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Commander Fury

CCFURY
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Everything posted by Commander Fury

  1. Vivagames is a relatively small studio based in Beijing, and Immortal Legacy: Jade Cipher is only our second title (and our first VR title). We have a very talented, passionate, and experienced team of creators here. We are also very passionate about Chinese culture and sharing the folklore of our people with the world. As you are probably aware, the New Year is a big event in China. What you might not know are the stories that surround it. Immortal Legacy Photo Gallery In one such story, it is said that long ago there was a beast called Ksi” (夕). As each year waned, the beast would unleash itself upon the world, causing chaos and destruction. But the gods passed down a secret to humanity, one that would allow them to defend themselves against this fearsome creature: the beast feared the color red and loud noises. Hence why on the last night of every year we set off firecrackers and fireworks to drive it away. The story of Immortal Legacy: The Jade Cipher is inspired by this story as well as other Chinese legends. In our story, Ksi” (夕) is an emperor who, having conquered space, yearns to conquer time as well. He seeks immortality, and is willing to stop at nothing to attain it — even sacrificing his own people. That search for immortality is just one reason that brings you to Yingzhou Island, located deep in the Dragon’s Triangle. Playing as ex-special forces soldier Tyre, you’re also here to discover the truth behind your mother’s mysterious death. Finding out how that event and her enigmatic past are tied to the secrets that lie at the heart of the island will see you battle through not only a mercenary army sent in to excavate it, but the horrors they’ve unwittingly set free. Descend into the unknown and uncover the secret of immortality in this immersive PS VR* blockbuster, out today on PS4. *Please review and follow all safety guidelines for use of PlayStation®VR. PlayStation®VR is not for use by children under age 12. PlayStation®4 system, PlayStation®VR and PlayStation®Camera are required to experience VR functionality. View the full article
  2. For the first time ever, two gods will rise. Horus and Set — the legendary Egyptian rivals — will both become playable characters in Smite later this month! This is the first-ever simultaneous God release for the free-to-play Battleground of the Gods, and we’re thrilled to give you an exclusive first look at these two incredible characters here today. The story of Horus and Set is a tale as old as time. It’s a tale of jealousy, murder, and revenge — at a divine scale. Osiris, the god of earth, ruled over the two kingdoms of Egypt. It was a golden age of peace, but anger brewed in the heart of Osiris’ younger brother, Set. Set found peace… boring. And so he took action. Set murdered Osiris, cut him into pieces, and claimed his brother’s throne. To Set, this was an act of liberation. But it was a call to war for Horus, Osiris’ son. Horus pledged himself to justice, to reclaim his father’s throne not just for himself, but for his people. Horus will not rest until Set is defeated. And so the two rivals are now locked in eternal battle for the crown of Egypt… and Olympus. Horus is the Rightful Heir to Osiris’ throne. It is his right, his duty to see his kingdom thrive. He will avenge his father’s death and stand against his uncle, the murderous Set. Horus is represented as a falcon in ancient mythology, so we stayed true to that in Smite. His head and birdlike proportions are important, but it’s Horus’s wings that define him. These massive wings bring personality and impact to his abilities… and are actually used for his basic attacks. Horus is a Warrior in Smite, but a very atypical Warrior. Though he can hold his own in fights, he’s best when he’s fighting alongside his teammates. His gameplay is true to his character: A truly selfless leader will only help himself when it also helps his allies. Horus is often seen diving into the fray to protect his teammates from danger. No matter where a friend is, Horus can — and will — bring in reinforcements to turn the tide of battle. Horus and Set are opposites, both in personality and gameplay. While Horus is calculated, defensive, and focused on his team, Set is aggressive and violent, trusting only himself to overwhelm his opponents. Set is The Usurper, a leader only because of his ruthless displays of strength and brutal rule. He murdered Osiris for the throne, and now Horus stands in his path. Like many Egyptian gods, Set is animalistic. But uncommonly, Set is never referred to as a single animal, but as a unique creature with features of multiple animals. This uncanny, otherworldly creation covers his face with lightweight armor to remain agile in his movements. Set is an Assassin in Smite, relying on his own strength and mastery of the sands. Who needs teammates when you can create your own allies from sand? Set conjures spawns to attack swiftly before they dissolve back into dust. Beware when the rage consumes Set — he drops his staff, unleashes his claws, and embraces his animalistic urges. He attacks faster and faster, letting his inner chaos free and ensuring his opponents’ doom. There’s so much more in Smite’s upcoming Sands and Skies update. There’s an all-new event — Battle for Olympus — featuring amazing skins like Helheim Ullr. This incredible skin reimagines the Norse God of Glory as a mighty warrior felled by disease, now trapped in the Norse afterlife of Helheim instead of taking his rightful place among the warriors of Valhalla. If you can’t wait to get your hands on Helheim Ullr, Horus, and Set, you don’t have long to wait. The Sand and Skies update is scheduled to release April 30! Horus and Set are Gods 102 and 103 in Smite, and we’ve got a lot more incredible deities on our calendar for the rest of the year. Don’t miss one moment of divine action — play for free in the Battleground of the Gods now, and prepare for the Battle for Olympus! View the full article
  3. Hello, everyone. James Mielke of Tigertron here to talk about what went into creating the Jupiter & Mars soundtrack — aka ‘an audio specimen of future Earth, vol. 1’ — our underwater adventure game launching on Earth Day, April 22, for PS4 and PS VR. I’ll confess that — as many people have guessed — the title of Jupiter & Mars is inspired by the 1954 Bart Howard jazz standard, ‘Fly Me To The Moon,’ made famous by Frank Sinatra and, perhaps less logically, Evangelion. This was back in 2011. The words “let me see what spring is like on Jupiter and Mars” gave me an idea for two characters. How it relates to two dolphins is not something I can easily explain, but the pairing of “Jupiter and Mars” was the first spark that led me to designing the game featuring these two inseparable characters. The second catalyst was the movie The Cove, which after seeing it made me want to take action on behalf of dolphins, which are beautiful, super intelligent, amazing creatures that we should be protecting, not hunting. With music as my starting point of an idea, I imagine the characters, story, and cinematics and ending first, often ending up with a narrative concept fully formed before I’ve even decided what kind of game I want to make. Such was the case with Jupiter & Mars, which started with Frank Sinatra and eventually became the PS VR-compatible game you’re reading about today. The games I’ve worked on have always had music at the forefront of the experience — Child Of Eden, Lumines Electronic Symphony — and Jupiter & Mars allowed me to assemble a soundtrack as unique as any mixtape I’ve ever slaved over. The lessons I learned when I worked at Q Entertainment in Tokyo have always stayed with me, and without a strong audio experience, I feel like the player isn’t getting a complete gaming experience. The ebb and flow of the soundtrack in a game is as important as the sequencing of songs on an album like The Beach Boys’ Pet Sounds. My equation is simple: The right sounds for the right moments equals memories. Choosing the right music for the right situation is what I call a “Say Anything moment.” The iconic point in Cameron Crowe’s coming-of-age epic — where John Cusack holds aloft a boombox playing Peter Gabriel’s ‘In Your Eyes’ — is how I want to use music in a game. Not as BGM, but as an integral part of the game experience. Our drowned London, revealed with echolocation. Enter multi-instrumentalist, Jon Atkinson, a key member of George Martin’s (Beatles) production group, who joined the project after we first met at a Howard Jones concert in Tokyo. After some discussion, we decided that the deep blues and greens of this ocean world deserved to be adorned with the Moog-y synths of the Blade Runner and Tron soundtracks. Fortunately Jon was up to the task with what moods we wanted our soundtrack to evoke. You may be surprised to hear something so distinctly synthetic in a game about two dolphins, but I wanted something that reacted to the pulse of the moment, so a documentary-styled score wasn’t going to achieve what we wanted for the game. Enter Nami Miyahara. A successful Japanese solo artist, collaborator with Japanese group Rip Slyme, anime voice actor, and vocalist for Genki Rockets (you might remember “Heavenly Star” from Lumines II and No More Heroes). I really wanted to work with her on Jupiter & Mars. Fortunately, she was eager to collaborate on this game with us. We wrote and recorded the song with her and Jon Atkinson over the course of a couple intense days in London, starting with lyrics that I wrote with Nami while wandering around Primrose Hill and ending in a day-long recording session at the legendary RAK Studios in Camden, London. The resulting track ‘(We Are) Shooting Stars’ is an upbeat piece of pop music, with ABBA-like chord progressions and multi-tracked vocals, sung from the perspective of the female lead character Jupiter. I think it’s a catchy earworm, if I say so myself (Jon and Nami cranked out a nuanced but hook-filled melody to accompany the words), but gamers who play the game will find deeper meaning in the song’s lyrics. Although we actually recorded the song in September 2017, I met up with Nami in Tokyo just a few months ago to shoot a music video with her, a full year and a half later. Besides the tracks created by Jon Atkinson, the game features a few songs licensed from other artists. The first song, ‘Automatons’ by Anything Box, will be familiar to veterans of Lumines Electronic Symphony. While its presence in Lumines is memorable, the way it’s used in Jupiter & Mars is how I originally envisioned using it, in a pivotal scene in the game, where a long dormant industrial city awakens. I’ve known Anything Box songwriter and lead singer Claude S. since 1990, and he was super helpful in licensing the song to me again for Jupiter & Mars. Another artist who appeared in Lumines is trance legend Ferry Corsten, and his music returns in Jupiter & Mars, too. We felt that one song he’d written for his then-unreleased Gouryella album ‘From The Heavens’ was perfect for a climactic scene in the game. So, when you hear his track ‘Anahera,’ know that we knew exactly what we wanted, two and a half years in advance of when you’ll