Jump to content
Create New...


Don't Like the Ads? Upgrade your experience to remove the ads for only $20.00 per year.


Don't Like the Ads? Upgrade your experience to remove the ads for only $20.00 per year.

Commander Fury

CCFURY
  • Posts

    28,496
  • Joined

  • Last visited

  • Days Won

    6
  • Country

    United States

Everything posted by Commander Fury

  1. Name: PlayStation - Operation Wolf Returns: First Mission VR - They Are Back! | PS VR2 Games Category: Gaming Industry Videos Date Added: 06/05/2023 Submitter: Commander Fury Operation Wolf Returns: First Mission VR - They Are Back! | PS VR2 Games PlayStation - Operation Wolf Returns: First Mission VR - They Are Back! | PS VR2 Games
  2. Name: PlayStation - Street Fighter 6’s Super Arts made easy with Modern Controls Category: Gaming Industry Videos Date Added: 06/03/2023 Submitter: Commander Fury Street Fighter 6’s Super Arts made easy with Modern Controls PlayStation - Street Fighter 6’s Super Arts made easy with Modern Controls
  3. Name: XBox - Street Fighter 6 - Outfit 2 Trailer Category: Gaming Industry Videos Date Added: 06/02/2023 Submitter: Commander Fury Street Fighter 6 - Outfit 2 Trailer XBox - Street Fighter 6 - Outfit 2 Trailer
  4. Name: PlayStation - Shantae - Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 06/02/2023 Submitter: Commander Fury Shantae - Launch Trailer | PS5 & PS4 Games PlayStation - Shantae - Launch Trailer | PS5 & PS4 Games
  5. Name: PlayStation - Starting Street Fighter 6? Here's a quick primer on Classic and Modern Controls 🕹️ #streetfighter Category: Gaming Industry Videos Date Added: 06/02/2023 Submitter: Commander Fury Starting Street Fighter 6? Here's a quick primer on Classic and Modern Controls 🕹️ #streetfighter PlayStation - Starting Street Fighter 6? Here's a quick primer on Classic and Modern Controls 🕹️ #streetfighter
  6. Since its very first announcement in 2019, Diablo IV has ignited infernal anticipation among players worldwide. In the past couple of weeks, we’ve had the chance to immerse ourselves in a preview build of the game and were ensnared by its exhilarating gameplay, sinister lore, and boundless replayability. Below is an interview we’ve conducted with the minds behind the game, shedding light on the depths of this highly anticipated hellish adventure. Can we share any features or gameplay mechanics in Diablo IV that you believe will excite some of the longtime fans of the series? Dorottya Kollo, Lead UI Designer, Diablo IV: I always like to kick it off with the classes, because of how in-depth we went with them. We created a lore to make sure that they’re not just classes, but you actually believe in what class you’re playing as. Like Druid, this is probably one of my favorites, they can talk with animal spirits, they can actually make an offering and get something in return so there’s that transaction. And I love the fact that other players if you are not a Druid, then you cannot actually see them and interact with them. Apart from classes the skill tree is something that we’re really proud of as we put a lot of effort into it. It looked extremely different six months ago. In general when it comes to lore and gameplay, giving players the opportunity to explore the world, to explore dungeons and strongholds. Adam Z. Jackson, Lead Class Designer, Diablo IV: There’s a series of progression systems that I think a lot of long-term fans will enjoy. You start out with the skill tree, you start out with some very simple itemization, and then as you go through the campaign, you get more and more layers on top of ways to customize your character. Late in the game, you get unique powers that give you even more ways to customize your player, and then the Paragon board comes online. So we start gentle and then there’s more systems and ways to make your character really special and powerful. Verify your age to view this content. Verify your age to view this content. How has the studio reapproached its design philosophy for activities outside of the main story campaign in consideration to Diablo IV being an open world? Jackson: One of the things we did that’s very unique to Diablo IV is the Codex of Power. Normally, in other games it’s a bit random, you’re just killing enemies and hoping to get the gear that you want. The Codex of Power marries two things together, we want to get you invested in this open world that we’ve created, and we also give you some deterministic ways to create the character fantasy that you want. Every dungeon that exists has a Codex of Power legendary aspect attached to it. When you defeat that dungeon for the first time, you get the essence of a legendary power. Then you can take it to a crafter called the Occultist to imbue that power onto your items. You own that power