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Today, we’re pleased to share that the DualSense Edge wireless controller – the first-ever ultra-customizable controller developed by PlayStation – will launch globally on January 26. Built with high performance and personalization in mind, the DualSense Edge wireless controller for PS5 invites you to craft your own unique gaming experiences through custom controls tailored to your playstyle. Here’s a closer look at the DualSense Edge wireless controller features: Play Video The DualSense Edge wireless controller will be available for a recommended retail price (RRP) of $199.99 USD/¥29,980 (including tax)/€239.99/£209.99. In addition, the replaceable stick modules will be available globally on January 26 for a recommended retail price (RRP) of $19.99 USD/¥2,680 (including tax)/€24.99/£19.99. Pre-orders for the controller and replaceable stick modules will be available starting as early as next Tuesday, October 25 at select retailers, so be sure to check your local retailer. The DualSense Edge wireless controller features a host of hardware and software-based personalization options, including button remapping, the ability to fine-tune stick sensitivity and triggers, options to swap between multiple control profiles, and a unique on-controller user interface. It also sports the signature comfort and immersive features of the DualSense wireless controller, like haptic feedback and adaptive triggers.* You can make the DualSense Edge wireless controller uniquely yours with the included three changeable sets of stick caps and two changeable sets of back buttons. Everything will come bundled in the included carrying case, and you can even charge the controller via USB connection while it’s stored in the case to make sure you’re always ready for your next play session. Here’s a breakdown of everything included as well as a closer look at the carrying case: DualSense Edge wireless controllerUSB braided cable2 Standard caps2 High dome caps2 Low dome caps2 Half dome back buttons2 Lever back buttonsConnector housingCarrying case Stay tuned for pre-order details starting next week at your local retailer, and find out more about the DualSense Edge wireless controller here on PlayStation.com. Get it directly from PlayStation Starting Tuesday, October 25, 2022 (while supplies last), in the US, UK, France, Germany, Netherlands, Belgium, and Luxembourg, the DualSense Edge wireless controller and replaceable stick modules will be available for pre-order only through direct.playstation.com. The DualSense Edge wireless controller and replaceable stick modules will be available for direct.playstation.com customers in these countries starting January 26, 2023, and will be offered at other participating retailers starting February 23, 2023. Stay tuned to direct.playstation.com for more information. *Haptic feedback and adaptive trigger features available when supported by game. View the full article
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Prepare for adventure–we’re thrilled to celebrate this week’s launch of Uncharted: Legacy of Thieves Collection on PC! We’ve previously equipped aspiring treasure hunters with the PC features and specs so you can enjoy Naughty Dog’s Uncharted 4: A Thief’s End and Uncharted: The Lost Legacy optimized for PC by Iron Galaxy Studios. Whether the series is, well, Uncharted territory for you, or if you’re a seasoned spelunker who’s survived crushing encounters, we thought the Uncharted series’ PC debut offered a chance to look back on how these two adventures pushed the franchise forward. We unearthed some details about how Naughty Dog took a core pillar of Uncharted gameplay to brand new heights. Climb time With Uncharted 4: A Thief’s End marking the franchise’s first original PlayStation 4 outing, the team saw a chance to push the franchise forward. Climbing is a prime example of that next-gen evolution; Uncharted 4 introduced a level of control players never had before while grounding Nathan Drake’s movements with stunning animations. “With Uncharted 4, we wanted to add more depth to the climbing and look at it more realistically,” Animation Director Jeremy Yates explained. A trip to an indoor climbing gym and lessons from an instructor early in production helped ground that endeavor. That trip resulted in some pretty meaningful lessons for Uncharted 4’s new climbing system. The team was equipped with firsthand experience and visual references to understand balance and weight placement, as well as the thoughtfulness that has to go into each movement. “When we climbed on the wall ourselves, one of the first things we noticed was how much your weight is on your feet. That really translated into how the animations work,” Lead Game Designer Emilia Schatz said. The team tried out a host of potential routes to take the system, from including a stamina bar to free-climbing that would allow players to scale a mountain in a route of their own choosing. There was a lot of fun and tension to be had, but the team needed to consider how climbing fit into the overall game. “It almost became too complex. The important thing about any of our systems is we layer them with other systems. So while climbing itself may have been really amazing, we had to remember Uncharted 4 is not only a climbing game,” Schatz said. With some of those systems stripped away, the focus came more clearly into view: leveraging climbing in Uncharted 4 to connect the player to Nathan Drake and eventually Chloe Frazer in Uncharted: The Lost Legacy. And that meant giving players more control over Uncharted’s climbing than ever before. Reaching out “We wanted to be able to give the player very fine control and complete analog control over where Drake places his hands. That’s where the reach system was formed,” Yates explained. The reach system in Uncharted 4 lets you do much more than simply hop from one handhold to the next along a clearly defined route. Using the left analog stick on the controller, the player can precisely