an interesting and unique premise to explore, it’s one that was inspired by rather somber real-world circumstances. Read on to learn about the inspiration behind this first-person post-apocalyptic survival game, coming to PS5 this year. While our team is from around the world, a significant portion of us are based in Poland. For decades now, our country has been notorious for its poor air quality, particularly during the winter months. Iconic Polish cities such as Krakow or Wroclaw are frequently ranked alongside massive megacities like Beijing, Delhi, or Lahore. But these are massive metropolises with 10 or even 20+ million people living in them. Cracow or Wroclaw don’t even exceed 700,000 people and yet we regularly get public warning announcements to stay indoors because of the current air pollution levels. Some studies even suggest that to breathe clean, unpolluted air, people would need to go 100 meters above the cities. And so the first spark of inspiration that kicked off our entire world design was found. We envisioned a scenario where humanity confronts an irreversible ecological catastrophe of its own making by erecting towering highrises above the toxic dust clouds as a last-ditch effort to survive. But all this did was delay the inevitable societal collapse. Decades later, a select group of humans who fled into orbit dispatch a research team back to Earth to rediscover the world, marking the beginning of the story in Forever Skies. At your side will be a high-tech airship that you can pilot, upgrade, and fully customize. In a world where the ground is no longer safe, this floating base will become your home, lifeline, and greatest tool for survival. You will need to scavenge for supplies and resources, use science to research new tools and equipment, and eventually descend below the toxic dust to pursue your research mission. But nature has mutated and evolved immensely under these harsh conditions and is no longer hospitable to humans. We do not overly push an ecological message in our game because the setting does it on its own. The consequences of humanity’s actions are shown to you and now you must survive in this environment. And that is something we always wanted to do. To not preach, but simply show and give people the space to think about this crucial topic.Forever Skies makes its console debut exclusively on PlayStation 5 in 2024 and will let you play in single-player or up to 4-player co-op. Thanks so much for reading. View the full article
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Name: PlayStation - Expeditions: A MudRunner Game - Year Pass & Editions Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 02/15/2024 Submitter: Commander Fury Expeditions: A MudRunner Game - Year Pass & Editions Trailer | PS5 & PS4 Games PlayStation - Expeditions: A MudRunner Game - Year Pass & Editions Trailer | PS5 & PS4 Games
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Name: PlayStation - Shines Over: The Damned - Announcement Release Trailer | PS5 Games Category: Gaming Industry Videos Date Added: 02/15/2024 Submitter: Commander Fury Shines Over: The Damned - Announcement Release Trailer | PS5 Games PlayStation - Shines Over: The Damned - Announcement Release Trailer | PS5 Games
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Name: PlayStation - No Man's Sky - Omega Update Trailer | PS5, PS4, PS VR2 & PSVR Games Category: Gaming Industry Videos Date Added: 02/15/2024 Submitter: Commander Fury No Man's Sky - Omega Update Trailer | PS5, PS4, PS VR2 & PSVR Games PlayStation - No Man's Sky - Omega Update Trailer | PS5, PS4, PS VR2 & PSVR Games
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Hello! Last year was a busy one for the small team at Hello Games, with lots of No Man’s Sky updates and the announce of Light No Fire. We have big plans for 2024, and we’re starting the year off with a very different kind of update. We’re calling it Omega, and for the first time No Man’s Sky will be available to play for free! Play Video For the first time, we are inviting every PlayStation 4, PlayStation 5, and PlayStation VR and VR2 owner into our universe to play the latest No Man’s Sky expedition, even if they don’t own the full game, no purchase necessary. There are no microtransactions, no free-to-play mechanics, just a huge universe to explore for free with your friends. Expeditions in No Man’s Sky have become one of the most popular ways to play the game. They bring all players together to the same planet for an interstellar, shared experience. This weekend we are allowing everyone, whether you own the game or not, to join the Omega Expedition. This represents a moment for new players to try No Man’s Sky, and existing players to welcome them into the community. The Omega update also brings a complete overhaul of expeditions, new on-planet missions, a new pirate dreadnought to own, and much more. Until now expeditions have been their own game mode, but we wanted to fully integrate them into our main game. Now, our new expedition system allows travellers to join expeditions with bespoke provisions, bring along their favourite starships or custom multi-tools and return to their main save with loot and exciting rewards. We have revisited the Atlas Path, allowing players to commune with the Atlas and honor it with a new Atlas staff, jetpack and helmet. On planets we have introduced a huge array of procedurally generated quests. Talking to alien lifeforms results in quests specific to an alien lifeforms locale, climate and personality. For the first time, take on the universe with a fleet of frigates led by a dreadnought capital ship. If players can defeat pirate freighters in combat, travellers can board the dreadnought to demand control. At the core of this update is the Omega Expedition, which has been built from the ground up as a thorough introduction for new players, but with some of the best rewards in any expedition to date, including a gorgeous new starship to explore the universe with. In the almost eight years since launch, through over 25 free updates, the No Man’s Sky universe has become at times overwhelming in breadth and depth. Through a series of quick missions and milestones, the Omega expeditions will guide you through the fundamentals of base-building, trading, space combat, lore and much, much more. Any progress you make will be retained in case you choose to purchase the game and continue your journey. The Omega Expedition runs for 2 weeks from Thursday February 15 and is free to play for the first weekend until Monday February 19. Whether you’ve been on the journey with us for a while, or you’re a lapsed player looking for a way back in, or a newcomer who’s always wanted to take a peek at what No Man’s Sky has to offer, everyone is welcome and there’s never been a better time to join in. Our journey continues. View the full article