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Name: PlayStation - Farming Simulator 22 - Free Content Update #5 | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 09/06/2022 Submitter: Commander Fury Farming Simulator 22 - Free Content Update #5 | PS5 & PS4 Games PlayStation - Farming Simulator 22 - Free Content Update #5 | PS5 & PS4 Games
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Name: PlayStation - Train Sim World 3 - Launch Gameplay Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 09/06/2022 Submitter: Commander Fury Train Sim World 3 - Launch Gameplay Trailer | PS5 & PS4 Games PlayStation - Train Sim World 3 - Launch Gameplay Trailer | PS5 & PS4 Games
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Name: PlayStation - The Last of Us Part I Rebuilt for PS5 – Tapping Into the Senses Category: Gaming Industry Videos Date Added: 09/05/2022 Submitter: Commander Fury The Last of Us Part I Rebuilt for PS5 – Tapping Into the Senses PlayStation - The Last of Us Part I Rebuilt for PS5 – Tapping Into the Senses
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Name: PlayStation - New Tales From The Borderlands - Character Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 09/02/2022 Submitter: Commander Fury New Tales From The Borderlands - Character Trailer | PS5 & PS4 Games PlayStation - New Tales From The Borderlands - Character Trailer | PS5 & PS4 Games
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Return to the Borderlands in the raucous New Tales from the Borderlands. The upcoming choice-based, narrative adventure developed by Gearbox Software is set to launch on October 21. This all new story brings fresh and familiar faces, new settings, and an original, captivating story while keeping the sci-fi aesthetic and irreverent humor that Borderlands fans have come to know and love. Carrying on the same spirit of adventure as the original 2014 fan-favorite from Telltale, New Tales from the Borderlands is an unforgettable single-player experience. Play Video In New Tales from the Borderlands, players take control of three loveable losers, Anu, Octavio, and Fran, guiding them through an epic adventure full of ruthless corporations, terrifying creatures, and talking guns. Discover new and familiar locations in the Borderlands universe, along with a host of compelling characters. After a series of unfortunate events, our three underdogs find themselves uniquely positioned to open a Vault and use its otherworldly contents to create a universe-changing technology. In their rush to market, they’ll have to face local competitors, corporate takeover attempts, and galactic mysteries. Turns out, nothing in the Borderlands is more deadly than starting a business. Our heroes all have their own unique stories: Anuradha Dhar – In a universe run by gun corporations, Anu is a do-gooder who dreams of a world where no one has to kill to get ahead. She can see complex calculus, probabilities and solve puzzles with her Tech Glasses. Although she might be uncomfortable in social settings, she has no problem solving problems. Octavio Wallace Dhar – Anu’s adopted brother, Octavio, is a hustler with a heart of gold who dreams of making it big on the planet of Promethea. According to him, he’s Meridian City’s most popular citizen with a long list of contacts to back it up. His ability to access information is like no other, and he is looking for his moment to strike gold. Francine Miscowicz – Fran is a successful frogurt shop owner in Meridian City… or she was, until Maliwan blew a hole in her shop with a giant laser and then Tediore finished the job. Now she’s out for vengeance on the people who destroyed her dream. She’s strong, fierce, capable and, thanks to her hoverchair’s many gadgets, deadly. She’ll stop at nothing to protect her friends and get what’s coming to her. While all three of these characters have their own unique quirks, talents, and dreams, it’s ultimately up to the player to choose the dialogue and decisions that shape their story. Choice is at the heart of the game and you have the power to determine how the story unfolds. One conscious change we made was removing the “hints” that show which choices have long-term impact. We did this because we believe every input is a choice, and every choice matters. All choices have immediate impact by means of character responses, often filled with humor. However, they can also have ramifications on how events unfold further into the story and will ultimately affect which ending you’ll see. With five possible endings to the game, it’s up to you to discover just how your choices impact each character. While choosing what Anu, Octavio, and Fran say and do makes up the core gameplay, New Tales from the Borderlands also features free walk sequences where you can explore and interact with the environment, simple puzzles for players to enjoy, and mini-games —including Vaultlanders, a mini-game where players must fight to the death (with small plastic figures). To the victor go the spoils (i.e. adding the loser’s Vaultlander to their collection). Gearbox Software’s development of the game was led by our incredible team at Gearbox Studio Québec, with many experienced Borderlands developers coming together to craft a narrative experience like no other. Gearbox also partnered with key alumni from the original Telltale Games Tales from the Borderlands narrative team to deliver a spiritual successor to the original Tales. The game is broken up into five chapters—all of which are available at launch on October 21, 2022! Plus, after your initial playthrough, you can replay any chapter you want—a great option for players looking to experience the consequences of every decision. Keep your eyes peeled for additional New Tales from the Borderlands news on Borderlands socials and pre-order the game before its release on October 21, 2022. View the full article
