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It was only a matter of time before the war to defend humanity reached new battlegrounds. Starting on May 2, players of World of Tanks Modern Armor will get to fight against Orks and the forces of Chaos in a brand-new Warhammer 40,000 event on PlayStation 4 and PlayStation 5. This Imperium-sized event features incredible content to immerse players in the Warhammer 40,000 universe. Five new tanks, two new 3D Hero Commanders with exclusive voiceover, and a limited-time community event are all available for those who swear to defend the Emperor. Play Video “Both Warhammer 40,000 and World of Tanks Modern Armor have a rich history of vehicular combat,” says Daniel Burr, live game director for World of Tanks Modern Armor. “Whether you are in a Sherman or a Leman Russ, tanks are powerful!” So let’s talk about tanks. The tanks Five new tanks will be available as part of the Warhammer 40,000 event: · The Nemesis tank destroyer · The Teefbreaka light tank · The Reaper’s Scythe medium tank · The Ignis Purgatio medium tank · The console-exclusive Leman Russ heavy tank “The single most challenging aspect was fidelity,” says Burr. “Warhammer 40,000 tanks and Commanders are very detailed, and getting those details right required a lot of work and a lot of communication with our partners at Games Workshop.” Leading the effort to faithfully reproduce these tanks for a 20th-century battlefield was Andy Dorizas, Art Director for World of Tanks Modern Armor. Dorizas is quick to acknowledge, though, that this wasn’t a one-person task. “The Commanders and tanks were a massive group project that spanned four continents and took several months,” he says. “The Warhammer 40,000 tanks were very much an exercise in accuracy.” A special part of the challenge was recreating the Leman Russ, the Astra Militrum’s primary battle tank. As a tank exclusive to World of Tanks Modern Armor and unavailable in other games in the World of Tanks family, it required a certain amount of creativity. “We painstakingly studied the physical tank so it would be spot-on accurate,” Dorizas explains. “Then we had artists translate our concepts into usable geometry for our game. Once we had the model for the Leman Russ battle tank, we then painted the tank to match its most iconic colors from the universe, a lot like fans of their models do every day.” But Dorizas and team didn’t stop there. “Of course, we added a ton of wear and detail to make the tank look… battle hardened. Our dedicated tank artists rigged it with our special track system, designers added special World of Tanks collision and balancing parameters, and bam. You can drive the Leman Russ in our game.” The Commanders Every ground-shattering vehicle needs a formidable warrior. Available to players during the event are two new 3D Hero Commanders, battling in the name of the Emperor: Volusad Thassius of the Ultramarines and Patricia Laserian of the Sisters of Battle. Just like the tanks, these animated 3D Commanders required exceptional care to be brought to life “The [3D] Commander models went through several iterative sessions to make sure we got all the details correct. Then they were textured and painted by some super-talented artists here at Wargaming,” says Andy Dorizas. “Then we did a special motion capture session just for these Commanders and our animator had a blast giving them attitude.” Once the visual models were down, it was time to let these two Commanders’ unique voices be heard Guiding the voiceover for this project was gaming industry veteran Jason “Jay” Baughan, whose previous voice direction credits include LEGO Star Wars: The Skywalker Saga and Tom Clancy’s Ghost Recon: Breakpoint. “It all comes down to authenticity and creating an experience that feels true to fans of Warhammer 40,000,” says Baughan. “Working with actual Warhammer 40,000 voiceover veterans, I think we achieved that.” Baughan and the voice talent recorded over 300 unique lines for each Commander. The result? “We’ve set a new bar for ourselves in terms of quality: hearing your Ultramarine Commander or your Battle Sister Commander praising your victory in combat really elevates the gameplay experience,” says Daniel Burr. The battle Appropriately enough, all of this content is part of World of Tanks Modern Armor’s current epic season, Gladiators. It’s offered alongside a two-part community event in which players can ally themselves with either the Space Marines or the Sisters of Battle and do battle first against the Orks, then the agents of Chaos. Whether players are familiar with Warhammer 40,000 or simply ready for a fight, this May, champions are needed. View the full article
