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Name: PlayStation - Dead by Daylight - Haunted by Daylight Reveal Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 10/06/2022 Submitter: Commander Fury Dead by Daylight - Haunted by Daylight Reveal Trailer | PS5 & PS4 Games PlayStation - Dead by Daylight - Haunted by Daylight Reveal Trailer | PS5 & PS4 Games
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Name: PlayStation - Call of Duty: Modern Warfare II - Launch Gameplay Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 10/06/2022 Submitter: Commander Fury Call of Duty: Modern Warfare II - Launch Gameplay Trailer | PS5 & PS4 Games PlayStation - Call of Duty: Modern Warfare II - Launch Gameplay Trailer | PS5 & PS4 Games
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Time to get the full download on September 2022’s Top Downloads charts! NBA 2K23 swept the court for top game in the US on PS5 and PS4, while FIFA 23 continues to score major download goals across both regions. Drop your predictions for October in the comments, then check back early next month to see where your guesses land. PS5 Games US/CanadaEU1NBA 2K23FIFA 232FIFA 23NBA 2K233The Last of Us Part IThe Last of Us Part I4Madden NFL 23Cyberpunk 20775Cyberpunk 2077Grand Theft Auto V6Grand Theft Auto VDisney Dreamlight Valley7Disney Dreamlight ValleyTom Clancy’s Rainbow Six Siege8Saints Row 5Assassin’s Creed Valhalla9Tom Clancy’s Rainbow Six SiegeF1 2210JoJo’s Bizarre Adventure: All Star Battle RSaints Row 511Cult of the LambConstruction Simulator12Gran Turismo 7F1 Manager 202213VALKYRIE ELYSIUMCult of the Lamb14Star Wars Jedi: Fallen OrderRiders Republic15Marvel’s Spider-Man: Miles MoralesSteelrising16Teenage Mutant Ninja Turtles CollectionAmong Us17SteelrisingGran Turismo 718ELDEN RINGFAR CRY 619Destroy All Humans! 2 – ReprobedStray20Assassin’s Creed ValhallaResident Evil 3 *Naming of products may differ between regions *Upgrades not included PS4 Games US/CanadaEU1NBA 2K23FIFA 232FIFA 23NBA 2K233Madden NFL 23Grand Theft Auto V4Grand Theft Auto VMinecraft5MinecraftThe Forest6Red Dead Redemption 2Red Dead Redemption 27Cyberpunk 2077Dead Island: Definitive Edition8Dead Island: Definitive EditionEA Sports UFC 49EA Sports UFC 4The Witcher 3: Wild Hunt10The ForestF1 2211The Last of Us Part IIAssassin’s Creed Origins12Dragon Ball FighterZCyberpunk 207713Tom Clancy’s Ghost Recon BreakpointAssassin’s Creed Odyssey14Saints Row 5Tom Clancy’s Ghost Recon Breakpoint15Batman: Arkham KnightThe Last of Us Part II16God of WarRiders Republic17Dragon Ball Z: KakarotTom Clancy’s Rainbow Six Siege18Teenage Mutant Ninja Turtles Shredder’s RevengeARK: Survival Evolved19Tom Clancy’s Rainbow Six SiegeTekken 720The Witcher 3: Wild HuntA Way Out *Naming of products may differ between regions PS VR Games US/CanadaEU1Beat SaberBeat Saber2Job SimulatorJob Simulator3SUPERHOT VRSUPERHOT VR4Astro Bot Rescue MissionSniper Elite VR5Creed: Rise to GlorySwordsman VR6Rick and Morty: Virtual Rick-alityCreed: Rise to Glory7NFL ProERA ’22Astro Bot Rescue Mission8Swordsman VRMarvel’s Iron Man VR9Sniper Elite VRThe Walking Dead: Saints & Sinners10Transformers Beyond RealityRick and Morty: Virtual Rick-ality Free-to-Play (PS5 + PS4) US/CanadaU1FortniteRumbleverse2Fall GuysFortnite3MultiVersusFall Guys4RumbleverseeFootball 20235Call of Duty: WarzoneMultiVersus6Apex LegendsRocket League7PSO2 NEW GENESISCall of Duty: Warzone8Rocket LeagueApex Legends9Destiny 2Genshin Impact10eFootball 2023Century: Age of Ashes View the full article
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Name: PlayStation - Horizon Forbidden West - In the Flood (Lovisa’s Version) Music Video | PS5 & PS4 Category: Gaming Industry Videos Date Added: 10/06/2022 Submitter: Commander Fury Horizon Forbidden West - In the Flood (Lovisa’s Version) Music Video | PS5 & PS4 PlayStation - Horizon Forbidden West - In the Flood (Lovisa’s Version) Music Video | PS5 & PS4
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Music plays an essential role in bringing the world of Horizon to life through your speakers. From working with stellar composers to fostering the creations of our own Sound Designers, we take great care in mixing atmospheric sounds, beautifully-written lyrics, and stunning voices to amplify the storytelling our teams create. Since we launched Horizon Forbidden West back in February, we’ve seen so many wonderful stories of people enjoying the tracks that bring so much drama and life to the game, immersing themselves into the world and joining Aloy on her captivating journey – and we are hugely grateful! With this in mind, we’re excited to announce that the music of Horizon Forbidden West is now available for pre-order in physical formats. A comprehensive collection of over 130 tracks will come to CD this holiday season for $49.98*, while two editions are arriving for vinyl lovers. The Essential Collection, featuring some of the most iconic themes and tracks from Aloy’s journey west, is available for $39.98*. The Deluxe Edition, an extensive, 6-disc set covering the breadth of the musical landscape of the Forbidden