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The conclusion of the Light and Darkness Saga is coming with Destiny 2: The Final Shape. With the next expansion for Destiny 2, the development team is creating a climactic finish for the decade-long saga, full of drama, poignancy, and action, while also paving the way for the future of Destiny 2. Today, during the Destiny 2 Showcase event, Bungie gave viewers an inside look at the epic conflict to come, as well as a preview of the content coming to Destiny 2 in the year ahead. If you missed the Showcase (check out the video) here’s the big picture summary: Play Video The Final Shape will find Guardians pursuing their ultimate adversary – the Witness – and confronting its efforts to use the powers of Light and Darkness to reshape the universe as it sees fit (into “The Final Shape,” thus the name). In the expansion’s campaign, Guardians will unite with old friends, including Vanguard mentors Commander Zavala, Ikora Rey, and Cayde-6, and venture into the Pale Heart, a new destination located within the Traveler. Created and continuously reshaped by the Witness’s twisted vision, the Pale Heart will be a fully linear location (the first in the Destiny history), and one that will allow the player to revisit famous moments from the game’s past, including a version of the Tower from the original Destiny. During the campaign, the player will traverse The Pale Heart, battling the forces of the Witness, leading to a confrontation in the associated raid, which will launch after the release of the expansion. The Final Shape launches February 27, 2024. View and download image Download the image close Close Download this image The Destiny 2 team is making a significant shift to its Seasonal cadence in 2024. Instead of four Seasons, Destiny 2 will feature three larger Episodes in 2024, with the first one (titled “Echoes”) set shortly after the release of The Final Shape expansion. These independent standalone stories will cover the fallout and ramifications of the events of The Final Shape, while also introducing new activities and rewards for players to enjoy throughout the year of The Final Shape and beyond. The Showcase also featured tons of information about gameplay improvements and new content coming to the game, including three new Light subclass Supers (one for each Guardian class); a vicious new enemy type known as the Subjugator, able to wield Stasis and Strand powers; details on the upcoming LFG feature known as Fireteam Finder; a new Vex-themed PvP map (along with a new PvP mode known as Relic, among other PvP features); and a revamped Power system designed to make it easier for Guardians to enjoy playing together regardless of Power levels. View and download image Download the image close Close Download this image While much of the Destiny 2 Showcase was focused on the near future of the game, rest assured there is a lot of new content available now. As in right now, in fact. With that in mind, let’s turn down the lights a bit, put on some ambient spooky music, and introduce you to the latest Season in Destiny 2. Season of the Witch available today Play Video The new Destiny 2 Season—Season of the Witch—begins when Savathûn’s Ghost, Immaru, approaches Guardians with a bargain: Resurrect the Witch Queen Savathûn and help defeat her sister, Xivu Arath, the Hive god of war. If the Guardians succeed, Savathûn will reveal the secret of how to follow the Witness through the portal inside the Traveler. View and download image Download the image close Close Download this image That’s the narrative setup for this Season in Destiny 2 and, as the title suggests, this Season will find Guardians encountering not just old enemies, but also old friends in the form of noted former Hunter and Hive expert Eris Morn. To complete her mission, Eris will undergo a significant transformation, one that will bring her closer to her Hive roots. Along the way, Guardians will navigate Savathûn’s Spire and the Altars of Summoning in two new Seasonal activities designed to help Eris build her power in preparation for her confrontation with Xivu Arath. A whisper, a shout One of the key components of Season of the Witch is the new Seasonal progression system known as the Deck of Whispers. This Hive-magic-infused deck of mysterious cards represent a collectible set of perks and buffs that Guardians can use to power up before they take on Seasonal activities like the Altars of Summoning or Savathûn’s Spire. The Deck of Whispers feature was designed not just as a fun, collectible-focused twist on progression for players, but also to give players even more options for building their perfect loadout. View and download image Download the image close Close Download this image “We had been looking for new ways to present Seasonal upgrades and rewards,” said Destiny 2 Senior Designer Joshua Billeaudeau. “When the Narrative team presented what they were planning for Season of the Witch, the idea of a deck of cards came up and we started to form a plan around that concept. “What we ended up with was the Deck of Whispers. Guardians can find unidentified cards as rewards through broad activity gameplay, quest rewards, or even hidden in activities themselves. These cards can be brought to the Season’s Lectern of Divination to uncover the card’s mystery. There are two categories of card types in the Deck of Whispers: Major Arcana and Minor Arcana. “Major Arcana cards represent key aspects of Hive magic and its potential relationship with the Light and history with the Darkness. Once a Guardian has collected enough Major Arcana cards, they can draw a card from their own Deck of Whispers before any Seasonal activity encounter begins. Each fireteam member will be granted a buff based on the card drawn. If more than one fireteam member draws the same card, the strength of that buff is greatly increased for that encounter.” According to Billeaudeau, Minor Arcana cards reward passive Seasonal upgrades that, once discovered, become active for the Guardian for the remainder of the Season. These cards can also reward the Guardian with extra keys, weapons, engrams, and other currencies, among