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Commander Fury

CCFURY
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  1. Name: PlayStation - PlayStation Accessibility | PS5 Category: Gaming Industry Videos Date Added: 05/18/2023 Submitter: Commander Fury PlayStation Accessibility | PS5 PlayStation - PlayStation Accessibility | PS5
  2. While accessibility is an important topic year-round, May is always special as we celebrate Global Accessibility Awareness Day and recognize the strides made by the accessibility community and the games industry to make gaming more inclusive. At Sony Interactive Entertainment, we are committed to furthering that mission, so today we’re excited to share new details and images of the Access controller for the PS5 console. View and download image "Image showing the Access controller and its swappable analog stick caps, button caps and button cap tags" Download “Image showing the Access controller and its swappable analog stick caps, button caps and button cap tags” close Close Download this image New details and product images First revealed at CES this year as “Project Leonardo,” the Access controller for PS5 is an all-new, highly-customizable accessibility controller kit designed to help many players with disabilities play games more easily, more comfortably, and for longer periods. Developed in collaboration with accessibility experts, the Access controller will include a wide array of swappable button and stick caps so players can freely create different layouts that work for their unique strength, range of motion, and physical needs. Each Access controller will include: Analog stick caps (standard, dome and ball stick cap)Button caps in different shapes and sizes, including:Pillow button capsFlat button capsWide flat button cap (which covers two button sockets)Overhang button caps (which benefit players with smaller hands as they are positioned closer to the center)Curve button caps (which can be pushed if placed along the top or pulled if placed along the bottom of the controller)Swappable button cap tags for players to easily mark which inputs they map to each button In addition, players can use the Access controller on flat surfaces, orient it 360 degrees, or easily secure the controller to an AMPS mount* or tripod. They can also adjust the distance of the analog stick from the controller. View and download image "Image showing 360 degree orientation options for the Access controller" Download “Image showing 360 degree orientation options for the Access controller” close Close Download this image View and download image "Image showing the ability to attach the Access controller to an AMPS mount*" Download “Image showing the ability to attach the Access controller to an AMPS mount*” close Close Download this image View and download image "Image showing the option to adjust the distance of the Access controller’s analog stick" Download “Image showing the option to adjust the distance of the Access controller’s analog stick” close Close Download this image Through the Access controller’s four 3.5mm AUX ports, players can integrate their own specialty switches, buttons or analog sticks. View and download image "Image showing the Access controller’s four 3.5m AUX ports" Download “Image showing the Access controller’s four 3.5m AUX ports” close Close Download this image You can read more about the Access controller’s hardware features in our original blog post. You can also visit our new web page here where you can sign up for email updates and be informed when preorders launch, so you can secure your controller at the earliest opportunity. View and download image "The Access controller and the DualSense controller can be paired and used together as a single virtual controller" Download “The Access controller and the DualSense controller can be paired and used together as a single virtual controller” close Close Download this image First look at the Access controller UI Beyond the wide range of hardware customization options, the Access controller features a myriad of ways for players to create personalized UI settings and configurations that unlock new ways to play. Button mapping & control profiles. On the PS5 console, players can select their preferred orientation for the Access controller, map different inputs to the various buttons, toggle buttons on or off, or even map two different inputs onto the same button. They can also create and store their favorite control profiles for different games or genres (such as “combat” or “driving”). View and download image "Access controller UI image showing controller orientation options" Download “Access controller UI image showing controller orientation options” close Close Download this image View and download image "Access controller UI image showing button mapping options" Download “Access controller UI image showing button mapping options” close Close Download this image View and download image "Access controller UI image showing button assignment choices" Download “Access controller UI image showing button assignment choices” close Close Download this image View and download image "Access controller UI image showing a button assignment preview" Download “Access controller UI image showing a button assignment preview” close