direct how far and what angle Drake reaches out his hand. In practice, it looks fluid and realistic, but behind-the-scenes, there’s a clever system of rings that accounts for Drake’s possible moves. Many animations are needed to pull off each movement. “That was a huge challenge to animate and design all those poses, and then from each of those [points], the delta between your base and wherever the handhold will be, that position might have a number of very specific animations,” Yates explained. To ensure what was depicted in-game mirrored real life climbing terrain, the team constructed an adjustable rock wall in the mocap stage and captured parkour athlete Jesse La Flair going through the motions of Nate’s various movements. “We replicated those rings, and there are holes pre-drilled in all those different positions so we could move handholds around easily…We had Jesse climb every conceivable combination we could give him,” Yates explained, noting that this allowed him to really ground the physicality of Drake’s motions. To help achieve the reach system’s fluidity of movement, Principal Programmer Ryan Broner was among those working on getting this in-depth climbing system to function properly. “The big change from Uncharted 3 was being able to hold onto two edges at once, and they could just be any distance apart,” Broner said. This meant work had to be done to ensure the upper body would move in the right direction, but, as the team learned at the climbing gym, the feet were also just as essential to consider. “[We worked to have] the feet actually look for an edge instead of having them just dangling and swinging.” “Ryan was…really getting full-body [inverse kinematics] working with all four limbs and your root and how they move together. That helped us create a much more organic system to climb on than we’ve previously been able to,” Yates said. Imbuing climbing with more natural and variable movement also benefited making the actual paths Drake takes more dynamic and rewarding for the player. “It allowed us to make more organic rock faces. It used to be that the distance you could move handholds from where Nathan Drake was [felt] pretty short,” Schatz explained. “In Uncharted 4, we were able to space those out, because Nathan Drake could reach quite a bit. By being able to space those out, we could make it so that the handholds themselves, visually, did not always imply a precise route. They were spaced out enough that you had to try it yourself and get used to how far his reach is.” Not only are climbing routes more naturally embedded within the environment, but thanks to a set of tools the team worked with, more complex routes could be carved out to allow players creativity in how they wanted to progress. “The organic integration into the wall was automated. What you see in-game…that’s dynamically placed,” Yates said, noting that background artists didn’t have to go in and virtually sculpt out each handhold’s spot. “In real time we could move the handholds around…It was so easy to add those handholds, so it was easier for us to develop what we called ‘Swiss cheese’ for some of these walls. We tried to give the player the ability to find their own path.” Players can experiment with how they scale each stretch of rock or dilapidated building. Another way players have more agency over climbing is the piton. Born from the experimenting done with a more free-climbing system (you can see the idea of using two pitons at once below), the piton presents a bit of puzzle solving for the player to work through. The pitons come into play as players hurtle toward specific walls, requiring the right timing and angle to hook the piton into the wall where they want to continue progressing. “We want you to have creativity in how you can move around and place your handholds. You got a sense of, as a player, I need to decide ‘Where do I want Nathan Drake’s piton to be so I can jump to this ledge over there,” Schatz said. “The piton is a really cool thing we wouldn’t have been able to do without the analog reach of Nathan Drake [introduced in Uncharted 4].” With all the ideas the Naughty Dog team implemented – and the lessons learned from those they didn’t – Uncharted 4’s climbing offers more precise, analog control over Nathan Drake’s climbing than ever before. That implementation continued with Uncharted: The Lost Legacy, which features Chloe Frazer as its protagonist while retaining all the work that went into Nathan Drake’s climbing mechanics. Lost Legacy allowed the team to integrate the piton, which features later in A Thief’s End, throughout more of Chloe’s adventure. “We were really happy with how it turned out in Uncharted 4…and we were able to put it in a lot more in The Lost Legacy, and it was really able to come into its own there,” Schatz said. Following the journey of this feature’s development, the team had some big takeaways. “[Uncharted 4’s climbing showed] the importance of feedback in player systems,” Broner said. “In Uncharted 4, you push the stick, and even if you can’t reach anything, you see the body start to move in a certain direction. Getting that feedback allows you to adjust to your intended direction in a way that feels natural, and makes you feel more connected to the character.” “We always really strive for the feeling of groundedness…because when that works really well, you identify more with the character, you’re invested more with the character,” Schatz said. Everything evolved about the climbing system, from the reach system to the piton to the sheer fluidity and realism of movement, allows players to become invested in Uncharted’s characters like never before. We hope longtime fans can appreciate this essential part of the Uncharted experience on a deeper level, and we’re so excited for newcomers to experience Nathan and Chloe’s climbing, combat, and much more. Uncharted: Legacy of Thieves Collection is available October 19, 2022 on Steam and Epic Games Store. View the full article