other benefits. “As the Season goes on, the Guardians will find more Major Arcana cards and can use them to build a deck (choosing which cards to take with them into Seasonal activities) allowing players to buildcraft around their class, loadout, and their fireteam.” Developing the Deck of Whispers feature was a collaborative effort across teams at Bungie. In addition to working out the narrative reasoning and gameplay ramifications for retooling the player progression systems, the Destiny art team spent a great deal of time making sure the art style for the individual cards themselves hit the Seasonal theme just right. “We knew from the very beginning we wanted to do an arcane-style card deck for Season of the Witch, so we immediately started looking for inspiration in that direction,” said Sam Rucks, Destiny 2 Associate Art Director, when asked about the inspirations behind the Deck of Whispers. Rucks also cited medieval illuminated manuscripts as a source of inspiration for the team. In rotation If you’ve been around Destiny 2 for a while now, you’ve probably played an Exotic mission. These are special missions that feature not just top-tier storytelling and challenging encounters, they also reward the player with a special Exotic weapon that is worth the challenge by itself. Exotic missions are a core part of the PvE fun in Destiny 2 and, with the launch of Season of the Witch, the team is making these missions more accessible than ever. The new Exotic Mission Rotator feature, available now in Destiny 2, allows players to play Exotic missions from Destiny 2’s recent past (provided they own the expansion or Season the mission debuted in). The Exotic Mission Rotator will update weekly—you can replay the classic Presage mission starting today—and will feature both a Normal and Legendary difficulty option to choose from (along with an associated pool of legacy Seasonal rewards). Even better, completing the mission will reward you with a craftable version of that mission’s Exotic weapon. Three missions are part of the Exotic Mission Rotator weekly rotation including Presage (offering a craftable version of the Dead Man’s Tale Exotic Scout Rifle), as well as Vox Obscura (along with the craftable Dead Messenger Exotic Grenade Launcher), and Operation: Seraph’s Shield (with the still-craftable Revision Zero Exotic Pulse Rifle). For the truly adventurous, completing the Legendary version of these Exotic Missions will also award a Catalyst upgrade for the crafted Exotic weapon. Destiny 2 Design Lead Baldur Tangvald recalls what it was like for the team to bring these missions back to life. “It was fun to see this content again and exciting to know that it was coming back. Some of my absolute favorite moments in Destiny 2 come from some of these missions: Presage’s Screeb-filled trash compactor and Operation: Seraph Shield’s spacewalk come to mind. It was especially fun to utilize some of the new sandbox elements like Strand in these missions. Platforming sections feel quite different with Grapple—now I can reach our good boy Archie much more easily!” Timeline to reflect Been away from Destiny for a while and want to get caught up quick? Looking to relive some of the canon events from Destiny 2’s storied past? The Destiny dev team has got you covered with the new Timeline Reflections feature. Designed to help new players catch up on the rich and ever-evolving Destiny 2 lore, this new feature is available to everyone and can be accessed from the Timeline feature in the Destiny 2 Director. View and download image Download the image close Close Download this image “The goals of Timeline Reflections centered on quickly catching players up on the major story points, getting them back into fun Destiny gameplay, and awarding them meaningful weapons to feel on par with their fellow Guardians,” said Destiny 2 Design Lead Kevin O’Hara. Timeline Reflections missions are designed to be short and easily digestible adventures, full of high-impact gameplay and cinematic summaries of key moments in Destiny history. There are three missions to choose from for now, including Cayde-6’s climactic showdown with the Scorn from Destiny 2: Forsaken, the introduction of the first Darkness damage type, Stasis, in Destiny 2: Beyond Light; and the first appearance of the Light-wielding Lucent Hive from Destiny 2: The Witch Queen (Destiny 2: The Witch Queen is now available in the PlayStation Plus Game Catalog, included with PlayStation Plus Extra and Premium memberships).. “We wanted to make this experience short so players could learn what they need to and then get right to playing the current Season or latest expansion with their friends,” said O’Hara. “All the missions are fun and highlight the breadth of Destiny 2 gameplay, locations, and enemies, but going back to the Prison of Elders and reliving the prison break with Cayde-6 is my favorite. It’s a joy to hear his quick wit while I make my way through the Hive, Cabal, Fallen, and meet the Scorn for the first time. As Cayde says during that mission, ‘Can I just say I’m having the time of my life right now?’” Destiny 2: Season of the Witch is available today. Destiny 2: The Final Shape arrives on February 27, 2024. View the full article
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Name: PlayStation - Armored Core VI Fires of Rubicon - Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 08/22/2023 Submitter: Commander Fury Armored Core VI Fires of Rubicon - Launch Trailer | PS5 & PS4 Games PlayStation - Armored Core VI Fires of Rubicon - Launch Trailer | PS5 & PS4 Games