Close Download this image Controller pairing and analog stick adjustments. Up to two Access controllers and one DualSense (or DualSense Edge) wireless controller can be used together as a single virtual controller, allowing players to mix and match devices or play collaboratively with others. Similar to the DualSense Edge wireless controller, players can also fine-tune the starting position and sensitivity of input. The ability to adjust deadzones (the distance your analog stick moves before it’s recognized in a game) and stick sensitivity is particularly helpful for players to improve their fine motor control during gameplay. View and download image "Access controller UI image showing the ability to pair up to two Access controllers with a DualSense controller" Download “Access controller UI image showing the ability to pair up to two Access controllers with a DualSense controller” close Close Download this image View and download image "Access controller UI image showing analog stick sensitivity and deadzone adjustment options within a user-created control profile" Download “Access controller UI image showing analog stick sensitivity and deadzone adjustment options within a user-created control profile” close Close Download this image Toggle mode. The Access controller also features a toggle mode, which allows players to adjust the behavior of any button to work like a caps lock key on a keyboard. For example, if you enable toggle mode for the acceleration input in a racing game, the Access controller will accelerate the car without you needing to hold the button down. View and download image "PS5 screenshot of Gran Turismo 7 showing toggle mode enabled for the “R2” button on the Access controller" Download “PS5 screenshot of Gran Turismo 7 showing toggle mode enabled for the “R2” button on the Access controller” close Close Download this image Players can enable toggle mode for any programmable input. As an example, if a game only allows you to sprint by holding down “L3” (the left analog stick), which can be physically challenging, you can change that input to behave like “click L3 to toggle sprint” by enabling toggle mode for the button you’ve assigned to L3. Our journey of accessibility on PS5 Alongside new details on the Access controller, we’re excited to share a video today that highlights ongoing efforts across our product development and PlayStation Studios teams to make gaming accessible for more players on PS5. Hear from team members around the world about the work they’re doing to expand gaming accessibility on PS5 through our upcoming Access controller, console UI, and games: Play Video We’ll have more to share about the Access controller for PS5, including more product and release details, in the months ahead. Thanks to all the players who’ve shared valuable feedback and inspire us every day to bring the joy of gaming to more people through innovation and collaboration with you – our community. *AMPS is an industry-standard mounting screw pattern for attaching devices to equipment, including accessibility equipment. View the full article
  3. Name: PlayStation - Gibbon: Beyond the Trees - Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 05/18/2023 Submitter: Commander Fury Gibbon: Beyond the Trees - Launch Trailer | PS5 & PS4 Games PlayStation - Gibbon: Beyond the Trees - Launch Trailer | PS5 & PS4 Games
  4. It’s almost time to see what’s next — PlayStation Showcase broadcasts live next Thursday, 25 May at 3am (BKK/JKT) / 4AM (SG/KL/MNL). The show will run a bit over an hour, focusing on PS5 and PS VR2 games in development from top studios from around the world. Expect a glimpse at several new creations from PlayStation Studios, as well as spellbinding games from our third-party partners and indie creators. The live broadcast starts next Thursday, 25 May at 3am (BKK/JKT) / 4AM (SG/KL/MNL) on YouTube and Twitch. Hope to see you there! Regarding Co-streaming and Video-On-Demand (VOD) Please note that this web broadcast may include copyrighted content (e.g. licensed music) that PlayStation does not control. We welcome and celebrate our amazing co-streamers and creators, but licensing agreements outside our control could possibly interfere with co-streams or VOD archives of this stream. If you’re planning to save this broadcast as a VOD to create recap videos, or to repost clips or segments from the show, we advise omitting any copyrighted music. View the full article
  5. Name: PlayStation - My Hero Ultra Rumble - Open Beta Trailer | PS4 Games Category: Gaming Industry Videos Date Added: 05/18/2023 Submitter: Commander Fury My Hero Ultra Rumble - Open Beta Trailer | PS4 Games PlayStation - My Hero Ultra Rumble - Open Beta Trailer | PS4 Games
  6. Name: PlayStation - PUBG: Battlegrounds - Clan System Trailer | PS4 Games Category: Gaming Industry Videos Date Added: 05/18/2023 Submitter: Commander Fury PUBG: Battlegrounds - Clan System Trailer | PS4 Games PlayStation - PUBG: Battlegrounds - Clan System Trailer | PS4 Games
  7. Name: XBox - Choose wisely 🖥 Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Choose wisely 🖥 XBox - Choose wisely 🖥
