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Amy from Survios here, popping in with some big news: Puzzle Bobble 3D: Vacation Odyssey is launching on PS4 and PS5 this October 5! In addition, we’re offering Puzzle Bobble 3D: Vacation Odyssey as a cross-buy title, meaning every PS4 purchase will automatically come with the PS5 version of the game at no additional cost. Play Video Bubble popping takes a turn with spacial puzzle solving We’re so excited to celebrate Bub’s 35th anniversary with our very own “spin” on the iconic and beloved franchise, and we took it quite literally. Building the world in a 3D space introduces a new layer of complexity, and puzzles spin when being hit. In addition to color-matching, players will need to take depth and physics into account when solving each level. Left: Flat-screen gameplay | Right: VR gameplay Play your way with PlayStation Cross-Reality Puzzle Bobble 3D: Vacation Odyssey is Survios’ first true Cross-Reality title, supporting PS4, PS5, or PS VR gameplay. A big goal for us was giving as many Puzzle Bobble fans access to the game, and the agency to choose how they wanted to play. This led to creating a game that can be fully experienced with or without a headset, and seamlessly swapped in-game for those who want to approach puzzles from a different perspective! When using the PS VR headset, players can step into the role of Bub; With the PlayStation Move controllers, they will be able to physically harness his trusty Bubble Cannon like a slingshot, as well the Paintbrush, Spin Orb, and Chili Bomb power-ups. Balancing 100 progressively difficult puzzles Our Story Mode offers 100 3D bubbles puzzles with configurations that increase in difficulty as you progress. One of our biggest challenges was designing a game that was accessible and fun for anyone to pick up and pop, while still delivering a challenge for those who were more seasoned and wanting to test their wits. As players progress deeper into Story Mode, players will cross new specialty bubbles that can aid or hinder, and introduce variant puzzle challenges where different strategy is required to meet the win conditions. Like the original Puzzle Bobble, most levels are scored based on how many shots you take – fewer shots, higher score. We believe this is where we’ll see the most significant skill difference among puzzle poppers. In addition to Story Mode, Puzzle Bobble 3D: Vacation Odyssey offers an endless Infinite Mode for those of us who want to kick back and pop bubbles till we drop, and an online versus Duel Mode that supports matches across PS4, PS5 and PS VR. Duel Mode We can hardly believe that Bub – the adorable star of Puzzle Bobble 3D: Vacation Odyssey – is turning 35 this year. It just goes to show that the secret to staying young is a positive attitude, an appetite for adventure and, of course, lots of non-stop bubble popping! Puzzle Bobble 3D: Vacation Odyssey bursts onto PS4, PS5 and PS VR October 5. http://feeds.feedburner.com/~r/PSBlog/~4/CK0CdN1xW00View the full article
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It’s almost time! We can’t wait to welcome PS5 and PS4 players into the loop next week when Lemnis Gate launches. Lemnis Gate is the time-manipulating, turn-based strategy FPS prizing skill and smarts. Your ability to flex your brainpower through creative thinking, as well as your mastery of seven uniquely talented Operatives who each come with their own signature weaponry, will be the difference between victory and defeat. Here’s how it works. Time loop Lemnis Gate pits players against each other within a 25-second time loop. The aim is simple: pick your Operative, enter the loop, and then execute your plan. This might mean killing an enemy, protecting a teammate, or destroying an objective. When those 25 seconds are up, the next loop begins. Essentially, each loop stacks upon the previous one. These progressive layers let you build ingenious strategies over five thrilling rounds. Every teammate you see on the map is you from a previous round. That means bustling, ten-Operative matches are comprised of just two players, populating the battlefield with past instances of themselves. Winning requires ample forethought as you plan four-dimensionally to create subversive, unorthodox strategies. Ghost mode So, what happens when you die? In Lemnis Gate, death is not the end. Lose your health, whether through bullets, explosions, or any other damaging effects, and you’ll continue the round as a ghost. Now you’re executing the actions you would take if you were alive. Should the enemy who killed you die, your previously eliminated Operative is brought back to life, and the actions you took as a ghost are enacted. For example, let’s say you’re playing as chemical weapons expert Toxin. Set a trap of noxious sludge on the ground and die, and that sludge will cease to exist. But if you kill the Operative who killed Toxin, the sludge will reappear, along with Toxin. Since the present can directly alter the past, you must think multiple moves in the future. This means you