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Hello PlayStation players! My name is Takashi Tokita, producer of Live A Live. I’m excited to say that the game is now available to buy digitally for PS5 and PS4. It’s a very unique RPG that lets you play through short stories across eight different time periods – all presented with beautiful HD-2D visuals. This game is very special to me – I directed the original Live A Live 29 years ago, and it was the first game I ever planned from the ground up. It’s my most beloved title! To celebrate its release on PlayStation consoles, I wanted to share some memories of working on the game – both the original and the remake. The history of Live A Live The original Live A Live started production between the development of Final Fantasy IV and Chrono Trigger. I wanted to create a new style of RPG, so I got together with my colleagues to kick off a new project. Our idea was to break a long RPG down into a sort of omnibus – or short story – format. It would feature many familiar elements of role-playing games but let players also enjoy lots of different worlds and mechanics. The game launched September 2, 1994, but unfortunately, we were unable to release the game outside of Japan. That was heart-breaking. However, those who did play understood the appeal of the game and spread the word for us. Despite the game not being translated, volunteers localized it and passed down stories of how interesting it was for many years. It has been my earnest wish that Live A Live be played by people all around the world, and thanks to so many people rooting for the game, they now can – and on the latest platform! The design of Live A Live One of the elements of Live A Live that makes it stand out so much is its structure. Unlike many other RPGs, which typically feature a single epic journey, our game lets players pick between seven tales, each set in different eras and play through them in any order. RPGs broken up into chapters existed even during the time of the original release, but I wanted players to be able to freely choose the world and character they liked. I asked a different manga artist to design the characters for each of the respective chapters, in hopes that each would express themselves to their fullest. Live A Live also provides the player with the ability to make key decisions and forge their own path in certain key parts of the story. That’s because I believe that freedom of choice and the consequences that follow make for some of the best things in games in general, not just limited to RPGs! The different settings of Live A Live Since the very beginning of the planning phases for Live A Live, I knew I wanted to incorporate settings that could believably feature RPG elements. That’s how we ended up with our eight different periods of history: Prehistory, where there are no words Imperial China, where a Shifu trains his successors The Wild West, where you could explore a town Twilight of Edo Japan, where you undertake a secret mission Present Day, where you could test your mettle with martial artists around the world The Near Future, where the protagonist has psychokinetic powers The Distant Future, where all the drama takes place on a spaceship The Middle Ages, which is a classic RPG element and what you can choose when you have completed the others We had many ideas for what happens within each chapter. For example… Twilight of Edo Japan In this chapter, you play as a shinobi, tasked with infiltrating an enemy castle to rescue a hostage. You can approach this task stealthily, avoiding combat and sneaking past guards, or take them all on in combat – it’s up to you. The staff handling the chapter were very particular and gave the player more freedom than we initially anticipated. As a result, the level design was much more complex as well. That said, the concept was about a shinobi executing his mission in the way he feels fit, so we took our time during production both in the original and in the new remake to deliver a great experience – whether you decide to defeat all your enemies and slash a hundred people or kill no one at all. The Present Day In this combat-focused chapter, you play as a fighter on a journey to be the best warrior in the world. By taking on many different opponents, you can learn their skills and use them yourself. During development, fighting games such as Street Fighter and Virtua Fighter were becoming popular, plus many of our staff – me included – were fans of pro-wrestling, too. It would have been difficult to produce a standalone fighting game at a company like Square at the time, which primarily produced RPGs, but I figured it would be possible to make one segment in an omnibus work as a fighting game. Incidentally, I think it’s a wonderful coincidence that when Ms. Yoko Shimomura, who composed the music for Street Fighter II, transferred over to Square, this was the first title she worked on! Of course, Twilight of Edo Japan and Present Day are just two examples – because we chose eight very distinct eras, each one has a unique impact. Defining the visual style of the Live A Live remake This new version of the game has extra impact thanks to the stunning HD-2D visuals! It combines 2D sprites with 3D graphics and I think you’ll agree it looks beautiful! The reason we went with this approach was because of Octopath Traveler. When that game was announced, I was working in a different division of Square Enix, but when I saw how perfectly the pixel characters and latest effects blended, I was blown away! I remember thinking: “I didn’t know you could do such a thing!” A while afterwards, I joined Team Asano, who made that game. They were looking to their next project and exploring various options for a remake – and Live A Live was put into consideration. Of course, I was just waiting for the opportunity for the game to return, and thanks to the acclaim the original title received, and the passionate support of everyone around us, Live A Live was resurrected in HD-2D. I think that’s the best form it could possibly take! I hope you enjoyed reading about Live A Live – the game is available to play now on PS5 and PS4. We are in an age flooded with digital entertainment, and I would love for everyone to enjoy this bite-size omnibus RPG – and see what got the players talking all those years ago. 