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Commander Fury

CCFURY
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Everything posted by Commander Fury

  1. Name: PlayStation - World of Warships: Legends - Under the Black Flag | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 11/07/2022 Submitter: Commander Fury World of Warships: Legends - Under the Black Flag | PS5 & PS4 Games PlayStation - World of Warships: Legends - Under the Black Flag | PS5 & PS4 Games
  2. Name: XBox - Evil West - Co-Op Gameplay Trailer Category: Gaming Industry Videos Date Added: 11/07/2022 Submitter: Commander Fury Evil West - Co-Op Gameplay Trailer XBox - Evil West - Co-Op Gameplay Trailer
  3. Name: XBox - SMITE - RuneScape Cinematic Trailer Category: Gaming Industry Videos Date Added: 11/07/2022 Submitter: Commander Fury SMITE - RuneScape Cinematic Trailer XBox - SMITE - RuneScape Cinematic Trailer
  4. Name: PlayStation - Evil West - Co-Op Gameplay Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 11/07/2022 Submitter: Commander Fury Evil West - Co-Op Gameplay Trailer | PS5 & PS4 Games PlayStation - Evil West - Co-Op Gameplay Trailer | PS5 & PS4 Games
  5. PlayStation Stars is our loyalty program and it’s free to join through the PlayStation App. Members have a variety of perks including access to fun Campaigns, which are updated and added to frequently. PlayStation Plus members also get points on purchases from PlayStation Store. Completing Campaigns can unlock Digital Collectibles or PlayStation Stars points. Points can be redeemed for limited-edition Digital Collectibles, PlayStation Network wallet funds or select games from PlayStation Store. Most Digital Collectibles are designed to celebrate great moments in PlayStation and Sony history — some will be widely recognizable, while others will be a bit more subtle. Let’s check out some of the Campaigns and Digital Collectibles that will be coming this month for PlayStation Stars members: Highlights: New Campaigns & Digital Collectibles coming this month God of War Ragnarök Campaign & Digital Collectible For PlayStation Stars members who pre-ordered God of War: Ragnarök in any software edition through PS Store or direct.playstation.com. We want to say thank you for pre-ordering from PlayStation and making the God of War Ragnarök launch epic. This Digital Collectible will be available to those who qualify. Check into PS Stars to collect this reward. Available Nov 9 Happy 20th Anniversary to our beloved Ratchet & Clank Campaign & Digital Collectible For all PlayStation Stars members Join us in celebrating 20 years of Ratchet & Clank. A collectible of the universe’s most debonair spy (with significant semiconductor content) is available to collect for those joining us in playing any game on PS4 or PS5 to celebrate the franchise’s anniversary. PlayStation and You: PS3 For PlayStation Stars members who owned PS3 in Clear Black or Ceramic White This is a campaign for those who owned the PS3 Clear Black or Ceramic White – you were with us then and we celebrate you now. Play any game on PS4 or PS5 to receive your Digital Collectible. Doesn’t have to be vintage! Additional Campaigns live now November Check-In Campaign & Digital Collectible For all PlayStation Stars members Simply check in and play your favorite game on PS4 or PS5 this month to receive the Tyrannosaurus Rex Digital Collectible for November. He’ll be waiting to take up pride of place in your digital display case. PlayStation and You: PlayStation Eye Campaign & Digital Collectible For PlayStation Stars members who owned PlayStation Eye PlayStation Eye owners – we see you and salute you! Playing any game on the PS4 or PS5 will bag you this Digital Collectible of the PlayStation Eye – perfect in digital miniature. Fight of the Month Club Campaign & Digital Collectible For all PlayStation Stars members The first rule of picking your fight is to win. This one is for the multiplayer fighting title fans. Just play one of the titles included in this month’s tournament to claim your reward. Titles included in this month’s tournament are: Guilty Gear Strive, Dragon Ball FighterZ, Street Fighter V, Ultimate Marvel vs. Capcom 3, Mortal Kombat 11 and Tekken 7. The reward for November is the Incorruptible Determination Digital Collectible. You’ll be able to showcase these collectibles for other players to view – or you can also keep that private if you prefer. There is a selection of different display cases to choose from. Check out the PlayStation Stars section in PlayStation App for mobile devices to learn more. As always, these won’t be the only collectibles offered this month – there are more surprises in store. Check in regularly on PlayStation App to discover what’s new! You can find all the information on PlayStation Stars here. Not signed up yet? Click here to join for free on PlayStation App. View the full article
