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Commander Fury

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  1. Last week, we asked you to travel to the post-post-apocalyptic world of Horizon Zero Dawn to celebrate its third anniversary. From stunning portraits of Aloy, to daring images of her fighting against machines, you shared your favorite moments using #PS4share and #PSBlog. Here are this week’s highlights: Aloy reaches out in this stunning portrait by CiskoNokia. Aloy faces down a Stormbird in this daring shot from AreeLyBadPun. The sun sets beautifully behind this Tallneck in a share by catsandbolts. Aloys red hair stands out against this watery backdrop in a share by Dande_Lion55. Aloy takes in a magnificent forest in this triumphant share by RO_VP23. SindyJ_B cuts in close for a detailed and intimate portrait of Aloy. Search #PS4share and #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: Women Share by: 9am Pacific on Wednesday, March 11 Next week is for the ladies. From thrilling heroines to femme fetale villains, inspiring girls to sage older mentors, share your favorite women in gaming using #PS4share and #PSBlog for a chance to be featured. View the full article
  2. With February 2020 in the rearview mirror, it’s time to take a look at the month’s top downloads. The Division 2 takes the top prize, with many Agents activating with Warlords of New York expansion around the corner. Grand Theft Auto V steals second place, with NBA 2K20 storming the court in third. Beat Saber, Superhot VR, and Job Simulator repeat their respective first, second, and third place victories this month. Let’s dig into the rest of February’s top downloads! PS4 Games 1 Tom Clancy’s The Division 2 2 Grand Theft Auto V 3 NBA 2K20 4 Call of Duty: Modern Warfare 5 Dreams 6 TOM CLANCY’S RAINBOW SIX SIEGE 7 Minecraft 8 ARK: Survival Evolved 9 Assassin’s Creed Odyssey 10 The Witcher 3: Wild Hunt – Complete Edition 11 Hunt: Showdown 12 EA SPORTS UFC 3 13 EA SPORTS FIFA 20 14 Marvel’s Spider-Man 15 Red Dead Redemption 2 16 Need for Speed Heat 17 STAR WARS Battlefront II 18 STAR WARS Jedi: Fallen Order 19 THE FOREST 20 DRAGON BALL Z: KAKAROT PS VR Games 1 Beat Saber 2 SUPERHOT VR 3 Job Simulator 4 Blood & Truth 5 Creed Rise to Glory 6 Drunkn Bar Fight 7 Surgeon Simulator: Experience Reality 8 Vacation Simulator 9 Arizona Sunshine 10 Until Dawn: Rush of Blood Free-to-Play Games 1 Fortnite 2 Apex Legends 3 Cuisine Royale 4 Brawlhalla 5 Dauntless 6 Darwin Project 7 Warframe 8 Realm Royale 9 Paladins 10 Warface DLC and Expansions 1 Fortnite – The Iris Pack 2 Fortnite – The Wavebreaker Pack 3 GTA Online: Criminal Enterprise Starter Pack 4 Fortnite – Fallen Love Ranger Challenge Pack 5 Street Fighter V: Champion Edition Upgrade Kit 6 Apex Legends – Assimilation Pack 7 ARK: Genesis Season Pass 8 Tom Clancy’s Rainbow Six Siege – Year 5 Pass 9 DRAGON BALL FIGHTERZ – FighterZ Pass 3 10 For Honor Y4S1 Battle Pass View the full article
  3. Reimagining gaming icons is no easy task. Yet two decades after fans said goodbye to Final Fantasy VII’s cast as the original game’s credits rolled, came a welcome reunion. And since that initial tease, Square Enix has introduced us to the ‘Remake’ versions of the likes of Cloud, Barrett, Tifa, Aerith and Red XIII. All were welcomed with open arms. And one of the biggest characters (literally) benefiting from the added graphical heft PS4 and Unreal Engine provides is Midgar. A spot you may have been exploring yourself this week in the newly released demo. Even back in 1997 and exploring barely a fraction of its entirety, the city left an indelible mark. From the filth-ridden slums that devoured its underside to the towering presence of the Shinra headquarters at its centre, the place felt tangibly real. The Remake’s recently unveiled opener showcased much which had been left to our imagination in the original version. Flying between skyscrapers and into the streets below, we glimpse not only the daily lives of Midgar’s inhabitants, but gain a sense of how extensive Square Enix’s changes are. The steampunk-influenced city-state is now fully-realized. And with that sequence’s promise of the expanded, yet familiar, Midgar that awaits for us all to explore on 10th April, we sat down with producer Yoshinori Kitase and co-director Naoki Hamaguchi to walk us through its key scenes and talk about the design decisions the studio has made when rebuilding this iconic city for PS4. 1. Beyond the Wasteland The opening scene is completely different from the original, giving us a bird’s eye view (literally) of the area surrounding the city. One that’s devoid of life. I ask if this is an early nod to one of the story’s central themes: planetary devastation due to industrialization. Kitase acknowledges that was one reason. “We didn’t want to go over the top with it,” says the producer. “But there is very much the nuance that [Midgar] is damaging the surrounding area.” 2. Advent Children references We then spiral into a gleaming, sun-kissed metropolis. A side of Midgar we’ve not seen since 2005 movie Advent Children. Did the studio use any reference material from the game’s subsequent tie-ins or did it start afresh? “We did refer to Advent Children and other previous series’ work when rebuild Midgar,” explains co-director Naoki Hamaguchi. “But one of the main things we actually set out to redo was the scale of the city itself. The original wasn’t that realistic if you consider the size of the individual buildings and how big they were in comparison to the overall city. It was quite condensed; we really set out to make Midgar realistic. The size between the buildings, the density… that’s one of the big things we set out to change.” 3. City-building logistics So does that mean the studio has a fully-designed topographical map of Midgar? Sort of, according to the co-director. “We haven’t done it all to the same quality or same level of detail as the actual areas you do get to visit in the game, but we have mapped out the entire city and what’s in each of those areas.” But that hasn’t stopped the team answering an important theoretical question: could the city’s design work for real? “You know the structure of Midgar; you’ve the big central pillar, and each sector is supported by its own sub-pillar,” continues Hamaguchi. “We worked out the right size and construction, how big those pillars would need to be to physically support the weight of the plate on top of them. Also the honeycomb structure of the pillars and where the tunnels would have to go for it to still work as a physical structure. “That has all been mapped out and we understand quite a lot of detail about the realities of how Midgar would be constructed as a city.” 4. Everyday life in Midgar Yoshinori Kitase: “We really wanted to show the everyday lives of Midgar’s citizens. [Partly] to show how they lived in this massive city powered by Mako energy, how and when they’d be using it, to tell that aspect of the story. “The original version went straight into the bombing mission. We wanted that feeling that things were already underway, you were in the middle of the action. Yet if you immediately went from there into the panic caused by the bombing mission afterwards, you wouldn’t understand the impact it had on the inhabitants’ everyday lives before that event interrupted them. That’s why we started with this domestic kind of scene.” 5. Architectural digest Gleaming skyscrapers give way to smaller buildings made of brick. There are glimpses of construction work as we get to street level. A city constantly expanding, building on itself, building over its history. “The idea is that the city is being built from the center outwards,” says Kitase. “You can also sense the different architectural styles as you go out from the central pillar, with high-rises on the city edge. We’ve put quite a bit of effort into making you feel like it is modernizing as the city builds outwards.” 6. A downtrodden playground A familiar sight to those who have poured over 2015’s announcement trailer, the playground serves as a storytelling tool to distinguish the economic inequality between Midgar’s citizens. But not just between those living on the plates and those in the slums underneath. “Within each sector you’ve got the difference between rich and poor. Each plate is its own city,” states Hamaguchi. “There are some areas within those that are older, beaten up. The playground is used to show there are downturned areas that aren’t so well off in the city areas too.” 7. A city’s lifeblood Yoshinori Kitase: “Up to [this point in the opener] we’ve seen the benefits of living with Mako. It supports people’s comfortable lifestyle in the city. But the depiction here of the Mako reactor turning on is that it’s not all sunshine and rainbows; there’s a darker side to Mako as well.” 8. A flower girl A callback to the original’s iconic opening scene appears some two minutes into Remake’s version. “I felt that it was a great transition,” says Kitase simply of the new version, as we swoop from the Mako-touched skies above the reactor to an alley and Aerith’s debut. 9. A walk down Loveless Street A pan out brings us to the entertainment hub of Midgar, Loveless Street, complete with cinemas and other venues. We note its proximity to Reactor No.1, your actions in which will shortly devastate this peaceful district. “The player gets to see how the [Reactor bombing] impacts the city,” Hamaguchi explains. “We want them to feel conflicted about the effects of their actions. That’s why we depicted this area in such detail.” 10. A beacon of industry In Remake, Shinra’s headquarters is relatively untouched. At least on the outside. “We didn’t want to mess with the outer form of the building, because it could really affect people’s memories of what Midgar should look like. The inside though, like the floor structure, has seen major rearranging.” Hamaguchi remains tight-lipped on specifics though. “It’s something we want players to discover when they’re inside.” 11. A city of many experiences Naoki Hamaguchi: “The core concept we worked on was that the player must be able to experience Midgar for themselves. Each individual location within has distinctive concepts and personalities. There’s a different style of gameplay experience waiting in each one of them.” 12. Lighting supplied by Unreal Engine Naoki Hamaguchi: “We’ve used new tech to enhance the game’s lighting, to make the city of Midgar feel as real as possible. A network of over 100 synced PCs do copious physics simulations, calculations to work out the exact realistic reflection and how the lighting beams will bounce off any object in the game. Through doing that we managed to create amazing atmospheric lighting for the city.” What do you think about the reinvented Midgar? Leave your impressions of what you’ve seen in the demo thus far in the comments below! View the full article