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Name: PlayStation - Layers of Fear - Unreal Engine 5 Tech Showcase Video | PS5 Games Category: Gaming Industry Videos Date Added: 04/27/2023 Submitter: Commander Fury Layers of Fear - Unreal Engine 5 Tech Showcase Video | PS5 Games PlayStation - Layers of Fear - Unreal Engine 5 Tech Showcase Video | PS5 Games
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Today, we’re pleased to announce the PlayStation Stars lineup for May. Starting on Monday, May 1, members can test their knowledge, flex skills, and bring back fond memories with some nostalgic content. Let’s dive into some of the new content and remember to check in regularly to PlayStation Stars on PlayStation App for the latest campaigns. PlayStation Plus Game Catalog: Must-play this Month Available May 1 Calling all PlayStation Plus Extra & PlayStation Plus Premium/Deluxe members! In the Must-play this Month campaign, there will be cryptic references to five games in the PlayStation Plus Games Catalog. Once you guess the title, play any one of them to earn some points. Be sure to check out the details within the PS Stars app when the campaign begins. Your PlayStation Plus Monthly Games await Available May 2 New month, new PlayStation Plus Monthly Games. For this PS Stars campaign PlayStation Plus can members play one of the Monthly Games for May to earn points. Learn more on the PlayStation Plus Monthly Games for May. Digital Collectible-Earning Campaigns Hard Game Club | Collectible: Dead Cells Balloon Available Starting May 18 Get ready to test your skills with the Hard Game Club campaign. Each month, we feature the toughest games on PS4 and PS5. This month, starting on May 18, the featured game is Dead Cells, where you can earn the Hard Game Club May 2023 Balloon if you achieve the Blade Master trophy. To earn the Blade Master trophy in Dead Cells, you need to beat the Time Keeper. Note: Existing PlayStation Stars members who have already earned the Blade Master trophy can collect the Hard Game Club Balloon by starting the PlayStation Stars campaign in PS App and playing any PS4 or PS5 game from May 1-17. Hit Play 1997 | Collectible: Sony AM radio Available May 20 Before the flip phone, there was the flip… radio? Yep, this cute little radio’s clamshell design meant that you could fold it up and carry it anywhere with the attached strap. To earn this digital collectible – launch the six games matching songs from 1997 as part of this Hit Play 1997 campaign. Hints will be provided once the campaign begins. Limited Release Collectibles PlayStation and You: PS3 Available May 1 For PlayStation Stars members who owned the Splash Blue PS3. Play any PS4 or PS5 game to unlock this digital collectible. PlayStation & You: PS VR Aim Controller Available May 1 For PS VR Aim Owners only. Don’t let its simple and elegant design fool you. When used with PlayStation VR, the PS VR Aim Controller provides an immersive experience, adding a physical connection to the VR world. PS VR Aim Owners can play any game on PS4 or PS5 to earn this digital collectible. As a reminder, PlayStation Stars members can earn digital collectibles or points by completing monthly campaigns. PlayStation Plus members enjoy additional opportunities to earn points through exclusive campaigns and PlayStation Store purchases. Points earned can be redeemed in your Reward Catalog for PlayStation Network wallet funds, select games, and limited release digital collectibles. Learn more about PlayStation Stars and join here. View the full article
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With the PlayStation 5 DualSense wireless controller, Respawn Entertainment and Lucasfilm Games have been able to create one of the most immersive Star Wars gaming experiences yet. During your journey through the galaxy, you’ll be able to feel the power of the Force at your fingertips – quite literally. Using The Force Need that shiny object just out of reach? Bring it a bit closer with the tap of a trigger. If you find Cal surrounded by foes, why not pull them even closer to deal damage to all of them at once – or push them away with a blast of power from Cal’s hand. You’ll truly be able to feel that power based on how you’re using the Force, with trigger resistance influenced by how heavy or resistant enemies are you’re trying to pull. After you’ve