indefinitely. There are still other legendary powers that you’ll have to find through the traditional way of going and killing monsters and hoping that you get the one that you want, but this is one of the ways the open world and our systems interact with each other, to hopefully create an even better experience that we don’t have in our previous titles. Kollo: Yeah, and with the open world, it was definitely a feel of like, how do we handle the Diablo front when it comes to the actual gameplay, how do we engage players as they explore the world? The team did awesome because you never really know what you’ll find. You start going somewhere, it’s like, oh I’m going to pin this quest, and I really want to do it. But then you constantly get distracted, because there’s so many things going on. You might hear villagers screaming somewhere and now you want to check it out. So it’s all about that unpredictable element in creating the world. Diablo games, as we’ve discussed, are known for their replayability. What efforts have been made in Diablo IV to ensure that players can enjoy the game over and over again, and are there any new systems or improvements in this regard? Jackson: We kind of have a path that we expect players to go on, where it starts off a little bit narrower. We present ideas and fantasies to chase, then it gets broader and broader as more and more systems come online for you to interact with. As a simple example, let’s say you’re playing as Sorcerer, we give you very simple, easy to understand fantasies. Right when you log in the first skills you pick from, there’s a fire one, a cold one and a lightning one, right. So we kind of lead you down that path as you go through the campaign. It’s fairly linear. There’s customization within them in the Skill Tree but your general fantasy is straightforward. But then when you get legendary powers coming online and you get your class mechanic coming online, there’s now a lot of nuances like what kind of fire Sorcerer do I want to be because you can be like an incinerate one that burns enemies with a beam, firewall where you spawn things on the ground, a fireball one where you shoot them with fireballs, or a meteor one where you shoot down meteors. Though they’re all fire, they’re very different ways of playing in fantasy. And then even within those as you go further in the game, there’s different legendary powers that make those skills change in different ways and do different things and the nuances of how you play. Being a live service game also just changes a lot of what we’re able to offer to people, there’s going to be ever growing things coming into the game and ways that even the existing pieces are changing and shaping, so that there’ll be a lot for people to do for a very, very long time. Kollo: Just to add to that, we’ve been doing a lot of testing and got some amazing feedback, and that’s something that we constantly like working towards to improve the game and to consider what else we can offer to players. As Adam said, the Skill Tree is also built in a way that is quite flexible in terms of starting with a certain path, let’s say the fire Sorcerer, and then you were like, okay, I’m bored with this, I want to try something else. Also if you want to try a new class at some point, instead of forcing you to replay the campaign, we give players the option to skip the campaign with that new character. Then they can just literally jump into the final elements of the game and play around with the payouts. It’s a flexible way for fans to enjoy the different classes. Verify your age to view this content. Verify your age to view this content. Player versus player (PvP) interactions are a new addition to Diablo IV, could you elaborate on how PvP will work in the game? And what kind of experiences players can expect? Kollo: Originally, we wanted to create these very obvious areas on the map to make sure you know it’s a dangerous area to enter. We wanted to make it into almost its own thing. The idea is that you can be hostile, but you don’t have to be. There’s two elements to it, one element is that let’s say I’m not going hostile, and I’m just going to kill monsters. There is a specific boss in the area that you can kill. You pick up these unclean shards and you have to go to this ritual area. Now when you do this ritual area, you need to spend x amount of time to convert these unclean shards into actual currencies. Once you get these currencies, it’s yours and you cannot lose them anymore. Then you use this currency to buy some really unique items in town, specifically PvP vendors that nobody else can have. But there’s obviously a chance that while you’re doing this ritual, someone can just come in and kill you, and then you can’t drop shards or spawn from the town so you’ll have to