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The road to launch is nearing its end with the release of Firewall Ultra almost upon us! On August 24 players will be able to dive into the incredible new world we’ve created for the first time. We can’t wait to see everyone in-game practicing their aim at the shooting range, battling it out with other Contractors online, and crafting their ideal loadout at the weapon bench. Firewall Ultra is a dense game and we think you’re going to love finally getting to dig into what we’ve got in store. And to really show you what we’ve been cooking, check out our brand-new launch trailer to see highlights from a variety of maps, our launch contractors, and both PvP and PvE game modes. Play Video If you played the first game in the franchise, Firewall Zero Hour, you might recognize some of those locations. Since Firewall Ultra takes place in the same universe as the previous game, albeit five years later (both literally and in-game), the world has seen some changes. The interior layout for the Office map is renovated and ransacked, and you’ll find some new tunnels and pathways in the iconic Bunker location. You’ll also see other maps in-game have evolved. Launch content In total, there will be 8 different maps in Firewall Ultra at launch, each of which is fully playable in both our popular intense 4v4 PvP mode, Contracts, as well as our newly revealed 4-player co-op PvE mode, Exfil. You can read more about that new mode here. Since Firewall Ultra is designed to be as dynamic as possible, things like objectives and spawn points for AI enemies will shift and change each time in the PvE mode so it’s always fresh and exciting. Perhaps most interesting though is that we’re showing off the first look at a brand-new map for Firewall Ultra in the launch trailer: Crossroads. This map takes place on the streets of a Middle Eastern city shortly after local rebels were in a firefight that led to a civilian evacuation. There are multiple buildings you can enter and you’ll notice some of them were being used as cells for rebel operations while others are typical domestic residences and businesses. There is a ton of variety in this map with lots of environmental storytelling to digest if you explore and soak it all in. Firewall Ultra is a live service game, which means we have robust plans for post-launch support across all facets of the game from top to bottom, but we’re still delivering a deep, immersive, and robust game from day one packed with content to sink your teeth into. Beyond the default loadouts you’ll find, you can also create your own custom loadouts. This means once you unlock new weapons and equipment by purchasing them in-game from our Black Road dealers using Crypto (our in-game currency you earn by playing) you can kit them out with new attachments, camo paint, and more to craft your ideal arsenal. We’ve got everything from assault rifles, submachine guns, shotguns, pistols, sniper rifles, and more. And don’t forget you still have time to pre-order Firewall Ultra this week to snag your Reaper X75 legendary weapon! Post-launch roadmap Now we also know that since Firewall Ultra is a live service game and we’re including access to one post-launch Operation Pass* with the Digital Deluxe Edition, you probably want to know what content is included in an Operation. Understandable! Below is a chart encapsulating our plans for the first full year of content and updates for Firewall Ultra. We’re focused primarily on launch and immediate launch support initially, but later this year our first Operation will roll out. If you played Firewall Zero Hour you might remember what those entail and we’re taking a similar approach with Firewall Ultra. As you can see above, the first Operation will include 60 rewards that you can unlock by completing assignments. Those rewards will be a mixture of an additional Contractor with a new equippable skill, one weapon, new weapon attachments, cosmetics, in-game currency, and boosters to help make your time in-game more efficient. Operations will be live for about three months, after which point we will transition to a new Operation and repeat the process. Separate from the Operations, we’ve also got plans to support the game with new gameplay features and other improvements that will roll out gradually to all players. Additionally, we’re planning to release two new maps (playable in both Exfil and Contracts modes) and two new co-op PvE modes. All of that will be available at no charge to all players. It won’t be long before we can share more details on all of this! Until then, make sure to order Firewall Ultra at the PlayStation Store! You can pre-order the Standard Edition for $39.99 or the Digital Deluxe Edition, which includes early unlock of four contractors (Meiko, Skip, Fang, and Node), four contractor outfits (for unlocked contractors), four weapon camos, and one post-launch Operation Pass, all for just $59.99. We’re so thankful for the support and encouragement from all of our loyal fans over the years and we simply cannot wait to see you all in-game. Your patience will be rewarded very soon! *Access to complete content for one future Operation (date TBA). Firewall Ultra, PlayStation 5 and PlayStation VR2 required to play. PS VR2 is not for use by children under age 12. Internet connection & PS Plus membership required for online play. PS Plus is subject to a recurring subscription fee taken automatically until cancellation. Full terms: play.st/psplus-usageterms. View the full article
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Name: PlayStation - Fall Guys - Warriors of Light Fame Pass Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 08/22/2023 Submitter: Commander Fury Fall Guys - Warriors of Light Fame Pass Trailer | PS5 & PS4 Games PlayStation - Fall Guys - Warriors of Light Fame Pass Trailer | PS5 & PS4 Games