West – from the choral serenity of Plainsong to heightened combat against Tiderippers and more – is a must for fans and collectors alike, priced at $169.98*. Both vinyl editions are expected to ship in spring 2023. Pre-order the Deluxe Edition vinyl: https://horizon.lnk.to/6LP Pre-order the Essential Collection vinyl: https://horizon.lnk.to/2LP Pre-order the CD collection: https://horizon.lnk.to/6CD To celebrate, today I want to highlight one song on the soundtrack that is particularly dear to us, because it was originally written by one of our very own Sound Designers, Lovisa Bergdahl. “In the Flood” was not originally written for the sequel, but Lovisa’s live demo convinced us that it would carry the game’s opening perfectly! She then teamed up with one of our composers, Oleksa Lozowchuk, to co-produce the track which now graces the opening sequence as Aloy gallops into the West (performed by Ariana Gillis). Lovisa’s original version can be enjoyed after completing the game, during the end credits. We are incredibly honored and excited to debut our first ever music video for “In the Flood (Lovisa’s Version)”! Watch as Lovisa showcases the song to stunning shots of Aloy and the world of Horizon: Play Video Head over to the official Guerrilla Twitch channel at 7am PT / 4pm CEST where Lovisa will be joining our community team together with Music Supervisor Lucas van Tol to talk about the soundtrack, the making of the music video, and answer any questions you may have about creating the iconic melodies that accompany Aloy’s journey into the Forbidden West!** If you want to learn even more about our talented composer team, you can rewatch our Composer Spotlight which features behind the scenes footage and interviews about the creation of the Horizon Forbidden West soundtrack. Happy listening! *Recommended Retail Price. Actual Retailer Price may vary. For local pricing, please check the pre-order links. **If you can’t make the livestream, you can watch it back on Guerrilla’s YouTube channel on demand: https://www.youtube.com/c/guerrillagames/videos View the full article
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Name: PlayStation - Dragon Ball Z: Kakarot - Street Date Announcement | PS5 Games Category: Gaming Industry Videos Date Added: 10/05/2022 Submitter: Commander Fury Dragon Ball Z: Kakarot - Street Date Announcement | PS5 Games PlayStation - Dragon Ball Z: Kakarot - Street Date Announcement | PS5 Games
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“What would Gotham be without Batman?” It’s a question that feels almost sacrilegious, but is one Gotham Knights answers in thrilling detail – developer WB Games Montréal exploring what happens to a city stripped of its iconic protector. As shown in the first preview back when the game was first revealed, instead of taking on the mantle of the Caped Crusader, Gotham Knights puts you in the spandex-clad shoes of Batman’s protégés in single player or two-player online co-op. Play as Batgirl, Nightwing, Robin, or Red Hood as they join forces to mourn their mentor and keep the city safe. One will become the Defender of Gotham by the game’s close, but it’s up to you to choose which character that should be as you experience their journey of grief, duty, and… weightlifting. There’s a lot of gym work going on in the Belfry. Nightwing is definitely a gym fanatic. Harley Quinn doesn’t give him the nickname ‘Nightbutt’ for nothing. After visiting the WB Games Montréal studio for two hours of hands-on play, it’s fair to say that decision won’t be easy. The hands-on showcased a few areas of the game at different points in the story. Firstly, a look at the start of our crime fighters’ journey as they’re reeling from the loss of Batman and picking up the mysterious work he left behind, and then jumping to a few hours in for the start of Harley Quinn’s villain arc (and then later still for her boss battle), offering a better look at the powers these superheroes can wield. You can switch between the four playable characters with a quick trip to the Belfry, aka Gotham Knights’ central hub, and while they all share a core control scheme when it comes to melee and ranged combat prompts, Gotham Knights does an admirable job of infusing each hero with their own distinct personality and unique abilities. Batgirl is a hacker specialising in one-to-one combat, with a fluid approach to movement and disarming enemies that feels not dissimilar to classic Batman. Armed with tech abilities such as overcharging enemy weapons for bioelectrical damage or using AR mode to hack into nearby devices, her combat feels powerful and precise, a testament to Bruce Wayne’s training that she’s honed into her own style. Nightwing can be your support figure with abilities that buff allies, but he also excels in acrobatic beatdowns and pinballing between enemies during battle. Playing as Nightwing is a more frenetic experience; he thrives when taking down large groups of enemies with lightning-quick movements, getting in before they can hit back – as well as the aforementioned Nest power that provides a defence