  6. Name: PlayStation - Sword Art Online Last Recollection - Announcement Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 11/07/2022 Submitter: Commander Fury Sword Art Online Last Recollection - Announcement Trailer | PS5 & PS4 Games PlayStation - Sword Art Online Last Recollection - Announcement Trailer | PS5 & PS4 Games
  7. Name: PlayStation - PlayStation 5 - Play Like Never Before Category: Gaming Industry Videos Date Added: 11/07/2022 Submitter: Commander Fury PlayStation 5 - Play Like Never Before PlayStation - PlayStation 5 - Play Like Never Before
  8. Name: XBox - BLACKTAIL - Gameplay Overview Trailer Category: Gaming Industry Videos Date Added: 11/07/2022 Submitter: Commander Fury BLACKTAIL - Gameplay Overview Trailer XBox - BLACKTAIL - Gameplay Overview Trailer
  9. Name: PlayStation - Blacktail - Gameplay Overview Trailer | PS5 Games Category: Gaming Industry Videos Date Added: 11/07/2022 Submitter: Commander Fury Blacktail - Gameplay Overview Trailer | PS5 Games PlayStation - Blacktail - Gameplay Overview Trailer | PS5 Games
  10. Name: PlayStation - Rainbow Six Siege | Jönköping Major Fan Cup Finals | PlayStation Tournaments Category: Gaming Industry Videos Date Added: 11/06/2022 Submitter: Commander Fury Rainbow Six Siege | Jönköping Major Fan Cup Finals | PlayStation Tournaments PlayStation - Rainbow Six Siege | Jönköping Major Fan Cup Finals | PlayStation Tournaments
  11. Name: PlayStation - GT World Series 2022 | Manufacturers Cup Round 3 [English] Category: Gaming Industry Videos Date Added: 11/06/2022 Submitter: Commander Fury GT World Series 2022 | Manufacturers Cup Round 3 [English] PlayStation - GT World Series 2022 | Manufacturers Cup Round 3 [English]
  12. Name: XBox - Overwatch 2 | Ramattra Origin Story Category: Gaming Industry Videos Date Added: 11/05/2022 Submitter: Commander Fury Overwatch 2 | Ramattra Origin Story XBox - Overwatch 2 | Ramattra Origin Story
  13. Name: PlayStation - Overwatch 2 - Ramattra Origin Story | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 11/05/2022 Submitter: Commander Fury Overwatch 2 - Ramattra Origin Story | PS5 & PS4 Games PlayStation - Overwatch 2 - Ramattra Origin Story | PS5 & PS4 Games
  14. Name: PlayStation - F1 22 - Sport Liveries Update | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 11/04/2022 Submitter: Commander Fury F1 22 - Sport Liveries Update | PS5 & PS4 Games PlayStation - F1 22 - Sport Liveries Update | PS5 & PS4 Games
  15. Name: XBox - Blood Bowl 3 | Release Date Trailer Category: Gaming Industry Videos Date Added: 11/04/2022 Submitter: Commander Fury Blood Bowl 3 | Release Date Trailer XBox - Blood Bowl 3 | Release Date Trailer
  16. Last week, we asked you to share haunted moments from the game of your choice using #PSshare #PSBlog. Here are this week’s spooky highlights: ForgottenJasmin shares Seline leaning away from a gnarled creature with a gigantic single eye in Returnal. ke_23 shares a series of robed women floating in various positions across a red background in Fatal Frame: Maiden of Black Water. Lunar9p_ shares a two headed skeleton creature snarling in The Dark Pictures Anthology: Man of Medan. oimookrock shares players posing near a hanging Palico Ghost decoration in Monster Hunter World: Iceborne. kimchitraveler shares Castle Dimitrescu looming in the foggy distance of Resident Evil Village photomodevault shares a masked figure hanging tangled in cords in The Medium. 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: Gotham Knights SUBMIT BY: 11:59 PM PT on November 9, 2022 Next week, suit up and fight for justice in Gotham Knights. Share pictures of the Bat family using #PSshare #PSBlog for a chance to be featured. View the full article
  17. Name: XBox - New Releases, Upcoming Games, and More | This Week on Xbox Category: Gaming Industry Videos Date Added: 11/04/2022 Submitter: Commander Fury New Releases, Upcoming Games, and More | This Week on Xbox XBox - New Releases, Upcoming Games, and More | This Week on Xbox
  18. Name: PlayStation - Rainbow Six Siege | Jönköping Major Fan Cup Finals | PlayStation Tournaments Category: Gaming Industry Videos Date Added: 11/04/2022 Submitter: Commander Fury Rainbow Six Siege | Jönköping Major Fan Cup Finals | PlayStation Tournaments PlayStation - Rainbow Six Siege | Jönköping Major Fan Cup Finals | PlayStation Tournaments