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Last July Madison was released on PS4 and PS5, both digital and physical. One year later, we’re excited to share new details on Madison VR gameplay. Let’s take a look at the horrors that await you when it launches on PlayStation VR2 this Halloween season. Madison VR plunges you deeper into its immersive and terrifying world. With the utilization of an instant camera in your virtual hands you can bridge the gap between our world and the unknown. Snap photos, develop them by yourself to solve puzzles, explore the shadows and above all, survive. Graphics Since launch, we’ve been working on visual enhancements that will immerse you even deeper into the horrors of Madison, fully in VR this time around. From lighting, textures to 3D objects and much more, everything has been meticulously polished to elevate the game’s immersion and graphical fidelity. The result is a truly terrifying and nerve-wracking experience. Immersion Taking full advantage of the PS VR2 technology you will feel new levels of intense immersion. Thanks to PS VR2 OLED displays and the eye-tracking feature your eyes will keep you engaged. 3D Audio helps your ears distinguish the position of what’s breathing down your neck. Your hands… will appear to be Luca’s hands, our main character. PS VR2 Sense controller haptics and adaptive triggers sell an immersive and tactical horror experience. Interactive environments One of the most significant changes in Madison VR include new opportunities to interact with the environment and inspect even the smallest detail. You will be able to pick up and interact with all kinds of objects with your own hands. Just be careful what you pick up… Instant camera & photos Incorporating VR technology was always in mind since the first conception of Madison, back in 2016. The main mechanic – taking a photograph and being able to develop it with one’s own hands by shaking the instant photo – was envisioned to be transferred to the VR plane from the very beginning, and today we have achieved that. In Madison, the instant camera plays a fundamental role as it has the ability to connect the world of the living with the beyond, and it will accompany you throughout the whole story. With it, you’ll be able to solve puzzles, expose hidden secrets of the spine-chilling environments, cast light into the darkest corners, and leverage it as a lifeline in your fight for survival. This time, brace yourself to take control of the camera with your own hands, aim, and boldly say “cheese!” to your worst nightmares. Every time you take a photograph in the game, the camera will eject the print from its front. You’ll need to grab the photo with your other hand, and shake it to develop it quickly and see its content. Not all photographs will show something out of the ordinary; some will reveal disturbing information you are unable to see with your naked eye, while others… will burn in your own hands. Check out a new look at Madison VR gameplay below: Play Video Madison VR will be available for purchase both physical and digital for the PS VR2 this Halloween season. Hope you enjoyed this update and don’t forget to stay tuned! We have a few more surprises and reveals coming before launch. View the full article
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Name: PlayStation - Warstride Challenges - Gameplay Overview & Release Date Reveal Trailer | PS5 Games Category: Gaming Industry Videos Date Added: 08/22/2023 Submitter: Commander Fury Warstride Challenges - Gameplay Overview & Release Date Reveal Trailer | PS5 Games PlayStation - Warstride Challenges - Gameplay Overview & Release Date Reveal Trailer | PS5 Games
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Name: XBox - NARUTO X BORUTO Ultimate Ninja STORM CONNECTIONS — Release Date Trailer Category: Gaming Industry Videos Date Added: 08/22/2023 Submitter: Commander Fury NARUTO X BORUTO Ultimate Ninja STORM CONNECTIONS — Release Date Trailer XBox - NARUTO X BORUTO Ultimate Ninja STORM CONNECTIONS — Release Date Trailer
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In this interview, we spoke with the game’s producer, Yasunori Ogura, and the director, Masaru Yamamura, to discuss how they came to develop Armored Core VI, details about the game’s story and worldview, as well as its unique mech Assembly feature, action, and more. We were absolutely set on making Armored Core PlayStation Blog: This is the latest entry in the series since Armored Core: Verdict Day, which was released in 2013, tell us how the series was revived after ten years – when did the initial planning and development start? Ogura: First, I would like to thank everyone for their continued support of the Armored Core series throughout the years, especially our fans, who have been waiting for ten years since the previous installment, Armored Core: Verdict Day. As for the process leading up to the development of this title, our company’s President, Hidetaka Miyazaki, myself, the director, Yamamura, and many other members of the development team all really wanted to create a new Armored Core game. We also fostered a team of very talented people through our experience in developing other titles, so we basically had no reason not to go ahead with the development of a new Armored Core. So, around 2018, in the early stages of development, Miyazaki and a few others established a small team of initial directors who went back and reevaluated the fundamentals of the Armored Core series and began development of a prototype that helped them determine the direction of the new entry. After the release of Sekiro: Shadows Die Twice in 2019, Yamamura joined the project and took over as director. Full-scale development kicked off around 2020. Meanwhile, because we had several projects underway at the same time, we had to allocate internal resources for the development of other titles. Which in turn resulted in a long ten-year wait for this game. Key Armored Core experiences: Assemble the perfect mech and outgun the enemies in intense mech-action PSB: You talked about how you went back and reevaluated the fundamentals of the Armored Core series to create a new action game. What fundamentals of the series do you think makes the game unique and captivating for the players? Yamamura: I think the key experience of Armored Core can be summed up in one word: Assembly. In a broad sense, assembling can be seen as a type of character-building, but gameplay that requires players to constantly optimize themselves in response to the challenges presented by the game is unique. It’s so much more than just a feature in the game — it presents players with the joy of mech customization, gives players a sense of connection with their mech, and also allows players to immerse themselves in the game like a professional mercenary that is required to adapt and adjust the weaponry between various missions. I think all these elements together define Armored Core and its world perspective. PSB: Were there things that you