bonus and healing to friendly figures for stronger teamwork. Then you’ve got the younger Robin – a master of stealth, utilising sneak attacks and pouncing from above, while completing the quaternity is Red Hood, an aggressive gunfighter who dishes out justice in a rain of bullets. Red Hood dominates with his twin pistols, but isn’t shy about delivering a hefty blow with his fists in closeup combat. Both his ranged and melee abilities are enhanced with spectral, otherworldly powers thanks to his backstory of coming back from the dead. These differences are made all the more spectacular thanks to Gotham Knights’ approach to Momentum, a combat mechanic where you fill up a bar with perfect dodges to unleash special moves that make use of each hero’s personal style. You can also fill up your Momentum bar with timed strikes, a precise press of the square button when you’re about to land an attack that makes it even more potent. It’s a satisfying, rhythmic beat in the combat that makes the fighting feel like dancing – it’s only if your character takes an errant fist to the face that the flow is broken. Understandably. Nightwing, for example, does an acrobatic leap that pings him off the heads of his enemies, while Batgirl releases a storm of vicious Batarangs – each move feels natural to the character you’re playing as. Branching skill trees facilitate a level of customisation that makes each character feel tailored to your unique style, with each character possessing three unique skill trees they can select powers to upgrade within through AP collected by completing missions. Each Knight can tap into elemental powers for extra damage, such as Batgirl’s Bioelectrical Elemental Effect that shocks enemies when their weapons are overcharged. For Batgirl these are Justice, Grit, and Oracle, reflective of combat, stamina, and hacking abilities respectively, whereas Red Hood has Marksman, Brawler, and Vengeance for shooting, melee, and damage. Every Knight also has a personalised knighthood tree to spend AP in that encourages their progression to taking on the late Batman’s now-empty position, replete with unique, powerful abilities – like each Knight’s traversal method (think the Flying Trapeze for Nightwing, and Spectral Platforms for Red Hood) across Gotham. This all works incredibly well to maintain a sense of individuality, which is important in two player co-op when both players can select the same member of the Bat Family. It’s not just within their skill trees these characters differ. Cinematic Director of WB Games Montréal, Wilson Mui, revealed Gotham Knights’ cinematics are designed with each individual protagonist in mind – meaning that often four completely different versions of the Knights’ reactions to the world around them have been voiced, mocapped, and scored to capture each character’s authentic personality in the moment. You’ve essentially got four different experiences in one, with the option to swap between characters each night you go out on patrol in the city, or stick to one favourite to see their storyline through in its entirety. Coupled with costume collections that make for a constantly customisable superhero look – with various parts of each full suit able to be changed up as you see fit – as you progress through the narrative, you’re spoiled for choice when it comes to shaping the game however you like. Playing as Robin whilst interacting with the villains of the game reveals just how new he is to the superhero business. This is reflected in his first uneasy encounter with Dr Quinn – unlike his more experienced counterparts that have a personal rapport. Ultimately the four protagonists have a common goal: to protect Gotham by taking down opportunistic criminals and piecing together clues to larger events, while uncovering insidious secrets buried deep in the city’s foundations. Traverse the five boroughs of open world Gotham on the end of a grappling hook or on the back of the Batcycle (which, crucially, comes with a dedicated wheelie button) as you pursue leads on the Rogue’s Gallery of villains. Of course, perhaps the most infamous of all these villains is Harley Quinn, who’s characterisation has been adapted from the manic pixie dream girl we’ve become familiar with in popular media to a more mature, somehow even more chaotic psychiatrist, one that can flourish in a city now devoid of Batman’s protection. Harley is allowed to stretch her wings as an independent being, which can mean only one thing: Gotham is about to get a whole lot messier. Luckily for us, she’s taking the Knights along for the ride. Mr. Freeze, Clay Face, and Harley Quinn all appear in Gotham Knights, grappling with how they exist in and interact with a Gotham sans Batman. Finding supervillains comes through detective work when patrolling the night-time streets of the city, taking down petty criminals in search of clues and information that lead to where they’re enacting their devious plans. Harley, however, we already know the whereabouts of thanks to some previous crime-busting shenanigans: Blackgate Penitentiary. This is where we first meet her in the hands-on, surrounded by rioting prisoners, flaming walls, and far too many party balloons for someone who should really be sitting quietly and thinking about what they’ve done. As it turns out, Gotham without Batman might seem strange, but the reality is an exciting deviation from the stories we’ve heard before. It’s an uncanny approach to the DC legend, fresh and familiar at the same time, but a new era of protagonists means a whole new world of opportunities to explore in turn. Gotham Knights launches for PlayStation 5 on the 21st of October, 2022. View the full article