  19. Last week, Final Fantasy XVI Producer Naoki Yoshida and Director Hiroshi Takai debuted the game’s newly released trailer, entitled Ambition. In that PS Blog post, they touched briefly on the game’s lore as well as sharing more information about two newly revealed characters. After that reveal, we had yet more questions. So today, they’re going to dig a little deeper into the world of Valisthea, the Dominants and Eikons. Joined by Creative Director Kazutoyo Maehiro and Localisation Director Michael-Christopher Koji Fox, this interview covers the creators approach to its story, worldbuilding, key players’ motivations, and more. “The world of Final Fantasy XVI may not be particularly kind or gentle. Still, I think we’ve managed to portray how its people live without abandoning hope – how they struggle, how they stand firm, and how they keep on living.” – Hiroshi Takai, Main Director PlayStation Blog: What did you want to achieve in this story that hadn’t been done in a Final Fantasy before? Hiroshi Takai, Main Director, Final Fantasy XVI: I would say that, in the beginning, the Final Fantasy series set out to create pure fantasy worlds and tell rich stories about the inhabitants of those worlds. The series has gradually built out from that starting point, sometimes trying out elements closer to sci-fi, and delving more deeply into the coming-of-age stories of its youthful characters. As we come to Final Fantasy XVI, just as our players seem to have grown up, the years have taken their toll on us developers, too. The world hasn’t always been kind, and we’ve learnt that you can’t expect everything to turn out well for you. And things don’t always turn out well in the world of Valisthea, either – in many different senses of the word. Its inhabitants all carry their own burdens. That was the kind of world we wanted to show. And so, the world of Final Fantasy XVI may not be particularly kind or gentle. Still, I think we’ve managed to portray how its people live without abandoning hope – how they struggle, how they stand firm, and how they keep on living. So I really want as many people as possible to experience the world of Valisthea. (And of course, it’s not all doom and gloom!) Play Video Can you walk us through the earliest stages of concepting this world? Do you start with the iconic elements you want to include, such as Crystals and Summons, then explore unique takes on those with the Dominants, then that leads organically to warring nation states etc? Kazutoyo Maehiro, Creative Director & Original Screenplay, Final Fantasy XVI: From the very start of the project, we had decided that Final Fantasy XVI would focus on the Eikons. Summons are an important element of the Final Fantasy series as a whole, so I thought that if we were going to show the Eikons, we should make sure they were properly woven into the story instead of merely being spells or skills. That was what led me to start thinking about the question, “Say there was a world where Eikons actually existed – what kind of world would that be?” It would have to be a world where it would be natural to see a giant Summon with your own eyes, and it would have a corresponding history. The next steps are mostly about how I personally approach the creation of a story. I started by creating the world map, and from there, I built up the environment of the world: establishing the flow of the winds and rivers, the ocean currents, and the placement of cities. With this as my base, I added in the iconic elements from the Final Fantasy series – including the crystals – and other elements unique to Final Fantasy XVI that arose from its overall structure, writing the history of the world as I went. Once all this is complete, we finally arrive at the starting line for the story. After that, I created a narrative that would always keep Clive (= the player’s avatar) at its nexus. I took care to ensure that he really feels like the protagonist, not just one character among multiple storylines. “Yoshida-san’s core design concept for XVI has always been a “rollercoaster,” so a mixture of slow, building ascents, followed by thrilling freefalls is a good way to describe how we’ve tried to deliver the narrative.” – Michael-Christopher Koji Fox, Localization Director Are there any learnings from structuring and writing FFXIV’s Heavensward storyline and characters that you’ve brought to building out FFXVI’s? Michael-Christopher Koji Fox, Localization Director, Final Fantasy XVI: Yes and no. First and foremost, the FFXIV Warrior of Light being a silent protagonist greatly affected how scenes could be written. As a result, most XIV cutscenes involved OTHER people talking TO you, the burden to relay important information falling almost solely on NPCs. For XVI, having Clive be an active part of every conversation changes a lot about how we are able to relay info to the player. Cutscenes are definitely more dynamic in that sense. Also, the addition of high-quality facial capture to a lot of scenes allow us opportunities to relay emotion and meaning via expression rather than actual dialogue. Differences in genre also affected our approach. With an MMO such as XIV, it is all about creating a story that you can extend over the two+ years of an expansion cycle. With a standalone game, the resulting narrative needs to be a little more compact and streamlined. When that standalone game is heavily action focused (as opposed to a traditional slower-paced RPG), narrative tempo becomes doubly