  8. Name: PlayStation - Rec Room - Science Experiment: Restoration | PS5, PS4 & PSVR Games Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Rec Room - Science Experiment: Restoration | PS5, PS4 & PSVR Games PlayStation - Rec Room - Science Experiment: Restoration | PS5, PS4 & PSVR Games
  9. Name: XBox - Trackmania - Xbox Launch Trailer Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Trackmania - Xbox Launch Trailer XBox - Trackmania - Xbox Launch Trailer
  10. Name: XBox - Diablo IV | Gameplay Launch Trailer Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Diablo IV | Gameplay Launch Trailer XBox - Diablo IV | Gameplay Launch Trailer
  11. Name: PlayStation - Gangs of Sherwood - Reimagining the Robin Hood Legend | PS5 Games Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Gangs of Sherwood - Reimagining the Robin Hood Legend | PS5 Games PlayStation - Gangs of Sherwood - Reimagining the Robin Hood Legend | PS5 Games
  12. Name: PlayStation - Sclash - Release Date Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Sclash - Release Date Trailer | PS5 & PS4 Games PlayStation - Sclash - Release Date Trailer | PS5 & PS4 Games
  13. Name: PlayStation - Call of Duty: Modern Warfare II & Warzone 2.0 - Endowment Valkyrie Pack | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Call of Duty: Modern Warfare II & Warzone 2.0 - Endowment Valkyrie Pack | PS5 & PS4 Games PlayStation - Call of Duty: Modern Warfare II & Warzone 2.0 - Endowment Valkyrie Pack | PS5 & PS4 Games
  14. Name: PlayStation - Diablo IV - Gameplay Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Diablo IV - Gameplay Launch Trailer | PS5 & PS4 Games PlayStation - Diablo IV - Gameplay Launch Trailer | PS5 & PS4 Games
  15. Name: PlayStation - Humanity - Gameplay Series Part 3: Endless Library of User Stages | PS5, PS4, PSVR & PSVR 2 Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Humanity - Gameplay Series Part 3: Endless Library of User Stages | PS5, PS4, PSVR & PSVR 2 PlayStation - Humanity - Gameplay Series Part 3: Endless Library of User Stages | PS5, PS4, PSVR & PSVR 2
  16. Name: PlayStation - Star Wars Jedi: Survivor - Next Gen Immersion Trailer | PS5 Games Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Star Wars Jedi: Survivor - Next Gen Immersion Trailer | PS5 Games PlayStation - Star Wars Jedi: Survivor - Next Gen Immersion Trailer | PS5 Games
  17. Name: PlayStation - Session: Skate Sim - Waterpark & Chris Cole DLC Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Session: Skate Sim - Waterpark & Chris Cole DLC Trailer | PS5 & PS4 Games PlayStation - Session: Skate Sim - Waterpark & Chris Cole DLC Trailer | PS5 & PS4 Games
  18. Name: PlayStation - Street Fighter 6 - Open Beta Video 3: Competitive Features & Events | PS5 Games Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Street Fighter 6 - Open Beta Video 3: Competitive Features & Events | PS5 Games PlayStation - Street Fighter 6 - Open Beta Video 3: Competitive Features & Events | PS5 Games
  19. Name: PlayStation - See you soon! #PlayStation Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury See you soon! #PlayStation PlayStation - See you soon! #PlayStation
  20. We’re thrilled to announce the return of an exciting tournament for fighting game fans, FGC Arcade PlayStation Tournaments: Road to Evo on PS4. The tournament offers gamers worldwide a chance to win cash prizes, and winners across each region will get a roundtrip ticket to compete in Evo 2023. We invite all players who want to test their skills and take on the world stage. This is your chance to represent your region at the biggest fighting game tournament of the year. Last year, we saw players across the world compete in PlayStation Tournaments for an opportunity to play on the world’s biggest fighting game stage. Among them, we saw amazing performances and even new champions crowned. Watch the recap from last year’s event. Play Video Road to Evo 2023 Tournament Details This tournament will give players in the global fighting game community a chance to make a name for themselves in their region. See the tournament details: DatesMay 26 – June 24, 2023RegionsNorth America, Latin America, Europe, Middle East, Asia-Pacific Prizing$7,500 in prizes and a trip to compete in Evo 2023Featured TitlesTekken 7, The King of Fighters XV, Mortal Kombat 11, Guilty Gear -Strive-, Dragon Ball FighterZ, Melty Blood: Type LuminaRules & EligibilityActive PS Plus membership required. Must be of appropriate age and a member of an eligible country. Void where prohibited. See full rules. Each title will have four Qualifiers per region, with the top competitors moving onto broadcasted Final matches in an ultimate showdown of talent and skill. Whether you’re planning to sign up to compete or a spectator looking to watch some amazing action — it’ll be an exciting competition that will shift the global FGC rankings and spotlight the players to watch out for at Evo 2023. How you can sign up for the Road to Evo 2023 *Sign up for the Road to Evo 2023 in your region on the Competition Center, or head over to the Events tab on PS4. See you there. *Access to PS4, game title, and active PS Plus membership required. Must be 18+ and a member of an eligible country. Void where prohibited. *The Event in all parts is open to players from across the world, except as otherwise provided in this Section. The Event is not open to individuals wherever restricted or prohibited by applicable law or in any country where participation is prohibited by U.S. law. Without limitation of the foregoing, the Event is not open to individuals in the Crimea region, Cuba, Iran, Iraq, North Korea, Somalia, Sudan, Syria, and Turkey. View the full article