  4. The year was 2009, and Frictional Games was in crisis. We were almost out of money, and it was running out fast. We had lots of ideas for innovative systems and puzzles, but they weren’t working out. Rash decisions had to be made. “Screw innovation! Let’s just make the scariest game we possibly can.” With this, Amnesia: The Dark Descent was born. And it took off beyond our wildest dreams. The game became a byword for narrative horror, and is still a staple of Let’s Plays and livestreams today. Now, a decade later, we want to return to those roots. We want you to experience the thrills, chills, and creeping dread of the world of Amnesia in a brand new story. I’m proud to be able to finally reveal: Amnesia: Rebirth What is Amnesia: Rebirth? A new protagonist, a new setting, a new story, but built on what we learned from the original game. No gimmicks. No inventing something completely new. This is Amnesia. That doesn’t mean that we’re just doing more of the same — in horror, repetition is a deadly sin. You need to keep players on their toes at all times. We’ve had to twist expectations, refine old features, and up the ante on everything you’ve seen from us. As you might expect from a Frictional game, we’re not simply going for a carnival attraction of jumpscares. Amnesia: Rebirth is an emotionally harrowing journey — something different, something less predictable. It will test you in ways you haven’t experienced before, and will make you think about the things that really scare you. When Amnesia: The Dark Descent came out, we loved to hear the player feedback that said people couldn’t get through the game because they were too scared to continue. But, these days, simple horror isn’t enough. We want to take you beyond horror and out the other side — and see whether you’ll stand the weight of what we put you through. Amnesia: Rebirth will be available later this year. Let’s see if you can bear it. View the full article
  5. Ghost of Tsushima is coming to PS4 on June 26! It is so exciting to finally be able to announce our release date, and even better that it’s just a few months away. We can’t wait to share the world we’ve created! Today we revealed a brand-new trailer that showcases our hero, Jin Sakai. In the past, we’ve shown the world around Jin, but this time we wanted to give you a taste of the people he meets along his journey and the scale of the threat that forces him to transform into a new kind of warrior. While you’ll catch glimpses of several of Jin’s allies and enemies in today’s trailer, there are two we want to focus on in particular. The first is Jin’s uncle, Shimura, the jito (lord) of Tsushima and a father figure to Jin. He’s trained Jin since childhood in the traditional ways of the samurai, and grows increasingly concerned by the tactics Jin starts to adopt as he abandons his teachings and becomes The Ghost. The second important character we’re highlighting today is Khotun Khan. The Khan is the leader of the invading Mongol army and a ruthless, cunning enemy who uses everything he knows about the samurai to try to destroy them. He’s a brutal, unrelenting adversary that Jin will quickly learn not to underestimate. Beyond our new trailer, we also have multiple editions of Ghost of Tsushima to reveal today. A pre-order of any edition (including the Launch Edition at select retailers) gets you some bonuses — a Jin avatar, a digital mini soundtrack featuring select songs from the game, and a Jin PS4 dynamic theme based on our box art. If you want to go fully digital, you can now pre-order Ghost of Tsushima at PlayStation Store. You’ll also find our Digital Deluxe Edition, which includes a digital copy of the game along with the Hero of Tsushima skin set, which provides an additional in-game horse, saddle, mask, sword, and armor set for Jin*. The Digital Deluxe also includes two in-game items: the Charm of Hachiman’s Favor and one technique point*, as well as a Samurai PS4 dynamic theme. There’s also a digital mini art book by Dark Horse, plus our Director’s Commentary, in which our creative team sits down with a renowned Japanese historian to look at the world of Ghost of Tsushima and how it compares to the real-life events that inspired it. $69.99 USD / 89.99 CAD MSRP We also have two physical edition options. The first is our Special Edition, which includes a SteelBook case plus a voucher for an in-game Hero of Tsushima mask and sword skin*, Charm of Hachiman’s Favor, one technique point, the Director’s Commentary, and the digital mini art book. $69.99 USD / 89.99 CAD MSRP But the set I am most excited to get my hands on is our Collector’s Edition, which has a replica mask. It’s a re-creation of one you’ll wear in the game, and it’s heavy (made from polyresin). It’s not meant to be worn, but it includes an individually-numbered display stand so you can keep it on a shelf to impress your friends or terrify your enemies. On top of that, there’s also a sashimono (war banner) just like you’ll see in the game that’s nearly 4.5 feet long, and a traditional-style furoshiki (wrapping cloth). You’ll also get a copy of the game with a SteelBook case, a physical 48-page mini art book by Dark Horse, and an artistic rendition of our full world map printed on cloth. Also included is a voucher for all of the digital content from the Digital Deluxe Edition listed above. $169.99 USD / $219.99 CAD MSRP We are so excited to be so close to launch and we have so much more to share soon! Keep track of everything by keeping an eye on Sucker Punch’s Twitter, Instagram, and Facebook accounts, as well as Ghost of Tsushima’s official site. * In-game items unlocked via story progression. View the full article
  6. PlayStation Plus Double Discounts start today at PS Store, offering savings up to 50 percent for Plus members and up to 25 percent for non-members. Score big with some high intensity vehicular soccer in Rocket League, roam through the sprawling landscapes of MMORPG Black Desert: Standard Edition, and round it out by putting the finishing moves on Mortal Kombat 11. But that’s not all. See below for the full list of titles and head to PlayStation Store before PS Plus Double Discounts ends on March 18 at 8 AM PT. PS4 Games Title $Sale $PSPlus $Original AGES OF MAGES: THE LAST KEEPER 8.99 5.99 11.99 ANTHEM 35.99 11.99 59.99 ANTHEM: LEGION OF DAWN EDITION 41.99 13.99 69.99 ASDIVINE MENACE 10.49 5.99 14.99 ASH OF GODS REDEMPTION 23.99 17.99 29.99 BATTLEFIELD 1 13.99 7.99 19.99 BATTLEFIELD HARDLINE 11.99 3.99 19.99 BATTLEFIELD V 25.99 11.99 39.99 BLACK DESERT – 1000 PEARLS 8.99 7.99 9.99 BLACK DESERT – 10000 PEARLS 89.99 79.99 99.99 BLACK DESERT – 2000 PEARLS 17.99 15.99 19.99 BLACK DESERT – 3000 PEARLS 26.99 23.99 29.99 BLACK DESERT – 6000 PEARLS 53.99 47.99 59.99 BLACK DESERT: DELUXE EDITION 37.49 24.99 49.99 BLACK DESERT: STANDARD EDITION 22.49 14.99 29.99 BLACK DESERT: ULTIMATE EDITION 74.99 49.99 99.99 BLACKSAD: UNDER THE SKIN 37.49 24.99 49.99 BLASPHEMOUS 19.99 14.99 24.99 BORDERLANDS 3 SUPER DELUXE BUNDLE 67.49 44.99 89.99 BORDERLANDS 3 SUPER DELUXE BUNDLE 74.99 49.99 99.99 BOUND BY FLAME 11.99 3.99 19.99 BULLETSTORM: FULL CLIP EDITION 23.99 7.99 39.99 BURNOUT PARADISE HD 13.99 7.99 19.99 BUS SIMULATOR 33.99 27.99 39.99 CALL OF CTHULHU 25.99 11.99 39.99 CARNIVAL GAMES VR 12.39 4.79 19.99 CITIES: SKYLINES 25.99 11.99 39.99 CITIES: SKYLINES – MAYOR’S EDITION 64.99 29.99 99.99 CITIES: SKYLINES – PREMIUM EDITION 2019 45.49 20.99 69.99 CITIES: SKYLINES + SURVIVING MARS 38.99 17.99 59.99 CONSTRUCTOR 23.99 7.99 39.99 DARKSIDERS III 38.99 17.99 59.99 DARKSIDERS III BLADES AND WHIPS EDITION 64.99 29.99 99.99 DARKSIDERS III DIGITAL DELUXE EDITION 51.99 23.99 79.99 DEAD CELLS 19.99 14.99 24.99 DEAD ISLAND DEFINITIVE COLLECTION 20.99 11.99 29.99 DEAD ISLAND DEFINITIVE EDITION 13.99 7.99 19.99 DEAD ISLAND RETRO REVENGE 3.49 1.99 4.99 DEAD ISLAND: RIPTIDE DEFINITIVE EDITION 13.99 7.99 19.99 DEAD RISING TRIPLE PACK 38.66 17.83 59.49 DEUS EX: MANKIND DIVIDED 17.09 4.19 29.99 DEUS EX: MANKIND DIVIDED – DIGITAL DELUXE EDITION 25.64 6.29 44.99 DEVIL MAY CRY HD COLLECTION 22.49 14.99 29.99 DEVIL MAY CRY HD COLLECTION AND 4SE BUNDLE 33.74 22.49 44.99 DIRT RALLY 2.0 38.99 17.99 59.99 DIRT RALLY 2.0 – SUPER DELUXE EDITION 74.99 49.99 99.99 DIRT RALLY 2.0 DIGITAL DELUXE 51.99 23.99 79.99 DISCOVERY (VR) 8.39 4.79 11.99 DISHONORED DEFINITIVE EDITION 13.39 6.79 19.99 DISHONORED: DEATH OF THE OUTSIDER DELUXE BUNDLE 38.99 17.99 59.99 DISHONORED: THE COMPLETE COLLECTION 51.99 23.99 59.99 DIVINITY: ORIGINAL SIN 2 – DEFINITIVE EDITION 41.99 23.99 59.99 DMC DEVIL MAY CRY: DEFINITIVE EDITION 25.19 9.99 39.99 DRAGON’S DOGMA DARK ARISEN 20.99 11.99 29.99 DYING LIGHT 14.99 9.99 19.99 DYING LIGHT 14.99 9.99 19.99 EA SPORTS UFC 3 CHAMPION DELUXE EDITION 19.49 8.99 29.99 F1 2019 38.99 17.99 59.99 F1 2019 LEGENDS EDITION SENNA AND PROST 45.49 20.99 69.99 FALLOUT 4 20.99 11.99 29.99 FALLOUT 4 20.99 11.99 29.99 FALLOUT 76 TRICENTENNIAL EDITION 47.99 35.99 59.99 FALLOUT 76: TRICENTENNIAL PACK 15.99 11.99 19.99 FAR CRY NEW DAWN COMPLETE EDITION 64.39 36.79 91.99 FAR CRY NEW DAWN COMPLETE EDITION 69.99 39.99 99.99 FAR CRY NEW DAWN DELUXE EDITION 32.54 18.59 46.49 FAR CRY NEW DAWN DELUXE EDITION 34.99 19.99 49.99 FAR CRY NEW DAWN ULTIMATE EDITION 73.49 41.99 104.99 FAR CRY NEW DAWN ULTIMATE EDITION 90.99 51.99 129.99 FIREFIGHTERS – THE SIMULATION 17.99 5.99 29.99 FIREFIGHTERS: AIRPORT FIRE DEPARTMENT 14.99 4.99 24.99 FIREFIGHTERS: PLANT FIRE DEPARTMENT 14.99 4.99 24.99 FOR HONOR 18.89 7.49 29.99 FOR HONOR COMPLETE EDITION 62.99 24.99 99.99 FOR HONOR COMPLETE EDITION 44.09 17.49 69.99 FOR HONOR MARCHING FIRE EDITION 31.49 12.49 49.99 GANG BEASTS 15.99 11.99 19.99 GTA: PREMIUM ONLINE EDITION AND GREAT WHITE SHARK CARD 36.89 28.79 44.99 GTAV: PREMIUM ONLINE EDITION AND MEGALODON SHARK CARD 64.79 39.59 89.99 GTAV: PREMIUM ONLINE EDITION AND WHALE SHARK CARD 48.59 37.19 59.99 HOMEFRONT: THE REVOLUTION 12.99 5.99 19.99 HOMEFRONT: THE REVOLUTION ‘FREEDOM FIGHTER’ BUNDLE 25.99 11.99 39.99 HOW TO SURVIVE: STORM WARNING EDITION 12.99 5.99 19.99 INJUSTICE 2 25.99 11.99 39.99 INJUSTICE 2 20.14 9.29 30.99 INJUSTICE: GODS AMONG US ULTIMATE EDITION 12.99 5.99 19.99 JUMANJI 29.99 19.99 39.99 JURASSIC WORLD EVOLUTION 32.49 14.99 49.99 JURASSIC WORLD EVOLUTION : CARNIVORE DINOSAUR PACK 4.39 3.29 5.49 JURASSIC WORLD EVOLUTION : CRETACEOUS DINOSAUR PACK 4.39 3.29 5.49 JURASSIC WORLD EVOLUTION : DELUXE DINOSAUR PACK 7.69 4.39 10.99 JURASSIC WORLD EVOLUTION : SECRETS OF DR WU 10.49 5.99 14.99 JURASSIC WORLD EVOLUTION DELUXE EDITION 35.74 16.49 54.99 JURASSIC WORLD EVOLUTION: CLAIRE’S SANCTUARY 11.99 8.99 14.99 JUST CAUSE 3: XXL EDITION 18.59 7.19 29.99 KERBAL SPACE PROGRAM ENHANCED EDITION 24.79 9.59 39.99 KINGDOM COME: DELIVERANCE 20.99 11.99 29.99 KINGDOM COME: DELIVERANCE ROYAL EDITION 27.99 15.99 39.99 L.A. NOIRE: THE VR CASE FILES 22.49 14.99 29.99 MADDEN NFL 20 41.99 23.99 59.99 MADDEN NFL 20: SUPERSTAR EDITION 55.99 31.99 79.99 MADDEN NFL 20: ULTIMATE SUPERSTAR EDITION 69.99 39.99 99.99 MORTAL KOMBAT 11 41.99 23.99 59.99 MORTAL KOMBAT 11 41.99 23.99 59.99 MORTAL KOMBAT 11 KOMBAT PACK 27.99 15.99 39.99 MORTAL KOMBAT 11 PE + INJUSTICE 2 LE – PREMIER FIGHTER 77.99 35.99 119.99 MORTAL KOMBAT 11 PE + INJUSTICE 2 LE – PREMIER FIGHTER 77.99 35.99 119.99 MORTAL KOMBAT 11 PREMIUM EDITION 62.99 35.99 89.99 MORTAL KOMBAT 11 PREMIUM EDITION 69.99 39.99 99.99 MORTAL KOMBAT X 13.99 7.99 19.99 MUDRUNNER – AMERICAN WILDS EDITION 25.99 11.99 39.99 MURDERED: SOUL SUSPECT 10.99 1.99 19.99 MXGP 2019 – THE OFFICAL MOTOCROSS VIDEOGAME 37.49 24.99 49.99 NBA 2K20 LEGEND EDITION 59.39 28.79 89.99 NBA 2K20 LEGEND EDITION 65.99 31.99 99.99 NEED FOR SPEED DELUXE BUNDLE 23.99 7.99 39.99 NEED FOR SPEED ULTIMATE BUNDLE 35.99 11.99 59.99 OBSERVER 20.99 11.99 29.99 OKAMI HD 14.99 9.99 19.99 ONIMUSHA: WARLORDS 15.99 11.99 19.99 OVERCOOKED 11.89 6.79 16.99 OVERCOOKED HOLIDAY BUNDLE 13.99 7.99 19.99 OVERCOOKED: GOURMET EDITION 13.99 7.99 19.99 PERSONA 3: DANCING IN MOONLIGHT (VR) 22.49 14.99 29.99 PERSONA 5: DANCING IN STARLIGHT (VR) 22.49 14.99 29.99 PHOENIX WRIGHT: ACE ATTORNEY TRILOGY 22.49 14.99 29.99 PLAGUE INC: EVOLVED 10.49 5.99 14.99 PLAYERUNKNOWN’S BATTLEGROUNDS 19.79 9.59 29.99 PORTAL KNIGHTS 13.99 7.99 19.99 PREY + DISHONORED 2 BUNDLE 40.94 16.89 49.99 PREY: DIGITAL DELUXE EDITION 25.19 10.39 39.99 RESIDENT EVIL TRIPLE PACK 41.64 23.79 59.49 RESIDENT EVIL: DELUXE ORIGINS BUNDLE 23.99 7.99 39.99 RISE OF THE TOMB RAIDER: 20 YEAR CELEBRATION 34.19 8.39 59.99 ROCKET LEAGUE 14.99 9.99 19.99 ROMAN RUMBLE IN LAS VEGUM – ASTERIX AND OBELIX XXL 2 32.49 14.99 49.99 SAINTS ROW IV RE-ELECTED 11.99 3.99 19.99 SAINTS ROW RE-ELECTED AND GAT OUT OF HELL 17.99 5.99 29.99 SAINTS ROW: GAT OUT OF HELL 8.99 2.99 14.99 SHERLOCK HOLMES : THE DEVIL’S DAUGHTER 