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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
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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…
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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
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Name: PlayStation - Battlefield 2042 - Season 5: New Dawn - Reclaimed Map | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 06/01/2023 Submitter: Commander Fury Battlefield 2042 - Season 5: New Dawn - Reclaimed Map | PS5 & PS4 Games PlayStation - Battlefield 2042 - Season 5: New Dawn - Reclaimed Map | PS5 & PS4 Games
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When we first started with game creation at Frictional Games, we knew we wanted to make immersive horror experiences. We threw in everything we could think of: puzzles, physics, combat, creepy dream sequences – you name it. Those of you who played Penumbra: Overture will remember these elements well. Now, as we approach the launch of Amnesia: The Bunker – coming to PS4 on June 6 – we wanted to take a look back at how we’ve further refined our formula and approach to games. The real breakthrough arrived with Amnesia: The Dark Descent. We started focusing on key aspects that led to a much more engaging experience. We cut away combat and all other aspects that didn’t directly fuel the horror experience. This led to players noticing more about their environment and becoming more deeply engaged. A simple sound effect, for instance, could trigger intense reactions, causing players to run and hide. Players become immersed with the happenings in a way we hadn’t seen before. One of the only relatively safe places in Amnesia: The Bunker – the administration office. Check the map carefully, planning your next move is crucial to your survival. This revelation showed us that we could use such techniques to propel the narrative in new ways. Few games at the time were doing this, and we felt we could still push the boundaries. This is how SOMA was born. We asked ourselves: Instead of scaring players, could you evoke similar immersion in more complex topics? In the case of SOMA it became: can you make them question the nature of consciousness? Five years of work later – turns out you could. In Amnesia: The Bunker, the revolver is used to shoot off a padlock, showcasing how it can be used as more than just a weapon. We then aimed to expand our studio into a two-project operation, splitting our team in two. One group worked on Amnesia: Rebirth, where we sought to intertwine gameplay and narrative more tightly, introducing mechanics (like simulating a belly rub) that carried significant story implications. We were proud of the result but felt we could have pushed further. A clear sign of this was that, once players knew the game, they would approach each section in a predictable manner. The gameplay simply wasn’t pushing far enough to truly empower the player. The lighter. A very important item used to craft various tools, such as a torch that can be used to fend off rats. With Rebirth launched, and our other project – let’s call it the Super Secret Project – still underway, Fredrik Olsson, who was the creative lead on Rebirth, proposed a simple idea: Why not have one monster, give the player a gun, and unleash them in an open world? This was a smaller, more focused project we could finish before the Super Secret Project. The Bunker was born. This concept diverged significantly from our recent games, but if we trace back to our origins with Penumbra: Overture, it’s not that far off. In Overture, players tackled monsters in a freeform manner, using weapons, setting traps, and igniting canisters. The Bunker aims to do the same, but to take it up a notch. Concept of the revolver, first usable firearm ever in a game by Frictional Games. At a similar time when Bunker was conceived, it was becoming clear that the Super Secret project wasn’t heading in the right direction. Things felt too linear, not open-end enough. Inspired by The Bunker, we decided to steer our other project towards a more open-ended, gameplay-focused direction as well. When you run out of options, using brute force to gain entry may be the only choice. Careful though, it makes a lot of noise and might attract unwanted attention. As a narrative-focused company, we strive to create stories in which the player feels like an active participant – it’s a core part of our DNA. The common thread in all our games is the exploration of something (be it the nature of the mind or the experience of pregnancy) from an active, first-person perspective. The Bunker needed to uphold this ethos, despite the project’s limited time and resources. We went with a simpler, more straightforward narrative: “It’s WWI. You’re a soldier trapped in a bunker, and a deadly beast lurks in the shadows. Escape!” The entire game is dedicated to telling this story as effectively as possible. While not as complex as previous entries, it is still very much a story-driven experience. This marks a new trajectory for us as a company. Or perhaps more