pick them up again. A lot of people end up becoming hostile to avenge themselves, which is fun. Then we have this additional aspect, if you kill a player 10 times without you dying, you’ll obtain the Vessel of Hatred title. If you can hold it for x amount of minutes then you get a special reward for it. But then the problem is that you get marked on the map, and everybody knows about your presence, and they’ll want to hunt you down. So there’s different elements and challenges we’ve brought to PvP. There’s also monsters too, plenty of them. Verify your age to view this content. Verify your age to view this content. The resurrection of the demon, Lilith has set the stage for the story in Diablo IV. Without revealing too much, can you provide some insights into the narrative direction? And what elements of the story should players be excited about? Jackson: The team is very excited about what Lilith represents, and how she has a huge history in the game. Lilith has been around since the beginning of time in this world, but also, we haven’t really interacted with her yet as players. It’s really cool to kind of bring a character like that, that is so influential and important, but we haven’t really seen (we’ve only heard whispers of) and now we actually get to see them be a main focal point. So we’re really excited for players to explore Lilith’s story, as well as to see how everyone else is reacting to the events that happened too. One of our pillars for the team is a return to darkness. We’re really trying to go back to kind of our old roots of seeing Sanctuary as a dark and scary place, and we reflect that in a lot of ways, the story being one of them. Kollo: I also love how we have this strong female character with Lilith. Like, she’s scary. And I love the impact she had on the game, even if it’s more subtle. For example, the UI and what you actually see with the Gothic style of the game and the materials we use, our research was very heavily affected by the return to darkness theme that Adam mentioned. Originally, for UI we wanted to use materials like leather and paper, but based on how the story was developing on the side, we ended up looking at burn materials and lava rocks, almost reflecting burnt monster skins and stuff like that. So it’s just the idea of really bringing that fantasy into it. What new options and choices will players have in Diablo IV when it comes to developing and evolving their characters? Maybe there’s something that’s specifically exciting for you and the way you like to play that you can discuss? Jackson: One I can delve into a little bit more that we didn’t before is the Paragon system. This is our end game progression system that comes online a little bit post-campaign. We’ve got these giant boards, as you level up you still get experience from 50 to 100 and you get to move across these boards. We have different types of nodes: rare nodes and glyphs you can put in that empower nodes around it, and then legendary nodes that give you almost the equivalent of a legendary powers worth the power. You can choose multiple different boards and even rotate/change how they’re oriented to move across them and get stats in the way that you think is optimal for your character. You can chase the different rare glyphs and level them up. There’s a lot to do there, and it’s really meant for players who have been playing this game for a while, that’s why we don’t introduce it at the very beginning of the game. Kollo: To me the character customization is something that stood out and that I’m personally very proud of. It’s the first Diablo game that has such in-depth customization and gives players the option to create characters that speak to them, to create something they can relate to. We’ve conducted a bunch of testing sessions and to see videos where people tear up or get really touched by the characters they created makes it worth it. Like this is the point of all our work. With its dark atmosphere, highly customisable combat, and immersive storytelling, Diablo IV promises to deliver a highly replayable and satisfying entry in the series for both newcomers and long-time fans. This interview has been edited and condensed for brevity and clarity. Diablo IV launches June 6. Deluxe and Ultimate Edition owners can enjoy Early Access of the game from today. View the full article