37.49 24.99 49.99 SNIPER ELITE 4 35.99 11.99 59.99 SNIPER ELITE 4 DELUXE EDITION 53.99 17.99 89.99 SNIPER ELITE V2 REMASTERED 24.49 13.99 34.99 SNIPER GHOST WARRIOR CONTRACTS 31.99 23.99 39.99 SNOOKER 19 26.24 17.49 34.99 SOUTH PARK: THE FRACTURED BUT WHOLE 32.49 14.99 49.99 SOUTH PARK: THE FRACTURED BUT WHOLE GOLD EDITION 35.09 16.19 53.99 SOUTH PARK: THE FRACTURED BUT WHOLE GOLD EDITION 51.99 23.99 79.99 SOUTH PARK: THE STICK OF TRUTH 19.49 8.99 29.99 SOUTH PARK: THE STICK OF TRUTH 14.61 6.73 22.49 SOUTH PARK: THE VIDEO GAME COLLECTION 46.89 23.09 69.99 SPACE HULK TACTICS 19.49 8.99 29.99 SPACE HULK: DEATHWING – ENHANCED EDITION 25.99 11.99 39.99 SPINTIRES: MUDRUNNER 22.74 10.49 34.99 STAR TREK: BRIDGE CREW (VR) 17.49 9.99 24.99 STAR WARS BATTLEFRONT ULTIMATE EDITION 12.99 5.99 19.99 STAR WARS JEDI KNIGHT II: JEDI OUTCAST 7.99 5.99 9.99 STELLARIS 27.99 15.99 39.99 STELLARIS: CONSOLE EDITION – DELUXE EDITION 41.99 23.99 59.99 SURVIVING MARS 20.99 11.99 29.99 SURVIVING MARS – DIGITAL DELUXE EDITION 27.99 15.99 39.99 SURVIVING MARS – FIRST COLONY EDITION 45.49 25.99 64.99 TERMINATOR: RESISTANCE 27.99 15.99 39.99 TERRARIA 12.99 5.99 19.99 THE BIOWARE BUNDLE 35.99 11.99 59.99 THE ESCAPISTS + THE ESCAPISTS 2 21.69 8.74 34.99 THE ESCAPISTS 2 13.39 6.79 19.99 THE ESCAPISTS 2 – GAME OF THE YEAR EDITION 18.08 9.17 26.99 THE ESCAPISTS: SUPERMAX EDITION 15.49 6.24 24.99 THE ESCAPISTS: THE WALKING DEAD 12.39 4.99 19.99 THE SINKING CITY 41.99 23.99 59.99 THE SINKING CITY – NECRONOMICON EDITION 52.49 29.99 74.99 TITANFALL 2 STANDARD EDITION 13.99 7.99 19.99 TOM CLANCY’S GHOST RECON BREAKPOINT 40.24 18.96 57.49 TOM CLANCY’S GHOST RECON BREAKPOINT 41.99 19.79 59.99 TOM CLANCY’S GHOST RECON BREAKPOINT ULTIMATE EDITION 77.04 37.94 114.99 TOM CLANCY’S GHOST RECON BREAKPOINT ULTIMATE EDITION 80.39 39.59 119.99 TOMB RAIDER: DEFINITIVE EDITION 17.99 5.99 29.99 TROPICO 6 44.99 29.99 59.99 TROPICO 6 EL PREZ EDITION 48.74 32.49 64.99 UNRAVEL 11.99 3.99 19.99 UNRAVEL TWO 12.99 5.99 19.99 WATCH DOGS 2 32.75 12.99 51.99 WATCH DOGS 2 31.49 12.49 49.99 WE HAPPY FEW 35.99 11.99 59.99 WE HAPPY FEW DIGITAL DELUXE EDITION 47.99 15.99 79.99 WE HAPPY FEW SEASON PASS 11.99 3.99 19.99 WOLFENSTEIN II: THE ADVENTURES OF GUNSLINGER JOE (DLC 1) 7.99 5.99 9.99 WOLFENSTEIN II: THE DEEDS OF CAPTAIN WILIKINS (DLC 3) 7.99 5.99 9.99 WOLFENSTEIN II: THE DIARIES OF AGENT SILENT DEATH (DLC 2) 7.99 5.99 9.99 WOLFENSTEIN II: THE NEW COLOSSUS DIGITAL DELUXE EDITION 51.99 23.99 79.99 WOLFENTSEIN: YOUNGBLOOD DELUXE EDITION 29.99 19.99 39.99 WORLD WAR Z 25.99 11.99 39.99 WRC COLLECTION 65.99 21.99 109.99 WWE 2K20 DELUXE EDITION 59.39 28.79 89.99 Note: All pricing is for U.S. only and subject to change. 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  7. The upcoming Season of the Worthy in Destiny 2 is going to bring together a bunch of awesome events and memorable moments for players, including the return of our pinnacle PVP experience, Trials of Osiris, which will be a permanent addition to the game running every weekend. Destiny fans have been asking for the return of Trials for a long time, which is why it’s been so cool for us to watch as Guardians themselves rang in the return of Trials via the Empyrean Foundation. As lead designer for the Empyrean Foundation in Season of Dawn, I worked with an amazing team of artists, producers, and developers, and today I wanted to give some insight into how the Empyrean Foundation was originally conceived and how it came together during development. In Season of the Worthy, players will explore Warmind Bunkers in their quest to power up Rasputin. One of the coolest aspects of working on Destiny 2 has been the team’s dedication towards creating a big, ever-evolving world; a place where Guardians can make a lasting impact on the game. For Season of Dawn, we knew we wanted to provide an opportunity for players to have this sort of world-changing influence, but it took a lot of discussion to figure out exactly how it could work. From the beginning, the mysterious obelisks were a key component for Season of Dawn. They were originally only placed on destination worlds (EDZ, Nessus, Mars, and Tangled Shore) and they were tied more closely to the return of Saint-14, which we knew would be the main narrative focus for the Season. At that point in development, the central Tower obelisk didn’t exist and we were considering things like having characters like Zavala and Shaxx give the player gifts which they would use to decorate the hangar to celebrate Saint’s return. After lots of discussion and playtesting, we decided to create the Tower obelisk, which simplified things for players. Now, instead of having to travel to each of the destinations to pick up weapon bounties, they could connect the remote obelisks to the Tower obelisk and get everything from there. During this time, other parts of the development team were working on the return of Trials of Osiris, which we knew would be welcome news for fans. For me, the big “ring the bell” moment was when we realized that it should be the players themselves that brought back Trials. That’s when we came up with the idea of rebuilding the Lighthouse via donations to the Empyrean Foundation. Here was our opportunity to not just create something fun for players to play and talk about, but that would also allow players to bring about meaningful change. There was still a ton of work to do, but we were all excited about the direction. In Trials of Osiris, Saint-14 will oversee matches as Guardians strive to get to the Lighthouse. Once we had the design direction in place, we had fun with elements of the Empyrean Foundation such as the “donate vs. invest” strategies that became a huge part of the community conversation towards the end of the Season. While anyone could donate their Fractaline currency to help progress the rebuilding of the Lighthouse, players could also invest their currency by upgrading the Tower obelisk and receiving even larger Fractaline payouts as a result. We originally created the invest option to give players who didn’t have a lot of time to play a chance to “catch up” if they came back to the game in the middle of the Season. Watching players discuss the pros and cons of donating vs. investing has been really fun for the team, especially as we got close to the end. We took away a lot of great lessons from the Empyrean Foundation, lessons that I think will help us as we continue to build opportunities for our players to show their impact on the world of Destiny. Now that the Lighthouse is lit, Trials of Osiris awaits! Thanks for being here and I’ll see you on March 10 for the launch of Season of the Worthy, and on March 13 for the opening weekend of Trials. View the full article
  8. Hello everyone! I’m Álvaro Marco, a developer for Fluxart Studios, a small studio from Spain formed by five developers. Today I want to talk about the first game we have developed, Holfraine, a multiplayer Hero Shooter is now available on PS4. Our main goal since the beginning has been to develop a fun game with a ton of action to enjoy brief matches where players are constantly active. We frequently play games of this genre and our idea as developers was to make an experience that was less focused on just aiming skill, but rather on generating an easy learning curve where you can choose an strategy without sticking to rules that force you to fit a specific role and also being able of fulfilling objectives. We want Holfraine to be based on a classic multiplayer concept where we move away from massive players in games, returning to classics where we played in smaller teams and our participation was essential throughout the game. Holfraine is set in a not-so-distant future where resource’s shortage made the big corporations hire mercenaries to control other planets and make use of their resources. The most valuable one of the galaxy is the Holfraine mineral. In Holfraine you will be part of a squad of mercenaries with the objective of defeating the opposing team through a different and dynamic game mode called All-In-One. This mode lets us change our character at any moment, and we can earn points by eliminating other players, protecting zones or stealing drones. Our goal will be to reach the maximum points before the enemy team does. With this game mode we seek to add dynamism to the usual ones by adding more ways of earning points, but we also want to make every game different. To achieve that, we made these events happen randomly so the time they may appear is always different. The game focuses on both action and strategy and, to add more objectives to the game, we have dynamic events where the player can pick up airdrops that improve their statistics until they are eliminated, which gives the player a very interesting advantage. All these features provide the possibility of winning to any team throughout the game and removes the snowball factor that sometimes frustrates the players, since it makes the game harder to win once the score difference is big enough. Holfraine’s development has been pretty hard because, while developing, we have been analyzing other titles of the same genre and wanted to provide something new. We want the game experience to be fun above all, with games of an average duration of ten minutes and that involve constant frenetism and action for the player. We encourage you to try it with your friends and enjoy playing Holfraine. We are waiting for you! View the full article
  9. Are you ever tempted to return to Persona 5’s modern-day Tokyo then delve into the supernatural realm of the Metaverse once more? Of course you are. Atlus’ bonafide classic JRPG dazzled genre fans when it swaggered onto PS4 back in 2016, bursting with stylish verve and packed with a great cast and challenging dungeon crawls. It was great then, and is still great today. Yet there’d have to be a good reason to return via the upcoming definitive edition of the game, rather than the still excellent original release. Perfect excuse then, for us to take a visual tour de force tour through new gameplay additions, never-before-seen story arcs, visual enhancements (yes, it’s even prettier than before!) and more that is promised in next month’s release of Persona 5 Royal. Persona 5 Royal’s forever-lush presentation extends to even the title screen. Newcomers have it easier: curious to play Persona 5? Royal is the best way to do so. For Phantom Thieves who have already proven their worth, will the changes be enough to incentivize you to experience the world of Joker and a new way? Let’s find out. 1. Get your heart stolen by a new Phantom Thief Meet Persona 5 Royal’s brand-new Phantom Thief, Kasumi Yoshizawa. The mysterious transfer student and graceful gymnast has been at the forefront of Royal’s trailers and pre-launch artwork. And rightly so. Your new party member and confidant brings with her hours of additional content, headlined, as you’d hope for, by an all-new Palace to explore. 2. A new semester ushers in fresh possibilities Along with Kasumi, Persona 5 Royal also adds a brand-new school semester. As with previous ones, this is filled with events and holidays, social links to foster and expanded character scenes to enjoy. 3. Explore a huge new Tokyo district Kichijoji joins Akihabara, Shinjuku and Shibuya as another Tokyo district given a Persona spin. Yet it outstrips those previous locales when it comes to size. And it’s rammed with things to do and see. There are new social activities and places to hang out. Go on a date at a jazz bar, play a game of billiards or meditate away from the noise of the city… there’s a lot to experience here. For example: meditating! And shopping! And darts! …and darts is a great example of how some of the new activities can directly improve your combat prowess. Playing darts with a team member in Kichijoji’s club will let you level up your ‘Baton Pass’ ability, gaining additional perks that you can take into battle. 