intentionally chose to change or not to change compared to past games in the series? Yamamura: One of the things we did not want to change was the breadth and complexity of the customization and assembly. We did not want to simplify any of the components that offered players the freedom to create and fine-tune their one and only mechs. On the other hand, too much complexity carries the risk of turning away new players. Therefore, tutorials and the introduction of new features in earlier segments of the game are quite detailed compared to past games. I think this is one of the things that we chose to change. A unique worldview and story that affirms humanity, and a pragmatic approach to life and death PSB: What was the catastrophe that engulfed Rubicon, the frontier development planet on which this game is set, and the surrounding star systems? Can you tell us more about the story and background? Yamamura: The catastrophe was caused by the outburst of the new energy source Coral and is called the Fires of Ibis. It not only submerged Rubicon and surrounding star systems in flames but also caused serious and deadly contamination of the biological environment. However, this large-scale combustion had a certain directivity pattern, and there were areas of Rubicon that survived the disaster. The Rubiconians, who are the descendants of the immigrants who originally inhabited and developed this planet, survived the catastrophe. However, they are now forced to live in hostile conditions as if they are being incarcerated on their planet because an interstellar public organization called the Planetary Blockade Authority has sealed off the planet and other affected star systems. Then, extra-terrestrial corporations who caught wind that Corals that were supposed to have been destroyed by the Fires of Ibis have resurfaced decided to move in on Rubicon, exploiting the gaps in the planetary blockade, to fight for control of the substance. Master Assembly and find your best combination to get the job done PSB: What were the key focal points for the Assembly feature that allows players to create their own mechs? Yamamura: We focused on making sure that the Assembly feature affects not only the mech’s parameters, but also the play and feel as an action game, especially the leg components that determine the mech’s movement. For example, if you attach four legs to your mech, it will alter the basic action of the mech, allowing you to hover and stay in the air. For weapons, our aim was to make sure that each weapon had unique shooting styles, recoil, and bullet patterns. Compared to previous titles in the series, players will be able to assemble mechs to their liking not only based on the appearance and parameters but also to match their playstyle. On top of that, players can assign four different weapons to the controller’s shoulder buttons (L1/L2/R1/R2), and in principle, they can all be used at the same time. The Stagger system* comes into play with this, as players can create different builds based on strategies and coordinated attacks utilizing multiple weapons. For example, players can strategize which weapon they’ll use for impact damage, which weapon to trigger a stagger, and which weapon to deal direct damage when the enemy is staggered and vulnerable. This is a new feature that encourages players to think more about their weapon choices, so we hope that they will have fun being creative and find their best armament combinations. *A combat system where attacks will build up impact damage, and once it reaches the limit, the Attitude Control System will be overloaded, making the mechs vulnerable for a short time. PSB: Do you have any tips on the game’s general mechanics or the Assembly feature for players new to the series? Yamamura: We’ve implemented a Target Assist function to make the gameplay more intuitive. When this function is turned on, this will automatically focus on enemies within a certain range of your screen, and you don’t need to hold down a button each time you encounter an enemy. You will be kept busy with the three-dimensional traversal and multiple weapons, so we hope that players will make use of this feature and have fun piloting the mech. For Assembly, switching to a better generator is always a good idea. If you have a generator with high EN capacity, you’ll have room to bounce and fly around without worrying too much. For those who find it difficult to use multiple weapons at the same time, I recommend melee weapons like the blades. It is a good entry weapon since melee weapons deal big damage, and there will be less to control because you won’t be able to use other weapons when you are swinging your melee weapon. PSB: Do you have a message for all the fans excited about the release? Ogura: It has been ten years since our last game in the series, and I am deeply honored that we are, at long last, able to fulfill our promise to everyone. Armored Core VI is a brand new mech action game that retains the Armored Core series’ fun at its core, while incorporating the ten years’ worth of knowledge and experience that we gained from working on other titles. We hope that the fans rediscover the greatness of the Armored Core series and that those who are playing for the first time will enjoy this fresh take on the combat shooter created by FromSoftware today. We hope to make this game a step forward for the new Armored Core series. Yamamura: I am so sorry for the long wait. Our team has been working hard to create an Armored Core title that delivers both the same fun experience as well as new, exciting elements that are only possible by us today. I appreciate all the new players that are looking forward to this title and to all the fans who did not forget about the Armored Core series for the past decade. Thank you so much. See you in Rubicon! View the full article
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Name: PlayStation - Cult of the Lamb x Don’t Starve Together Crossover - Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 08/21/2023 Submitter: Commander Fury Cult of the Lamb x Don’t Starve Together Crossover - Launch Trailer | PS5 & PS4 Games PlayStation - Cult of the Lamb x Don’t Starve Together Crossover - Launch Trailer | PS5 & PS4 Games