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Name: PlayStation - APEX Legends | EU Wild Cards Master Circuit Season 2 | PlayStation Tournaments Category: Gaming Industry Videos Date Added: 10/04/2022 Submitter: Commander Fury APEX Legends | EU Wild Cards Master Circuit Season 2 | PlayStation Tournaments PlayStation - APEX Legends | EU Wild Cards Master Circuit Season 2 | PlayStation Tournaments
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Name: PlayStation - APEX Legends | NA Wild Cards Master Circuit Season 2 | PlayStation Tournaments Category: Gaming Industry Videos Date Added: 10/04/2022 Submitter: Commander Fury APEX Legends | NA Wild Cards Master Circuit Season 2 | PlayStation Tournaments PlayStation - APEX Legends | NA Wild Cards Master Circuit Season 2 | PlayStation Tournaments
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Name: PlayStation - World of Tanks: Modern Armor - New Season! Awakened | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 10/04/2022 Submitter: Commander Fury World of Tanks: Modern Armor - New Season! Awakened | PS5 & PS4 Games PlayStation - World of Tanks: Modern Armor - New Season! Awakened | PS5 & PS4 Games
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Name: PlayStation - Roller Champions - Dragon's Way Roller Pass Trailer | PS4 Games Category: Gaming Industry Videos Date Added: 10/04/2022 Submitter: Commander Fury Roller Champions - Dragon's Way Roller Pass Trailer | PS4 Games PlayStation - Roller Champions - Dragon's Way Roller Pass Trailer | PS4 Games
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Innovation is king when it comes to video games, especially when reinventing a beloved franchise. Developers are challenged with balancing what fans loved about the series’ origins while modernizing the experience and providing surprising gameplay enhancements that players didn’t even know they wanted. Few developers understand this task better than Santa Monica Studio, which reimagined Kratos’ mythological melee in 2018. The sequel God of War Ragnarök launches November 9. This new entry is poised to deliver more of the satisfying combat introduced in God of War (2018), including Kratos’ trusty Leviathan Axe and the Blades of Chaos, increased verticality in combat, versatile shield options to customize play, a host of new mythical beasts to battle, and more. Ahead of God of War Ragnarök’s release, we invited talented game developers from PlayStation Studios and third-party studios to reflect on God of War (2018)’s impactful combat. These creators dive into everything from Kratos’ crunchy, boomeranging Leviathan Axe to the intimate camera perspective, while also sharing their personal perspective on what makes for satisfying melee combat. “God of War 2018 was hugely inspirational. It took many aspects of action-focused games and merged them to establish a new standard that directly impacted how we approached combat when creating Ghost of Tsushima. For example, the yellow and red ‘rings’ in God of War that indicated required player actions were highly influential and inspired the blue and red ‘glints’ in Ghost of Tsushima for unblockable/parryable attacks. Valkyrie boss design was also a huge inspiration for us and had a major influence on the ‘Six Blades of Kojiro’ mission in Ghost of Tsushima, which involved tracking down and fighting duelists across the island. Each duelist had a unique move, but the final duel incorporated all of the various moves of the previous duelists, just like the Valkyries. I will say Sigrun the final Valkyrie kicked my butt more times than I would like, and my secret hope is that Kojiro in Ghost of Tsushima defeated many players in the same way!” – Ted Fishman, Lead Combat Designer, Sucker Punch “When players use heavier weapons [in Monster Hunter World] that have slower movement and attack speeds, it’s more difficult to hit monsters. An important part of designing combat for us is to create a mechanism that converts the stress of slow movement into a sense of accomplishment when the player successfully hits a target. There are a number of ways to achieve this, and it is obviously important to have a special move that feels satisfying when you hit the target because of its heavy weight. But what is even more important, is giving players the movement options necessary to precisely position themselves in order to land that hit. These can even be small things such as taking a few steps closer to attack/taking a step back after the attack. The combat in God