4. Reworked Palaces and altered boss fights Actually, this is perfect time to dive into gameplay additions. You can expect a range of sweeping changes that’ll keep familiar adventures fresh for returning Phantom Thieves and give newcomers the ultimate version of this tale to play. On top of new enemies, Personas, gear and items, all Palaces have been reworked. There’ll be new areas to discover and boss battles in particular have been overhauled. Additional phases, dialogue and altered mechanics await, giving you the chance to dive further into their corrupt motivations. 5. A new tool, a new side-quest Joker will now be equipped with a grappling hook when exploring Palaces, granting you access to new areas where you can hunt ‘Will Seeds.’ There are three of this new collectable scattered throughout each dungeon and as they can be used to fully refill your SP, so they’re worth the hunt. Finding all three will get you additional surprises too. 6. A new side to your Personas Each Phantom Thief gets a brand new third-tier to their Persona, shinier than ever, as well as Showtimes, a new type of attack they can perform with another party member. These are, in typical Persona fashion, absolute treats to look at: No seriously. Bask in their visual glory: Alright, just one more: 7. The Thieves Den, a Palace for your accomplishments Thieves Den is a brand-new hub accessible at any point in the game or from the main menu. Here you’ll be able to collect, display and peruse a boatload of gorgeous artworks, trailers, cutscenes, and also enjoy some of the game’s grooviest music tracks. You’ll also be able to customize the place’s appearance, placing decorations and Personas to your liking in the massive open space. Playing Tycoon with the Phantom Thieves and accomplishing awards will earn you the currency you’ll need to unlock everything and make the place truly your own. And that’s it. Seven headline additions that filter into nearly every aspect of the Persona 5 experience: a sweet bit of fine-tuning here, some welcome embellishment there. Persona 5 Royal launches on PS4 March 31, and you’ll get all of Persona 5’s DLC content along with it for free. Are you ready to meet your true self again? We can’t leave without at least one more gif, courtesy of the game’s slick new opening cinematic (which in itself is at least half a reason to rejoin the Phantom Thieves): Glorious. View the full article
  10. What’s up, PlayStation fans! My name’s Dain and I’m one of the creators of Skater XL, a new skateboarding game that we’re excited to announce will be coming soon to PS4. It’s been ten years since a new, authentic skateboarding game hit the market, and a lot has changed in that time. Skateboarding franchises were some of the most played and beloved video games of the 2000’s — many of us have fond memories of Friday nights chilling on the couch with a few buds passing the controller around playing EA’s Skate or the original Tony Hawk’s Pro Skater series. Fans of the genre have famously been clamoring for a new Skate and a revival of an old franchise, but the question we’ve been asking ourselves at Easy Day Studios is — what would a skateboarding game designed from the ground up today look like? We’ve spent the last few years looking to answer that question, designing and improving Skater XL through Early Access, and now moving towards the full launch of the complete 1.0 game. The most important thing to understand about Skater XL is that it’s designed to be fun in the same way that skateboarding is fun. The core of the gameplay is designed more as an expressive and creative tool than a traditional video game with pre-set challenges to complete. The game is unique in that it doesn’t have any tricks programmed into it, only control of the movement through the thumbsticks. Each thumbstick is connected to the character’s corresponding foot — the right stick controls the right foot, the left stick controls the left foot. This control scheme is consistent through all parts of the gameplay, making it easy to learn and rely on when inventing new tricks and movements. See below where the same movements have been made on the sticks in different modes of the gameplay. The front foot is pushed left and the back foot is pushed right, creating the same movement of the board in each situation. While jumping While rolling While jumping and grabbing and while grinding There are a range of basic movements, with a ton of freedom in how they are performed. Skater XL uses physics controlled by the thumbsticks to drive all movement in the game, which is a big step away from traditional ‘canned animation’ based systems. Precise movements made through the thumbsticks will make your tricks look and feel different each time, adding a level of expression, personalization, and style to the gameplay. Below is an example of flipping the board while jumping to create tricks like kickflips and heelflips. How you flick the front foot creates different movement during the trick. Flicking the front foot fast And slow… Flicking diagonal-forward And diagonal-backward This same level of control is available in all types of tricks including jumps, flips, grinds, powerslides and manuals. As your level of skill and creativity grows, you can combine and chain these tricks together in any way you like. For example, see here three different trick lines possible using just three basic tricks – kickflip, powerslide and crooked grind. Grind to powerslide down the bank… Powerslide to bank drop-in Big kickflip down the bank gap There are so many ways to combine and style the same few tricks, and there are a lot of tricks possible in Skater XL! The resulting gameplay is very much free-form, sandbox and creative in nature. Think of it more like a musical instrument than a conventional game. The final piece of the puzzle is the environment. You can take this set of basic skills and tricks and re-invent the environment any way you like. Whether you push yourself, perfecting the subtle nuances of a highly technical trick, or just want to catch some air, our environments are yours to leave your mark on. This creativity in reinventing real-world environments is a big part of skateboarding and the final release of Skater XL will contain several real-world locations based on iconic skate spots from California and the West Coast. Here are a few more of the limitless tricks and combos possible in different areas of the levels: Kickflip backside smith grind Hardflip hippy jump Nollie flip back tail backside flip out At its core, Skater XL is about the journey of challenging yourself and expanding what you can do each time you play — whether it be trying to perfect a line with a tough sequence of moves or a just chill and free-skate, doing what you feel like in the moment. The freedom and depth in the controls is something we think that every skate game fan has been wanting since the birth of the genre. When we saw a Skater XL modding community spring up with more than 50,000 players and thousands of “very positive” reviews on Steam with some playing for more than a thousand hours, we felt humbled, but also that we were onto something. We’re constantly finding amazing new things that the community has created, including an onlinezines, video parts, fake skate brands and hundreds of mods. It’s crazy and awesome. Our work on the core game is just one part of a bigger ecosystem and our goal is for Skater XL to be the home for digital skateboarding. We can’t wait to discover where the players, modders and content creators will go next, and are really excited to bring Skater XL to PS4 and PS4 Pro. I hope you’ll sign up for our email list as we have lots more to announce very soon. View the full article
  11. Hello, PlayStation Now fans! We’re excited to announce a new batch of PlayStation 4 games joining the PlayStation Now library in March. Starting March 3, PS Now subscribers can enjoy 11 new games, including Shadow of the Tomb Raider, Control, and Wolfenstein II: The New Colossus, which are available to stream and download. These games will join the PlayStation Now library of more than 800 PS4, PS3, and PS2 games in all. Shadow of the Tomb Raider Experience Lara Croft’s defining moment as she becomes the Tomb Raider. In Shadow of the Tomb Raider, Lara must master a deadly jungle, overcome terrifying tombs, and persevere through her darkest hour. As she races to save the world from a Maya Apocalypse, Lara will ultimately be forged into the Tomb Raider she is destined to be. Available to download (PS4 system only) and stream through Monday, August 31 Control After a secretive agency in New York is invaded by an otherworldly threat, you become the new Director struggling to regain Control. From developer Remedy Entertainment, Control is a supernatural third-person action adventure which will challenge you to master the combination of supernatural abilities, modifiable loadouts, and reactive environments, while fighting through a deep and unpredictable world. Available to download (PS4 system only) and stream through Monday, August 31 Wolfenstein II: The New Colossus Play Video Wolfenstein II: The New Colossus sends players to Nazi-controlled America on a mission to recruit the boldest resistance leaders left. Battle in iconic American locations, equip an arsenal of badass guns, and unleash new abilities to fight your way through legions of enemy soldiers, and spark the second American Revolution. Available to download (PS4 system only) and stream Here is a full list of games joining the PlayStation Now library in March: Control (available until Monday, August 31) Dead or Alive 5 Last Round Nascar Heat 3 Nights of Azure Nights of Azure 2: Bride of the New Moon Romance of the Three Kingdoms 13 Shadow of the Tomb Raider (available until September 7) Toukiden 2 Toukiden Kiwami Warriors All-Stars Wolfenstein 2: The New Colossus PlayerUnknown’s Battlegrounds Enjoying PUBG on PS Now? Well, good news: the genre-defining battle royale experience is getting an extended stay on PS Now, meaning users can continue to download and stream PUBG on PS Now. Haven’t played it yet? Find out more here. Don’t forget to check out January’s games including Horizon Zero Dawn and Uncharted: The Lost Legacy, which are available until April 7, 2020. If you haven’t tried PlayStation Now yet, now’s the perfect time to give it a spin with the seven-day free trial* for PS4 and PC. Download the more than 300 PS4 (and PS2) games in the service to play on your PS4 or PS4 Pro system, or stream any of the 800+ PS2, PS3, and PS4 games to your PS4 or PC. Stay tuned for more updates on PS Now. Happy gaming! *Terms apply. New Subscribers only. Credit card or PayPal required. See here for details. **Ongoing subscription with a $9.99 recurring fee charged every month until cancelled. Other terms apply. See here for details. ***Ongoing subscription with a $59.99 recurring fee charged every 12 months until cancelled. Other terms apply. See here for details. View the full article