important. While political intrigue can be exciting, it tends to be complex, and require a lot of explanation which can slow things down. Leaning too much on intrigue and complexity sometimes causes you to lose sight of the bigger picture, and the game can suffer because of it. As we are creating something that is interactive, we wanted there to be a good balance. Yoshida-san’s core design concept for XVI has always been a “rollercoaster,” so a mixture of slow, building ascents, followed by thrilling freefalls is a good way to describe how we’ve tried to deliver the narrative. That Dominants are viewed differently depending on their home nation – be they venerated or forced into being weapons of war – makes for rich storytelling potential. What informed your development and choice of how each nation viewed and used their Dominants? Koji Fox: Making each nation’s attitude towards Dominants different gives us the opportunity to explore how certain things are perceived when viewed through different lenses—something especially relevant in an age where a tendency is to compartmentalize things as either black and white, right or wrong. Because ultimately the Dominants are living, breathing human beings, how they are employed by their respective nations becomes a fairly accurate reflection of how those nations treat their own populace. A nation that treats its Dominant like a pawn, most likely also sees its people as pawns, to be sacrificed in order to save the more important pieces. A nation that fears its Dominant is one that is likely to lash out against all magic users (Dominants and Bearers), whereas a nation that reveres its Dominant is more likely to view its people as equals. “The way in which the Dominants act according to their human will even after manifesting the Eikons might be something that’s quite distinct about Final Fantasy XVI.” – Hiroshi Takai, Main Director Bahamut and Odin are two iconic figures in Final Fantasy mythology who have been interpreted in different ways in previous games. How is the team making FFXVI’s versions distinct from past titles? Takai: This doesn’t just apply to Bahamut and Odin, but I would say one distinct aspect of Final Fantasy XVI when compared to past installments of the series is the way that humans (Dominants) manifest the Eikons into themselves. Dion, who is Bahamut, and Barnabas, who is Odin, each carry their own burdens in the story, and I think one of the fascinating things about Final Fantasy XVI is how the monstrous forms manifested by the Dominants come to somehow resemble the human characters when you look at them. For the actual appearance of the Eikons, instead of creating a completely new design, we’ve intentionally gone with forms that could be easily imagined from previous iterations. Thinking about it, the way in which the Dominants act according to their human will even after manifesting the Eikons might be something that’s quite distinct about Final Fantasy XVI. The Eikons may be all-powerful, but their actions are at the behest of their Dominants, and by extension, the nations they fight for. All characters (not just Dominants) believe what they are doing is right. How do you approach fleshing out morally complex characters? Maehiro: Not everyone treats the Dominants in the same way. Being humans, there are lots of differing thoughts and beliefs. In one country, Dominants may be treated with great respect, like stately guests of honour – while in another, they are treated as slaves. And while there are those who fight for justice, there are those who will only act for their own personal benefit, as well as those who are being coerced to serve against their will for some reason or other. You might think that the Dominants should be able to do whatever they want with the immense power of the Eikons, but using this power comes with the drawback of petrifying the Dominant’s body. This gives rise to turmoil faced by Dominants who cannot act as they wish, as well as shaping the relationships they have with their aligned countries and the people surrounding them. The character of each Dominant has been created by depicting the situation they find themselves in, their personal will and ideology, and the conflict that arises from these factors. “When [FFXVI composer] Masayoshi Soken heard the sung lines, he and his team decided to handcraft a background lute part for each one…despite the extra work that meant for them because we had recorded the songs acapella and tempo and pitch were all over the place.” – Michael-Christopher Koji Fox, Localization Director Who has been your favorite FFXVI character to write and why? Naoki Yoshida, Producer, Final Fantasy XVI: There are lots of characters in the game, and they all have their own life and destiny – so it’s very difficult to pick one… I imagine this will be the same answer as for Mr. Maehiro, who was in charge of the script, but I would