finally managed to pull the foe into attacking range or yank their shield away from them, the resistance will disappear to simulate a sense of victorious relief. Portable pal Haptics aren’t just limited to Cal’s lightsaber. BD-1’s gadgets and tools also have DualSense-specific effects. When Cal is zipping across a line, you’ll feel the rumble radiating in the triggers as well as more or less resistance depending on the speed you choose to go. You’ll also feel a slight bump when BD-1 flies to Cal’s shoulder to catch up to him. Your Cal your way Star Wars Jedi: Survivor features a plethora of customization options for players to shape their Cal – from jackets to shirts and hairstyles and, of course lightsabers. When customizing your lightsaber at a workbench, you’ll feel the triggers vibrate as you switch out parts for your blade, and the controller will gently vibrate when Cal ignites his lightsaber. The DualSense’s color bar will also match whatever color you select for Cal’s lightsaber. You’ll be able to dive into Cal’s new adventure and discover how DualSense adds to the immersion of being a Jedi when Star Wars Jedi: Survivor launches on April 28. In the meantime, you can read our hands-on report for more gameplay details. View the full article
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Name: PlayStation - Armored Core VI Fires of Rubicon - Gameplay Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 04/27/2023 Submitter: Commander Fury Armored Core VI Fires of Rubicon - Gameplay Trailer | PS5 & PS4 Games PlayStation - Armored Core VI Fires of Rubicon - Gameplay Trailer | PS5 & PS4 Games
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Name: PlayStation - Might & Magic: Clash of Heroes - Definitive Edition - Reveal Trailer | PS4 Games Category: Gaming Industry Videos Date Added: 04/27/2023 Submitter: Commander Fury Might & Magic: Clash of Heroes - Definitive Edition - Reveal Trailer | PS4 Games PlayStation - Might & Magic: Clash of Heroes - Definitive Edition - Reveal Trailer | PS4 Games
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“Wait, you’ve never played Clash of Heroes before?” I can’t recall the number of times I’ve said this sentence before. The original title, developed by Capybara Games and published by Ubisoft, was released on PlayStation 3 in 2011. I’m always surprised because I really consider this game to be a real game design gem, using the deep lore of the Might & Magic universe to create a unique mix of strategy and puzzle game. After working previously with Ubisoft and getting my hands on Clash of Heroes for the first time, it was always a thought in the back of my head that Clash of Heroes needs to come back. I’ve always considered it to be an instant classic, bringing a perfect “one more game” dynamic as you’re trying to figure out the best builds and strategies. Working on an updated version of this game is a personal dream so needless to say that I was very enthusiastic when talking with Ubisoft about making the definitive version of Clash of Heroes … So let’s talk more about it! Play Video A brilliant mix of action and strategy Clash of Heroes is a turn-based strategy game where you need to knock your opponent out with devastating attacks while preparing your defenses. To do so, you have a limited amount of moves each turn to move units from your board – secure three matching units vertically or at least 3 horizontally to activate your attacks and defenses respectively. As soon as they’re done charging, the units will move forward and attack your enemy’s board. Getting through your enemy’s units will help you attack their hero directly. Once they’re KO, you win! Pretty straightforward, right? Well, that’s not really all… If you happen to match units by deleting a unit from your board, you’ll win back an additional move. Mastering this and creating chain reactions on your board will definitely give you the upper hand and help you secure more attacks and/or defenses. Each faction brings their dedicated Heroes and units with different playstyles. As a member of the Haven faction, Godric has access to the Priestess, an elite unit who, while charging, heals your hero before firing an energy blast across the battlefield. Members of the Sylvan faction like Anwen can choose dragons that spray acid on your opponent’s battlefield. Artifacts can also be activated and can be game-changers: boost specific units, buff your chances of critical hits or reduce the starting powers of your enemy’s formation… My personal favorite is to go for an offensive strategy with the Necropolis and use the spider cloak: my hero only has 25% of health points but my units deal 75% more damage than usual which makes it a huge risk but huge reward strategy. Very useful when your strategy revolves around charging the devastating Death Knights. Mixing your build to an artifact and your Hero’s unique spell is key to creating the perfect build and being unstoppable. The “easy to learn, hard to master” mantra in a nutshell. The final version, for all to enjoy Our experience in bringing back games from the past – 2011 is now retro, right? – helped us a lot in