finally see and hear it in-game. That’s how important music is to the genesis and planning of our games. Left: Myself, holding a copy of the single ‘Gouryella’ by Ferry Corsten’s trance side project Gouryella, and Sam Kennedy. Right: Jon Atkinson and Nami Miyahara work on Jupiter & Mars’ theme song ‘(We Are) Shooting Stars’. The final track was written for us by a Brooklyn-based keyboard wizard and session musician, Scott Wozniak. When a song I wanted to license fell through (can’t win ’em all!), I turned to Scott and explained the context of the song and what it represents, to see if he could compose something that matched the tone of our original choice. Gentle and shimmering in its piano-led electronic pulse, I think the song “朝子” (“morning child”) is perfect for the game’s epilogue. Blue Moods Each area of the game’s soundtrack is built in layers, adding in tracks when the tension rises and subtracting them when the tension subsides. For the purpose of a soundtrack, however, we had Jonathan assemble 20 tracks as complete ‘songs,’ and I’m excited to say these songs will be released digitally and on vinyl, via BraveWave Productions. The songs that won’t make the cut on vinyl due to playtime restrictions (it’s a maxed-out double album) are Jon’s version of Maurice Ravel’s ‘Bolero,’ and Scott Wozniak’s track “朝子.” They will, however, be included digitally with all vinyl and digital versions sold. The two licensed songs by Anything Box and Ferry Corsten also aren’t included on the album, proper, since you can purchase them separately via your favorite music source. Regarding the album jacket design, BraveWave Productions (our soundtrack publisher, who will be releasing the album on vinyl and digitally) enlisted Dan Clarke, aka Arkotype, an excellent graphic designer out of the U.K. to create the cover designs, and it turned out beautifully, reminding me of some of my favorite covers by New Order and The Pet Shop Boys. The minimal gradients in each of the album jacket’s ‘portholes’ were created from actual screenshots in the game, twisting and pushing the colors from each screenshot’s hues (themselves taken from individual biomes in the game) into one beautiful, pearlescent shape. Jupiter & Mars – an audio specimen of future Earth vol. 1 Here’s what Dan had to say about his process: “My own style has always been influenced by the graphic design culture of progressive house & trance from the 90’s and early 2000s (particularly labels like Bedrock and Global Underground) — I believe that this album feels as if it could have been born in that era, so the direction for this project takes inspiration from that. This soundtrack has its own personality and identity, with that in mind I wanted to make something unique in order to make that clear. “The ‘porthole’ theme came from an idea to visualize a window/view into another world, and to represent the tone of the soundtrack using simple color and texture rather than specific imagery. This continues with the typography on the reverse, which has been set in a circular ‘shoal’. Each graphic was created using sections of stills from the game so that the palettes used are truly representative of the game’s vibrant hues.” Lastly, on the topic of the vinyl release, my good friend and mentor Tetsuya Mizuguchi wrote the introduction to the album. So if you’re a gamer who likes things like Child of Eden, Lumines, Rez Infinite, and Tetris Effect, and has to have all the Mizuguchi things, this should make a nice addition to your collection. Ocean Blue So hopefully this gives some insight as to how integral the music is in our games. Jupiter & Mars revolves around two characters who depend on each other, who share special times together, and are above all intelligent beyond our understanding. They experience emotions as profoundly as we do. In Jupiter & Mars we want to tell a mostly wordless, musical story, where the actions and deeds of our two cetaceans penetrate your heart more deeply than any text box could ever do (I hope). My personal wish, when you play our game, is that you grow as close to these characters as I have through the years. They first swam into my head almost a decade, and they’ve been like family ever since. Moreover, I hope that even after you power down your PS4 or take off your PS VR headset, and walk away to do something else in your life, that a bit of my friends Jupiter and Mars goes with you. View the full article
  4. Heaven’s Vault is an open-world adventure where you play as an archaeologist, Aliya Elasra, exploring ancient ruins, translating inscriptions, and uncovering the four-thousand year history of the Nebula that we created for the game. But it’s not all dusty temples and lost mines — when Aliya isn’t exploring the past, she’s talking to people in the busy cities and markets of her world, to find new clues to follow. It’s taken us four years to make Heaven’s Vault. Building an entire civilization from scratch isn’t easy! We found that for everything we decided on, there was another choice waiting to be made. Say we figured out what the people ate — well, then we needed to know how it was grown, how it was distributed, and how it was paid for. And was it shared out fairly, or unfairly? To help us we did a lot of research, drawing from sources as varied as the barter systems of the Polynesian islands to the intricate trade routes of the Silk Road. We borrowed and adapted ideas from a whole host of cultures and historical periods, while trying to include nothing that in our society hasn’t been real somewhere, at some time. But there’s one question that history was critical for answering: what do the people in our world look like? Heaven’s Vault contains a wide range of characters: some friendly, some unfriendly, and some out to trick you. It’s all too easy when designing a new world to try and stay true to your inspirations by making all the people look the same. Say your game is inspired by Ancient Rome: you make the characters all look Italian. Except the history tells a different story: Rome was a melting-pot, set at the intersection of Europe, Africa, the Middle East, and beyond. It was easily as diverse as modern-day London, or New York. Big cities have always attracted people from far and wide. So we went back to the geography of our world, and to our four-thousand-year history, and began asking questions. How did this world begin? How did it develop? How did people spread? Where did they go? Where did they congregate? Where did they avoid? Where did society prosper? And where did it fail? Aliya has a history with several of characters in the Nebula, but how much you explore those relationships is up to you. And from the answers to these questions arose the vibrant and diverse populations of Iox, Elboreth, and all the other moons. The people of each one — and the cast of characters you’ll meet on those moons — are the result of their positions in the Nebula, their relationships, and a core truth from all of history: people move around. The result is a world that’s mixed-up as Ancient Byzantium, or Middle Ages London, or modern-day Brooklyn. A world that, we think, feels coherent and exciting and surprising, full of people of all colors, sizes, shapes. A world that refuses to fit inside its box. You can enter that world, explore its mysteries and meet its inhabitants for yourself, today, because Heaven’s Vault is out now. Come sail the rivers of the Nebula, and let us know who you find in the comments below. View the full article
  5. Here at Media Molecule we’ve been so impressed by how creative (not to mention helpful and supportive!) our community was during our beta and we can’t wait to see what an even bigger group of creators will do in Dreams. Beginning today, Dreams Early Access will start rolling out to new players, starting in Europe at 10:30am BST, then the United States and Canada at 8:30am PST. To begin your journey in Dreams, Early Access offers brand new tutorials (including a much-requested one for character creation) and for those advanced players, Masterclasses with our Art Director Kareem Ettouney and Creative Director Mark Healey. Or you could… make an instrument from the silliest thing you can find, curate a collection of everything related to cats in the Dreamiverse… then build a museum for it! Make a tree fort, bring life to a short story you wrote, be the voice actor or actress the Dreamiverse needs. It’s really up to you, you have all the tools you need in Dreams. Of course, we have a whole host of additions and features planned for Dreams during Early Access so we’ll keep you updated on everything that we plan to add. And we hope you’ll let us know what you want in Dreams as well, by joining the conversation on our feedback forums on indreams.me, our companion site that lets you access the Dreamiverse. It’s also where we put lots of helpful information like patch notes helpful tips for updating your content, and more. We’re incredibly excited to be putting Dreams in the hands of such an amazing community of creators. This is a huge milestone for Dreams and Media Molecule and we hope you’ll join us during our 12-hour livestream starting at 10:00 AM BST to celebrate this momentous occasion! If you can’t join us, you’ll be able to watch the archived version on our Twitch page after the stream. We’ll be answering questions, creating live and of course, having some cake. Everyone at Mm is so grateful for all the support our community has shown us over the years. Have an incredible time in early access and please, share your creations, big or small, no matter how ridiculous, with us along the way. Seeing what you do in Dreams is what makes us tick. Xx Mm View the full article
  6. Road to Greatness is back! We’ll be bringing the latest and greatest in PlayStation gaming to festivals and conventions across the United States, starting this weekend at Salt Lake City Comic Con. This is the first stop of many, so keep an eye on our tour schedule. The RTG truck will be featuring the latest and greatest games including Days Gone, MLB The Show 19, Trover and so much more. In addition to the latest games, the crew has built out even more gaming stations. And we don’t just mean in terms of quantity; we’ve gone all in on quality too, with each demo on the truck running on PS4 Pro. PlayStation Road to Greatness Truck Routing Event Market Start Date End Date Salt Lake Comic Con (FanX) SLC, UT 4/19 4/20 Something In The Water Virginia Beach, VA 4/26 4/28 Beale St Music Festival Memphis, TN 5/3 5/5 KaaBoo Texas Arlington, TX 5/10 5/12 Hangout Festival Gulf Shores, AL 5/16 5/19 Phoenix Comic Fest Phoenix, AZ 5/23 5/26 Bunbury Music Festival Cincinatti, OH 5/31 6/2 CMA Fest Nashville, TN 6/6 6/9 Celebrity Fan Fest San Antonio, TX 6/14 6/16 Firefly Festival Dover, DE 6/20 6/23 Summerfest Milwaukee, WI 6/26 7/7 MLB All Star Game Cleveland, OH 7/5 7/9 Country Thunder Twin Lakes, WI 7/18 7/21 QuickChek NJ Festival of Ballooning Readington, NJ 7/26 7/28 Musikfest Bethlehem, PA 8/2 8/10 Silicon Valley Comic Con San Jose, CA 8/16 8/18 Gamestop Expo Nashville, TN 8/25 8/29 Bumbershoot Seattle, WA 8/30 9/1 Kaaboo San Diego, CA 9/13 9/15 Miramar Air Show San Diego, CA 9/28 9/30 CA Capital Air Show Sacramento, CA 10/5 10/6 Wings over Houston Air Show Houston, TX 10/19 10/20 Six Flags Fright Fest Atlanta, GA TBD TBD Blue Angels Homecoming Air Show Pensacola, FL 11/2 11/3 Thunderbirds air show Nellis AFB, NV 11/16 11/17 Fiesta Bowl Phoenix, AZ 12/24 12/29 National Championship New Orleans, LA 1/9 1/13 Check the above list and stop by to relax, try PlayStation VR, and maybe even win some prizes. Also, continue to check www.roadtogreatness.com for the most up-to-date game listing! PlayStation VR is not for use by children under age 12. View the full article