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Name: PlayStation - Shuyan Saga - Release Date Announcement Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 08/21/2023 Submitter: Commander Fury Shuyan Saga - Release Date Announcement Trailer | PS5 & PS4 Games PlayStation - Shuyan Saga - Release Date Announcement Trailer | PS5 & PS4 Games
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The NBA 2K franchise has a storied history of bringing the most authentic hoop gaming experiences to basketball fanatics and gamers alike. We recently sat down with Gameplay Director Mike Wang to discuss improvements and how the gameplay is more accessible for newcomers in NBA 2K24, available September 8 on PS5 and PS4. PlayStation Blog: For starters, can you tell us about your overall role on NBA 2K24? Mike Wang: My role is basically anything that involves the on-court experience, controls, and animation. The gameplay on the sticks is what my team is in charge of and what I’m directly involved with. Gameplay upgrades are a big focus for NBA 2K24. What are some of the changes to gameplay that you’re most excited to highlight for the fans? There’s a ton of highlights for gameplay, but I think one of the main things we wanted to focus on this year was accessibility. That was something we heard loud and clear from our community. That’s where a lot of our design changes come from, directly from the community. And they loved shooting last year, especially the more advanced and hardcore players really loved how it was more skill-based, and really let the best players rise to the top. But at the same time, we felt that we could have made it a little more accessible for the newer players and for the players who are young kids or people who are new to 2K. So, that was a big focus for this year, in just making the game more accessible. And it really extended to everything from shooting to defense, coaching. Pretty much every aspect of gameplay was made more accessible. So we’re excited about that. Were there any other community-requested changes that the team wanted to make sure were implemented in the game this year? One of the biggest things that the community at large really wanted to see improved was paint defense. That’s one that I think we really stepped into this year thinking, how can we improve it on different levels and different systems in our game. So the body up, that’s basically our on-ball defense in the collisions that happen when you body up the ball-handler, that system got blown out, especially under the basket/around the rim, that contact there, the post-contact in the paint shots especially–being able to put a body on a shooter in the paint was a big aspect of improving paint defense. Scoring in the paint feels correct. And scoring in the perimeter feels correct, you get the right results when you take the right shots. Or if you’re getting guarded, and you’re taking bad shots, you get the results you expect. So those are the kinds of things we’re always trying to improve on year after year. What was the underlying inspiration for the gameplay improvements regarding specific players’ movements implemented in NBA 2K24? That’s something that we started on a journey of, I think, around 2K7. And we’ve always deemed it a signature style. If you’re a fan of the NBA and basketball in general, I feel like it’s one of those team sports where, if you were able to see a silhouette of the game being played, and you couldn’t really see the players, you would still be able to know who’s who, just because people are so distinct in the way they move, the way they shoot. There’s a lot of repetitive actions in basketball that people build up their muscle memory for, you can tell KD shoots a certain way. So for us it’s always looking at what is the NBA. What are the NBA players doing? What are their moves? What are the shots they’d like to take, and then adding those into our game the best we can to make them reflect who they are. So really it comes down to a lot of things. It comes down to the way that AI works, the strategies, and just the brains that we give our players and what they like to do with it. Do they like to drive right or left, do they like to pull up off the drive, or do they like to go to the rim and finish strong through traffic, all these different things. It’s the animations they get, whether it’s their layup packages, jump shot packages, or their dribble moves. It really is a little bit of everything. Making the NBA players play exactly like their real-life counterparts is a never-ending journey for us. It’s something I think we’ve taken to the next level on NBA 2K24. Was there a layup package, or maybe a signature move that you were most excited to emulate and bring to NBA 2K24? One that always sticks out in my mind is Nikola Jokić because he’s an anomaly. Like LeBron is, like Shaq was, like Curry is, all these guys who kind of break the rules of basketball, Jokić is right there. You don’t see a guy with that touch, with that pass vision. So his layup package is probably the one that has the most unique content, I think, in the game this year. Sometimes he has really awkward-looking floaters or he’s stumbling into the paint with a kind of awkward looking shot that will always go in. So yeah, Jokić is one of those guys who sticks out in my mind as being synced up really well, especially with his layup package. But there’s so many that have improved. I can call out a ton of guys. De’Aaron Fox is another one. His dribble moves this year are amazing. They’re really explosive. Yeah, just a really tight handle, just like the real-life player. Curry, too. He’s actually a guy we had come and do mocap. So he did all his moves for us already. But we got even more this year, and they’re pretty impressive. I know all the kids love Curry, so they’re going to like the improvements that they’re going to see in him this year too. Are there any additional gameplay nuances that players might not notice at first that you want to highlight here? We haven’t really announced much of it yet. But the badge game is very