  12. Hey all, my name is Seth Sivak and I’m the CEO of Proletariat, the company developing Spellbreak. In my previous post, I gave you an overview of what Spellbreak was and how we want to bring bombastic magic combat to PlayStation. Since we’re releasing the beta tomorrow on PS4, I wanted to give you a closer look at the six classes you’ll be able to play as in Spellbreak. At the start of every match, you can choose your class. Each class in Spellbreak has a unique playstyle and set of skills that can be learned as you level in a given game. Every skill offers you a significant upgrade to the playstyle and serves to further differentiate the classes as the match progresses. While you’ll start each match as a powerful spellcaster, by the end you will be a destructive force. The Pyromancer specializes in fire magic, allowing them to do large swaths of damage across the battlefield. They specialize in mid-range combat with their Fireball spell, which can leave burning puddles of fire on the ground, or they can use Flamewall to create a wall of fire to harm their opponents or defend themselves or an area. Above, you can see a Pyromancer using the Firefly skill to literally take flight by entering a Flamewall, allowing them to quickly cross gaps and distance or make a hasty retreat. Do a barrel roll! A Stoneshaper is a defensive earth mage who can sunder the ground to brawl up close or lay siege to their far-off quarry by throwing giant boulders over the horizon. Their primary spell is Shockwave, which tears up the ground and sends it zooming toward their opponent. With each cast, they siphon a portion of the earth’s power to shield themselves. You can see them repeatedly casting Boulderfall in the gif above to rain down destruction from afar. If you’d prefer a somewhat sneakier playstyle, focused around burst damage, perhaps the Toxicologist will quench your thirst. Using their vials of toxic goo, they can cast Toxic Spray to cover the field in sticky puddles. Get in close with someone for maximum damage. They can also summon large clouds of gas to cover the landscape which can be lit on fire or electrified, but more importantly, by entering one, they can use Vanishing Mists to launch themselves through it and become invisible. While invisible, their damage is greatly increased so your opponents will always be on their toes. How are your reflexes? A Conduit can cast Lightning Bolts, summon storms, and shock other players. When a player is shocked, they can’t attack back, so time your spells, disable them, and strike like lightning! On top of their elemental powers, Conduits also specialize in runic magic and control over mana, allowing them to make more frequent use of both compared to other classes. The high-flyer of Spellbreak, the Tempest takes to the skies on the wings of the winds to rain down destruction from above. Their Wind Shear lets them launch themselves off the ground and walls to maintain maximum advantage over their opponents or they can use their Tornadoes to fly even higher into the air or pull in their enemies (or both!). While skyborn, Tempests infuse their attacks with the power of wind to deal even more damage than while they’re grounded. Finally, the slickest of the classes: Frostborn. A fast-moving sniper who’s capable of creating paths of ice to quickly traverse the world along with their team. Their Ice Lance spell is tremendously damaging, but requires great care in aiming. If they get themselves into a bind, they can use their Flash Freeze to ward off attackers and skate away. On top of choosing a class, you can further customize your build with different spells, sorceries, runes, talents and more that will ensure each match has a different flavor where you can adapt to both your surroundings and opponents, but that’s a subject for another day! The Spellbreak Closed Beta will be available on PS4, starting tomorrow. Join the Closed Beta now by purchasing a Founder Pack and unlock exclusive items at full launch. Check out Spellbreak’s page at for the latest news and updates. Thanks for reading and we’ll see you in game! View the full article
  13. Hello. I’m a solo indie game developer about to release my first PlayStation game, Separation, an ambient adventure launching this Wednesday on PS VR. I’d like to take this opportunity to reveal the inspiration behind the game, along with some of the challenges I faced developing it. Firstly, you may be wondering exactly what I mean by ‘ambient adventure.’ I’ve never felt comfortable with the term ‘walking simulator’ and reasoned that an equivalent to the musical genres of ‘ambient’ or ‘downtempo’ also existed in games. Separation’s gameplay is relaxed — exploration based with some puzzle elements, and no time pressure. Atmosphere and ambience are emphasized, details kept deliberately sparse. My mood board was heavy on Fumito Ueda’s PS2 classic Ico and the 19th-century German Romantic landscape painter, Caspar David Friedrich (whose works often evoke a sense of epic desolation). I wanted to bring that feeling to VR, so I could lose myself in it. I had personal reasons for doing so. Since losing my father in 2010 I have struggled with episodes of depression. I wanted to create a space where I could explore the feelings of emptiness and loss, perhaps finding some meaning in reflection. Hopefully, other people will be able to relate to that too. There is very little narrative – it’s a symbolic journey and you are free to make up your own conclusions about the experience. I feel VR is particularly suited to this end. The immersion reinforces the player’s experience of isolation, providing an experience of solitude that is increasingly rare in today’s hyper-connected world. Of course, game development is seldom straightforward. I had never made a game in VR before and my limited resources meant I would spend long months struggling with technical issues beyond my expertise, trying to solve problems that normally require a team to effectively navigate. The journey took me well beyond my comfort zone, but I persevered, even as the game went twice, three times over its development schedule. I had a lot to learn and spent much of the time simply trying to achieve a stable framerate and shaders that rendered without issue in VR. When funds ran out, I took on part time jobs to pay the rent. I composed and recorded the soundtrack at night, headphones on, sitting at the kitchen table after my family had gone to bed. “You will get there in the end,” gamedev friends told me at the local meetup in York, but it was hard not to feel that life was passing me by during the four long years of solo work on the game. It’s hard to take a break or go through illness when there’s nobody else to carry things forward in your absence. Despite many setbacks, I did make progress and as the game neared completion and I wandered the desolate landscapes of my imagination, I began to feel a sense of peace and acceptance in the virtual world I had made solid. So, where does this lead? I hope players will find something worth exploring, even if it’s just to watch the virtual sun setting behind those desolate rocks, the light fading on the water to an ambient soundtrack. I’ve learned much, and hopefully if the game is well received, I’ll get the chance to continue building upon it, perhaps with a small team. I hope at the end of it all, somebody will discover their own special place in Separation. View the full article
  14. Welcome back! We’ve opened up the Players’ Choice polls for February — take your pick from a series of new releases including Dreams, Bloodroots, Mosaic, and more, and cast your vote below. We’ll close the polls Sunday evening, then reveal the winners next week. We also spruced up the art we’ll be using for this post each month. Hope you like it! What are you voting for this month? 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 Shadow of the Colossus 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. Players’ Choice: What Was February’s Best New Game? View the full article
  15. By now you’ve likely seen the news – you can finally play Final Fantasy VII Remake in your own home via the just-announced PS4 demo. If you’re at all curious about this beautifully reimagined adventure, download the demo and run through the memorable “bombing run” mission for yourself. It wowed PS1 players back in 1997, and I’m happy to say the 2020 interpretation is just as riveting. If you missed the PS1 original or any of its subsequent re-releases, think of the bombing run as a cold open for the entire game. You’re thrust into a death-defying mission to take out a Mako reactor, a device the omnipresent Shinra Electric Power Company is using to fuel all sorts of modern marvels. The catch is this process may be siphoning energy right out of the planet itself, a fact Shinra chooses to ignore. Naturally this doesn’t sit well with some folks, namely the initial heroes of Final Fantasy VII. A NEW EXPERIENCE The demo – and main game – begins with Barret, Cloud, and the AVALANCHE group rolling up to the facility, breaking inside, and planting a bomb on Mako Reactor 1. A tense boss battle unfolds, the reactor blows, and the demo concludes. It was effective 23 years ago, and it’s a wild ride today. But where that demo ends, our hands-on experience begins. Immediately after the blast, Cloud and crew escape underground and then scatter into the streets. This sequence takes perhaps 10 minutes in the original game, with just a handful of scenes and camera perspectives to sell the action. In the remake, Cloud is hoofing it through alleys, up fire escapes, and across rooftops with Shinra soldiers at every turn. Civilians lie injured in the streets, chaos reigns in all directions, and you’re left to wonder, was the bombing worth all this? And this sequence is what really made FFVII Remake click for me. I see how Square Enix plans to not just lengthen, but also enrich the original experience with moments and events that further sell the aftermath of such a momentous attack. While the original did an excellent job in 1997, 2020’s remake fully conveys the destruction with flames, injured NPCs, collapsing infrastructure, and an overall chaotic tone as you’re fired upon by Shinra goons. There are so many pivotal moments within the city of Midgar that could benefit from this treatment, so I can’t wait to see how they play out in the remake. Chapter 2 also adds an encounter with Aerith and, believe it or not, a flashback / hallucinatory manifestation of Sephiroth. This entire segment is new, and does a great job cementing Sephiroth’s looming, villainous presence within the FFVIIR world. He towers over Cloud not just in physical stature, but also confidence; as capable as Cloud seems in these opening moments, he’s clearly outclassed by this specter from his past. I won’t get into the words exchanged or what exactly happens, but it’s interesting to see just how much FFVIIR is going to play with existing fans’ assumptions. The end result seems to be a game that’s welcoming to new players, but fresh even if you know the original front to back. THOSE WHO FIGHT From this point we move to another save file further into the game. Melee expert Tifa joins Cloud and Barret, and we’re ready to take out another reactor. As you can determine for yourself via the demo, the battle system has you attacking to build up ATB charges and then spend said charges on Abilities, Spells, or Items. Each character also brings something unique to the fight, such as Barret’s long-range bullets or Cloud’s powerful Punisher stance. Some enemies are pushovers. Others require smart positioning, efficient use of ATB, and using all three characters to push enemies into a staggered state. Once staggered, you can really pour on the pain. Players are also given the option to choose between this action-oriented approach (complete with evade rolls and controller shortcuts to Abilities and Spells), or a Classic Mode where characters attack automatically and you direct the usage of ATB. The save we played had access to powerful Summon Materia as well. Materia grants characters spells and other abilities, while Summon Materia gives the equipped character access to that particular Summon – in this case, Final Fantasy mainstay Leviathan. Once summoned, the monster will fight alongside your party on its own, or you can spend ATB on powerful attacks (while still having access to your own ATB abilities). If the enemy you’re fighting is weak to the Summons’ powers, you can dish out a whole lotta damage in short order. Case in point is a battle against Abzu, a boss we fought later in the demo session. In this instance I had Cloud, Tifa, and Aerith in my party, with the latter having access to Ifrit. He bursts onto the scene with fiery… flare… and really tears into this boss, giving me time to heal and build charges. I didn’t sample Classic Mode but can say the default approach really makes you consider each action. Mashing Attack is good and all, but bosses and enemies have all kinds of tricks that make you change tactics quickly. MORE MIDGAR By the time our session wrapped up, I was eager to find new Materia, experiment with battles, and further see just how much content Square Enix has added to the original experience. Almost any moment I could recall from the past – President Shinra’s encounter with the trio near one of the reactors, or a simple button-pressing minigame, for instance – has been totally reimagined and dramatized in a way that makes even familiar moments feel new again. Love what I’ve seen so far and can’t wait to see the rest of what Midgar has to offer. View the full article