  7. Like many other kids, I used to assemble towns out of cardboard, twigs or junk that I’d found and create a story around them. I wished that I could breathe real life into the toys that moved into my town and that I could create a story together with them rather than puppeteering them through their lives. What if one of them would suddenly turn their gaze up and take notice of me? In our new VR adventure you get to experience that precise moment when you meet the young cat boy Louis! You’re right there in his world, in the shape of the Ghost Giant. You’re real, big as a hill and scary as thunder. You lean closer and poke him, he screams and runs away to hide behind a rock. From there on it’s up to you to figure out how to earn his trust. Our VFX Artist André Jönsson put a lot of effort into making effects which make the connection between you and Louis feel both more real and magical. The world has a very crafted look and feel to it, and that was always a common denominator throughout the development of the style. There are lumps of papier-mâché for foliage and painted cardboard for buildings — with thumbtacks, nails and tape keeping it all together. The style also helped to optimize the game since, instead of making high polygon models with fancy materials, our Environment Artist — Leo Brynielsson – just focused on painting yummy textures with a handmade look. Which, as a bonus, made Patrik Häggblad (the programmer responsible for making our game run smoothly) very happy. Thanks to our Programmers, Kristian Dam and Katharina Wunder, the Ghost Giant can lift off walls, roofs or rotate whole houses, take a huge crane and use it as a fishing rod or grab a big rock and throw it over the woods. There’s also the tactileness of leaning closer to listen in on the conversations going on in town or putting silly hats on people (thanks to our Lead Programmer and Producer, Sebastian Strand. Time well spent on that one). We wanted to channel that feeling of having created your own diorama world and exploring it as a child, the tiny world coming alive as you play. The inhabitants of Sancourt – the small town in our story – were meant to look like live toy figurines, carefully carved by someone. In this case by our splendid Lead Artist/Wood Carver Maria Svenningsson. The project’s Concept Artist, Stina Rahm, is especially great at drawing adorable animals and we wanted to encourage her to go nuts with animal designs. This added extra flavor to the characters. Monsieur Tulipe — the town’s florist deer — nibbles on his own flowers when nobody’s looking and Monsieur Bonbon, a grumpy lion, is forced to follow in his parents’ hoovesteps and sell vegetables. Going for anthropomorphic character designs was also a great way to find an accessible style with nice silhouettes and clear features that make them easy to read, even when they’re so tiny. It’s also cute and we like animals. Back when the first prototype was made by a small team lead by Zoink CEO Klaus Lyngeled, the story took place in an American, jazzy small town. However, when Ghost Giant’s writer Sara B. Elfgren first saw the demo and its pastel color scheme her mind went to The Umbrellas of Cherbourg (1964). She suggested writing the story and designing the art like it was set in a fictional France in the sixties. I put together a mood board based on pictures of French picturesque small towns, clothes and old cars from the 50s and 60s and it all ended up somehow fitting the mood and atmosphere of the story better. It made us try something that was quite different to what we’d done before in our other games, with bored beatnik cool cats instead of jockey school bullies and lush countryside where there previously had been steamy, rowdy streets. Telling a story in this medium and small scale proved challenging at first but when we began thinking of the game as a cozy theater things quickly fell into place. When something important is going on in the scene, we dim the lights and direct a spotlight at the action. We also turn down the background noise and play different music. Last but not least, the expressive animations by Stefan Markan, Mathias Lorensson and Willand Sköld Ringborg and Sound Design by Marcus Klang did wonders to the storytelling as well. Tomorrow, April 16, we welcome you to Sancourt! The team has worked long and hard on the project and we’ve all put a piece of our hearts into it. We hope you’ll enjoy your visit, make some new friends and memories. Just remember that even though you’re the big, tough giant in this story, you’re here because Louis needs you. Only through working together as friends will you be able to learn more about Louis and uncover what means to be a giant ghost. View the full article
  8. Together we all dream big dreams. Dreaming big has led to an amazing sense of accomplishment for all of us here at Santa Monica Studio and it’s the belief in that dream that kept us going, from the very moment we set out to create a new beginning for God of War. In 2015, we celebrated the 10 year anniversary of God of War, having started the saga back in 2005. And, so, here we are reflecting on the one year anniversary of a new era for Kratos, now with his son, Atreus. When Cory Barlog first brought us this transformative vision of a father and son embarking on an incredible journey together, a journey to honor a wife and a mother… but also one where a boy would teach his father how to be human again; and the father (Kratos) would teach his son how to be a measured god, we knew we had something special for our fans. Yet, change is hard. Change to a longstanding franchise comes with immeasurable doubt, a studio defining risk and a huge leap of faith. Thank you to our entire worldwide team; the Sony PlayStation family and you, the millions of God of War fans around the world who embraced that leap with us, on a journey we never expected. We made this journey together. In honor of you, our fans, we’re starting a week-long celebration of the one-year anniversary of this God of War. I’m very happy to indulge you with a small token of our appreciation. We’ve crafted a fantastic God of War Anniversary character PS4 avatar set that will be available free this Wednesday, and a PS4 dynamic theme available right now that will bring you back to serenity with Kratos and Atreus in the Lake of Nine. They’ll both be free at PlayStation Store (search God of War), whether you own the game or not. This past year we’ve been graced beyond belief with the Game of the Year honor from an astounding number of outlets worldwide. We’re humbled, and even more honored to be in the same breath as so many masterpiece games who unquestionably deserve the same distinction. Like so many in our industry, at Santa Monica Studio we craft games and strive to tell powerful, emotionally connecting stories. This year marks 20 years since our studio was founded. If I had to predict the next 20 years of Santa Monica Studio, I can tell you without a shadow of a doubt, we will continue to create games whose art reflects life, life reflects art, with stories we want to resonate for years to come. Thank you from the bottom of our hearts for embracing the new God of War and for helping Santa Monica Studio rise up to a new beginning as well. From our whole team to you, that has meant everything to us. Now, we have a long journey ahead. View the full article
  9. Star Wars Jedi: Fallen Order is an upcoming third-person action-adventure game made by Respawn Entertainment and EA. On the heels of its reveal at Star Wars Celebration Chicago, we’re giving the world its first look at the next major Star Wars title! This single-player story puts players in the boots of Cal Kestis, a surviving Padawan in a post-Order 66 galaxy where the Jedi are considered traitors. The galaxy has never been a more dangerous place for a Jedi. The once wholly trust Jedi Knight are now betrayed without hesitation by a fearful populace. Only the Force can be a trusted ally. It’s up to Cal to hold the light of the Jedi Order above the darkness as he ventures across new worlds and uncovers ancient pasts. Working together with a team of unlikely allies, Cal must do whatever it takes to survive as the Imperial Inquisitors hunt him down as he seeks to restore the Jedi Order. Star Wars Jedi: Fallen Order releases on PlayStation 4 on November 15. View the full article
  10. A new PS VR adventure from the team behind Fe, Flipping Death, Stick it to the Man, and more, Ghost Giant casts you as… well, a large spectre visible only to a young boy named Louis. Explore the town of Sancourt, help Louis and his neighbors, and have a laugh or two (or ten) along the way. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! Anniversary Collection Arcade Classics PS4 — Digital (Out 4/18) Konami starts its 50th anniversary celebration with this first installment of the Anniversary Collection series of all-time classics! This includes eight arcade masterpieces of the 80s, from Nemesis to Haunted Castle, enhanced with modern features. Crossovers By Powgi PS4, PS Vita — Digital (Cross-Buy, Out 4/17) Solve crossword puzzles — one letter at a time! Crossovers are little crosswords with just one letter missing. Find the letters, then unscramble them to solve the cryptic clue. Crossovers by POWGI contains 200 crossword clues – and 200 terrible jokes, as a “reward” for solving each one. Dark Quest 2 PS4 — Digital Dark Quest 2 is a turn-based RPG where you control a party of heroes on your epic quest to defeat the evil sorcerer and his minions. Each map is designed to test your party’s strength, courage and sanity as you go deeper and deeper into the castle seeking the evil sorcerer. Ghost Giant PS VR — Digital, Retail As the Ghost Giant, you are the protector of the lonely little boy Louis, who’s in dire need of a helping hand. Build trust with Louis by helping him overcome big — or even gigantic — obstacles. Discover Louis’ world, meet its eccentric inhabitants and experience a heartwarming, and sometimes heartbreaking, story. God’s Trigger PS4 — Digital (Out 4/18) Slay enemies with speed and precision in an over-the-top show of blood and explosions, dodging bullets and making split-second decisions. Play solo or with others. When an Angel and a Demon team up to kill their way into Heaven and stop the apocalypse, bullets will fly and blood will be shed. Graveyard Keeper PS4 — Digital (Out 4/15) Graveyard Keeper is the most inaccurate medieval cemetery management sim of all time. Build and manage your own graveyard, and expand into other ventures, while finding shortcuts to cut costs. This is a game about the spirit of capitalism, and doing whatever it takes to build a thriving business. And it’s also a love story. Heaven’s Vault PS4 — Digital An archaeological narrative adventure with an entire hieroglyphic language to decipher. Sail the rivers of space, explore lost moons, uncover ancient