  21. It’s almost time to see what’s next — PlayStation Showcase broadcasts live next Wednesday, May 24 at 1pm Pacific Time / 9pm British Time. The show will run a bit over an hour, focusing on PS5 and PS VR2 games in development from top studios from around the world. Expect a glimpse at several new creations from PlayStation Studios, as well as spellbinding games from our third-party partners and indie creators. The live broadcast starts next Wednesday, May 24 at 1pm Pacific Time / 9pm British Time on YouTube and Twitch. Hope to see you there! Regarding Co-streaming and Video-On-Demand (VOD) Please note that this web broadcast may include copyrighted content (e.g. licensed music) that PlayStation does not control. We welcome and celebrate our amazing co-streamers and creators, but licensing agreements outside our control could possibly interfere with co-streams or VOD archives of this stream. If you’re planning to save this broadcast as a VOD to create recap videos, or to repost clips or segments from the show, we advise omitting any copyrighted music. View the full article
  22. Name: PlayStation - Isonzo - Grappa Update | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Isonzo - Grappa Update | PS5 & PS4 Games PlayStation - Isonzo - Grappa Update | PS5 & PS4 Games
  23. Name: PlayStation - Crusader Kings III: Royal Court - Console Release Trailer | PS5 Games Category: Gaming Industry Videos Date Added: 05/17/2023 Submitter: Commander Fury Crusader Kings III: Royal Court - Console Release Trailer | PS5 Games PlayStation - Crusader Kings III: Royal Court - Console Release Trailer | PS5 Games
  24. Shuhei Yoshida chats with Yugo Nakamura, creative director, art director, designer, and narrative designer for Humanity, and Tetsuya Mizuguchi, executive producer for Humanity, on how the title delivers a new puzzle game experience. They discuss the thought process behind the creation of Humanity as a new form of interactive experience and how they came up with the game’s main theme. Humanity is available starting today as a Day 1 PlayStation Plus Game Catalog title.* Play Video Inspired by the “flocking behavior of birds” Shuhei Yoshida (SY): I heard that Nakamura-san likes to observe flocks of birds, and that’s where you found inspiration for Humanity. Can you tell us more about that? Yugo Nakamura(YN): I specialize in Interactive Design, and I like to spend my time programming, sharing my work, and creating visual experiences; I enjoy these things and that’s why I do them for a living. I think a lot of people like me have used a simulation program called “Boids,” which essentially simulates the flocking behavior of birds. If you focus on just a single creature, you’re able to create very organic movements just by programming three simple rules and connecting them. But in the case of birds, the simulation looked so alive, and it was fascinating to see how organically the flock of birds moved, even though it was based on such a simple mechanism. From there, I spent some time making a bite-size mobile game that used simple bird movements as motifs. It was like a racing game where you control a flock of birds. SY: It’s the one where you try to progress further into the game, right? YN: Yes. In a regular racing game, you’re only responsible for controlling one car, but in this game, you basically had to control 300 different cars. If you made a small mistake, you lost 100 birds, but then eventually gained back 200! SY: Game developers like us are always looking to surprise people by creating something that goes above and beyond what you’d expect from a hardware’s capabilities. So when I saw your game, I felt something similar. YN: I had similar thoughts as a consumer myself. I was shocked at how smoothly games ran back on the original PlayStation, and I thought that was such a great achievement. From there, I decided that since I already made a game with birds on a smartphone, next I wanted to create a system that controlled large groups of humans. That’s how the idea for Humanity was born. SY: Birds’ movements are driven completely by instinct, but in the case of humans, a mix of intellect and social conventions come into play. What aspects did you focus on when designing the movement of crowds of humans? YN: My first eureka moment was when I saw huge crowds of people at Comic Market (Comiket) in Japan, all properly lined up and waiting patiently. I was fascinated by how the movement of that many people was so controlled and regulated – I think this sort of behavior is unique to humans who are not just herded by instinct. “Humanity is something special” – how development started SY: How did you meet Mizuguchi-san? YN: I’ve always loved games, and I’d seen Mizuguchi-san many times in gaming magazines since his time at Sega. I was a fan of his work. I once had a chance to meet him briefly, but then I saw him again at Unity Developer’s Delight – a developer event hosted by Unity. There, one of our engineers, Yama, showcased a human crowd simulator demo