have to say that Clive, the protagonist, is uniquely special. Being our protagonist, the whole development team is united behind pushing Clive forward with all our might. How are we going to shine the spotlight on him? How are we going to give his words weight? Together with Mr. Maehiro, I’ve checked every individual part and made repeated requests for things to be tweaked. As a result, I’m particularly attached to Clive. Takai: He hasn’t been announced yet, but I like the character of Byron, who appears partway through the story. He’s a character with an extremely likable personality: very cheerful and magnanimous. So I expect a lot of players will end up liking him, just as I do! Unfortunately, I can’t go into too much detail, since it’ll enter spoiler territory, but the scene where he first appears makes me really emotional. When I was initially carrying out the cutscene checks, I found myself tearing up despite myself. I imagine he’ll be announced in future promotional material, so when you see him in the game, think back to this interview, haha. Maehiro: My favorite character would have to be the main character, Clive. Of all the characters I’ve written thus far, he’s really the character I’ve poured the most feeling into – so much so, I’m not sure I’ll ever be able to write a better character. There are actually lots of characters in the game that I really like but can’t talk about at this point. If I have another interview opportunity after the game has been released, I’ll mention them in my answers, haha. Koji Fox: There are so many unique characters in XVI, it’s hard to choose (even more so when I can’t actually talk about most here because it would spoil the story). So coming in a, let’s say, close fourth after , , and would have to be the bard who sings of Clive’s exploits. Originally this NPC was simply supposed to recite vague poems depending on where Clive happened to be in the main scenario, but we thought it would be fun to have him sing the lines in true spoony bard fashion, so we reached out to a talented voice actor who also happened to have professional training in the bardic arts (bardic arts?) and had him do two versions of each—a spoken one, and one expertly crooned in “ye olde” style—assuming that we’d probably just end up using the former. However, when Mr. Soken (Final Fantasy XVI’s composer) heard the sung lines, he and his team decided to handcraft a background lute part for each one…despite the extra work that meant for them because we had recorded the songs acapella and tempo and pitch were all over the place. The result, however, was so good that all the other voiced languages (Japanese included) decided to follow suit, recrafting their lyrics to fit the melodies and hiring talented singers to nail the parts. And all this for a random NPC that some players may never even speak with once in the game! Final Fantasy XVI will release on PS5 in 2023. View the full article
  20. Name: PlayStation - The Dark Pictures Anthology: The Devil In Me - Character Introduction Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 11/04/2022 Submitter: Commander Fury The Dark Pictures Anthology: The Devil In Me - Character Introduction Trailer | PS5 & PS4 Games PlayStation - The Dark Pictures Anthology: The Devil In Me - Character Introduction Trailer | PS5 & PS4 Games
  21. Name: PlayStation - NBA 2K23 - Up Your Game: Shooting | PS5 Games Category: Gaming Industry Videos Date Added: 11/04/2022 Submitter: Commander Fury NBA 2K23 - Up Your Game: Shooting | PS5 Games PlayStation - NBA 2K23 - Up Your Game: Shooting | PS5 Games
  22. Ratchet & Clank turns 20 today! Did someone tamper with The Great Clock? It’s almost hard to believe, but it’s true! Insomniac Games launched the original game in 2002, sparking two decades of grand adventures through space, time, and dimensions. Since its humble beginnings on the PlayStation 2 console, the franchise introduced us to a variety of beloved characters, a host of iconic weapons and gadgets, multitudes of eccentric alien worlds, and much more. So, beginning today, we’re kicking off our Ratchet & Clank celebrations – #Ratchet20 if you will, by dropping a few surprises and briefly looking back at the franchise. Let’s get straight to the good stuff: we’re thrilled to announce Ratchet & Clank: Rift Apart will receive a 20th Anniversary Armor Pack TODAY in honor of #Ratchet20, which will be available via a game update at no extra cost. * The pack includes five armors inspired by games throughout the franchise’s history – and we have an awesome selection: Commando Armor inspired by Ratchet & Clank: Going CommandoHoloflux Armor inspired by Ratchet & Clank Future: A Crack in TimeQuest Armor inspired by Ratchet & Clank Future: Quest for BootyMarauder Armor inspired by Ratchet: DeadlockedClank rmor to celebrate the greatest of pals That’s not all. We are also excited to announce more of the Ratchet & Clank franchise coming to PlayStation Plus Premium on November 15.