artefacts, and piece together a 5,000-year-old secret. Every answer feeds into a story that adapts around your actions. Will you uncover the path to Heaven’s Vault? Iron Snout PS4, PS Vita — Digital (Cross-Buy) Once upon a time, pigs would have to build a house of bricks to keep the wolves at bay, but not anymore. In Iron Snout, its hero piggie has taken up learning martial arts and now it’s the wolves that need to keep their distance because in this bonkers button-mashing beat ’em up, bacon is off the menu for good. My Time At Portia PS4 — Digital, Retail Start a new life in the enchanting town of Portia! Restore your Pa’s neglected workshop to its former glory by fulfilling commissions, growing crops, raising animals, and befriending the quirky inhabitants of this charming post-apocalyptic land. Nurse Love Syndrome Re:Therapy PS Vita — Digital (Out 4/18) Meet cheerful Kaori Sawai, fresh out of nursing school, as she joins Yurigahama Hospital. Surviving a near-death experience as a child left her with a desire to become a nurse. Our World Is Ended. PS4 — Digital (Out 4/18) A new masterpiece of narrative visual novel storytelling. Follow Judgement 7, a team of eccentric developers working on their latest game in Augmented Reality. On a summer’s day, their AR headset let them catch a glimpse of Tokyo in ruins. Could it really be the end of the world? Path to Mnemosyne PS4 — Digital Relax, empty your mind, activate your senses and immerse yourself into Path to Mnemosyne, a hypnotic adventure created within an infinite zoom! Walk the path, explore your mind and recover all lost memories by solving dozens of imaginative puzzles. Will you be able to reach the end of the path? Please, Don’t Touch Anything PS4 — Digital Covering for a colleague, you find yourself in front of a mysterious console with a green screen monitor showing a pixelated live image of an unknown city. Also present is an ominous red button with the simple instruction to not touch anything! Go ahead, press the button. You know you want to. QuiVr PS VR — Digital QuiVr puts the power of the bow and arrow in your hands. Tasked with defending your keep (and the power within) from an ever-advancing enemy, you’ll find yourself in a thrilling fight for your very survival! Snooker 19 PS4 — Digital, Retail This is the most authentic simulation of the sport ever created, with TV-style presentation and commentary, true-to-life physics and advanced artificial intelligence. Choose from offline and online modes, from quick play online match-making to global online tournaments that link in real-time with the live World Snooker calendar. Snooker Nation Championship PS4 — Digital Challenge the best Snooker players in the world to take home that all important win. The offline tournament includes competing in the qualifiers through to the grand final, played on Championship specification tables. Or challenge players online. Snooker Nation Championship is digital snooker at is best. Table of Tales: The Crooked Crown PS VR — Digital Embark on a digital tabletop RPG — a virtual reality adventure of swashbuckling and sorcery! Take a seat at a mysterious table and unlock its true potential as a magical living board game. Take the helm and lead your party of scoundrels through realms of adventure, investigating the misdeeds of their pasts and facing up to terrible dangers! Tarot Readings Premium PS4 — Digital The tarot reading is a pack of playing cards used in parallel for divination in the form of tarotology and cartomancy. Our game makes you feel like you are visiting a real gypsy tarot reader. She will shuffle the cards, let you choose them and then present them and explain their meanings. All 78 cards are animated! Trüberbrook PS4 — Digital, Retail (Out 4/17) Enjoy an adventurous vacation to a 1960s parallel universe! A thrilling sci-fi-mystery adventure game that takes place at a remote village in rural Germany. You won the trip in a lottery! Or at least, that’s how it seems. But instead of getting some rest, you could find yourself having to save the world… World of Warships: Legends PS4 — Digital Experience epic naval action in World of Warships: Legends, a global multiplayer free-to-play online game where you can master the seas in history’s greatest warships! Recruit legendary commanders, upgrade your vessels, and stake your claim to naval supremacy. Early access starts today, April 12, at 12am PT. World War Z PS4 — Digital, Retail Humanity is on the brink of extinction. From New York to Moscow and Jerusalem, the undead apocalypse continues to spread. As the end looms, a hardened few band together to defeat the horde and outlive the dead. World War Z is a heart-pounding co-op third-person shooter featuring swarms of hundreds of zombies. The information above is subject to change without notice. Game of Thrones Playlist ESPN NBA Playoffs Playlist Anderson .Paak – Ventura Miss Bala (2019) The Lego Movie 2: The Second Part Dragon Ball Super – The Movie: Broly Watch the action live starting Saturday, April 13 Season Premiere Sunday, April 14 at 9PM PT only on HBO PlayStation Vue has your favorite sports, news and must-watch shows. The information above is subject to change without notice. View the full article
  11. Frostpunk: Console Edition is a game of society survival coming to PlayStation this summer. Sometimes it’s easier to picture a game in one’s mind with a genre, but in this case the genre is something you might not have seen before. I wouldn’t mind the gaming community using ‘society survival’ in the future to describe games offering similar experiences, but with this one we’ve created a blue ocean. Frostpunk tells an alternate story of XIX-century industrial revolution, where for unknown reasons our planet went into an extreme ice age, bringing destructive winters and an eventual collapse of civilization. Governments fall and humankind faces the threat of extinction. Your role is to lead a group of survivors — possibly the only remnants of British Empire in a Victorian era. People under your command try to form an organized society that adapts to unforgiving conditions and your vision is to create a new civilization, hopefully capable of surviving the overwhelming cold. “The city must survive” — this sentence drove us, at least partially, throughout the creation of the game. As the leader of possibly the last society on Earth, you build and manage its last source of hope — the city of New London. Careful planning, expansion, resource management and the overall creation of the infrastructure surrounding a huge coal-fueled generator — this is how you ensure your survival. But then, it is all about your people: hundreds of workers, engineers and their children who need to be led and ruled to efficiently fight the devastating frost. Gathering resources, building up the city, and researching technologies are all essential to the survival of your city, but the human factor is the key to creating a society capable of surviving apocalyptic catastrophe. As the leader, you rule by introducing laws and customs that make society function in a way you believe is the right one. Or sometimes with laws that make people obedient to your voice — the one and only right voice. And don’t think it’s easy. The game is going to challenge your strategic thinking and test your moral spine. In Frostpunk, “The city must survive” often serves as the only imperative. If thoughtful and careful society management was not enough of a challenge, you not only need to oppose this oppressive environment, but also explore it, discovering remnants of the past, gaining additional resources and last but not least — rescuing survivors to further grow your community. Do what you must, as extinction looms on the horizon and survival of your people is of the essence. Whatever the cost. View the full article
  12. Email us at blogcast@sony.com! Subscribe via iTunes, Spotify, Google or RSS, or download here Tim and I are holdin’ down the fort this week, so there’s nothing to keep us from talking Sekiro, Deltarune, and… Cheers? Come on in, grab a seat, and let us serve you up a frosty glass of gaming news. Plus, Kristen interviews Iain Wright, design director at London Studio, about their upcoming blockbuster PS VR shooter Blood & Truth. Enjoy the show! Stuff We Talked About Changing our Online IDs Blood & Truth Falcon Age Paper Beast No Straight Roads Sekiro: Shadows Die Twice Path of Exile Deltarune Our favorite movies to watch on the big screen Cheers The Cast Justin Massongill – Social Media Manager, SIEA Tim Turi – Senior Social Media Specialist, SIEA 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
  13. I’m Ryan Bousfield from Wolf & Wood. In the lead up to the release of A Chair in a Room: Greenwater on PlayStation VR, I would like to take you through some of the concepts and ideas that went into creating the fictional location of Greenwater. A Chair in a Room: Greenwater is a horror mystery set in a bleak imagining of America’s Deep South. As Patient No. 6079 you must relive your memories to piece together the past and why you have awoken in the sinister Greenwater Institute. The area of Greenwater is a mix of derelict towns, run-down motels and murky, decaying swamps, making the game an eerie and atmospheric thriller. But to make it as immersive as possible, we knew early on that we would need to design a world outside of anything you see in the game. Scratching the surface The game starts in The Greenwater Institute, a brightly lit, utilitarian facility that could be anywhere in the world. On the surface it looks clean and safe, with posters of stock models smiling under the guise of care and security. This is subversive by design, as the threat in Greenwater isn’t visible from the start. Investigation of the clues is carried out by manipulating items using either the DualShock 4 wireless controller or PS Move motion controllers. This kind of ‘hands on’ gameplay means that getting up close is important. With that in mind, we’ve paid extra attention to the finer details. Looking closer, the clean white room reveals marks of the previous occupants, and scratched into the paint of the door are messages from another time. Our own brand of corruption Remember those posters in the institute? The ones with stock images of carefree happy people. They’re all branded Agkistrocorp, just like the medication packaging and stationery. These and all the other items in the game have been designed with all the detail of a real world product: from warnings, to chemical makeup, to barcodes, each item feels believable. These work twofold as the items are either story-related or contain information about gameplay. Influences A number of literary and cultural references are made throughout, and we feel that these ground the events happening around you, invoking a sense of familiarity in an otherwise unusual place. George Orwell’s 1984, the widely known classic and a personal favourite of mine, is a big influence for the institute. As you explore you’ll notice that posters on the walls proclaim “We are always watching,” and that doctors observe your every move through two-way glass. Even the number given to the patient, 6079, is the same as that given to Winston, the protagonist of Orwell’s classic novel. There are plenty more references and metaphors hidden throughout that don’t directly influence the gameplay but are there for those willing to look deeper. Prepare for your descent: A Chair in a Room: Greenwater comes to PS VR April 23. View the full article