which was the prototype for Humanity. Mizuguchi-san was one of the judges there, and he later got in touch. Tetsuya Mizuguchi (TM): I met Yugo once at the Japan Media Arts Festival, hosted by Japan’s Agency for Cultural Affairs, but to me he was like a superstar creator that produced so many unique and creative products. If you turned on the TV you’d see a show that he produced, and if you walked the streets of Ginza, you’d see UNIQLO ads that he had worked on. Enhance helps navigate the complexities of game design SY: Nakamura-san’s “tha ltd.” isn’t a game development studio. How does the collaboration between Enhance work? YN: We aren’t a game studio, but our expertise lies in design and tech for interactive experiences. Even though we didn’t know much about video game design, we were overly optimistic at the beginning, and decided that our team will be responsible for development, and Enhance will take on the role of publisher and producer. However, the deeper we went into development, we realized that game development was not at all like we had imagined. I realized rather early on that creating a fun gaming experience is not something an amateur can easily pull off, so I spoke to Mizuguchi-san to have seasoned game designers oversee our work. From there, we had staff from Enhance join our development as well. The fun and terror of collectivized humanity SY: I felt like the game’s title, Humanity, is ironic in a sense that it reflects how humanity as a concept can be perceived. Heaps of people walking around in hordes almost reminds me of a totalitarian society. I was really curious as to whether you developed the game with such irony in mind, or whether you were just genuinely interested in people. When creating a game, you have to implement a lot of rules, which may cause the game to end up becoming something that was not originally intended. Did you face any dilemma like that? YN: Actually, the inspiration behind the game title is a T-shirt that I own with a logo that says “Humanity” – I thought that was a cool logo and the word itself had a nice ring to it. But when you think about it, Humanity has a very deep meaning, and when I reflected on how humanity plays a role in my daily life, many thoughts came to mind. Each and every one of us is generally kind and rational, and not many of us are inherently mad or crazy. However, this all changes drastically when it comes to ‘groups’. Politics, war, cancel culture on social media – people tend to go to extremes when they are part of a larger group. The title, Humanity, embodies the idea that humans gain a new trait when they come together. When we view human beings as a cluster, and not as individuals, we may associate them with the totalitarian and homogenous image you mentioned earlier, and the fear and extremities that derive from that are certainly an important motif in the game. SY: Visuals of the game evoke fear as well. YN: It was even more terrifying and ruthless at the earlier stages. When you looked at a single human from a group’s perspective, they looked like a speck of dust or even a tiny piece of trash. Mizuguchi-san provided us with some guidance and we went in a more gentle direction. Expanding the community with the Stage Creator SY: What was the idea behind Stage Creator? YN: Originally, the development team was working on a tool for level design, and we thought it would be fun to make it public. However, it was quite a challenge to develop it into something that users could play with a controller. When we previously released the demo, I saw users creating stages that went far beyond our expectations, so I felt reassured that we made a good decision SY: I felt the same with LittleBigPlanet and Dreams. It’s nice to see players leveraging the games in ways that the creators never imagined, and sharing their creations with other gamers. Humanity’s UI is also very well designed. Stages with high user ratings and recommendations are showcased at the top, allowing users to quickly discover fun and interesting community-made content. The world of Humanity in PS VR2 SY: In my position, I must bring up the fact that the game is compatible with PS VR2. The team at Enhance has produced VR masterpieces such as Rez Infinite and Tetris Effect: Connected, so I imagine it was a familiar process for Mizuguchi-san. What was your impression of VR as a medium, Yugo? YN: I enjoy VR so I have been playing around with it since the early days, but I had an impression that the majority of VR content was immersive first-person experiences. When Mizuguchi-san suggested trying out VR, I didn’t think it would be a good fit for this game, but there were so many discoveries when I gave it a try. I didn’t realize VR was capable of capturing extremely detailed 3D human movements in such high resolution. We were able to utilize VR in a unique way, where the player can watch over small crowds of people walking around in an elaborate diorama, as if you’re observing a swarm of ants. TM: Most of the VR games I have worked on so far are immersive first-person experiences, but I had a feeling that Humanity would be interesting to play from a third-person perspective – sort of like Sim City where you can walk around and get a bird’s eye view of everything. At first, members of the