  7. Email us at PSPodcast@sony.com! Subscribe via Apple Podcasts, Spotify, or RSS, or download here This week the team chats with Director Nakayama Takayuki and Producer Matsumoto Shuhei on redesigning classic characters in Street Fighter 6 and more. Plus the team dives into their personal fighting game journeys. Stuff We Talked About Diablo IV Q&AAmnesia: The Bunker Combat BlogImmortals of Aveum Hands-onStreet Fighter 6 – Capcom Cammy Redesign BlogVampire: The Masquerade PS VR2Interview w/ Nakayama Takayuki and Matsumoto Shuhei (starts at 15:00)Street Fighter 6 The Cast O’Dell Harmon, Jr. – Content Communications Specialist, SIE View and download image Download the image close Close <a href="https://blog.playstation.com/author/oharmonjr/">O’Dell Harmon, Jr.</a> – Content Communications Specialist, SIE Download this image Kristen Zitani – Senior Content Communications Specialist, SIE View and download image Download the image close Close <a rel="noreferrer noopener" href="https://blog.us.playstation.com/author/ktitus/" target="_blank">Kristen Zitani</a> – Senior Content Communications Specialist, SIE Download this image Brett Elston – Manager, Content Communications, SIE View and download image Download the image close Close <a href="http://blog.us.playstation.com/author/brelston">Brett Elston</a> – Manager, Content Communications, SIE Download this image 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
  8. Name: XBox - Street Fighting, Hell Raising, and Tons of New Games | This Week on Xbox Category: Gaming Industry Videos Date Added: 06/02/2023 Submitter: Commander Fury Street Fighting, Hell Raising, and Tons of New Games | This Week on Xbox XBox - Street Fighting, Hell Raising, and Tons of New Games | This Week on Xbox
  9. Name: PlayStation - Super Mega Baseball 4 - Gameplay On and Off-Field Deep Dive | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 06/02/2023 Submitter: Commander Fury Super Mega Baseball 4 - Gameplay On and Off-Field Deep Dive | PS5 & PS4 Games PlayStation - Super Mega Baseball 4 - Gameplay On and Off-Field Deep Dive | PS5 & PS4 Games
  10. Last week, we asked Guardians in Destiny 2 to share epic moments wearing the PlayStation collaboration armor. Here are this week’s highlights: Jake__Bellamy shares a Guardian wearing Ghost of Tsushima-inspired armor standing strong. xelastarkly shares a Guardian wearing Horizon-inspired armor holding up their hand. xenobitz shares a Guardian wearing Ghost of Tsushima-inspired armor kneeling beside a tree. piyopiyopop shares a Guardian wearing Ghost of Tsushima-inspired armor using a bird calling emote. 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: Tropical SUBMIT BY: 11:59 PM PT on June 7, 2023 Next week, we’re headed somewhere warm. Share moments spent in tropical locations from the game of your choice using #PSshare #PSBlog for a chance to be featured. View the full article
  11. Name: PlayStation - We Love Katamari Reroll+ Royal Reverie — Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 06/02/2023 Submitter: Commander Fury We Love Katamari Reroll+ Royal Reverie — Launch Trailer | PS5 & PS4 Games PlayStation - We Love Katamari Reroll+ Royal Reverie — Launch Trailer | PS5 & PS4 Games
  12. Name: XBox - We Love Katamari REROLL+ Royal Reverie — Launch Trailer Category: Gaming Industry Videos Date Added: 06/02/2023 Submitter: Commander Fury We Love Katamari REROLL+ Royal Reverie — Launch Trailer XBox - We Love Katamari REROLL+ Royal Reverie — Launch Trailer
  13. Name: XBox - Battling The Forces Of Hell With A Friend In Diablo IV - Xbox Teach Me: Episode 4 Category: Gaming Industry Videos Date Added: 06/02/2023 Submitter: Commander Fury Battling The Forces Of Hell With A Friend In Diablo IV - Xbox Teach Me: Episode 4 XBox - Battling The Forces Of Hell With A Friend In Diablo IV - Xbox Teach Me: Episode 4
  14. Name: PlayStation - Pixel Ripped 1978 - Vid Doc "A New Chapter" | PS VR2 Games Category: Gaming Industry Videos Date Added: 06/02/2023 Submitter: Commander Fury Pixel Ripped 1978 - Vid Doc "A New Chapter" | PS VR2 Games PlayStation - Pixel Ripped 1978 - Vid Doc "A New Chapter" | PS VR2 Games
  15. Name: PlayStation - Diablo IV - Early Access Hype Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 06/01/2023 Submitter: Commander Fury Diablo IV - Early Access Hype Trailer | PS5 & PS4 Games PlayStation - Diablo IV - Early Access Hype Trailer | PS5 & PS4 Games
  16. Name: PlayStation - The Silent Swan - Physical Edition | PS5 Games Category: Gaming Industry Videos Date Added: 06/01/2023 Submitter: Commander Fury The Silent Swan - Physical Edition | PS5 Games PlayStation - The Silent Swan - Physical Edition | PS5 Games
  17. Name: XBox - AEW: Fight Forever | Pre-Order Trailer Category: Gaming Industry Videos Date Added: 06/01/2023 Submitter: Commander Fury AEW: Fight Forever | Pre-Order Trailer XBox - AEW: Fight Forever | Pre-Order Trailer
  18. Name: XBox - The Elder Scrolls Online: Necrom - Final Gameplay Trailer Category: Gaming Industry Videos Date Added: 06/01/2023 Submitter: Commander Fury The Elder Scrolls Online: Necrom - Final Gameplay Trailer XBox - The Elder Scrolls Online: Necrom - Final Gameplay Trailer