  14. Think of all your weapons and superpowers in Rage 2 as ingredients in a zesty recipe. You’ve assembled all the fixings you need for a kickass cake (or pie, if you’re a pie person), and now it’s time to blend them together into some beautiful and devastating combos. These little combo cakes (or pies) will be your key to mastering combat and becoming a wasteland superhero when Rage 2 launches on PS4 on May 14. First, feast your eyes on the carnage that your outlandish weapons and abilities can cause in Rage 2 in the new trailer above, then dig deeper into the gameplay details to discover how to pull off these stunts yourself. Between all of the weapons, abilities, equipment, and upgrades, the list of potential lethal combos is huge and bloody. The combat team at Avalanche Studios offered up some of their favorites for beginners: Want to send enemies and objects hurtling through the atmosphere? The Shatter ability, the Shotgun’s alt-fire mode, and the Grav-Dart Launcher are all great tools. Try launching enemies into walls for epic gibbing, or into other enemies to knock them over. For even more messy fun, try launching explosive objects into groups of enemies. The Barrier is perfect for protection in heated moments, but it’s not solely a defensive tool. Add the Touch of Death upgrade, then use the Vortex as an easy tool to pull enemies into your lethal Barrier and watch them get turned into gnarly bits of mincemeat. The Vortex can be used as a simple crowd control tool, but it’s also perfect for setting up combos. Let the Vortex launch you into the air to maximize the power of Slam, or cook and toss a grenade into a Vortex while it pulls enemies together, allowing you to catch all of them in one explosion. Incorporate the Phoenix into your combos and really make an entrance. While traveling at top speed, eject from the Phoenix and Slam directly down on top of a group of enemies. The added height from the ejection will give your Slam a little extra oomph for a little extra eww when you wreck shop. Once you’re familiar with the basics, the Avalanche team suggests trying this advanced, gravity-defying combo: Launch yourself into the air by stepping into a Vortex Grav-Jump from mid-air to get even higher Take out a few enemies with your weapon while staying airborne with the Float upgrade for Grav-Jump Do an aerial Dash to place yourself above a group of enemies Perform a Slam from great height to send enemies flying (or just outright smush them) Stringing together combos is the easiest way to fill your Overdrive meter and turn the tide of battle. Not only does Overdrive push all your weapons beyond their physical limits, it also restores your health, making it a crucial part of maintaining control in a fight. Master your weapons and abilities, get creative with combos, and become a wasteland superhero on May 14. View the full article
  15. Hi! I am Eric Chahi, maker of Another World (Out of this World in US). I’m thrilled to introduce you to our new game, Paper Beast, set for a release later in 2019 for PlayStation VR. Somewhere deep down in the vast memory of a data server, an ecosystem has emerged. Decades of lost code and algorithms have accumulated in the eddies and flows of the Internet. A small bubble of life has blossomed. Paper Beast is born. A few years ago, I was playing with physics in the Unity Engine with several cool new gameplay elements in mind. Notions of Big Data were swimming in my head. As you know, I’ve always enjoyed exploring new concepts and creative territories. That was my motivation when I created Another World (Out of this World) back in 1991 on the Amiga. To be independent and free to share my passion for exploring new experiences and technology, I created my new studio: Pixel Reef. The studio is like our atoll, our happy place — a space for creative exploration. Experimentation and Discovery With Paper Beast, we wanted to create a complete ecosystem with unique wildlife. We wanted to reproduce the excitement you might feel as an explorer discovering a virgin land, a place where no human has been before. When you watch animals in nature, you feel something special about how they move and react. They exhibit an intense sense of vitality that makes exploring all the more enriching. You will interact with the creatures and will start to form delicate bonds with them. So how did we incorporate this into Paper Beast? Every bit of gameplay is built atop a simulation covering every conceivable detail, from terrain simulation to animal locomotion. You can precisely interact with the environment as an immersive, playful universe. Creatures will adapt their behavior to how you, as a player, interact with the world. Paper Beast is not a god game, but we did put some key ingredients in it. Live an Adventure More than anything, Paper Beast is a virtual journey leading quirky animals through a colorful universe that sprouts from the remnants of the internet. We will tell you a story, but the narration is unspoken. Through the events of the world, their pacing, the story unfolds. Much like Another World, there is no text or dialogue. There is only the environment, and you will feel immediately connected to it. Our physics system enriches the experience through simple interaction and manipulation of the environment. We also wanted the environment to be meaningful and touching. The creatures you’ll meet, all made of paper, are the symbolic bridge between the world of men and the world of information technology. A Passion for Technologies 3D immersion has always enthralled me: you can feel the environment around you in its entirety. With VR, your gestures are spatialized, so you can fall into a fully interactive, simulated living world. One of the VR lessons I learned during development is just how critical sound is for immersion. In movies they say that sound is 50% of a picture. Everything becomes so more tangible with authentic sounds. That is even more true in VR. Sound is 50% of space! At Pixel Reef, we have three people working full-time to deliver an outstanding binaural experience. We have been tirelessly working on Paper Beast for three years, and we think you’ll find our unique DNA in it. We can’t wait to share the world of Paper Beast with you, and we look forward to hearing about your own experience in the virtual world. We will keep you updated until the launch! View the full article
  16. Hello everyone! Let me say that it’s a huge delight to be able to say “Hi!” from PlayStation.Blog. I’m really happy to be able to directly talk to all you wonderful PlayStation gamers, being one myself! I’m Wan Hazmer, former Lead Game Designer of Final Fantasy XV and together with my cousin Daim Dziauddin, former Concept Artist of Street Fighter V, we co-founded Metronomik, a Malaysian video game studio back in December 2017. We’re happy to present to you our first PS4 music-based action-adventure game: No Straight Roads! Here, you fight a massive Electronic Dance Music empire as an indie rock band! Yup, you can already tell that we’re huge fans of music and epic battles! The game is set in Vinyl City, which mega corporation NSR (No Straight Roads) has taken control of all the city’s clubs. NSR, which doubles as an EDM label, will only allow their music to be performed. You play as Mayday and Zuke, two members of the indie rock band Bunk Bed Junction, who clash against NSR’s artists in giant boss fights to reclaim control of the city. So maybe this is the first time you’re hearing about this project, but we presented the game at the Tokyo Game Show, Paris Games Week and recently at the Taipei Game Show — and we are extremely proud to mention that we won the prestigious ‘Best Audio’ Indie Award at Taipei Game Show! No Straight Roads was created to reinforce the role of audio in a video game without turning it into a rhythm game, and to tell a story about different musical cultures through powerful visual elements. “So,” I hear you ask. “It’s a rhythm game?” It’s actually an action game with a unique twist! It plays similarly to, say, Kingdom Hearts or Devil May Cry. While everything that happens on screen is deeply tied with the music, you can attack, jump and move freely; You are not required to follow the beat, but if you understand the relationship between the enemy attacks and the music, you will gain an advantage in combat! Because in No Straight Roads, music is power. The core experience that we want to nail is “your music can change the world.” So the power of music, you can transform certain objects into weapons. Your performance in the game will also bring about changes in the game’s music: a seamless and dynamic transition between rock and Electronic Dance Music. What we’ve been able to accomplish is a result of the amazing music by Falk — who has worked on the music of previous Final Fantasy and Kingdom Hearts games, James Landino of Sonic Mania fame, Funk Fiction and Andy Tunstall; and the fantastic sound design of Gwen, Sharon and Jeremy! We also want to represent music in its entirety: its culture, its creativity and its many stories. It’s also about the clash of ideals and different mindsets of why people play music. We tell these stories in a way that can be only told in video games. Less reliance on cutscenes and more on visual storytelling. We’ve been told during the game shows that our art is very unique. It’s all thanks to our amazing art team. Our concept artist is Ellie Yong, who had zero experience in game art before coming in our team, but brought an extensive experience creating sprawling wall murals and illustrations to our game. Our 3D team then aligns to her concept art (instead of the other way around), providing a unique, visually-striking art direction to our game. Jarold, who has worked as an art director for projects like Gears of War, is now tasked with bringing Ellie’s beautiful art into an immersive 3D world. We recently released brand new key art, created by Ellie, that showcases one of the main protagonists, Mayday, as she looks towards the tower of No Straight Roads, the EDM empire in the game. Surely this art looks very familiar to all you RPG fans? That’s right, it’s a tribute to the 22nd anniversary of Final Fantasy VII, one of my favorite RPGs of all time! This key art is my little way to say thank you. It was a great privilege to work alongside some of the original members who worked on this masterpiece back when I was in Square Enix. It is also a testament to our ambition to make No Straight Roads a truly memorable experience for gamers worldwide when it releases this spring on PS4. View the full article