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Name: PlayStation - Fortnite - Fortnitemares 2022 Gameplay Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 10/18/2022 Submitter: Commander Fury Fortnite - Fortnitemares 2022 Gameplay Trailer | PS5 & PS4 Games PlayStation - Fortnite - Fortnitemares 2022 Gameplay Trailer | PS5 & PS4 Games
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Name: PlayStation - Apex Legends | Cloud9 Naughty, Gameplay & SEASON 15 on Dropping In | PlayStation Tournaments Category: Gaming Industry Videos Date Added: 10/18/2022 Submitter: Commander Fury Apex Legends | Cloud9 Naughty, Gameplay & SEASON 15 on Dropping In | PlayStation Tournaments PlayStation - Apex Legends | Cloud9 Naughty, Gameplay & SEASON 15 on Dropping In | PlayStation Tournaments
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Name: PlayStation - The Legend of Heroes: Trails to Azure - Story Trailer | PS4 Games Category: Gaming Industry Videos Date Added: 10/17/2022 Submitter: Commander Fury The Legend of Heroes: Trails to Azure - Story Trailer | PS4 Games PlayStation - The Legend of Heroes: Trails to Azure - Story Trailer | PS4 Games
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Asobo Studio once made its name from its knack for developing Disney Pixar game adaptations. Three years ago, this small French development team evolved and rose to greater heights with its hit release, A Plague Tale: Innocence. After gaining a passionate community of fans with this cinematic action-adventure experience, Asobo Studio is venturing out to evolve its breakout series with a sequel. A Plague Tale: Requiem aims to overcome and surpass the limitations of the original. The key behind this evolution is the push toward being able to play Requiem the way you choose. In anticipation of the sequel’s PS5 release on October 18, we spoke with its director, Kevin Choteau, about the direction of the title, its development, new gameplay philosophies, and a lot more. PlayStation Blog: What did you and the rest of Asobo want to accomplish with this sequel to the original Plague Tale? Kevin Choteau: Everything, honestly. The first thing that comes to mind is our work on the first game. We had no experience at all in this genre of game. We’re not known for these kinds of cinematic experiences. So we started with the action-adventure on Innocence and did so as noobs, not knowing what we were doing. When we started Requiem, the idea was to take everything we failed with or did wrong in the first one and try to tackle them. We’ve read all the feedback from the players and critics and tried to do something about it. So the first and biggest thing is the gameplay. Innocence was quite narrow, with only one way to approach a situation, and we wanted to address that. We’ve created much wider open areas where you can play as you want. It was the key by the law of the level design. Now you can play Plague Tale any way you choose. How do you ensure that the player still has a streamlined journey where they can recognize objectives, assets, and everything else while keeping their options open? There are two things for me regarding that. The first one is the point of view. When you arrive in a situation, you often arrive above the situation or with a clear point of view so you can understand how they are shaped and where you can go. What tasks you can choose, if you want to go this way or this way, or go through a behind this cart, etc. The second thing is the systemic approach of the gameplay. We set up some rules, and those rules are always true. So when you learn that, you can use it in any situation. For example, as in the first game, if you see a metallic object, you can use it to distract enemies. In Requiem, there’s also a greenish tar that you can use against enemies. Those things and opportunities attract the player and say, “You can use that, so if you go this direction, you have this at your disposition to play with.” It makes this wider approach functional. What has working on current-gen technology done to enhance the gameplay experience of Plague Tale: Requiem? We push everything further graphically, of course. But the rats have been pushed to extreme boundaries. We had around 5,000 rats on PS4, and now we have 300,000 on PS5. It’s incredible because it’s a new tool that allows us to do this huge rat tsunami that now destroys cities. We couldn’t do that with the previous tech. So we can push it even further now and have these super detailed graphics with a lot of NPC and rats swarming the cities. The rats are also evolving, having become smarter and more agile than before. How have you upgraded their presence as an enemy? The rats are more able to avoid obstacles to reach you and are more agile and aggressive. When you’re around the fire trying to stay away from them, they’re turning around, trying to find the best way to get to you and kill you. They’re also able to climb up and on fabrics, so you’re not safe in high places anymore. It’s both useful against enemies and dangerous for you as well. We focused on making them more present in the world and less blocked by the environment, so they’re super impressive threats and always have you on edge. Amicia is a character that stirred many people’s hearts due to how real she and her trauma feel. How did you approach growing and deconstructing her character, especially with her growing love/hate relationship with killing and combat? The game is all about that. In Innocence, Amicia has picked up being a warrior to survive. But you will discover in Requiem that it will impact her. [Killing to survive takes an emotional toll], and it will have a big effect on her mindset and evolution of what she may become and her relationship with others. The big question is, “Does the end justify the means?” Okay, so you want to become a warrior? You want to do anything to protect your family, but is it working? Is it fair? Is it something that you should do? Amicia’s adolescent age largely affects how she reacts and handles the situations around her. How does this shape what players