** This includes: Currently on PlayStation Plus Premium: Ratchet & Clank Future: Quest for Booty (PS3)Ratchet & Clank Future: A Crack in Time (PS3)Ratchet & Clank: All 4 One (PS3)Ratchet & Clank: Full Frontal Assault (PS3)Ratchet & Clank: Into the Nexus (PS3) Coming to PlayStation Plus Premium on November 15: Ratchet & Clank (PS3)Ratchet & Clank: Going Commando (PS3)Ratchet & Clank: Up Your Arsenal (PS3)Ratchet & Clank: Deadlocked (PS3)Ratchet & Clank Future: Tools of Destruction (PS3) Now that we’ve gotten the new stuff out of the way, let’s revisit aspects of the franchise that made it an iconic PlayStation staple for the last 20 years. We’ve also invited Insomniacs to share some of their memories! Hey there, Fuzzball…. After three mystical dragon-filled adventures, it was time to venture deep into the cosmos and explore a brand-new galaxy of opportunities. The premise was simple: a fuzzy-eared alien and a tiny robot trek from planet to planet, collecting weapons and gadgets, and save worlds in the process. Cue Ratchet and Clank. One, a Lombax with a penchant for mechanics and a desire to explore beyond his desert planet Veldin. And another, a robot, an intelligent and logical being with an earnest heart and a desire to do good. These titular underdogs would establish a footprint beyond their planets and into our hearts. “When we were in early production on the original Ratchet & Clank in 2001, we were trying to find the right tone for the story. Brian Hastings had come up with the core concept for the game and we had moved quickly into prototyping. The tricky part was finding the right comedic flavor for our scenes. As someone who’s incapable of writing humor, I was waiting anxiously to see if Brian, John Lally and Oliver Wade who had been collaborating on the scripts could thread the needle and find something that was laugh-out-loud funny without being slapstick. I remember a bunch of us crowded around an old CRT TV watching our first test cinematic. It was the ad for Al’s Roboshack where Captain Qwark (voiced by the great Jim Ward) states in his typically snarky tone “There’s nothing worse than staring down a Blargian Snagglebest…from the inside”. Even though I knew the script by heart, after watching the scene I laughed out loud. The lines, the delivery, the animation, the subtle social commentary – everything fit. To me, that ended up being the scene that set the comedic tone for the entire franchise.”“ – Ted Price, President of Insomniac Games Naturally, over 16 games, we’ve crossed paths with an incredible roster of characters: the lovable and brawny Captain Qwark, the evil Dr. Nefarious, the philosophical Plumber, the courageous and tenacious Talwyn, and of course Rivet, a rebellious Lombax and our breakout star in Ratchet & Clank: Rift Apart. Weapons and Gadgets… Beyond its characters, Ratchet & Clank is known for its wild arsenal of weapons. I mean, who could forget those live action commercials during the PS2 era? From Up Your Arsenal’s Shock Blaster to Tools of Destruction’s Groovitron, unleashing a full-frontal assault on your enemies is key to Ratchet & Clank’s gameplay experience. Let’s not forget the gadgets that also aid you in adventures: the Swingshot! The Helipack! Hooverboots! Hologuise! Hydrodisplacer! Magneboots! 20 years is a lot of time for designing weapons, upgrading them, and testing out new ones. Blasters, canons, melee weapons, deployables, blades, Morph-o-Rays, rocket launchers, wrenches, hammers,…. There’s a weapon for everyone and we’re always eager to see where our community’s favorites stack up! (ahem: comment below!) “I remember the first time I did a hoverboard half-pipe jump on a spherical world and saw the tiny planet receding in the distance below me. That was midway through development of the first Ratchet game, and it was one of many moments that made me think “wow, we’ve got something really special here.” Funny thing is, as amazing as the spherical worlds were, we ended up deciding to save them for the sequel. Two other favorite moments that did make the cut: sucking up a whole nest of sandsharks with the Suck Cannon and blasting them back out at each other, and the first reveal of Metropolis on Kerwan when you walk through the tunnel and see the sprawling city and rivers of air cars in front of you. But there are at least a hundred other unforgettable moments from the making of that first game I could pick. That first year was a magical period of time where every day somebody was adding something new and incredible into the mix.