  16. The moment many of you have been waiting for is here: The Final Fantasy VII Remake demo is out now! Visit the demo page and download now! While you’re waiting for it to download (or get home to play it), we can give you a little information about what to expect from this exciting glimpse into the game. What’s included in the Final Fantasy VII Remake demo? The new demo features a lengthy segment from the very beginning of the game: the iconic bombing mission against the Shinra Electric Power Company, and the subsequent escape. You’ll control two of the game’s cast – spiky-haired ex-SOLDIER Cloud Strife, and the ballistically-limbed Barret Wallace – and enact a dangerous plan to infiltrate and destroy Mako Reactor 1. It’s a very large complex, so you’ll have plenty of time to explore, find secrets, soak in the richly detailed environments and, of course, bash Shinra Security troopers with a giant sword. When you reach your target, you’ll encounter the Scorpion Sentinel. It may be the first boss of the game, but don’t expect this mechanical monstrosity to give you an easy ride. If you manage to beat it, don’t think you can relax – you still have to escape from the complex before it collapses around you. But did you give yourself long enough to do so…? What you need to know about combat in Final Fantasy VII Remake When you play the demo, you’ll get to experience Final Fantasy VII Remake’s combat system first-hand. It combines real time action and menu-based commands to create something that feels brand new, but still hearkens back to the original game. You’ll see what we mean when you play it. Everything revolves around ATB. As you attack foes with the Square button, you’ll fill a gauge underneath your character’s health indicator. This is the ATB bar – and when a segment is full, you can spend it to perform an action. For example, you can use an Ability – a special attack that deals damage or fills the enemy’s stagger gauge. Alternatively, you could heal with an item or cast a spell – magic can be devastatingly effective when used properly. We think it’s a really exciting system, but if you prefer strategy to action, you can also try Classic Mode. In this mode, the characters will attack automatically, so you can focus on giving them commands – similar to command-based RPGs like the original FINAL FANTASY VII. However you like to play, remember that spending ATB is the key to combat. Basic attacks don’t do much damage, and enemies can hit surprisingly hard, so make sure you experiment with all the tools at your disposal to find what works best. To get you started, here’s a pro tip that fans of the original game might remember: Shinra machinery hate electricity, so bring the Thunder! We hope you enjoy the Final Fantasy VII Remake demo. When is Final Fantasy VII Remake out? If you’re excited to play more, the good news is that you don’t have long to wait. Final Fantasy VII Remake releases April 10, 2020 for PlayStation 4! You can pre-order now at PlayStation Store. View the full article
  17. We’ve just wrapped up our Panel at PAX East, where Lead Writer Joshua Rubin and Lead Narrative Designer Szymon Barchan spent some time talking about the work that has gone into creating the universe of Outriders, as well as discussing the space that Outriders intends to carve out for itself in the RPG shooter genre. If you missed the panel, you can watch a VOD of it here, but I also wanted to take the time here at PlayStation.Blog to expand upon some of thematic ideas behind Outriders, which releases Holiday 2020 for PlayStation 5 and PlayStation 4. If you’d like to find out a bit more about some of the thought processes in the early days of new-universe creation, have a look at the short video above, which also includes some previously unreleased concept art. One Question that we’ve seen be bounced around a lot is: How does the science fiction setting of Outriders differ from everything else that’s already out there? Simultaneously, I’ve also seen a handful of observers insist that we seem to be “doing sci-fi wrong.” Where are the beam weapons, lasers and shiny suits of armor!? But that is exactly the heart of the Outriders universe. When People Can Fly first envisioned Outriders and started putting the first pieces of it all together, the idea was to do sci-fi a little differently to the current day trend. One of the game’s basic principles is to meld the science fiction frontier setting of an unexplored, alien planet, with the visceral grittiness of warfare. That being said, buckle up for a moment everyone, we’re about to get a little cerebral. One of the fundamental aspects of science fiction is the exploration of ideas, particularly with a view towards potential consequences of innovations or changes in science and technology, but also society. These notions all lie at the core of the Outriders universe and narrative. From day one the team had a strong focus on narrative and story and with Outriders we wanted to craft a science fiction universe which was far more than just window dressing. We want to build lore that has depth and creates discussion and conversation. You may already be familiar with the game’s tagline: “Leave Humanity Behind.” The true meaning behind this phrase contains several different layers that you will encounter and have the chance to mull over in your travels across Enoch. There are other themes worth considering as well and keen observers may draw parallels with aspects of works such as Joseph Conrad’s “Heart of Darkness.” Finally, there are some more overarching themes and metaphors in the Outriders universe that we, for the sake of spoiler avoidance, don’t want to delve into just yet. The cornerstone of a rich science-fiction world also lies within the effort dedicated to world building. Much of this was already done at the very outset of the Outriders project: People Can Fly wrote almost 200 years worth of “pre-universe lore,” from 2020 through to 2209 — it’s the History of the Future and is enshrined in our game’s design bible. Dozens of pages chart the political and economic landscapes that led to the demise of planet Earth, as well as the work done to save what was left of the human race. All of these events occur before the actual game narrative of Outriders begins. As you progress through the game, you will uncover a treasure trove of lore that will reflect upon this history, all of which you can explore and read at your own pace should you be so inclined. When humans first land on Enoch, the planet upon which the Outriders game takes place, they encounter a storm henceforth referred to as “the Anomaly.” This storm renders all the high tech equipment of the new arrivals useless, forcing them to fall back upon relying on the most basic of remaining technology and ballistic weaponry. This same set-back also means that colonizing the planet as planned is no longer possible — all the equipment and resources needed for this are still stuck in orbit, waiting for an uplink signal that cannot be sent now that anything more advanced than a two-way radio has been fried. Here’s an excerpt from the Journal that explains the Anomaly a bit more: Knowing this, and bearing the themes mentioned further above in mind, you may already be able to discern some of the narrative elements that Outriders may touch upon. In particular, how does a generation of humans who have experienced the pinnacle of human advancement on planet Earth fare when thrown into the savagery of a primitive new world? Stripped of everything that gave them an advantage in the old world, how far will they go to maintain, save or sacrifice their humanity? And how does an Outrider who awakens from cryo-sleep 30 years too late find their way in this changed society and deal with the children of Enoch, who have been born into a world of conflict and struggle, and raised on the propaganda of war and hate? What sacrifices will need to be made to give the human race a second chance on Enoch? That’s the setup for the universe of Outriders and where our story really begins… We’re looking forward to seeing you delve into the universe People Can Fly created and for you to experience the rich story that they’ve crafted when Outriders releases Holiday 2020 on PlayStation 5 and PlayStation 4. For more information about Outriders, be sure to follow the Outriders social channels! View the full article
  18. Set forth on a journey into an abandoned world in Separation, a meditative new adventure created by solo developer Recluse Industries. Featuring an ambient soundtrack and a desolate world to explore, the game should take players around two hours to complete… though you’re welcome to stay as long as you’d like. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! 60 Seconds! PS4 — Digital (Out Mar. 6) 60 Seconds! is a dark comedy atomic adventure of scavenge and survival. Collect supplies and rescue your family before the nuke hits. Stay alive in your fallout shelter. Make difficult decisions, ration food and hunt mutant cockroaches. And maybe survive. Or not. Amoeba Battle – Microscopic RTS Action PS4 — Digital Amoeba Battle is a new breed of real-time strategy game where you control versatile amoebas in the battle for the microscopic world. Unlike other RTS games, there are no bases to build — new amoebas are created through the miracle of binary fission! Breeder Homegrown: Director’s Cut PS4, PS Vita — Digital (Out Mar. 6) Breeder Homegrown is a short horror game about a family dealing with a strange creature over several generations. You will encounter some puzzles but the game relies mostly on atmosphere, music, and dialogues. In this Director’s Cut version, dialogues have been streamlined, some issues have been fixed, and if you look close enough, you might find some new little surprises. Dogfighter – WW2 PS4 — Digital New sky battle royale has arrived — real dogfighting battle royale based on WW2! Be part of the grand sky battle with warplanes such as mustang, spitfire, messerschmitt, zerosen, customized the way you want with 40 people. You are the ruler of the sky! Granblue Fantasy: Versus PS4 — Digital, Retail Take the fight to new heights on the PS4! Legendary fighting game studio Arc System Works and Cygames team up to bring the Granblue Fantasy universe to the home console in an action-packed, head-to-head fighter. Granblue Fantasy: Versus features a colorful cast of their most popular crewmates, each with a unique fighting style that is easy to learn but hard to master. Holfraine PS4 — Digital Holfraine is a third-person hero shooter with different characters to choose from. Play with your teammates and defeat the opposing team through matches full of dynamic