  17. We’re excited to announce that the online ID change feature on PSN is officially launching to all PlayStation 4 owners later today. You’ll also be able to change your online ID via a web browser, and that feature will also be available starting today. Thanks to all of you who participated in the beta preview program back in October/November and who gave us your feedback! We do want to take this opportunity to clarify one point – as a result of the preview program, we’ve found an instance where a game did not fully support the feature, even though it was originally published after April 1, 2018, contrary to what we mentioned in our original announcement. All PS4 games originally published on or after April 1, 2018 have been developed to support the online ID change feature. However, since they have not all been specifically tested with the feature, we cannot guarantee that they will support it. For more details and information, we encourage you to refer to the list of tested games before making a change to your online ID. Do keep in mind that the large majority of most actively played PS4 games support the feature. We’re sure you have questions about this long-awaited feature and how it all works. This FAQ should have the answers you seek, but if not, just leave us a note in the comments below. We’ll do our best to update this document or respond in the comments section. There’s also a section on our PlayStation support page that may help answer additional questions, which you can check out here. Now without further ado, on to the FAQ! Q: Where and how can I change my online ID? You can either change your online ID on your PS4 or web browser. PlayStation 4: Step 1: From your PS4 go to [Settings]. Step 2: Select [Account Management] > [Account Information] > [Profile] > [Online ID]. Step 3: Enter an Online ID of your choice or choose from one of the suggestions. Step 4: Follow the on-screen prompts to complete the change. Web browser: Step 1: Sign in to your PlayStation Network account and select PSN Profile in the menu. Step 2: Select the Edit button that’s next to your Online ID. Step 3: Enter an Online ID of your choice or choose from one of the suggestions. Step 4: Follow the on-screen prompts to complete the change. Q. Can I change my online ID on my PS3 or PS Vita? No. The change can only be made through a PS4 system or web browser. Q: Do I have to pay to change my ID? How much will it cost? The first change is free, and changes after that will cost $9.99 USD / CAD. For PlayStation Plus members, it will cost $4.99 USD/ CAD for each change after the first one. Q: Will my friends be able to find me with my new online ID? When changing your online ID, you’ll have the option to display your old ID next to your new ID in your Profile for 30 days. This will make it easier for your friends to notice your ID change. You can only select this option at the time you are changing your online ID. Q: How many times can I change my ID? In general, there are no restrictions to the number of times you can change your online ID. Q: Can I revert back to my old ID? You can as long as the old ID doesn’t violate the Terms of Service. You can revert back to any of your previous IDs by contacting PlayStation Support. Q. Do I have to pay to revert back to an old ID? No, reverting back is free. Q: What happens to my old online ID? Can someone else take it? No, your old online ID is only available to you. Q: If I change my online ID multiple times, can I revert back to any of my past IDs? Yes, you can revert back to any of your previous online IDs, as long as those IDs do not violate the Terms of Service. Q: How many times can I revert back to an old ID? In general, there are no restrictions to the number of times you can revert your online ID. Q: Can any account change their online ID? Child accounts cannot change their online ID. Q: Do all games support online ID change? A large majority of the most-played PS4 games that we tested support the feature. We recommend that you check this list of tested games before you make the actual change. PS3 and PS Vita games are not supported. Q. What do you mean by a game supports the online ID change if it was ‘originally published’ on or after April 1, 2018? The game must have launched for the first time on or after April 1, 2018, to support the online ID change feature. For example, a game that first launched back in 2013 that has since been re-mastered or re-sold as a ‘complete edition’ in 2018 does not apply. Q: Why is it that only games published after April 1, 2018 were developed to support online ID change? Games published after this date were developed using tools that support online ID change at a system level. Q: Will all PS4 games released in the future support the feature? All PS4 games originally published on or after April 1, 2018 have been developed to support the online ID change feature, but we do not guarantee that all games will fully support the feature. Q: I saw that there are a lot of potential issues and risks associated with changing my online ID. How do I know that I won’t run into these? We recommend that you check this list of tested games before you make the actual change. A large majority of the most-played PS4 games that we tested support the feature, and we expect major issues to occur only in a small number of games. Q: What kind of issues could I potentially run into? Below are some of the issues you may encounter. We expect major issues to occur only in a small number of games. Your previous Online ID may remain visible to you and other players in some areas. You may lose progress within games, including game saved data, leaderboard data, and progress towards Trophies. Parts of your game and applications may not function properly both online and offline. You may lose access to content (including paid-for content) that you may have acquired for your games including content like add-ons and virtual currency. Q: What should I do if I encounter an issue by changing my online ID? If you experience any issues while playing a game that is not on the list of tested games, we recommend that you revert back to your previous online ID that did not have those issues. Reverting back should resolve most issues. View the full article
  18. Email us at blogcast@sony.com! Subscribe via iTunes, Spotify, Google or RSS, or download here On this week’s episode of the Blogcast we’re back from our stint in a fantastical Japan with hands-on survival stories from Sekiro: Shadows Die Twice. We also cover a slew of awesome upcoming PS VR titles and ponder what an interactive VR sitcom might be like. Hello Game’s Sean Murray also pops in to talk about PS VR support coming to No Man’s Sky Beyond. Prepare for takeoff! Editor’s Note: Sorry for the later-than-usual upload on this one! We ran into some technical issues that prevented us from getting last week’s episode live until today. -Justin Stuff We Talked About Sekiro: Shadows Die Twice Path of Exile Sean Murray talks No Man’s Sky VR VR sitcoms? The Cast Sid Shuman – Director of Social Media, SIEA Kristen Zitani – Social Media Specialist, SIEA Tim Turi – Senior Social Media Specialist, SIEA 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
  19. VA-11 Hall-A: Cyberpunk Bartender Action came out three years ago and I still can’t believe it. All the opportunities that have come our way, all the help we’ve been able to give to those we love thanks to it, all the support we get every day from everyone. It all still feels unreal, and now the game is going to be on PS4 this May! In case you’ve never heard about VA-11 Hall-A: this isn’t a game about glamorous heroes toppling governments in a cyberpunk future. You assume the role of an ordinary bartender named Jill Stingray, who listens to the tales of strangers and regulars at the VA-11 Hall-A bar while she mixes drinks for them. Characters react differently depending on what drinks they were served and how much alcohol they’ve had — and you’ll learn about the dystopian place they all live in, Glitch City. I wanna go into some spicy lore about Jill’s boss at VA-11 Hall-A, Dana Zane. Now, Dana is a character that predates Sukeban Games itself. Her origins can be traced back to being the mascot from an old blog my co-founder Christopher had. Dana’s role remained even after said blog got reiterated and even after we started making games. We saw fit to make her, if not the protagonist, at the very least a notable face in the production of VA-11 Hall-A. Being a “mascot” of sorts, Dana has always reflected Sukeban Games as a brand, even before we were called Sukeban Games. One of the driving forces behind what we do is a constant feeling that we don’t belong in regular circles. Be it gaming, anime, or whatever, we’ve always felt like outsiders whenever we try to fit into the regular hobby circles. So we’ve tended to carve out our own space where we can be ourselves with no problems. As such, Dana has always had a rebellious streak to her, geared towards the core principle that if the world wasn’t gonna accept her, she would happily carve out her own space in the world, welcoming anyone that feels like they don’t belong out there. Dana’s role as the representation of what Sukeban Games signifies is even reflected on the company name. When the time came to pick a company name, we knew we wanted something that would reflect Dana as a character, that would encapsulate her rebelliousness and deeply punk attitude. And so “Sukeban Games” was born. We wanna highlight that Dana in VA-11 Hall-A is a more mature version of herself. We have a huge desire to explore Dana at the height of her reckless and punk nature. VA-11 Hall-A’s Dana is a glimpse into a future where she’s been to hell and back, only to return stronger and more inclusive than ever. Sukeban Games as a team has been through a kind of hell too, if you know what’s up with our home country of Venezuela. Still, if you told me five years ago that the game we made for a game jam would be on consoles everywhere, I would’ve probably been annoyed at you pulling my leg. But VA-11 Hall-A is now a reality, our reality, and we will forever be thankful to everyone that has supported us all the way through the tough times and more. View the full article