“ – Brian Hastings, Head of Creative Strategy at Insomniac Games …Not fit for this world! Iconic planets set the stage for grand adventures. From the sprawling skylines of Metropolis to the murky pirate coves of Hoolefar Island in Quest for Booty, each locale is littered with bolts to collect, gadgets to unlock, weapons to buy, and secrets that yearn to be discovered. Aesthetically, worlds range from the imposing Battleplexes of DreadZone, industrial sectors of Megacorp facilities in Going Commando, and lush tropical resorts on Pokitaru – ensuring every world is distinct and compelling as you move ahead in your galactic travels! “I started at Insomniac when we were making ‘Ratchet and Clank: Going Commando’ for the PS2. We used to name all the assets by number, so there were no letters in any of the asset names. Artists would write long lists of numbers with a description of what the asset was for their own reference. When you wanted to share an asset, you’d ask the artist for the number or use a copier machine to make a copy of their asset lists for your own use. Designers also made level maps in Illustrator that artists would print out on large rolls of paper to use as guides for building levels. Concept art was done on paper and handed to the artists. Needless to say, artists’ desks were covered with piles and piles of paper even though we were modeling in 3D.“ – Jacinda Chew, Sr. Art Director at Insomniac Games In Ratchet & Clank: Into the Nexus, our team even explored spookier environments, from haunting orphanages to destroyed space stations, which gave the game an identity of its own. Visually, Nexus is a personal favorite of mine because of how much it leans into this aesthetic and tone! “Seen any good holofilms?” The PlayStation 2 unlocked new capabilities beyond the original PlayStation, among them the power to create fully fledged cutscenes that rivaled high budget films of the era. Our animation team upped the ante in later years, truly bridging game design and visual storytelling into one. Animation is core to our storytelling and gameplay. The final moments of Ratchet & Clank Future: A Crack in Time are a testament to our team’s work: a rollercoaster ride of animated storytelling, complete with emotional impact and wholesomeness that left a lot of us in tears! Play Video Looking a little more recently, the 2016 reimagining of the first game provides us with a direct before-and-after between modern Ratchet & Clank and the original’s visuals. When it comes to animation, it’s a substantial leap and a showcase of our team’s years of experience bringing Ratchet & Clank to life. ““Call it the “screenshot heard around the world…” It was December of 2014, just a few days before our annual winter office closure, when I got an email from one of our European producers at SIE. The subject read “Milestone update” and the body, a single question mark. For what it’s worth, this is exactly the sort of thing you’d expect to hear from a producer just before a milestone. Especially one as important as the one we were working toward: our first playtest for Ratchet & Clank on PS4. The build included the first few levels but more crucially, it included cuts from the Ratchet & Clank feature film blended with our new work-in-progress cinematics. For the first time, we’d find out if our approach to a reimagined R&C origin story would land with players. As we were approaching milestone delivery, I had a million things going on and cheekily responded to the producer with a screenshot that someone of the team had recently circulated:“ View and download image Download the image close Close Download this image “Initially, he thought I’d sent him a shot from the feature film as a joke. Then he thought I’d sent him a shot from one of our pre-rendered cinematics. Eventually, though, he got it: it was an in-game frame captured on the PlayStation 4 console. The producer was so amazed by what he saw that he forwarded the screenshot to folks within SIE Europe, who in turn forwarded it to others. Pretty soon, word spread that Ratchet & Clank (2016) wasn’t a remaster but instead, something completely new. RCPS4 would go on to become our most successful title in years and reinvigorated the Ratchet & Clank franchise within the PlayStation community!“ – Shaun McCabe, Head of Technology at Insomniac Games Fast forward to June 2021, our latest entry, Ratchet & Clank: Rift Apart, set a new standard for the franchise: huge spectacles, heartfelt moments, and combat animations that bring you closer to the action and blends our craft with the power of the PlayStation 5 console. Here’s my shameless plug: you can read our blog deconstructing the impeccable animation of Ratchet & Clank: Rift Apart to learn more! And that concludes our brief retrospective. We hope you’re as excited as we are about the 20th Anniversary Armor Pack coming to Ratchet & Clank: Rift Apart today and returning to beloved classics on PlayStation Plus Premium. On behalf of Insomniac Games, thank you for joining Ratchet and Clank on their adventures for the last 20 years. As always, we would love to hear about your favorite Ratchet & Clank memories, so please tag us on social media (@insomniacgames) and use hashtag #Ratchet20 in celebration of the franchise’s 20th anniversary! Play the latest title in the Ratchet & Clank franchise, Ratchet & Clank: Rift Apart, available now on PS5… Now with a free 20th Anniversary Armor Pack ft. five new armors inspired by past games in the series! *Game update v.1.004 requires internet connection. **Availability of games vary by country/region. PlayStation Plus recurs until cancelled. Age restrictions apply. Full terms: play.st/PSPlusTerms. View the full article
