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Name: PlayStation - Jumanji: Wild Adventures - Announce Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 06/06/2023 Submitter: Commander Fury Jumanji: Wild Adventures - Announce Trailer | PS5 & PS4 Games PlayStation - Jumanji: Wild Adventures - Announce Trailer | PS5 & PS4 Games
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Name: PlayStation - Raiden III x Mikado Maniax - Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 06/06/2023 Submitter: Commander Fury Raiden III x Mikado Maniax - Launch Trailer | PS5 & PS4 Games PlayStation - Raiden III x Mikado Maniax - Launch Trailer | PS5 & PS4 Games
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Name: PlayStation - Killing Floor 2: Deep Blue Z Update - Launch Trailer | PS4 Games Category: Gaming Industry Videos Date Added: 06/06/2023 Submitter: Commander Fury Killing Floor 2: Deep Blue Z Update - Launch Trailer | PS4 Games PlayStation - Killing Floor 2: Deep Blue Z Update - Launch Trailer | PS4 Games
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We guided humanity, hid from harmful humans, and saw what the world is like once people are gone. Which game gave you the best human experience in the month of May? How does it work? At the end of every month, PlayStation.Blog will open a poll where you can vote for the best new game released that month. Soon thereafter, we’ll close the polls, tally your votes, and announce the winner at PlayStation.Blog. PlayStation Store will also showcase some top Players’ Choice winners throughout the year. What is the voting criteria? That’s up to you! If you were only able to recommend one new release to a friend that month, which would it be? In keeping with our long tradition in the Game of the Year Awards, remastered or re-released games won’t qualify. Ambitious, larger-scale rebuilds and remakes like Shadow of the Colossus and Crash Bandicoot N. Sane Trilogy will. How are nominees decided? The PlayStation.Blog and PlayStation Store editorial teams will gather a list of that month’s most noteworthy releases and use it to seed the poll. Write-in votes will be accepted. View the full article
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Name: PlayStation - Infinity Strash: Dragon Quest The Adventure of Dai - Release Date Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 06/05/2023 Submitter: Commander Fury Infinity Strash: Dragon Quest The Adventure of Dai - Release Date Trailer | PS5 & PS4 Games PlayStation - Infinity Strash: Dragon Quest The Adventure of Dai - Release Date Trailer | PS5 & PS4 Games
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Name: PlayStation - Turn those Street Fighter 6 Ls into Ws with careful use of the Drive Gauge #streetfighter Category: Gaming Industry Videos Date Added: 06/05/2023 Submitter: Commander Fury Turn those Street Fighter 6 Ls into Ws with careful use of the Drive Gauge #streetfighter PlayStation - Turn those Street Fighter 6 Ls into Ws with careful use of the Drive Gauge #streetfighter
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Name: XBox - Diablo IV arrives later today. Our descent into the eternal depths of Hell starts now. Category: Gaming Industry Videos Date Added: 06/05/2023 Submitter: Commander Fury Diablo IV arrives later today. Our descent into the eternal depths of Hell starts now. XBox - Diablo IV arrives later today. Our descent into the eternal depths of Hell starts now.
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Diablo IV’s potential for adventure knows no bounds. With its remarkable replayability and highly customisable gameplay, delving into the depths of diverse builds is an integral part of the excitement. Today, we present three favorite builds personally chosen by the developers themselves. With the official launch just around the corner, why not try one of these for yourself? Perhaps you’ll find your personal preferred playstyle within Diablo IV’s endless possibilities… Bad to the Bone-Spirit (Necromancer) by Adam Z. Jackson – Lead Class Designer The first build I would like to talk about is what I’m planning to run with for Diablo IV’s launch, which is a Bone-Spirit Necromancer! Bone Spirit is one of our bolder skill designs in that it both has a long cooldown and removes ALL of the player’s Essence when cast. In exchange, it deals a significant amount of extra damage to enemies for every point of resource spent. The Enhancement for Bone Spirit also reduces its cooldown significantly when it Critically Strikes an enemy, adding an additional goal for players to chase. Putting this all together, the goal for this build is to get to a place where the player can both increase their maximum Essence as well as their Essence Regeneration to the point where they can cast Bone Sprit on cooldown while reliably being able to generate enough Essence to be full again for the next cast. We’ll be prioritizing Maximum Resource, Resource Regeneration, and Critical Strike Chance as the primary stats to chase. Other stats like Critical Strike Damage or effects like bonus damage to Bone skills are also desirable. One thing that’s also very interesting about this build is that I expect it to change a lot over time as I get more gear and certain Legendaries and Uniques that I’m going to target. Among the key effects we want is Ghastly Bone Spirit, which grants an additional 10% Critical Srike Chance and helps us reliably Critically Strike enemies that is crucial to the build until our Critical Strike Chance is high enough via gear and other methods to do it without this upgrade. At that point, we can switch over to Dreadful Bone Spirit (generates 30 Essence over the next 4 seconds after each hit) to help with our Essence generation. The Ossified Essence Key Passive causes Bone Spirit to deal even more damage when cast with a lot of Essence (1% increased damage to Bone Skills for each point of Essence above 50). Since we plan to always cast Bone Spirit at full Essence, this is going to greatly increase the damage that we’ll be able to put out. For this build, I’m going to try only running a Bone Golem, and sacrificing my Skeleton Skirmishers for extra Critical Strike Chance (6%) and my Skeletal Mages for additional maximum Essence (18). As far as skills, to start the game I’m going to use Bone