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Email us at PSPodcast@sony.com! Subscribe via Apple Podcasts, Spotify, RSS, or download here This week the team fields some listener letters on precious Platinum trophy achievements, plus an interview with Dylan Cuthbert of Q-Games on The Tomorrow Children: Phoenix Edition. Stuff We Talked About The Last of Us Part ISteelrisingPost VoidThe Tomorrow Children: Phoenix Edition (interview begins at 14:00)God of War Cult of the LambBloodborneTeenage Mutant Ninja Turtles: Cowabunga Collection The Cast Sid Shuman – – Senior Director of Content Communications, SIE Kristen Zitani – Senior Content Communications Specialist, SIE Brett Elston – Manager, Content Communications, SIE Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] View the full article
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Name: XBox - No one is safe from ground damage #lawnmowingsimulator #xbox #ExpertvsExpert Category: Gaming Industry Videos Date Added: 09/02/2022 Submitter: Commander Fury No one is safe from ground damage #lawnmowingsimulator #xbox #ExpertvsExpert XBox - No one is safe from ground damage #lawnmowingsimulator #xbox #ExpertvsExpert
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Name: PlayStation - Made in Abyss: Binary Star Falling into Darkness - Opening Movie | PS4 Games Category: Gaming Industry Videos Date Added: 09/02/2022 Submitter: Commander Fury Made in Abyss: Binary Star Falling into Darkness - Opening Movie | PS4 Games PlayStation - Made in Abyss: Binary Star Falling into Darkness - Opening Movie | PS4 Games
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Name: XBox - [AUDIO DESCRIPTION] New Games, Upcoming Releases and Updates | This Week on Xbox Category: Gaming Industry Videos Date Added: 09/02/2022 Submitter: Commander Fury [AUDIO DESCRIPTION] New Games, Upcoming Releases and Updates | This Week on Xbox XBox - [AUDIO DESCRIPTION] New Games, Upcoming Releases and Updates | This Week on Xbox
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Name: PlayStation - JoJo's Bizarre Adventure: All-Star Battle R - Launch Trailer | PS5 & PS4 Category: Gaming Industry Videos Date Added: 09/02/2022 Submitter: Commander Fury JoJo's Bizarre Adventure: All-Star Battle R - Launch Trailer | PS5 & PS4 PlayStation - JoJo's Bizarre Adventure: All-Star Battle R - Launch Trailer | PS5 & PS4
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Last week, we asked you to find duality in games and share paired up moments using #PSshare #PSBlog. Here are this week’s reflective highlights: lunar9p shares the dual-ended lightsaber from Star Wars Jedi Fallen Order. scottoka1 shares Cloud and Sephiroth butting heads in Final Fantasy VII Remake. call_me_xavii shares some interesting artwork from Cyberpunk 2077. Sefwick shares two cars ready to race in Gran Turismo Sport. LukeKasinger shares Ellie and Joel sharing a touching moment in The Last of Us Part II. LorenMeoww shares Jesse facing off against another version of herself in Control. 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: The Last of Us Part I SUBMIT BY: 11:59 PM PT on September 7, 2022 Next week, we’re joining Joel and Ellie on their journey through The Last of Us Part I. Share daring moments from the rebuilt classic using #PSshare #PSBlog for a chance to be featured. View the full article
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We saw lots of new games in August, with a strong lineup of quality indies keeping players entertained throughout the month. Which new release will take the Players’ Choice crown? Vote in the poll below to help decide! How does it work? At the end of every month, PlayStation.Blog will open a poll where you can vote for the best new game released that month. Soon thereafter, we’ll close the polls, tally your votes, and announce the winner at PlayStation.Blog. PlayStation Store will also showcase some top Players’ Choice winners throughout the year. What is the voting criteria? That’s up to you! If you were only able to recommend one new release to a friend that month, which would it be? In keeping with our long tradition in the Game of the Year Awards, remastered or re-released games won’t qualify. Ambitious, larger-scale rebuilds and remakes like Demon’s Souls and Crash Bandicoot N. Sane Trilogy will. How are nominees decided? The PlayStation.Blog and PlayStation Store editorial teams will gather a list of that month’s most noteworthy releases and use it to seed the poll. Write-in votes will be accepted. View the full article
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If given a chance to improve on what many consider perfection, how would you do so? That’s the question Naughty Dog faced when rebuilding the PlayStation 3 classic, The Last of Us. This prospect presented the celebrated developer with one of its toughest challenges yet: incorporate the sum of every creative and technical improvement learnt over the course of their almost-40 year development career. With such massive expectations, from inside Naughty Dog and out, the team set out to do what they do best: exceed expectations. The studio’s various teams detailed the changes you’ll experience in the game with an extensive development deep-dive, covering combat animation, lighting, audio, and more. But today, as the title launches worldwide, individuals from those teams reflect on how they chose to answer that question and what that meant for them personally as creators. The guiding principle “How do we take the most beloved game we’ve ever made and rebuild it?” This is the question Naughty Dog Creative Director and Writer Shaun Escayg and the team asked themselves. His personal philosophy became a major pillar for the developers from the beginning: “We build on it. We double down on areas we thought would heighten the experience or get deeper into the storytelling of it, taking all our abilities and skill and applying them faithfully to this rebuild. Just reimagine everything, heighten all the moments, and sell it even more to the player. That was the goal, our guiding light, and the challenge at the same time.” This was the North Star Naughty Dog followed when rebuilding The Last of Us for a new generation of hardware. Each team involved in this rebuild had a tremendous task on its shoulders and took a different approach