of War (2018) is simple but profound. The basics of an action game are carefully implemented into this game, like your attacks becoming more effective if you respond appropriately to your opponent’s attacks. There are many options for what you can do to your opponent, such as directing projectiles and arrows even at long ranges, and switching to bare hands or [Spartan] Rage mode. In addition, you can switch to powerful attacks depending on the state of your opponent, like when they are stunned. The amount of controls doesn’t increase, but the reaction varies, so players don’t get bored. I am amazed at the careful work that has gone into the game.” – Yuya Tokuda, Director, Capcom “The Last of Us Part II had a unique challenge to keep the sense of weight and impact that Joel brought to the combat in part I but translate it to a now 19-year-old Ellie all while keeping the actions realistic and fidelity extremely high. We used techniques including tight camera work, camera shakes, controller vibration, geometrical blood effects, and more to get this right. This holistic set of feedback is required to achieve the weight, impact, and general brutality The Last of Us demands. God of War (2018) takes different approaches but is equally considered in all of these feedback vectors. One of the biggest contrasts is the different approach in camera work. God of War utilizes a further pulled back camera to enable greater field of view of the combat space. This allows the player to better track multiple targets. Camera shake is also significantly reduced. While this can hurt impact perception, it greatly improves legibility of targets and aids gameplay. What is reduced by these camera choices is made up for in audio and animation. Hit impact sounds are huge. Kratos’ axe doesn’t sound like it simply slices through, but rather has a brute force slam with lots of low end effort that ends with a high frequency slash. This is reinforced by the animation style. Swings have very large arcs with powerful follow throughs. Enemy reactions are allowed to break reality with huge pose changes, flips, and even air juggling is all used to sell the power fantasy. God of War also employs a rather subtle but powerful technique called ‘hit stop’ which on hit actually pops the target to the hit pose and holds both Kratos and the target in that first frame for a short duration. This is not realistic, but it strongly emphasizes the connection of the swing and can also simulate a sort of resistance on the follow through of the attack. And honestly, when you’re chasing weight and impact in your game, sometimes it just really helps when your protagonist is the Greek god of strength.” – Christian Wohlwend, Principal Game Designer, Naughty Dog “What God of War (2018) has achieved is nothing short of spectacular and a lot has already been said about Kratos’ axe and how it came to fruition – mostly thanks to exemplary openness of Cory Barlog and the whole Santa Monica Studio about their design process. But aside from all of the neat tricks inspired by Street Fighter and other beat ’em up games, the secret of God of War is hard work and relentless iteration. It’s the action-reaction loop ruthlessly polished till it’s absolutely golden. Kratos deserves nothing less and I’m sure God of War Ragnarök will deliver. Creating a good combat system is always a long bout against time and resources, but you’ll never land the triumphant final blow unless you invest all of your focus and attention to the feedback loop of hitting your enemy and him reacting to that powerful hit. [Similarly to God of War] we have spent a lot of time on fine-tuning every hit animation [in Dying Light 2], every weapon parameter to make sure it just feels right.” – Tymon Smektała, Lead Game Designer, Techland “God of War was always a franchise that gave players spectacle and a sense of power like nothing else out there. When the game returned in 2018, it managed to change up the formula while staying true to the pillars that originally made it great. Pushing the camera in brought a new perspective to the carnage Kratos dealt, and with it, new weapons, abilities, and a partner to help you along the way. New innovative ways to string together combos between the different pieces of your arsenal kept you feeling like the God of War while taking the time to master the game elevated the combat even further and showed the gods of Asgard that Kratos hadn’t missed a step with his time away.” – Adam Coriglione, Senior Combat Designer, Insomniac Games “I believe the key to designing close combat is all about tension and release. The player should experience tension while executing attacks and feel a sense of balance as well as foreshadowing from the motion on-screen. [In Resident Evil Village] we then look to release that tension and create a liberating feeling through animations and special effects when attacks connect successfully. Although this may be a general answer, simple and crisp design is what I emphasize when developing games. I thought it was wonderful how the melee and ranged combat elements [in God of War (2018)] were mixed together at a high level with the new Leviathan Axe weapon. This design allowed for two different approaches to the action. You can both take out enemies who are far away and execute strong attacks in close quarters utilizing the same weapon. This is something I felt was revolutionary combat design!” – Morimasa Sato, Director, Capcom “I loved the original God of War games, the flow and ferocity of the combat for me gave them hands down the best combat in any game developed outside of Japan. When the 2018 version came around, I was trepidatious – would this attempt to ‘remake’ the formula and screw that lovely combat up? It didn’t, of course, and instead delivered a fantastically crunchy third-person combat experience. Early in the game I knocked a bad dude off his feet with a deftly thrown axe, sent him flying into one of his horde buddies who got launched into the air too – a moment of true delight! and I knew the game was going to live up to expectations.” – Anna Marsh, Associate Game Director, Firesprite “Chivalry 2’s combat design paradigm is: Let players do the awesome thing. Full control over a weapon’s swing arc and the player character’s body positioning, alongside mechanics such as dodging, feinting from one attack type into another, or countering, allow players to perform dazzling symphonies of action. By comparison, God of War (2018)’s combat is forceful, kinetic, and bombastic. It is about giving players the opportunity to live out a clear power fantasy that feels rewarding and powerful. Lots of attention is paid to hit reactions and impact kinetics, and Kratos’ axe becomes a natural extension of the player’s hands. Animation responses and input handling ensure that every action feels rewarding in itself – and combined, they lead to combat sequences that would rival those of Hollywood blockbusters. God of War also leverages its nature as a single player game to expand the player’s toolset throughout the player’s journey, keeping the experience fresh and allowing players to define their own playstyle based on their preferences.” – Leif Walter, Design Director, Torn Banner Studios “God of War (2018) was an astonishing accomplishment. We can all likely agree (and discuss at length why) the Leviathan is amongst the greatest implementations of an axe in a video game, but for me it was the buddy combat behavior that really grabbed my attention. An initial concern was the game may be one giant escort mission but Atreus was never a burden and a rare shining example of a buddy companion who dramatically improved the combat experience. I did not expect Atreus to contribute so much to the core combat, but he was fully autonomous and never passive, able to instigate and encourage combat mechanics through crowd control, distraction and air juggles. My only gripe was the uncontrollable urge to punctuate every sentence with ‘BOY’ for the months following.” – David McMullen, Lead Systems Designer, Guerrilla “In the Nioh series, we wanted to convey the contrast of stillness and motion in samurai battles, so we designed the game such that the player and their enemy had stamina bars, and they would have to be aware of the timing of their offensive and defensive maneuvers. Additionally, being able to utilize a Ki Pulse after an attack in order to regain your stamina is something that is very distinctive of close quarters combat in the Nioh series. Fairness and the game having a unique feel to it is not only a feature of the Nioh series, but these are also points that Team Ninja puts the most importance on when creating close quarters combat in our games. [In God of War (2018)], the animation and sound effects were all very high quality, but the camera work was a step above everything else and it felt incredible. When designing close quarters combat, there is a dilemma that arises on how to set up the camera in such a way that the visuals and gameplay both equally have a lot of impact to them. However, the camera in God of War (2018) was very close to Kratos while also keeping the force of the attacks and allowing the players to feel the pain of their enemies. This was done all while the UI and effects had a lot of work put into them, without the player ever feeling the outrageousness of the camera work. The combo attacks with Atreus and the series’ staple QTEs also were implemented seamlessly, and the way this all came together was really astonishing. I am really looking forward to seeing how all of this evolves in God of War Ragnarök.” – Hiroyuki Nishi, Combat Designer, Team Ninja God of War Ragnarök launches on PS4 and PS5 on November 9, 2022. Brush up on your Norse mythology (by way of Kratos) with a look back at God of War (2018)’s story. View the full article
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Name: PlayStation - Tiny Troopers: Global Ops - Gameplay Reveal Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 10/04/2022 Submitter: Commander Fury Tiny Troopers: Global Ops - Gameplay Reveal Trailer | PS5 & PS4 Games PlayStation - Tiny Troopers: Global Ops - Gameplay Reveal Trailer | PS5 & PS4 Games