experience with her in Plague Tale versus other games with more mature protagonists? She’s not a warrior, and she’s not a young lady anymore. She’s in between the two. So she’s not super efficient at combat. She’s vulnerable, can’t use a sword, and can die easily. Amicia is really in between those two worlds, and what we love about her is that her age can lead her in any direction. Depending on the situation, she can sometimes be very mature or childish. We play around with that and how it defines her as a character. Hugo is also growing despite only a 6-month time difference between the two games. How did you go about changing how his powers are used to show a deeper understanding between him and his growing abilities? For Hugo, the idea or inspiration is children who experience a difficult thing in their life and are forced to grow up very fast. Sometimes they are more mature and aware of the world than we are as adults because of what trauma they have lived. We wanted to emphasize that with Hugo. He has a better understanding of what happened to him and can start to feel the rats inside of him. But again, power is not that free for him. He can kill easily, much more efficiently than his sister, and has a dangerous unlimited power. So for Hugo, it’s about keeping the balance. He has this power, but he and Amicia don’t want to use it. It’s an awful and ugly ability that can also hurt him. But sometimes it’s beneficial to them. They’re both learning to play with fire, which sometimes leads to dangerous outcomes. Requiem feels like a culmination of shared trauma, not only between Amicia, Hugo, and their circumstances, but the world’s trauma of the plague, rats, and human-inflicted abuse. What made you want to go in this direction with the story? How does this theme reflect on the characters and emotions within the world of Plague Tale? The story for the game is really about our characters. We don’t have a big villain like the first one. The world is itself, and as Amicia, you go try to live in this world that doesn’t fit her and Hugo’s past or future. They’re struggling to find their place in a place that always rejects them, so they’re always outcasts. It’s a considerable burden, constantly weighing on them. The player sees more of the world in Requiem than ever before. How did you go about researching the 1300s architecture, clothing, and belief systems (Alchemy, etc.) to make it authentic on such a larger scale? The game started in Southeast France, so it’s not that far from us. We have a part of the team that comes from this region, which made it easy for them to bring memories into the game and build upon that. But we also worked with a historian, who helped us shape the authenticity of the world and find settings, environments, architectural details, and even small anecdotes to build up a believable Middle-Age France. What did you learn personally working on this sequel? I haven’t thought about that because it’s not over for me yet. But this game is really personal. We’ve brought a lot of ourselves into the game. Good and bad things. Things that are stressful, some happy memories, and we put that together to build up this game. For me, it was like therapy because it’s good sometimes to share with people things that are hard for you, like past trauma. You can build upon that, and it’s something that I’ve learned that we see in our stories. You must always try to take the best away from any situation. Without wanting to stray into spoilers, with Requiem’s release, do you consider this the book closed or just another chapter completed in A Plague Tale’s world? I think, for now, it’s the end. But the door is never closed, and we’ll see the player reception. We want to see their reaction before deciding anything. They are driving our production, and if they don’t like what we’ve done, we need to do something else. How do you and the studio plan to mark the game’s release? I think we’ll throw a big party with the team. Monday night, when the embargo lifts, we’ll all be waiting in our big room at Asobo, just waiting for the reviews and feedback. We are super excited and exhausted, but if we have a good reception, I can’t wait to celebrate that with the team. Any closing thoughts on your journey with Plague Tale: Requiem? I’m proud of my small 70-person team because they push everything even further every time. I’m happy and proud of what they have achieved these past three years. And I wish the best for the player. I hope we won’t disappoint them and give them the sequel they wanted and deserve. View the full article
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No weaves or crafting required! Horizon Raw Materials and ASOS are bringing fashion to the Forbidden West. While Aloy’s in-game outfits are aimed at her protection and survival, our unique partnership with ASOS is focused on ready-to-wear comfort for our fans. This unisex collection of gaming and streetwear apparel features a variety of joggers, hoodies and shirts, which work as either co-ords or individual pieces. Though heavily inspired by the game — you might recognize elements and details from Aloy’s look, our Horizon graphic novels, or our key art — we took great care to translate this inspiration into streetwear fashion that can be styled in a variety of new and exciting ways. Super-soft tees and comfortable joggers will make for a perfect marathon gaming session outfit as you explore the Forbidden West (on New Game+ maybe?). This collection will be released under our very own merchandise brand called Horizon Raw Materials, and ranges between £26 and £38*. It launches in EU, UK, Japan and Asia regions today, and in the US in early 2023. Rather than dropping your shards at your nearest merchant, you can find the whole collection on ASOS here. Check out Guerrilla’s Instagram and Tiktok pages over the next period to join in on styling challenges and other fun activities related to the collection’s launch! *Recommended Retail Price. Actual Retailer Price may vary. View the full article