when answering that challenge. Emphasizing emotion through lighting For Art Director Erick Pangilinan and the visual departments, it meant a journey back to 2013 and thoroughly studying the original game. “We tried to identify the most important scenes, storylines, and events in the game that we should focus on to make sure that it maximizes the impact on the game,” Pangilinan explains. “Prioritizing and figuring out how we can pace all of these important moments is the first thing to do, to analyze the original game better and better understand it. That’s when you start formulating how you can emphasize that. What are all the lessons we learned from doing The Last of Us Part II, and how can we apply that to something we did with ourselves ten years ago?” “What are all the lessons we learned from doing The Last of Us Part II, and how can we apply that to something we did with ourselves ten years ago?” – Art Director Erick Pangilinan Many members across the teams involved in the project share similar accounts of how their process meant countless side-by-side comparisons to keep the rebuild faithful to the original. Concept Artist Sebastian Gromann discussed how the team’s challenge was much deeper than just matching or trying to upscale the original visuals. It was critical to analyze cutscenes, figure out narrative beats, and understand what both entailed. This naturally led to the question, “How can we use our learnings to emphasize [those moments]?” That could mean studying a screenshot, figuring out time of day in a scene, how and what part lighting played, and applying modernized techniques. “If the scene is about tension during a very intense moment, then we could decrease the fill, increase the key light,” Gromann examples. “Then we could change the sliders slightly to push that emotional response a bit more.” Reshaping an iconic soundscape for 3D audio When it comes to sound, Audio Director Neil Uchitel broke down how pulling the original dialogue and sound from the original game presented the team with a way to keep the familiar feel of The Last of Us’ world but upgrade the sonic experience for a modern console. This involved both new creative and technological developments that, in some cases, went beyond what they achieved on The Last of Us Part II. “We actually took a lot of the original sound that we had from The Last of Us, because a lot of it was very iconic, and we didn’t want to [fundamentally] change the experience,” Uchitel said. Keeping the original performances of the actors was key to capturing that familiar experience for old and new fans. However, Uchitel added that while resources were “incredibly limited” on the original PS3/PS4 version, working on the PS5 presented an opportunity to expand the soundscape. And add they did, greatly expanding the ambiences in each level, use of the Infected murmuration from The Last of Us Part II, new recordings for the workbench upgrades, and a host of other additions and improvements. Since Naughty Dog’s previous audio engine was incompatible with the Playstation 5’s new, exclusive audio features, such as the dedicated DSP chip and the Tempest Engine audio processing algorithm, Uchitel explains, “Our Audio programmers spent over a year refactoring our audio engine to be able to take advantage of those new features. [In addition] we changed the underlying mixing and mastering processes, which gives the game a much higher degree of fidelity and clarity.” Setting personal limits Similar tool changes and refurbishments happened throughout the production, from art to animation and combat, but the team also had to learn restraint. Naughty Dog pushed forward while making sure to set limits for this monumental project. “Moving to new hardware wasn’t the issue,” Pangilinan stated. “I think it was trying to ensure we understood or remembered the art direction and purpose behind each scene in the original. Sometimes we’d forget, so we’d change them, but then that would affect the other scenes that followed. A major hurdle was making sure we didn’t change so much that it would impact the experience of what people remembered.” “Yeah, remakes are hard,” Combat and Melee Designer Christian Wohlwend stated while weighing in on tackling this rebuild. “They’re kind of an exercise in control and patience. It’s not as simple as it seems to remake a game entirely, and it’s easy to start going overboard and start doing too much. At first, I felt we would have an easy time until I learned the bar got higher, and we felt we could just keep going. But you have to hold yourself to certain limitations on the mechanical side.” “Remakes are an exercise in control and patience… it’s easy to start going overboard and start doing too much.” – Combat designer Christian Wohlwend Returning to The Last of Us held a lot of emotional weight for each and every person working on the game. Many members shared the same sentiment of being extraordinarily proud and never doubting the high standard the team had previously set. Pangilinan brings up how the original pushed him to increase the quality bar of his work and how he was glad to have a second crack at it. Uchitel states how proud he is of the Audio Team Naughty Dog built over the years and how amazed he is at the skill level they’ve reached with the game. Lead Cinematic Animator Eric Baldwin and Lead Programmer John Bellomy shared their and their team’s ambitions to ensure the most important aspects and factors in a rebuild of this caliber were met. Game Director Matthew Gallant sums up the studio’s sentiments on this project powerfully: “I came into the original The Last of Us as a new member of the team. I was a completely different person. At the time of this remake, I’m a dad and playing through the game and seeing Joel’s actions at the end. It gives me a different feeling than before. I’m happy that I can go through the game again, seeing things from a different angle and understanding it from a different perspective, and I hope others can share that same sentiment or find their own after all the years passed since then.” View the full article