  19. Hi, my name is Erik Odeldahl and I’m the Creative Director at VR game developer & publisher Fast Travel Games. We have just revealed our next game to the world! It is a PS VR2 adventure RPG set in the rich story world of Vampire the Masquerade. In it, you play Justice, a vampire of clan Banu Haqim, who travels from New York to a dark and mysterious Venice, Italy to hunt down the perpetrator of their sire’s final death. Be a stealthy vampire With Vampire the Masquerade: Justice, we set out to make a game that fully immerses you in the role of a stealthy vampire, taking advantage of all the strengths of the PS VR2. One thing that truly excites us about the PSVR2 is the adaptive triggers and the haptic abilities available in both the controllers and the headset itself. As a vampire, you have access to all kinds of tools that help you stay hidden from your enemies, or when necessary, surprise and dispose of them with lethal force. You get to sneak up on your victims to drink their blood, unleash powerful disciplines and tear them to pieces, or fade away into invisibility before their very eyes. You decide how to take on each scenario, and we make full use of the wide range of haptics to fully immerse you in the experience. Become the apex predator As a vampire, you do have superhuman strength and speed, but you are not safe from harm. The enemies you encounter will put up a great challenge for you, forcing you to take advantage of your powers. A combination of stealth and fast attacks will take you far, but you can also rely on your powers of persuasion as well. Sometimes in a dialog with an NPC, the threat of violence will unlock new paths for you. A dark and mysterious Venice The Venice we’re inviting you to is not the city of love you see on postcards, but a dark, mysterious place where unseen things happen in the shadows, where plans are hatched and vast conspiracies are perpetrated among the undead. The last few years, there has been unrest among the Hecata, a vampire clan that has Venice as one of its bases of operation. Justice, played by you, is cast into a conflict between fierce vampires who fight for power … and their souls. Regardless of your strategy, every step you take and undertaking you complete, will bring you closer to the center of the mystery, and allow you to grow in power to eventually become the most powerful vampire. This title, like all of our games so far, focuses on delivering a strong narrative, but also rewards exploration and experimentation. Me and the team are looking forward to seeing you meet the characters of vampire Venice, and sneak along its dark streets. The game is built from the ground up with an original story and characters, and is a welcoming experience for those of you unfamiliar with Vampire the Masquerade and the World of Darkness, but we hope that we’ve created something special for those of you that have lived and breathed Vampire for a long time too! We will share more as the game approaches release. View the full article
  20. Name: XBox - But give me a few minutes, I gotta wipe the ink off my screen first… Category: Gaming Industry Videos Date Added: 06/01/2023 Submitter: Commander Fury But give me a few minutes, I gotta wipe the ink off my screen first… XBox - But give me a few minutes, I gotta wipe the ink off my screen first…
  21. Name: XBox - Killer Frequency Launch Trailer Category: Gaming Industry Videos Date Added: 06/01/2023 Submitter: Commander Fury Killer Frequency Launch Trailer XBox - Killer Frequency Launch Trailer
  22. Name: PlayStation - The Expanse: A Telltale Series - Story Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 06/01/2023 Submitter: Commander Fury The Expanse: A Telltale Series - Story Trailer | PS5 & PS4 Games PlayStation - The Expanse: A Telltale Series - Story Trailer | PS5 & PS4 Games
  23. Name: PlayStation - Bulletstorm VR - Announcement Trailer | PS VR2 Games Category: Gaming Industry Videos Date Added: 06/01/2023 Submitter: Commander Fury Bulletstorm VR - Announcement Trailer | PS VR2 Games PlayStation - Bulletstorm VR - Announcement Trailer | PS VR2 Games
  24. Name: PlayStation - Rain World - Safari Mode Teaser | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 06/01/2023 Submitter: Commander Fury Rain World - Safari Mode Teaser | PS5 & PS4 Games PlayStation - Rain World - Safari Mode Teaser | PS5 & PS4 Games
  25. Name: PlayStation - Forever Skies - New Gameplay Trailer | PS5 Games Category: Gaming Industry Videos Date Added: 06/01/2023 Submitter: Commander Fury Forever Skies - New Gameplay Trailer | PS5 Games PlayStation - Forever Skies - New Gameplay Trailer | PS5 Games

Military including Active, Reserve, Veteran and Dependents get 50% off of our Spec Ops Premium Experience

×
×
  • Create New...

Write what you are looking for and press enter or click the search icon to begin your search