this project. As a Definitive Edition, we knew we had to create the best version of this to both the future audience that did not get the chance to play this back then and the early adopters who just like us how great this title is. In addition to including the previously released DLC, which added new playable characters and features, we took the opportunity to add balancing, many quality-of-life improvements as well as brand new character portraits. The idea is to keep what made this game so good while making it more accessible and enjoyable for modern audiences. You’ll get to discover a better-than-ever story mode which I think is the perfect way to discover all of the characters, units, spells and artifacts the game has to offer before jumping into what is for me the crown jewel of Clash of Heroes: its multiplayer. The offline and online multiplayer is highly addictive and lights up the competitive spirit in everybody… Even if you “draw” your available units randomly into the battlefield, it’s essentially your brain against your opponent’s brain: will your synergies be efficient against your enemy’s build? Will you see the different combinations the board is offering you? What level of risk will you be willing to take? How many times I thought I was doomed with a couple of HP left to ultimately manage to charge my best units, build my defenses where it actually mattered and obliterate my friend at 3 a.m, finally calling it a night (sorry Vincent!) We’re looking forward to seeing you joining the Clash of Heroes community when our Definitive Edition will be available on PlayStation 4 this summer. We do apologize for the upcoming broken friendships and cold pizzas. View the full article
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FromSoftware is one of the most beloved developers around, creating modern classics like Bloodborne, Sekiro, and Elden Ring that have enchanted and engrossed players worldwide. But let’s go back in time–back to 1997, when FromSoftware released the cult hit Armored Core on the original PlayStation, and players were enthralled by its mix of intense mech fighting action and strategic customization. The series has been cherished in the eyes of fans since, garnering multiple spin-offs and sequels over the years. Now, 25 years after players first built their custom Cores and 10 years after the last entry, Armored Core returns August 25–and it’s packing plenty of heat. Play Video We sat down with FromSoftware to get a first look at the gameplay of Armored Core VI Fires of Rubicon and learn about the latest in mech action. Engage in high-speed mech combat Those whose primary experience with FromSoftware comes from games like Bloodborne or Elden Ring might be curious about what to expect from Armored Core VI. You play an augmented mercenary piloting a huge, customizable mech. Yet while the pace and structure of mech-piloting action fundamentally differ from other games in the studio’s catalog, players can rest assured that the smooth, responsive controls they’ve come to expect in FromSoftware games is still here–just in a different context. Think giant, heavily equipped robots with the ability to zip around across ground and air, reacting at lightning-fast speeds to attacks and threats while trying to one-up dangerous foes with even more firepower at their disposal. Rubicon, the ruined planet Armored Core VI is a new story that takes place on the planet Rubicon, where a powerful energy source called “Coral” has been discovered. But this isn’t stuff that looks pretty in aquariums–Coral is extremely volatile, and it’s already caused a massive disaster that nearly turned all of Rubicon to ash many years prior. But those futuristic megacorps just can’t resist the siren song of Coral and continue to war for it to this day. The various areas of Rubicon are filled with contrasts, as the hollowed-out industrial ruins from the aforementioned disaster smolder beneath a shiny shell of state-of-the-art mining constructs encasing the planet. “It’s an intricate and multi-layered world, brimming with mega-structures and enormous underground facilities built by its former inhabitants. These structures cover a planetary surface wracked with extreme cold and contamination in the aftermath of the great disaster, and the player will be exploring these various environments as they proceed,” says game director Masaru Yamamura. The expansive environments will deliver an incredible sense of scale, maintaining the quality we’ve come to expect from FromSoftware’s world-design maestros. And with your Armored Core’s (AC for short) advanced movement skills, you’ll be able to explore these large, open spaces to your heart’s content. You’ll be encountering lots of different scenery and objectives as you advance through the game’s mission-based progression structure (like previous entries). “There will be missions where you’re fighting across sweeping battlefields–very combat-oriented,” Yamamura explains. “But you’ll sometimes be recovering data logs from wreckage and doing other side objectives too.” Combat features Assault Boost: One of the biggest new features in