  20. Falcon Age is a game about Ara bonding, hunting, fighting, and reclaiming her land from automated colonizers. It’s available tomorrow from PlayStation Store for PS4 in non-VR or if you have a PS VR you can pet a falcon in virtual reality. We spent a lot of time getting the falcon to look and feel like a believable bird of prey. Let’s do a deep dive of the design of the falcon, animation, rig setup, and feather tech. Falcon Design Our falcon design combines multiple raptor types. She is big as a golden eagle, fights like a hawk, has some eagle-hawk resemblance, some owl-like tufts, and falcon tendencies. She’s one of the last of her kind left in our world and we wanted to make her unique visually for the story and also visually stand out during gameplay against the sky and desert like environments. One of the early inspirations for Falcon Age came from videos of golden eagles hunting large mountain goats. That led to some research on falconry and the idea of having a falcon as a pet and designing mechanics and gameplay around that core idea. We made a rough prototype early on to test out the ideas. The first time we successfully whistled for the bird in VR and saw the scale change from it approaching from a distance to landing on our hand, we knew we were on to something that could serve as the core of a unique game. Animation and Rig Falcon Feet Tracking There are lots of animation options out there, but none of them would easily solve our specific falcon feet tracking needs. Inverse kinematic setups, root motion and other complex plugins could do the job if we had a bigger team and more time to dedicate to it. We wanted a more predictable outcome so we went with a multiple pose based solution made in 3dsmax. However, the biggest reason for not using IK, is that this is the best way we could come up within a couple of days. We were building the prototype so fast back at the beginning of the project that we didn’t have time to look at what other solutions are available. This is the most reliable and least ugly way we found and we’ve stuck with it since. If it’s not broken, don’t fix it. Here is how we imagined the bird claws blending IRL. The ball is the fist that is attached to the VR motion controls. There are limits to this method. The claws needs to be able to wrap around a fair chunk of the fist and the fist pose needs to be as spherical as possible. Short version of how it’s done: the fist is a ball and the bird’s feet rotate around the ball using 30 blend poses and shuffle animation to get the feet back to center when the ball (motion hand) has rotated too far. 30 Blend Poses on a ball A shuffle animation let feet recenter And the the blends start again after that quick shuffle animation from the new rotation of the hand. According to our programmer Justin, he is doing some regular old quaternion and linear algebra math. And I’m using three float values that he’s giving me and feeding them into those anim blend states. For baby bird, the second knuckle on the index finger is treated like a ball. The one edge case where the ball concept doesn’t work is when the glove is pointed directly down. Pictured below. We had several ways we could’ve dealt with that case. One solution was to have a collider on the forearm part of the glove and have the bird fly away if bird’s collision intersects with it. Ultimately we decided to let it be as is. It’s more player friendly that way since it lets you scratch your left hip while in VR without having the bird leave you. Also most people would never have their hands positioned that way in normal play. Unless they’re playing in a headstand for some reason. All kinds of animation features would look wrong or broken in a headstand. Falcon Head Tracking Short version of how its done: the head (bone_Head) is a direct child of the highest object in the bird skeletal hierarchy (bone_Root). Bone_Root’s position (not rotation) follows the position of the motion controller and bone_Head counters that motion. Basically a two-object hierarchy where a positional blend is used to counter motion of the parent object to keep the child object in same global position. The rest of the bird body uses a blend of 27 poses to try its best to keep the bird looking natural. With the size of the adult bird we have, a 12cm translation in all axis (24x24x24 cube) seemed ideal for getting the stabilizer effect without stretching the neck too much. The head will also move at the edge of that range and when the motion hand stops moving, that new position is now the new center and another 24cm cube is formed there. Math-wise, headlock is mostly just a vector transform with a lot of extra ‘fluff’ for limiting speed, transitioning in and out, and moving the lock point when it gets too far from the body but the bird is still in the area. Feathers and Rendering The small body feathers, or contour feathers, on our birds flutter in the wind, and react to the player’s hands brushing against them to give a greater sense of tactile interactivity. The short description is each small feather on the bird is treated like many grass or vegetation shaders. Several overlapping sine waves are used to calculate some simple noise used to flutter the feathers and give them some life. Their timing is offset by a random value per feather stored in the vertex color, and the flutter movement is scaled also using the vertex color. This means the base of the feathers don’t move, but the tips do. It also means longer feathers move more than shorter ones. Unlike most grass shaders, we need the feathers to not move in random directions, so we can’t use world or local space directions. Plus this is on a skinned mesh which makes the direction even more dynamic. Instead we use a combination of the feather’s vertex normal and tangent so the feathers flutter in and out and side to side relative to their orientation. This isn’t strictly accurate, but for small movements like this it won’t be obviously wrong. To handle hand interactions, the player’s hand has a script which tracks the bones and creates a list of capsules that follow the shape of each finger, and a sphere for the palm. If the hand is in range, the vertex shader iterates over the list of capsules to find closest distance to one and softly scales down the flutter if a capsule one is overlapping it. The feathers are also squished down towards the body. The capsules are oversized as the overlapping tests are soft, so this isn’t an instant on-off, but a gradual change. It’s roughly tuned so that once the visible finger is touching the feather it has stopped moving entirely and will push down. Here’s an early test of this system in action. You can see how the feathers react to the sphere before it actually touches it, but the interaction is still convincing. This is a small sample of the work we put into making our falcon visuals believable. We hope you enjoy petting, dressing up, hunting, and fighting with your falcon. View the full article
  21. HOLD IT! Put on your best blue suit and polish your attorney’s badge to a mirror shine, because Phoenix Wright: Ace Attorney Trilogy is coming to PlayStation 4 tomorrow! Phoenix and company have never looked better thanks to crisp new artwork and an updated UI that brings each intense courtroom battle to life. You might remember the original versions of these games, with the first one released back in 2005: The pixel art looked quite nice for the early 2000s, but as games change over time, so do the graphics that go into them and the screens you can play them on. The team behind the trilogy has worked hard to replace that pixelated Phoenix with gorgeous, hand-drawn artwork that retains the original charm: Now, that is one sharp-looking suit, Mr. Wright! It even looks a little more blue than before. Phoenix and company really come to life with the updated art of Phoenix Wright: Ace Attorney Trilogy, and you’ll be able to enjoy their new — but familiar! — looks from the comfort of your couch. Of course, that also includes a new UI to match, taking the original format… And updating it for modern wide screens with a 16:9 presentation. The Maya Intelligence Network has never looked better! The game’s backgrounds have been touched up too, making each environment both vibrant and fun to look at. Before we move on, here’s one last comparison of security guard Wendy Oldbag to give you an idea of just how much has changed: New presentation, same Oldbag. For greenhorn attorneys who are just breaking in their badge or veterans looking for a refresher, I’m also taking the stand to bring you some tips on how to make the most of your time in the courtroom. Isn’t that right, Wright? Let’s Get Legal The legal system in the world of Ace Attorney is quite different from our own. Instead of a typical trial with a jury delivering their verdict after days or weeks, cases in Ace Attorney are decided by a single judge presiding over the defense and prosecution as they plead their case. You won’t be stuck behind the defense bench the whole time, though; while Ace Attorney games are known for their dramatic courtroom battles, most trials will take place over a maximum of three days, allowing you to investigate crime scenes when you’re not verbally slugging it out in court. Interrogating witnesses and gathering evidence is key to strengthening your case before heading back to the courtroom to slam on desks, raise an “OBJECTION!” or two, and prove your client’s innocence! Check Everything – and I Mean Everything Investigating a crime scene is no easy task, with several areas to scour for clues and evidence. Both newcomers and veterans of Ace Attorney will have an easier time investigating than ever before, thanks to the helpful magnifying glass that appears when you’re searching an area for clues. As you examine the environment, the icon will change from blue to yellow when you’re hovering over something interesting — a clear indicator that it’s worth investigating. Even better, a handy checkmark appears once you’ve investigated an object! These are brand-new features for this collection, so you’ll never have to ask yourself “can I check that?” or “what did I miss?” while you play. It pays to inspect everything you can, and you never know what might be useful. Even if something isn’t essential to the case, it’s still worth checking out — there’s lots of fun chatter between characters that you might miss otherwise! Show ‘Em Your Badge (And Everything Else You Have) Speaking of chitchat, you’ll need to talk to people involved in the case as you search for clues outside of court. As you explore, you’ll be able to gather more information from your client by visiting them at the detention center. You’ll also encounter various other colorful characters when you check out the crime scene and surrounding areas. Talking to people can provide you with vital clues and evidence that you can take back to court. Some witnesses can be a bit cagey, so you’ll need to provide a little motivation by presenting the right piece of evidence to squeeze some extra information out of them. Starting with the second game, Justice for All, you’ll also gain access to a unique item that allows you to draw out people’s closely guarded secrets, hidden by mental barriers known as “Psyche-Locks.” A puzzle in and of itself, you’ll need to present the correct evidence to break each lock, convincing witnesses to talk about their deepest secrets. You never know what will work with a witness, so try showing them everything you have! Review the Court Record Everything you know about any given case is stored in the Court Record, including photographs, witness testimonies, autopsy reports, and lots more. You’ll also have access to profiles for various people you meet throughout each case — useful if you forget a name, or if you need to show someone a person’s face to jog their memory. Any time you need to present a piece of evidence you’ll be using the Court Record, so be sure to familiarize yourself with key items from each case. You never know when you’ll be put on the spot, so it pays to be prepared. Plus, your prized attorney’s badge is in there, too. Without that, how would anyone know you’re a lawyer? Point Your Way to Victory The courtroom can be an intense place, and you’ll watch heated battles impact the characters themselves. A big part of Ace Attorney is the colorful cast of characters and how they react, with Phoenix and rival prosecutors alike seeming to take physical blows from verbal arguments — though some of them really are physical, thanks to Franziska von Karma and her whip in Justice for All! Still, by the time you get to court, you’ll have everything you need to solve the case. If you can’t present a piece of evidence to catch a witness in a lie, try pressing their statements for more info. They might be forced to clarify a statement, or you just might trip them up into revealing more than they wanted to. If you miss a statement the first time, don’t worry — you can move back and forward through testimony to re-read or press anything you might have missed! Use everything at your disposal to bring the truth to light and save the day! It’s time to take those initial steps into the Fey and Co. Law Offices, and join Phoenix on his first foray into the legal system. Don’t forget to pre-order for an instant reward theme featuring pixel art of the heroes, rivals, and mascots of all three games. You can’t have an OBJECTION to that — right, Wright? Phoenix Wright: Ace Attorney Trilogy comes to PS4 tomorrow, with a language patch including French, German, Korean, Simplified Chinese, and Traditional Chinese coming August 2019. I’ll see you in court! View the full article