  23. Experience Need for Speed Unbound at 60fps and 4k resolution on PS5, feel every bump in the road through haptic feedback, and immerse yourself in the world of Lakeshore, a street racers’ playground! Play Video Recently we debuted the reveal trailer for our latest Need for Speed. Unbound is an all-new street racing thrillride in development by Criterion Software and is due out next month. As teased in the video above, your goal is to reach The Grand, Lakeshore’s ultimate street racing challenge by taking on weekly qualifiers (and outsmarting the cops!). Along the way, you’ll have the opportunity to build out a garage filled with custom rides. Today, we’re going to dig into how PlayStation 5’s features will immerse you even further. Let’s dive in. Race against time, outsmart the cops, and take on weekly qualifiers to reach The Grand, Lakeshore’s ultimate street racing challenge when Need for Speed Unbound releases on December 2, 2022. Pack your garage with precision-tuned, custom rides and light up the streets with your style, exclusive fits, and a vibrant global soundtrack that bumps in every corner of the world. Check out how PS5 features take street racing to a whole new level in Need for Speed Unbound. 60fps and 4k Resolution The most realistic looking cars in Need for Speed history are paired with a vibrant graffiti-inspired art style to deliver high-energy visual and sound effects as you’re tearing through the streets of Lakeshore. Enjoy every detail thanks to the power of the PS5 unlocking 4k resolution, a 60fps framerate and 60Hz simulation rate that brings more responsive visuals and handling in the moments you need it most. A richer world and more detailed car models What’s the use in having a fresh new custom if no one’s around to see it? Lakeshore’s a popping city, and the PS5’s CPU allows for a higher density of traffic and pedestrians to deliver a more living world. When you’re testing out the latest upgrades on your ride, Lakeshore’s streets will be booming with other city dwellers taking care of business. That means plenty of cars to weave in and out of or scrape alongside… depending on your skill behind the wheel. Richer car simulation also allows for a more in-depth handling model, creating an intuitive driving experience. Anyone can get in the seat but mastering the roads and earning a spot in The Grand is a completely different challenge that requires skill, bravery, and a trunk load of flair. Haptic feedback Feel the tyres on the road as the DualSense controller fires direct feedback to your fingertips. Don’t be afraid to get dirty too. Take your shiny custom off-road, collide with the competition, or spin out in spectacular fashion and feel every moment. Do what it takes to get ahead. Richer audio An immersive audio experience enables a deeper connection to NFS Unbound’s world and the cars living in it. Whether you’re rocking a Crown Vic or a souped up Hellcat, hear the roar of the engine bounce back off the walls of the city’s tallest buildings whilst the A$AP Rocky and AWGE-led soundtrack bumps in the background. Discover Need for Speed Unbound Palace Edition Street style is everything in Lakeshore. Pre-order* Need for Speed Unbound Palace Edition and get ahead of the crowd with three days early access plus exclusive Palace branded content including: 4 stunningly intense new Custom CarsExclusive Palace Driving EffectsStacked Palace Clothing Pack containing 20 exclusive itemsPalace Decals and ‘Palifornia’ License PlateTri-Ferg Character Pose and Palace Banner Artwork PLUS exclusive Unbound pre-order content: Driving EffectLicense PlateBanner Artwork and Sticker$150,000 Bank (Multiplayer use only) We can’t wait to see you in Lakeshore when Need for Speed Unbound releases on December 2, 2022. Catch you on the streets! View the full article
  24. Name: PlayStation - Aeterna Noctis - Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 11/04/2022 Submitter: Commander Fury Aeterna Noctis - Launch Trailer | PS5 & PS4 Games PlayStation - Aeterna Noctis - Launch Trailer | PS5 & PS4 Games
  25. Name: PlayStation - Bratz: Flaunt your Fashion - Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 11/04/2022 Submitter: Commander Fury Bratz: Flaunt your Fashion - Launch Trailer | PS5 & PS4 Games PlayStation - Bratz: Flaunt your Fashion - Launch Trailer | PS5 & PS4 Games

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