elements. Join your teammates to gain control of Holfraine, the most valuable and coveted energetic resource in the entire universe. Pathologic 2 PS4 — Digital (Out Mar. 6) Pathologic 2 is a narrative-driven dramatic thriller about fighting a deadly outbreak in a secluded rural town. You are a healer, and to save anyone, you’ll have to survive in this bleak and strange world, where even food and medicine are scarce. Separation PS VR — Digital (Out Mar. 4) Separation is a first-person adventure at its most ambient and atmospheric. A meditation on solitude, loss, and the spiritual path, Separation is a unique journey to a place of epic desolation. Featuring a sublime electronic soundtrack by Vector Lovers, Separation is the ultimate chill out trip. Syrup and the Ultimate Sweet PS4, PS Vita — Digital (Cross-Buy, Out Mar. 4) Syrup finds a candy golem in her basement. Could the two become friends, and finally complete the Ultimate Sweet? In a magical town there lives a candy alchemist, Syrup, who one day discovers a candy golem in her basement. Where did she come from? Who could’ve made her? Go find out! Under Night In-Birth Exe:Late [cl-r] PS4 — Digital (Out Mar. 5) Rule the Night! Control a deeper, darker fighting experience than ever before. Battle with 21 unique characters, including the all-new Londrekia with his original moves, story, stage, and music. Master devastating new combos and dazzling special attacks in online, arcade, story, and training modes. Fiver Finger Death Punch – F8 Prince Royce Reggaeton Takeover Jumanji: The Next Level Richard Jewell Titans | Season 2 The information above is subject to change without notice. Pardon our dust! In the coming months, you may notice the occasional discrepancy in The Drop as we’re updating the back-end systems we pull game info from to populate our list. We will, of course, strive to correct any mistakes as they arise. Thanks for your patience! View the full article
  19. Email us at [email protected]! Subscribe via iTunes, Spotify, Google or RSS, or download here Welcome back, Blogcastronauts! We’ve got a fun one for ya this week, featuring plenty of talk about Capcom’s upcoming remake of Resident Evil 3, along with some wonderfully intriguing listener letters and an honest-to-goodness brand new segment: the Blogcast Game Club. Listen in! Stuff We Talked About Game Club! Let’s play Kentucky Route Zero Acts 1 & 2 Resident Evil 3: Nemesis Ruby Weapon in Final Fantasy XIV Borderlands 3’s romantic new DLC The Sonic the Hedgehog movie Dead Cells Final Fantasy IX Mint chocolate chip ice cream vs. regular chocolate ice cream Our favorite cheats in games The Cast Sid Shuman – Senior Director of Content Communications, SIE Justin Massongill – Content Communications Manager, SIE Kristen Zitani – Content Communications Specialist, SIE Tim Turi – Senior Content Communications Specialist, 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
  20. Last week, we sent you on a virtual vacation to show off gaming locations you’d love to travel to. From crystal clear lakes to towering cityscapes, you shared your favorite gaming travel spots using #PS4share and #PSBlog. Here’s where to catch a ticket to next: fabianhazuki would like to settle into a quiet visit to the town of Rhodes in Red Dead Redemption 2. GravityShifters would like to float across the skyline of Lei Colmosna in Gravity Rush 2. kasimarieDC would like to coast along the river of Ancient Eygpt in Assassin’s Creed Origins. lorsteibel would like to travel to new and unknown worlds like in Journey to the Savage Planet. Sefwick is ready to hit the big city in Mirror’s Edge Catalyst. vikingdad278 is ready to head to lakes of Oregon in this shot from Days Gone. Search #PS4share and #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: Horizon Zero Dawn – 3rd Anniversary Share by: 9am Pacific on Wednesday, March 4 We’re headed back to the world of Horizon Zero Dawn to celebrate its 3rd anniversary today! Share your favorite moments with Aloy using #PS4share and #PSBlog for a chance to be featured. View the full article
  21. 1971 Project Helios is a turn-based strategy game coming to PS4 in Q2 2020, which combines modern warfare military tactics and close combat. Firearms and vehicles are scarce, conflicts and hostilities have no end, and the freezing cold annihilates both friends and foes caught in its path. An Earth gripped by a new ice age In early 1942, huge meteors crashed into Earth, the resulting climate change kickstarting a new ice age. Fast-forward to 1971 and extreme temperatures and violent storms are now part of daily life. Those who have survived the dramatic changes wrought by the strikes have done so thanks to Fulgor, a unique substance carried to the planet by the same meteors that so dramatically changed its environment. In Europe, a new society was born from the remains of the German army and its intelligence services. Calling itself Wintersöhne (Sons of the Winter), it has pursued research into refining Fulgor for human consumption and developing it for military purposes. Out of the ashes of the devastation to the north is born an ultra-religious cult, one that worships Fulgor as a divine gift. Forsaking technology, the Kaphirite cult believe the alien artifacts are the ultimate judge as to who deserves to live. Initiation into its ranks requires Fulgor to be absorbed into the system intravenously… a process that few survive. Those who do are believed to be divinely chosen. A quest that unites eight strangers Into this inhospitable world comes eight disparate souls, united by a common purpose to bring humanity back from the brink. Their quest – your quest – will see you travel through military enclaves and medieval dungeons, encountering and battling different factions, each boasting unique combatants, strategies and strengths. Balance your group’s individual skills to strategize a response in turn-based fights and survive another day on the tundra. Do so and you’ll gradually unlock new skills and upgrade equipment, letting you customise each character’s, and ultimately the group’s, build to develop new ways to counter any danger you may face. As much as your choices are key to your success in every conflict, so too are the personal decisions made during your journey essential to deciding how it ends. With the game’s story offering multiple endings, the fate of the world lies in your hands. View the full article
  22. Hey Vault Hunters! Today we’re super excited to reveal Guns, Love, and Tentacles: The Marriage of Wainwright & Hammerlock, the second campaign add-on for Borderlands 3. releases March 26, so while you wait, here’s your first look at what to expect from this expansion. Wainwright Jakobs and Sir Alistair Hammerlock are getting hitched and have invited you to their engagement party. After the bombastic glitz and glamour of the casino setting in the Moxxi’s Heist of The Handsome Jackpot add-on (which launched back in December), we wanted to go in a darker direction for this one, so the celebration will take place underneath a gargantuan monster’s corpse on a harsh new ice world named Xylourgos. You’ll meet plenty of creepy characters on Xylourgos, but one of the first faces you’ll see after arriving by drop pod is a friendly one: Gaige, a wanted fugitive turned wedding planner who fans may remember from her days as a Vault-hunting Mechromancer in Borderlands 2’s DLC. With her robot BFF Deathtrap at her side, Gaige will do whatever it takes to ensure that the Jakobs/Hammerlock shindig is a success. We like to think of Guns, Love, and Tentacles as a cosmic horror rom-com that puts the “love” back in “Lovecraft.” Expect to get into plenty of wedding planning shenanigans as occultists, curses, and creatures with more teeth and tentacles than nature intended threaten to derail the betrothed couple’s plans for a happily ever after. Some of the mutated enemies that you’ll have to overcome are unlike anything that we’ve thrown at you before, and they’ll drop some crazy otherworldly loot too, including new Heads and Skins, new Interactive Room Decorations, and of course, new Legendary Weapons, Shields, and Class and Grenade Mods. Players who haven’t progressed far enough through the Borderlands 3 story campaign to unlock interplanetary travel will have the option to jump straight into the new content when creating a new character. Anyone taking advantage of this option when will automatically complete all of the story missions up to and including “Taking Flight,” in which they leave Pandora aboard the spaceship Sanctuary III for the first time. At this point, they’ll already be level 13 and ready to set a course for the party on Xylourgos. Guns, Love, and Tentacles is our second piece of premium add-on content for Borderlands 3, included with the Borderlands 3 Super Deluxe edition and in the Season Pass. We’ve also been supporting the game with frequent free updates, and we revealed a few more of those during our PAX East show as well. In the coming months, players can look forward to another in-game seasonal event called Revenge of the Cartels, which will be similar in scope to the Bloody Harvest event we did for Halloween. Those of you who have braved the ultra-difficult free content addition of the Takedown at the Maliwan Blacksite will be happy to know that another free, raid-style Takedown is on the way, this time themed around the mysterious Guardians. As with the Maliwan Takedown, you’ll be able to tackle this new Takedown solo, but the “true” Takedown experience is designed for maximum endgame challenge that’ll push a co-op party of four max-level Vault Hunters to their limits. Speaking of endgame, we’re also gearing up for a complete overhaul of Mayhem Mode that we’re calling Mayhem Mode 2.0. This free content update will refocus Mayhem Mode, the galaxy-warping system you unlock after finishing the main story, to put an emphasis on surprising buffs that encourage new playstyles rather than restrictive modifiers. There’s so much still in store for Borderlands 3, so be sure to follow us on Twitter, Facebook, and to stay up to date. For now, enjoy that new trailer, and we’ll see you on Xylourgos on March 26. View the full article
  23. MX Nitro: Unleashed is out today on PS4, and we’re excited to bring you old school motocross action! Take to the skies and pull off insane tricks… and some epic crashes. The game is all about achieving death-defying stunts as you race others across over 40 tracks, battling bosses along the way. Here are our top five tips to get you started in your motocross career in the 40-hour campaign mode. Bust a Wheelie You can Wheelie right from the starting line to get Nitro for the first jump – it’ll become second nature soon enough. The same goes for long flat track sections of tracks and drag racing. Use Nitro The key steps to remember are: Release – Jump – Trick – Land – Release. For maximum effect, use Nitro a couple seconds before the jump to accelerate and fly even further. Land Firm Landing is crucial — align both of your wheels to match the ground level for a smooth landing, and then add just a tad of Nitro to keep the flow going. Hang in There Each track is a puzzle to solve — failing and trying again is absolutely OK (just use the quick restart button). It all pays off when you beat it! Be Greedy for Nitro Use one-button tricks, even on small hops, to get some precious Nitro. MX Nitro: Unleashed is an expanded version of the original MX Nitro with new tracks, new bosses, new outfits, and several game improvements including visuals. We’re looking forward to you getting on the tracks! View the full article