team were a little skeptical, but when we tried it out, everyone agreed that it was a good idea. The development went smoothly from there. SY: Performance, such as framerate, can be a concern on VR. Did you run into any issues around that? YN: It was quite challenging optimizing for PS VR, but we had a lot of leeway with PS VR2. I think we were able to achieve the level of detail we were aiming for, with the resolution of the PS VR2. Tetsuya Mizuguchi’s take on the potential of PS VR2 SY: As a developer, how do you feel about PS VR2 overall – not just limited to Humanity? TM: Compared to the original PS VR, the overall quality has improved dramatically, and I think it is an amazing generational leap forward. As a developer, I’m particularly interested and see a lot of potential in the new eye tracking feature. Also, you may think that we at Enhance are obsessed with haptics – well, we are haha – but we are interested in building experiences that involve haptics. In that sense, the inclusion of haptic feedback in the headset is very significant. What I found out when I created the Synesthesia Suit for Rez Infinite, for example, is that when there is distance, you can experience the world through the senses of your whole body. You can feel the sensation of objects passing by or the alternating beat of the music. What only existed in the palm of your hands is now extended to the headset, so there are so many new possibilities. A perfect chemistry of puzzles and narrative that make it worth playing till the end SY: It’s been five years since development started. How do you feel looking back? YN: We were struggling the whole time basically (haha). I mentioned earlier that the game was an extension of an interactive design we worked on, and there were parts of the process that were exactly as we had imagined and parts that were completely unexpected. The basic aspects of development were what we had expected, but the process of refining the game to make it more fun and enjoyable was very unique. Extensive playtesting and listening to various user feedback is common practice in the game industry. Even when there were opinions I thought were okay to ignore, we diligently repeated the process of resolving them. We would eliminate even the slightest stress, and the end result would be a game that is pleasant and comfortable to play, even if you can’t quite complete it. SY: Indeed, there is no stress when playing Humanity. You can retry immediately if you fail, and it drops you right back into the middle of what you have been doing. I felt that the game was being accommodating to the user and made them feel comfortable during gameplay.Players from around the globe enjoyed the demo released in February, and now the full version is available as part of the PlayStation Plus Game Catalog.How do you feel about that? YN: In one word, I am terrified! The content I usually produce lasts five to 15 minutes at most. With videos, I only need to grab the attention of the viewer for that short amount of time, so I can focus on that and make it happen. Games, however, can take up to several tens of hours, so I cannot help but wonder if our game is really worth that amount of players’ time. As the creator, I don’t have that much objective confidence, and because I’ve been a part of the game’s development for so long I can’t say I’m objective anymore. SY: Do you have a message for those who haven’t played Humanity yet? YN: There may be people who don’t enjoy puzzles or are not too fond of it as a game genre, but I hope people will see past that and give it a try. Of course the puzzles are fun, but I encourage gamers to jump in and play around as if it’s a playground; move the crowds in various ways and experiment by making them do different things. You’ll see a lot of interesting behaviors and results. We put work in creating a game that you won’t get tired of. It is part of the PlayStation Plus Game Catalog, so if you are already a member, you can play it whenever you feel like it. I’ll be delighted if everyone could give it a try. TM: Humanity is a game that delivers a whole new experience. If you ask me what genre it is, I would probably say it is a puzzle game. I think it is easy enough for anyone to pick up – from children to the elderly, even our parents’ generation. Everything that happens is a spectacle, and that alone is interesting, but I think the game is about experiencing the narrative, and immersing yourself in the story of Humanity. It’s a fun game that can be enjoyed on your own, or have family and friends with you helping to solve the puzzles. You can also treat it like a party game where everyone beats the game together. I hope players enjoy the game in their own way, and are able to witness the end that we prepared for them. *Humanity is available now on PS4, PS5, PS VR, and PS VR2. It’s also included with the PlayStation Plus Game Catalog with PlayStation Plus Extra and PlayStation Plus Premium memberships. View the full article
  25. Name: XBox - Tin Hearts | Toy Soldiers | Launch Trailer Category: Gaming Industry Videos Date Added: 05/16/2023 Submitter: Commander Fury Tin Hearts | Toy Soldiers | Launch Trailer XBox - Tin Hearts | Toy Soldiers | Launch Trailer

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