Armored Core VI is an instantaneous switch between long-range gunfighting and close-range melee, thanks to a button-activated movement skill called the Assault Boost. “Assault Boost is an offensive action that helps close the gap between enemies and lets you quickly go from long distance to close range,” Yamamura tells us. It will also provide some incredible chain abilities when fighting, as he describes vividly: “Say you activate Assault Boost to make your approach while using machine gun fire and a missile salvo to stagger the enemy, then use your pulse blade to score a direct melee hit once you’re up close.” Stagger: Another addition to the series’ combat is a “stagger” element: if an AC takes too many hits over a short period of time, its Attitude Control System will be overloaded, making it vulnerable for a short time. Both continuous hits and big, powerful strikes will cause stagger damage, encouraging you to keep up the pressure on the opponent. The damage inflicted to an enemy’s stagger gauge varies from weapon to weapon. It can also be affected by factors like distance, adding additional strategy in equipping and using these armaments in combat. We asked Yamamura how the pace and feel of the game compares to previous entries. “The average movement speed across the game is somewhere between Armored Core 3 and Armored Core 5,” he replies. “But Armored Core VI has been developed to bolster the changes of tempo and combat. With instantaneous bursts of speed and sudden changes of tempo, combat can often reach the dizzying heights of say, Armored Core 4.” Fight challenging bosses The series’ big boss encounters are back, and the metal monstrosities you’ll encounter look bigger and more intimidating than ever. “There will be a rich variety of powerful enemies of all shapes and sizes,” says Yamamura. “Huge combat helicopters, heavily armored mobile turrets, and unmanned heavy demolition machinery that’s programmed to indiscriminately crush intruders. Armored Core VI will offer a number of explosive battle experiences that challenge players to fight against the odds and overcome these ginormous, more abnormal mechs.” In addition to these larger bosses, you’ll even fight against other ACs and humanoid mechs in high-octane duels. And in grand FromSoftware tradition, it may take several attempts and some experimentation with your AC’s equipment to fully learn and adapt to a boss’s quirks. So better prepare yourself, as Armored Core VI will offer numerous cathartic explosive battles that’ll truly test your skills. Build the perfect AC Customization is a key part of the Armored Core experience. You have access to an assortment of parts to upgrade and fine-tune the power of your AC. Four slots for holding weaponry–one in each hand and two on the back–give you a lot of space to experiment with custom loadouts. What kind of weapons are we talking about? Bazookas, gatling guns, split missiles, plasma rifles, and all the perennial favorites. There are a bunch of new close-range weapons, too. “One aspect we focused on in Armored Core VI is melee weapons, exclusively equipped to the left hand,” Yamamura continues. “These can include a cluster bomb thrower, a chainsaw or pulse blade, lances, and other more idiosyncratic weapons. Since the main weapons are firearms, the melee weapons are more focused on that strength of individuality.” Add in custom paint jobs and liveries and you’ll be able to create a unique AC that’s all yours. The Arena is back There’s more good news for longtime Armored Core fans. The Arena, a much-cherished mode where you can fight a series of battles against a wide array of specially customized mechs, makes its return in Armored Core VI as a “combat aptitude evaluation program” (simulated training exercise). “There are a lot of different AC frames and a lot of colorful characters to fight in the Arena, so we hope the players confront them all and aim for the top rank. You can even encounter the real version of these opponents while out on missions. These are more formidable than their simulator counterparts, and will confront the protagonist with their own ideals and motives in the heat of battle.” Perfecting your combat skills won’t be the only reason you’ll want to return to the frontline: there will be multiple endings to Armored Core VI’s narrative, with new paths opening up on subsequent playthroughs, giving players plenty of incentive to explore the world and story thoroughly. What will be the ultimate fate of Rubicon? That’s all up to you. With the pedigree of FromSoftware and a long-running series behind it, Armored Core VI is going to be one to watch for fans of intense, challenging action games. Prepare for a mech action-packed end of summer when Armored Core VI launches for PS4 and PS5 on August 25. View the full article
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Name: PlayStation - Bramble: The Mountain King - Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 04/27/2023 Submitter: Commander Fury Bramble: The Mountain King - Launch Trailer | PS5 & PS4 Games PlayStation - Bramble: The Mountain King - Launch Trailer | PS5 & PS4 Games