accurately, it’s us revisiting an older path and exploring what we can do with it. Starting with Amnesia, we began stripping away gameplay elements to see how far we could push that approach. Now, we’re bringing systems, mechanics, and player agency to the forefront. We’re curious to see how far we can take this. The Bunker is an intriguing first step, being smaller in scope and aiming for a very specific experience. Make sure the generator has enough fuel. Keeping the power and lights on is the best way to avoid the monster. If it goes out, the bunker becomes an even more dangerous place. Verify your age to view this content. Verify your age to view this content. Despite being small and specific doesn’t mean it was a breeze to create – quite the opposite. A host of interesting challenges arose during development. For instance, the open-ended nature of the game means that there are always multiple ways to get through doors. In our previous games, passing through a door would be carefully scripted with one, or occasionally two, specific solutions available. In The Bunker, we simply endow doors with certain properties, provide some tools, and then let the player figure it all out. In a game where we want to curate a certain holistic experience, this is quite tricky. There are certain high-level notes, and this must occur regardless of how the player chooses to play. Solutions include making these beats more system-based (e.g., changes in monster behavior) or setting up obstacles in such a way that there’s always a way to overcome them, no matter what resources the player has. It will be fascinating to see how players approach the game. We’ve already learned numerous lessons that we’re incorporating into the next project, and even more insights will emerge as we release this game into the wild. We’re eager for you all to try out The Bunker, not just as a new entry but also as the first step in a fresh direction for us as a studio. View the full article
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Name: PlayStation - Pistol Whip - Overdrive: Nobody Wants You - Available Now | PS VR2 Games Category: Gaming Industry Videos Date Added: 06/01/2023 Submitter: Commander Fury Pistol Whip - Overdrive: Nobody Wants You - Available Now | PS VR2 Games PlayStation - Pistol Whip - Overdrive: Nobody Wants You - Available Now | PS VR2 Games
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Name: PlayStation - Check out the concept art for Cammy’s Street Fighter 6 redesign 🥊🇬🇧 #streetfighter6 #streetfighter Category: Gaming Industry Videos Date Added: 05/31/2023 Submitter: Commander Fury Check out the concept art for Cammy’s Street Fighter 6 redesign 🥊🇬🇧 #streetfighter6 #streetfighter PlayStation - Check out the concept art for Cammy’s Street Fighter 6 redesign 🥊🇬🇧 #streetfighter6 #streetfighter
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One thing that has made Street Fighter such an enduring, legendary game series is its iconic characters. Players fondly remember their first time hitting an opponent with Ryu’s Shoryuken, sending out a Sonic Boom with Guile, or mashing out Chun-Li’s lightning kicks. Many of the series’ favorite characters return in Street Fighter 6, but with fresh designs that still convey the cast’s long-established personalities and skills. We sat down with Capcom to talk about giving old Street Fighters a new look. Takayuki Nakayama is the game director of Street Fighter 6. He’s been with Capcom since 2012, starting his Street Fighter journey with work on Ultra Street Fighter IV. “Since we’re working on a new numbered series title, this was the chance to redesign all the characters,” he said. “We wanted to give all the legacy characters striking new designs as something of a challenge and make them look significantly different from the past designs of the characters that we’ve seen before.” Some characters, like Chun Li, were especially challenging: “It took multiple years to land on her final design. Chun Li has been around for a long time as one of the key standout characters. And everyone’s ideal look for her is a little bit different. Because she is such a loved character, folks really have strong feelings about how Chun Li should look in a modern Street Fighter game.” The RE Engine makes every character model pop on screen. But study them closer and you’ll note each of the 18-strong starting roster have distinct muscle tones. This is the result of experimentation, including 3D photo scanning of people, by a small team at the studio dedicated to more accurately portray muscle definitions factoring in age, gender and fighting style. For example, a sumo wrestler like E. Honda will have a completely different muscle definition to a pro wrestler like Zangief. But the fighter from the Street Fighter II era whose redesign got a lot of buzz on social media was Cammy White, the blonde bombshell British brawler first introduced in Super Street Fighter II, and who has been a fan favorite for decades. When Cammy first hit the streets, she was clad in a bright red beret and matching gloves, accenting a distinctive green leotard that showcased her legs–fitting for a femme fighter who could crush