nuanced this year. Let’s put it this way, the way you play on the court is going to reflect how your badges get shaped, and how your player looks at the end of the day. So when you do something over and over again, let’s say you like to do spin jumpers, you’re going to see your abilities as a spin jumper player improve steadily over time. And so you’re going to find that just the way you play the game, what you like to do on the court is going to improve, you’re going to kind of build your player in that aspect. So I’m excited about that. I’m excited that we have a new feature in the game where you can mold your player on the fly as you play games. Going to be really interesting to see how that turns out. Another nuanced thing, a very nuanced thing, is probably the play-calling stuff. Because that’s something that is really deep in our game. It’s something that a lot of people are kind of intimidated by, because you’re seeing real NBA playbooks, and a lot of people just don’t even understand what these coaches are running, what these actions even mean. So we simplified a lot of it this year. We have a new feature called Favorite Plays, where if you just press left on the d-pad, you’ll see you can choose from up to 16 of the most common plays in basketball, from give-and-gos to quick ISOs and floppies. Also, we have a feature that we brought back called 2K SmartPlay. If you enable that feature, basically, as you come up the court every single time and every possession, a little overlay is going to pop up to tell you basically who the best player is and what the best action is to run for that player at this point in the game. So it’s a nice entry level way to kind of understand more nuances of not just NBA 2K but of NBA basketball. What do you think the average gamer who’s not interested in basketball would find intriguing in NBA 2K24? Oh, absolutely. That’s something that’s, again, we started at the top of the call talking about accessibility. We’ve always prided ourselves on this, too, because you mentioned this earlier, what are the nuanced things that advanced users get into? What we’ve prided ourselves on every year is that we always try to make it so that you can be successful by learning how to move around with the left stick, using the shoot button, the pass button, and also the steal button on defense, maybe if you need that. But really, you can play the game with like two buttons, maybe three buttons, and be successful, especially if you jump into some of the lower difficulty levels. Rookie is really made for someone who’s brand new to basketball, maybe you see the game on TV and that’s it, never played the sport. If they jump into Rookie, very simple just to pick up the sticks for a little kid, even just to get the ball, run around, shoot when they’re open, hopefully. But even if they’re covered, they’re not going to be as punished as they are if they’re in higher difficulty levels. I think just getting your feet wet with some of those lower difficulty levels if you’re new to basketball, and we have a feature called 2K U also that basically describes all the moves in the game. We changed it to where it’s a tutorial mode where you can go in there, you see the move being done, and then it tells you exactly how to do it. From seasoned vets to bright-eyed rookie hoopers, NBA 2K24 has you covered with tons of gameplay improvements to help level up your game this year. NBA 2K24 releases September 8 on PS5 and PS4. View the full article
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Name: PlayStation - Naruto x Boruto Ultimate Ninja Storm Connections - Release Date Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 08/21/2023 Submitter: Commander Fury Naruto x Boruto Ultimate Ninja Storm Connections - Release Date Trailer | PS5 & PS4 Games PlayStation - Naruto x Boruto Ultimate Ninja Storm Connections - Release Date Trailer | PS5 & PS4 Games
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Name: PlayStation - The Smurfs 2: The Prisoner of the Green Stone - Gameplay Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 08/21/2023 Submitter: Commander Fury The Smurfs 2: The Prisoner of the Green Stone - Gameplay Trailer | PS5 & PS4 Games PlayStation - The Smurfs 2: The Prisoner of the Green Stone - Gameplay Trailer | PS5 & PS4 Games
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Stealth adventures, sci-fi action, action-rhythm and explosive party games headlined a hands-on event held by Konami this past week. Attendees could get hands-on with four upcoming titles from the publisher, which included the chance to reacquaint ourselves with Snake’s adventures in the upcoming Metal Gear Solid: Master Collection Vol.1, test our shoot ‘em up skills with Cygni: All Guns Blazing, alternate between cooperative and competitive with Super Crazy Rhythm Castle and try some fresh spins on classic multiplayer in Super Bomberman R 2. Read on for impressions on all four titles. Metal Gear Solid: Master Collection Vol.1 Let’s get straight to the facts, shall we? Volume 1 of the Metal Gear Solid: Master Collection gives you the choice to download each game separately (with Metal Gear and Metal Gear 2 are combined into one) and the bonus contents individually onto your PS5. Each includes digital booklets on their uniform top menus, dossiers detailing the entire in-world history of MGS (complete with warning spoilers on initially opening), transcripts of that game’s dialogue, and an online manual for that specific title. My hands-on time was limited to the original Metal Gear Solid era. Master Collection Vol.1 contains four titles total from this release window: the 1998 original, Metal Gear Solid VR Missions, Metal Gear Solid Special Missions and Metal Gear Solid Integral. The Collection keeps the MGS experience as authentic as possible, down to Circle being used to confirm and X to cancel, and save files limited to 30, 15 blocks per (phantom) Memory Card. The DualSense controller’s feedback mirrors the original DualShock vibrations when Snake’s wading through water, firing bullets or taking damage. After playing through the opening acts of the Shadow Moses Incident (my first since