  24. Greetings, everyone! This is Matt “Bayohne” Hilton from the Final Fantasy XIV Online (FFXIV) Community team, here to deliver PlayStation.Blog readers a behind-the-scenes look at how the dev team brought the Ruby Weapon to life in FFXIV. Final Fantasy fans will no doubt recognize the Ruby Weapon as a challenging boss that players were able to battle in the desert outside of the Gold Saucer in FFVII. FF fans may also be aware that Final Fantasy XIV loves paying homage to the previous titles in the franchise, whether it be with locations, themes, or in Ruby Weapon’s case, even bosses. The most recent update to FFXIV, Patch 5.2 — Echoes of a Fallen Star, introduced the hulking Ruby Weapon as a brand-new 8-player trial for adventurers to tackle in both normal, and high-level difficulty “extreme” modes. We sat down with a few members from the team to discuss the inspirations and challenges they faced to introduce such a unique and iconic foe to the game. How much did the team look to Final Fantasy VII for reference or inspiration when creating the encounter? Whether that be from a visual standpoint or its attacks and movements. And, can you talk about the team balances preserving aspects of the original while providing a FFXIV flair? Would you say that this design is heavily based on the FFVII version of the monster, or is it more of its own thing? Masaki Nakagawa (Lead Battle Content Designer) and the FFXIV team: Let’s talk visual design first. Whenever we bring an existing Final Fantasy series character to FFXIV, there are two general paths we might take in terms of character design. In some cases, we will keep the FFXIV version true to the character’s original design — we don’t add any elaborate or original flair, but rather honor the design as it appeared in the original work. We would aim to recreate the character in a high-quality graphic environment while trying to make sure it doesn’t look unnatural. A recent example can be seen in the characters that appeared in the Interdimensional Rift Omega raid series from patch 4.x. In other instances, we’ll take only the name and basic characteristics of the original and add our original design to help blend the character in to the world of FFXIV. We have quite a few examples of this as well: cactuars, chocobos, Garuda, Titan, Ifrit, Leviathan, Shiva, and Ramuh just to name a few. The Ruby Weapon in FFXIV leans more towards the latter path, but that isn’t to say it is completely original. We still paid respect to its visual appearance in Final Fantasy VII, finding a balance between keeping the original characteristics well-preserved and bringing out some originality. Hiroyuki Nagamine, who handled Ruby Weapon’s art design took inspiration from the Final Fantasy VII version of the monster when he created the artwork for the FFXIV version of Ruby Weapon—specifically Ruby Weapon’s claws, which you might remember look like tentacles. Furthermore, the design silhouette (the overall shape of the monster) is very reminiscent of Bahamut, and I think that adds to the originality of the FFXIV version of this enemy. The reason behind this choice is because Nael Van Darnus, a character from the Binding Coil of Bahamut raid series, ties heavily into the FFXIV version of Ruby Weapon from both a story and lore perspective. Next, let’s talk a bit about the design from a battle perspective. Final Fantasy XIV’s Ruby Weapon has a deeply intertwined lore and story behind it, and the battle content places heavy emphasis on highlighting those points. We spent a great deal of time devising ideas for battle mechanics that would feel fresh and new. Our goal was to make the gameplay experience feel as close to an action game as we could possibly make it within the parameters of FFXIV battle mechanics, and there is a heavy focus on rapid attacks in succession. We poured a lot of time not just into the brainstorming, but also on animations, the creation of visual and audio effects, and programming the fight. However, there are also unique attacks that utilize the Ruby Weapon’s claws and quicksand in the battlefield — both of which take inspiration from the Final Fantasy VII version of Ruby Weapon. I personally thought the claws and quicksand attacks turned out to be especially interesting mechanics for this fight. As we mentioned earlier, the battle is available in both normal and “extreme” levels of difficulty, with the extreme version providing a higher degree of challenge. Where do you feel the extreme version of lands on the difficulty scale, compared to other extreme trials? I think perceived difficulty levels will differ from player to player, so it’s difficult to answer this by simply comparing the fight with other extreme trials. However, I can say that the team who fine-tuned the battle content all said that Ruby Weapon is more difficult compared to Titania (Extreme) and Innocence (Extreme) from 5.0. There are many new battle mechanics in the Ruby Weapon (Extreme) encounter that were never seen in any other extreme-tier trial, so I also feel that it might take a bit more practice in order to get past some of these. At the same time, this means that players get to experience new mechanics and new possibilities when it comes to FFXIV battles, so I hope that it provides an enjoyable gameplay experience that feels both challenging and new. Are you able to tell us some details regarding the creation of the weapons that players can obtain in the extreme trial? During the design and creation process, what aspects of Ruby Weapon did the art team use as inspiration to create these weapons? Are there any designs that you feel bring out the “Ruby Weapon feel”? Yusuke Mogi (Lead Character Concept Artist): Generally, my request to the team for any weapon that players obtain through extreme trials is to include visual motifs that reflect the boss’ design. I believe it’s important to be able to show something to other players that says, “I cleared this boss!” I hope that seeing these weapons will serve as a catalyst for communication between players who haven’t attempted the trial and those who have completed it. Diving deeper into the designs, the weapons for the Ruby Weapon trial were designed with the concept of integrating machinery and organic life forms. As this is close to design concepts that were adopted in Japanese anime in the 80s and the 90s, I was particular about creating a design that felt somewhat nostalgic but also had something that felt new — a ‘je ne sais quoi’ element, if you will. Switching gears over to the music, we have a question for Masayoshi Soken! What inspiration did you look to when composing music for this encounter? Were there any particular points from the fight you had to consider when crafting the music? Masayoshi Soken (Sound Director & Composer): I had some lengthy discussions with Main Scenario Writer Natsuko Ishikawa regarding the music for the Ruby Weapon battle. Ishikawa had two requests: to include an arrangement of Ultima — Ultima Weapon’s theme, and to create a song with a quick tempo to match the battle content. During these discussions, I remember that I also had a recording session planned for The Primals for something completely different. When I told Ishikawa about this, she asked if The Primals could create an arrangement for the Ruby Weapon music. The thought of The Primals arranging Ultima sparked a flame in my creative soul!!! I dove right in and started prepping, creating a mockup version and making edits to mesh with the battle content. I really thought to myself, “This is a perfect match for this battle! This will work!” However, during the recording session the other band members and I went through much trial and error trying to create a track with this quick tempo…and that is where we hit a wall. We were originally supposed to be done with the recording in half a day, but we kept extending our recording session time over and over. We ended up using the whole day, and it was early morning by the time we left the studio…lol. And finally, for our readers who may have tackled Ruby Weapon over the years in Final Fantasy VII, do you have any advice for them as they look to defeat Ruby Weapon? What do you hope those who have also fought the original will enjoy in this encounter? Masaki Nakagawa (Lead Battle Content Designer) and the FFXIV team: As mentioned earlier, some of the attacks that the FFXIV version of Ruby Weapon uses took inspiration from those of the FFVII version. I’m sure players would notice these instantly if they challenge the Ruby Weapon trial. I hope players who have had the experience of taking on Ruby Weapon in FFVII enjoy challenging this FFXIV version, keeping an eye out for these details, and enjoying the trial from a different angle. Of course, in order to ensure players who don’t know the FFVII version of Ruby Weapon can also enjoy the trial as much as possible, the FFXIV version has been linked with a well-crafted story specific to FFXIV. The Patch 5.2 main scenario questline will introduce elements of mystery for the players. For example, the Ruby Weapon this time around was loaded with Nael van Darnus’ system data, but what kinds of systems will be loaded in the future Weapon series that we have yet to see? I hope players enjoy the trial while looking ahead into future developments with questions like these in mind. Huge thanks to the team for taking the time to offer a deeper insight into the creation of the Ruby Weapon battle in Final Fantasy XIV! View the full article
  25. With March’s pair of PS Plus games, you’ll embark on a dangerous quest to cleanse a land of its giant-sized inhabitants, and help not one but two versions of a platforming legend save the world. Let’s take a look: Shadow of the Colossus Tales speak of an ancient realm where Colossi roam the majestic landscape. Bound to the land, these creatures hold a key to a mystical power of revival — a power you must obtain to bring a loved one back to life. Shadow of the Colossus is a breathtaking journey through ancient lands to seek out gigantic beasts. Armed with only a sword and a bow, explore the spacious lands and unearth each Colossus, presenting a unique challenge to test your wits, determination, and skill. Sonic Forces In Sonic Forces, the evil Dr. Eggman has conquered much of the world with help from a powerful and mysterious new villain named Infinite. Now, you must assist Sonic and build an army to reclaim the world as they fight against chaos and destruction. Defeat enemies with blazing speed as Modern Sonic, catapult past perilous platforms as Classic Sonic, and create your very own Custom Hero Character equipped with a variety of powerful gadgets. Both titles will be available to download from Tuesday, March 3 until Monday, April 6. February’s PS Plus games As a reminder, you’ve still got time to download this month’s PS Plus games. Bioshock: The Collection houses three fantastic first-person adventures, The Sims 4 lets you unleash your imagination to craft the perfect virtual life, while PS VR shooter Firewall Zero Hour challenges you to survive intense multiplayer matches. All three titles are available to download until Monday, March 2. Not yet a PS Plus member? Find out more here. Predator: Hunting Grounds trial PS Plus members will be able to try out intense asymmetrical multiplayer experience Predator: Hunting Grounds this month with a weekend trial starting Friday, March 27*! Squad-up with friends as part of a Fireteam and take on dangerous missions before the Predator finds you — or become the Predator and hunt your prey. Wield human and alien weaponry in this intense asymmetrical multiplayer experience, unlocking iconic gear and skins as you level up. You can even team up with friends on PC with full cross-play support through the Predator: Hunting Grounds trial. *Trial Weekend starts from 5pm PST / 4pm GMT / 5pm CET / 3pm JST on Friday, March 27th and ends 11.59pm PST / GMT / CET / JST on Sunday, March 29th. PS Plus subscription required to play. View the full article