  22. Can you believe March is already behind us? Reflecting on the month, the PlayStation Store charts tell us that players showed up ready to wield swords, bats, and guns. Sekiro: Shadows Die Twice and Devil May Cry 5 clashed blades, with FromSoftware’s challenging shinobi adventure securing third place. MLB The Show 19 scored second, confirming that baseball season is back in full swing. Finally, congrats to Tom Clancy’s The Division 2 winning the top spot. This polished shooter sequel grabbed gamers’ attention with a wealth of missions to execute. Feast your eyes on the rest of March’s top downloads below. PS4 Games 1 Tom Clancy’s The Division 2 2 MLB The Show 19 3 Sekiro: Shadows Die Twice 4 Devil May Cry 5 5 Grand Theft Auto V 6 NBA 2K19 7 Minecraft: PlayStation 4 Edition 8 Far Cry New Dawn 9 Tom Clancy’s Rainbow Six Siege 10 FIFA 19 PS VR Games 1 Beat Saber 2 Job Simulator 3 Superhot VR 4 Arizona Sunshine 5 PlayStation VR Worlds 6 Gun Club VR 7 Until Dawn: Rush of Blood 8 Surgeon Simulator: Experience Reality 9 Astro Bot Rescue Mission 10 Borderlands 2 VR Free-to-Play Games 1 Apex Legends 2 Fortnite 3 Pro Evolution Soccer 2019 Lite 4 Warface 5 Dissidia Final Fantasy NT Free Edition 6 Realm Royale 7 Brawlhalla 8 H1Z1: Battle Royale 9 Warframe 10 3on3 FreeStyle PS Vita Games 1 Jak and Daxter Collection 2 Trillion: God of Destruction 3 Mary Skelter: Nightmares 4 God of War: Collection PS Vita 5 Metal Gear Solid 3: Snake Eater – HD Edition PS Vita 6 Persona 4 Golden 7 Superdimension Neptune VS Sega Hard Girls 8 Minecraft: PlayStation Vita Edition 9 Cosmic Star Heroine 10 Metal Gear Solid 2: Sons of Liberty – HD Edition PS Vita PS4 Themes 1 Tom Clancy’s The Division 2 – Dynamic Theme 2 Red Moon Samurai Theme 3 Legacy Dashboard Theme 4 Assassin’s Creed Odyssey – New Dynamic Theme 5 1980’s Retro City Theme 6 Edge of the Galaxy 4K Dynamic Theme 7 Alien Laser Cat Dynamic Theme 8 Awake Wolf HiQ Theme 9 Lonely Nights Theme 10 Absolute Universe 4K Dynamic Theme PS Classics 1 Grand Theft Auto: San Andreas 2 Bully 3 Psychonauts 4 Destroy All Humans! 2 5 The Warriors 6 Jak and Daxter: The Precursor Legacy 7 Destroy All Humans! 8 Grand Theft Auto: Vice City 9 Star Ocean Till The End Of Time 10 Red Faction II View the full article
  23. Who wouldn’t want to befriend a falcon? Think of the possibilities! Sending it to get things for you… working together to disarm an encampment of deadly drones… dressing it up in cute hats… Falcon Age, a new avian adventure fully playable on PS4 or in PS VR, launches Tuesday from the team at Outerloop Games. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! Airport Simulator 2019 PS4 — Digital You are the manager of a major international airport. Gradually, you will earn experience and your airport will grow. New runways and gates will be added, and larger planes will arrive — no time to rest! Constructor Plus PS4 — Digital (Out 4/12) In this town you’ve gotta think BIG! Take on the role of a budding property developer and build yourself up from minor-league housing crook to interplanetary property tycoon, wheeling, dealing and thieving all the way. Dangerous Driving PS4 — Digital, Retail Dangerous Driving is a game about the sort of driving you want to do when no one else is looking. This game gives you the chance to live out that fantasy. To floor it in everyday cars, at high speeds, weaving in and out of traffic and slamming the other cars right off the road. Dark Quest 2 PS4 — Digital (Out 4/12) Dark Quest 2 is a turn-based RPG where you control a party of heroes on your epic quest to defeat the evil sorcerer and his minions. Each map is designed to test your party’s strength, courage and sanity as you go deeper and deeper into the castle seeking the evil sorcerer. Earth Defense Force: Iron Rain PS4 — Digital (Out 4/11) > Year 2040. An action TPS where you will become one of the EDF soldiers and fight against the invaders from outer space which ruined the world. More than 50 missions in five difficulties await your challenge. Falcon Age PS4, PS VR — Digital Falcon Age is a first-person, single-player action adventure. As Ara, learn to hunt, gather, and fight to reclaim her cultural legacy in the lost art of falcon hunting against a force of automated colonizers. Bond with a baby falcon and go on an adventure. Ghost 1.0 PS4 — Digital (Out 4/8) A mysterious agent, capable of becoming a digital ghost, sneaks aboard the Nakamura Space Station. This is where the fun begins: the station is well-protected with its heavy defenses, never-ending arsenal of weapons, and mysterious artifacts. It will all have to be destroyed. Phoenix Wright: Ace Attorney Trilogy PS4 — Digital Become Phoenix Wright and experience the thrill of battle as you fight to save your innocent clients in a court of law. Play all 14 episodes, spanning the first three games, in one gorgeous collection. Solve the intriguing mysteries behind each case and witness the final truth for yourself! Royal Roads PS4 — Digital (Out 4/10) There once was a princess named Layna in a magical kingdom, sent far from home by an evil witch’s spell. Travel together with the princess, savor the beauty of her kingdom, make new friends and overcome obstacles together to break the cruel spell and return home! Shadowgate PS4 — Digital (Out 4/11) Shadowgate is one of the most beloved adventure titles in gaming history. This new console version builds upon the massively re-imagined remake of the original Shadowgate and features a refined user interface and intuitive wheel-based icon command system to help players along on their quest. Super Weekend Mode PS4, PS Vita — Digital (Cross-Buy) No matter how you look at it, there is nothing nice about stealing and unfortunately for a princess, she’s going to have to learn this the hard way, when “that guy” claims her possessions for himself and sets off with them. Ultrawings Flat PS4 — Digital Pilot multiple aircraft to complete a variety of missions across a beautifully stylised open-world. Pop balloons, perform in thrilling air races, take photos, and so much more! Ultrawings is truly the ultimate hobbyist aircraft game for the PS4! Vaporum PS4 — Digital Vaporum is a grid-based dungeon crawler RPG in an original steampunk setting, inspired by old-school classics of the genre. Stranded in the middle of an ocean, in front of a gigantic tower, the hero has to find out what the place is, what happened there, and most importantly, who he is. Zanki Zero: Last Beginning PS4 — Digital Explore the ruins, dungeons, and islands in this post-apocalyptic world through the POV of eight protagonists in each chapter and explore the dungeons, towers, and islands to uncover the deadly sins of the protagonists’ past as they fight for survival. The information above is subject to change without notice. In A World: Tom Holkenborg Takeover Playlist Hip-Hop and Play T-Pain Takeover Playlist Hellboy (Original Motion Picture Soundtrack) Justice League vs. the Fatal Five Escape Room A Silent Voice – The Movie Season Premiere Sunday, 4/7 at 8PM PT on BBC America Series Premiere Tuesday, 4/9 at 10PM PT on FX PlayStation Vue has your favorite sports, news and must-watch shows. The information above is subject to change without notice. View the full article
  24. The iconic prison island of Alcatraz is your next destination in Call of Duty: Black Ops 4’s Blackout mode. The intense map pits 40 players against each other. That means the action kicks in faster and more furiously than the original, sprawling Blackout map. Make the most of your time on the Rock with a few critical tips. If you’re lucky enough to find a sensor dart, pay close attention to the color of enemy pings. A smaller, dark red ping means that an enemy is either above or below you. With the verticality of Alcatraz, this can be key information for survival. Zombies fans will notice that Wall Buys can be found throughout Alcatraz. You’ll be even happier to know that the Wall Buys in Alcatraz are free of charge, aside from the battle to get there. These will provide a rotation of guaranteed weapons throughout the course of the match, so keep an eye out for their blue glow. The Outlander and Brawler Perks can be very useful on the island. You’ll often be forced outside of the collapse or end up right next to an enemy, and these Perks may just be your saving grace. The close quarters gameplay of Alcatraz lends itself to certain pieces of Equipment, Weapons, and Perks well-suited for tighter spaces. We suggest the Cluster grenade for clearing out rooms, the Cordite submachine gun for its mobility and high-capacity magazine, and Skulker or Dead Silence for moving quickly and silently among the living and the dead. If you find yourself warping through a portal in the later collapses, keep your head on a swivel. Redeploy heights will be gradually reduced throughout the match to keep you closer to the fight. Consider late drops to be very hot. For the final collapse, get towards the center point as early as you can. Battling in as the collapse closes will pit you against two types of enemies: other enemy teams and high circle damage. Have some words of wisdom for other soldiers deploying onto the shattered remains of America’s infamous prison? Share them in the comments below. New to Black Ops 4’s Blackout mode and want to give it a try? A limited-time Blackout Free Access period is running now through April 30, 2019. PS Plus required. View the full article
  25. Last week, we sent you back to 1500s Sengoku Japan, fighting for vengeance as the One-Armed Wolf. From serene natural settings to portraits of our stealthy hero, you sent us your bebst shots using #PS4share and #PSBlog. Here are this week’s death-defying shares: Sekiro stands before a slithering enemy in this ghostly share by @FWNiightmare. The environments in this game are absolutely breathtaking, as seen in this tranquil share by @Gamer_XI. I’m gonna be real with y’all, I just really loved the framing of this nighttime shot by @Eng_M7Alharbi. @DotPone shared this shadowed portrait of ally Emma. Sekiro faces danger at every fiery corner in this share by @TheDevine13. A beautiful temple can hide dangerous enemies, like in this share by @mode_floto. Search #PS4Share and #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in next week’s Share of the Week? Theme: Spring Share by: 9am Pacific on Wednesday, April 17 Spring has finally sprung! For the next two weeks, celebrate the new season by sharing the best springtime settings from your favorite games using #PS4share and #PSBlog for a chance to be featured. View the full article

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