Splinters, Bone Spear, Bone Spirit, Golem, Corpse Explosion, and Blood Wave. This set of skills gives me a way to use Corpses effectively while also having the control tools needed via my Golem and Blood Wave to keep enemies grouped up and at bay while I annihilate them with Bone Spear and Bone Spirit. Legendaries and Uniques will improve this build further. Blood Artisan’s Cuirass greatly upgrades the build by giving an alternative method of spawning Bone Spirits by collecting Blood Orbs. After getting this Unique, my build will also be chasing spawning Blood Orbs, which now enables new connections, such as the Tidal Doom Legendary power that spawns multiple Blood Waves, which also spawns more Blood Orbs to collect! For a more end-game setup, I swapped out Bone Splinters and Bone Spear for Hemorrhage and Corpse Tendrils so I can get more Blood Orbs. In this version of the build, I am using Bone Sprit on cooldown to deal massive damage while creating and collecting Blood Orbs to spawn additional Bone Spirits when I can. Wolfnado (Druid) by Adam Z. Jackson – Lead Class Designer A Werewolf Tornado Druid is a fun and powerful build that only gets better over time. The goal of this build is to fill the screen with as many Tornadoes as possible. To do this, you should prioritize maximum Spirit, Spirit generation, and effects that reward you for gaining and spending Spirit as much as possible. One Unique really changes this build is Tempest Roar. Being able to cast Tornado as a Werewolf opens a lot of interactions that previously weren’t available. While the build can work without this item, it enables many powerful synergies that really take it to the next level as you approach the end game. Some other Legendaries that enable this build are Stormchasers Doom which allows Tornadoes to seek enemies and the Calm Breeze Legendary that enables Wind Shear to restore all your Spirit! Some Skills, Upgrades, and Passives that you should consider are Perfect Storm (grants 1 Spirit and deals 15% increased damage when hitting a Vulnerable, Immobilized or Slowed enemy), which creates a Spirit generating engine by causing enemies to be Vulnerable and then using Tornado on them. Energize gives you a 15% chance to restore 10 Spirit when damaging enemies, and Masochistic is a Spirit Boon that will help with sustain; since Tornado becomes a Shapeshifting skill, it will now heal you 3% Maximum Life when Critically Striking enemies! As far as which skills to use, there is some flexibility, but a good starting setup is Wind Shear, Tornado, Cyclone Armor, Ravens, Blood Howl, and Cataclysm. This group of skills allows you to heal, gain Spirit, and enables various ways to apply Vulnerable to enemies. Imbue-llers Day Off (Rogue) by Charles Dunn – Associate Game Designer, Classes My favorite build, and the one I will be playing on Diablo IV’s launch is a Rogue Imbuement build. Imbuements are special skills unique to Rogues that enhance their next 2 attacks with the power of Shadow, Poison, or Cold. There are many ways to mix and match these Imbuements when building your Rogue, but for this build, I will be using Shadow and Cold to take full advantage of the Icy Alchemist legendary power. Cold Imbuement applies Chill to enemies, so I can finish them off with a Shadow Imbued skill, causing lots of explosions and massive AoE damage! There are plenty of other legendary and unique items that work well with this playstyle, including the extremely powerful Word of Hakan unique amulet, which causes my ultimate Rain of Arrows skill to always benefit from all three Imbuements at once. The Core skill in this build is Twisting Blades. Not only is it a great way to apply my Imbuements to large packs of enemies, but the Advanced Twisting Blades reduces the cooldown on all my Imbuements, keeping me constantly in the action. For mobility, I love pairing Dash with Twisting Blades in this build, since Dash lets me easily get to the other side of a pack of enemies to ensure Twisting Blades hits the maximum number of targets when they return. The Preparation Specialization is also a great way to ensure that I have maximum uptime on my cooldown skills, which leads to a very fast paced playstyle. One of the most important stats to look for in this build is Lucky Hit Chance. The key legendary for this build, Icy Alchemist, is a Lucky Hit effect, as well as other skills throughout the skill tree like Innervation (10% to gain 8 Energy on Lucky Hit) and Enhanced Cold Imbuement (Cold Imbued skills have a 30% chance to make enemies vulnerable for 3 seconds). But Rogues aren’t known for playing fair, so I tip the luck in my favor with Alchemist’s Fortune (15% increased Lucky Hit Chance on Non-Psychical damage) and Primary Invigorating Strike (8% Lucky Hit Chance, 16% for Crowd Controlled or Injured enemies). Finally, the Momentum Key Passive works very well in this build, giving me a bunch of stats that I want like Energy Regeneration to spam Twisting Blades, Movement Speed to maneuver around the battlefield to get all optimal angles for those Twisting Blades, and Damage Reduction which is even more important since I will be in melee range of enemies most of the time. Alternatively, the Victimize Key Passive could also work well with enough Lucky Hit chance to consistently trigger Vulnerable from Enhanced Cold Imbuement. View the full article
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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
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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
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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
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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
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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
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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
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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
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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
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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