completing the game back on original release), the experience still captivates. It’s lean, and the gameplay ideas introduced – so dazzling back in the 90s – have lost little of their sheen. Let’s continue with MGS and detail what’s new or expanded. Metal Gear Solid will include Trophy support (including a Platinum Trophy), as well as allowing you to select from multiple language versions (each housing its own separate save state). There’s a new top-level, Collection-specific menu. For the MGS era that includes options for minor visual adjustments, choosing from a selection of wallpapers to surround its 4:3 presentation or switch the gameplay screen’s positioning from center to left or right. This menu also includes an option to switch your controller port from P1 or P2. For those who this will be their first ever playthrough, this may be a seemingly odd addition. It’ll come in useful. The Collection also houses the HD versions of Metal Gear Solid 2: Sons of Liberty and Metal Gear Solid 3: Snake Eater, last seen in the Metal Gear Solid HD Collection released over a decade ago. Metal Gear Solid Master Collection Vol. 1 will launch on PS5 on October 24. A PS4 version was announced at the event, but a release date has yet to be confirmed by the time of publishing. Play Video Cygni: All Guns Blazing Edinburgh-set studio KeelWorks’ debut is a fearsome twin-stick vertical shoot ‘em up equipped with lavish visuals and gameplay hinged on continual, situational awareness. Fitting for the genre, yes. However, Cygni’s core mechanics are built to make its level-based playthroughs feel distinct. The game’s vividly depicted cinematic sci-fi of a ravaged colony battling an overwhelming biomechanical alien race plays out on two fronts: the skies above and the ground below. While you dogfight aerial invaders, you can switch your on-board weaponry from attacking those around you to supporting troops underneath with well-aimed bombardments. L2 guides an on-screen marker while R2 fires a barrage, with a click of R3 locking on to specific targets. All the while you’re attempting to steer your ship clear of bullet hells. The second mechanic is hooked around the two separate but interconnected energy bars the game’s UI places under your ship. These multi-segmented half circles denote shields (taking a hit knocks a segment off the bar) and secondary weapon systems (for the demo, this was one special multi-missile shot per segment) respectively. Refill via collectables dropped by destroyed enemy vessels and your ship can route energy from one to the other by tapping L1 or R1. Cygni’s intense bullet storms means you’re continually gambling whether to shore up shields to survive incoming enemy waves or if your piloting skills are good enough to escape destruction long enough to deploy another multi-missile to clear some sky. Cygni packs impressive end level bosses, unlockable ship upgrades, an expected but ever-welcome scoring system, multiple difficulty settings and an optional two player local co-op, and is set to fly on PS5 in the future. Play Video Super Crazy Rhythm Castle This colorful adventure, created by Second Impact Games, packs in a multitude of quirky, action-rhythm-infused challenges. You can enjoy these alone, but the chaotic energy of ever-changing objectives swaying between outright cooperative to lightly competitive is magnified the more players that join in. The centerpiece of the experience is exploration of the eponymous castle, completing its many challenge rooms created by this world’s unhinged king, earning stars, discovering secrets and unlocking new characters along the way. Room objectives continually shift as rule sets change, complications arise and demands from the residential royalty escalate. For instance: play musician laying down a (surprisingly upbeat) tune for a summoning ritual one moment, tapping the DualSense buttons in time with on-screen prompts, then, with the spell successfully calling forth a mystical portal, race around the room (and against the clock) to grab and toss vegetables into its crackling maw. My play time was crammed with such “wait, what?” moments. A separate Versus mode goes all in on the competitive streak. There’s everyone-for-themselves challenges (example – grabbing and holding the correctly coloured item else you’re cast out from the level) and team-based games (an early favorite: a race to the finish line by two chariots, two players per chariot, each vehicle powered by playing a song correctly in time with the music). Music is all-original rather than licenced, and quite a few got stuck in my head after my hands-on session concluded. Super Crazy Rhythm Castle will launch on PS5 & PS4. Super Bomberman R 2 Bomberman’s latest outing packages together the gameplay and modes you’d expect from the series, with increasingly intense and enjoyably contentious battles as players clear arenas of obstacles (be those walls or competitors) by way of strategically placed bombs and ability-upgrading power-ups. There’s plenty on offer in this new entry. Dive into the single player Story mode, tinker with custom arena creations in Stage Editor, test your skills in the multiplayer free-for-all Standard battle mode or team up and face off in Grand Prix mode. Super Bomberman R 2 also packs in two other modes which took up the lion’s share of my hands-on time. Battle 64 is Bomberman’s own battle royale, 64 players divided up into groups and sectioned off into smaller arenas all housed in a single, larger map at the match’s start. Soon enough walkways between open and certain arenas are shuttered, funneling survivors into increasingly hectic battlegrounds. Castle mode is new for this release. Like Grand Prix it’s team-based, but splits groups into attackers and defenders. Castle’s maps contain trap-filled fortifications within which reside treasure chests, and the keys to opening them located around the arena.I can see how the extra layers of strategy built upon Bomberman’s increasingly fast-paced matches will see this mode find an audience when the game launches on PS5 and PS4 on September 13 (on PlayStation Store) and September 14 (physical). View the full article