opponents with her mighty thighs. This has become her classic look, known as Delta Red, named after the elite special forces unit Cammy was part of in Street Fighter lore. When X-Men vs. Street Fighter debuted in 1996, she sported a thicker, long-sleeved baby-blue onesie and cap but kept her big red gloves and, most strikingly, her thick pointed bangs, long blonde ponytails, and facial scar. This “Killer Bee” outfit represents the period when she was under the sway of supervillain M. Bison as one of his “dolls”–and, as was later revealed, a female clone bearing most of his DNA. A lot has changed in the world of Street Fighter 6. Shadaloo is no more, and Cammy’s quest for vengeance against Bison seems to have reached its conclusion–but she’s still out there fighting and doing it with a new outfit. Gone is the slinky leotard, replaced with a bright sky-blue jacket and midriff-baring crop top. Her legs are covered with stretch-fabric workout pants: a sensible choice for an athletically-minded woman. “Cammy feels that Shadaloo’s end is a new milestone that allows her to chart her own path and live a more normal life. This new look is her civilian outfit, while her old leotard is more of a battle-type outfit,” Nakayama-san explains. “When you first meet her in World Tour, she’s in London. We realized seeing her in her classic outfit might look weird in that context. So we tried to keep things like that in mind when designing the new costumes.” The most striking change is Cammy’s hairstyle. Gone are the long braids that came with her other standard outfits, replaced with a sprightly new short trim. She’s still got those big sharp bangs, though, and they look surprisingly menacing as accents to her short haircut. Nakayama-san described the thought process behind her drastic new ‘do. “We thought it would be an interesting challenge to give her a short hairstyle–she doesn’t have her classic braids, which seemed to be a defining point of her design. During the development of Street Fighter V, we had an opportunity to change it–we thought fans might react negatively, but the idea seemed to be positively received, so we decided to go for it in Street Fighter 6. Her hair may be short, but the straps from her jacket are intended to be reminiscent of her classic braids–that’s our creative callback touch.” So how do you change something so big as an iconic hairstyle and keep a character recognizable? “The silhouette of the character is very important,” says Nakayama-san. “As you may know, Cammy is rather petite compared to some of the other large-scale characters in the game. So we wanted to keep that essence of the character.” The design team also kept some recognizable traits, like her gloves and boots, to remain faithful to previous designs and aid in gameplay. “It needs to be obvious when certain attacks hit the opponent. That’s why we maintained her gloves. When an attack connects, it’s easy to tell what happens. The rings on her boots are like an indicator of hit detection points. So it makes it visually more easily discernible when playing the game.” But if you’re super-attached to the old look, don’t despair: many of the longtime legacy characters have classic costumes available in-game, Cammy included. Get a first look at the outfits below: Play Video The team also took the opportunity to add many clever little touches. “Whenever a character uses up all their Drive Gauge, they go into Burnout mode. And then, while in that mode, their stance slightly changes. For Cammy, her pose changes to one reminiscent of an in-development sketch of her neutral pose from Super Street Fighter II.” There’s a lot more deep-cut fanservice, too. “If you see her win pose after a match or in her Character Select Screen, you’ll notice a little cat that walks by her. That references the ending illustration from completing her arcade mode in Super Street Fighter II Turbo.” Since Cammy has a new look, it’s only logical that she’s changed up her gameplay a little. “Cammy is historically a hard character to develop. It’s hard to give her new moves because she lacks supernatural powers. Giving Cammy a projectile kind of kills the essence of her character. One idea we toyed around with was using the Street Fighter II anime movie as a reference.” While eagle-eyed players will notice one particular move that plays homage to her appearance in that movie, the studio did deliberate on giving her a projectile attack that fitted with her background. “We considered, ‘What if we gave her grenades she could throw?’ But that’s not really Cammy’s style, plus it would overlap with another SF series character, Rolento. Ultimately, we were able to make enhancements to her existing move set in Street Fighter V. We’ve continued that with Street Fighter 6, making it so that she “holds” her specials to apply different attributes to those moves.” The love that’s gone into the characters of Street Fighter 6 is evident, not only from Nakayama’s words but also from what you see onscreen. Look forward to seeing all of your old favorites–and making your own legendary Street Fighter–when Street Fighter 6 enters the ring on June 2, 2023. View the full article