can always come back from a losing position. Reconnaissance drone After you’ve taken your turn, your opponent will take theirs. Now, you’ll monitor the situation with your aerial drone as your opponent attempts to counter your moves. Your drone not only helps you keep tabs on everything happening in the match, but also enables you to place strategy markers to highlight points of interest. See a vulnerable target you want to take out in the next round? Place a marker on them. The drone is there to inform your strategy as you survey the battlefield between turns. Ways to play There’s a multitude of ways to play, both online and offline. Enter the time loop separately with turn-based rules, or enter together and battle simultaneously within the same turn in both 1v1 and 2v2 games. For local gameplay, there’s also a “pass-the-controller” option allowing players to strategize alongside each other in person. Within these match types there are four familiar game modes to enjoy, including Seek & Destroy, Domination, Retrieve XM and Deathmatch. For those with a competitive streak, ranked play pits players against well-matched opponents, allowing them to rise up the ranks and claim a spot on the leaderboard for ultimate bragging rights. While unranked matches offer players a chance to hone their tactical thinking and mastery of the game in friendly matches. PS5 features Lemnis Gate takes advantage of PS5’s innovative hardware. Feel every action with unprecedented precision, from bullets whizzing past your head to the visceral slide of your boots in the dirt. The greater the impact, the more your DualSense responds, putting you right in the heart of the action thanks to PS5’s haptic feedback, which channels high-fidelity tactile audio directly into the palm of your hands. PS5 outputs at up to 4K UHD with 60 FPS offering stunning clarity and slick gameplay. From lime green lava oceans bubbling against black volcanic rock to frozen landscapes featuring towering ice shards and a biting blizzard, an immersive backdrop is invariably at your fingertips In addition you can get into the action quicker thanks to fast loading, because just like in Lemnis Gate, every second counts. Lemnis Gate launches on September 28 on PlayStation 5 and PlayStation 4. http://feeds.feedburner.com/~r/PSBlog/~4/tARpUu0YfjwView the full article
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Following the release of the Gran Turismo 7 trailer from the PlayStation Showcase last week, we are excited to finally share details of Gran Turismo 7 pre-order items and the 25th Anniversary Edition! Pre-Order Items and 25th Anniversary Edition Pre-order at any participating retailers including PS Store and get a pre-order bonus of the following in-game items: Toyota Castrol TOM’S Supra Mazda RX-VISION GT3 Concept (Stealth) Porsche 917K Living Legend 100,000 in-game Credit (CR) 25th Anniversary Edition PS5, PS4 (Retail) This includes a limited-edition SteelBook case (with physical versions only), and is available for pre-order now at retail. Following the release of the Gran Turismo 7 trailer from the PlayStation Showcase last week, we are excited to finally share details of the Gran Turismo 7 25th Anniversary Edition and the bonus items you get with Launch Edition*! Bonus Items and 25th Anniversary Edition Buy the Launch Edition at any participating retailers including PS Store and PS Direct and get the following bonus in-game items*: Toyota Castrol TOM’S Supra Mazda RX-VISION GT3 Concept (Stealth) Porsche 917K Living Legend 100,000 in-game Credit (CR) 25th Anniversary Edition PS5, PS4 (Retail or Direct from PlayStation) This includes a limited-edition SteelBook case (with physical versions only), and is available for pre-order now at retail or Direct from PlayStation. Following the release of the Gran Turismo 7 trailer from the PlayStation Showcase last week, we are excited to finally share details of the Gran Turismo 7 25th Anniversary Edition and the bonus items you get with Launch Edition*! Bonus Items and 25th Anniversary Edition Buy the Launch Edition at any participating retailers including PS Store and PS Direct and get the following bonus in-game items*: Toyota Castrol TOM’S Supra Mazda RX-VISION GT3 Concept (Stealth) Porsche 917K Living Legend 100,000 in-game Credit (CR) 25th Anniversary Edition PS5, PS4 (Retail) This includes a limited-edition SteelBook case (with physical versions only), and is available for pre-order now at retail. Includes PS5 Game Disc and Voucher for PS4 Game** In-Game Credits – 1,100,000 CR Toyota GR Yaris with country specific Livery 30 Manufacturer / Partner Avatars The Music of Gran Turismo Official Soundtrack Toyota Castrol TOM’S Supra Mazda RX-VISION GT3 Concept (Stealth) Porsche 917K Living Legend Again, this is a limited-edition physical release so be sure to pre-order your 25th Anniversary Edition while supplies last. 25th Anniversary Digital Deluxe Edition PS5, PS4 (PS Store) For those looking to get a jump start with their car collection, those that purchase the Digital Deluxe Edition through the PS Store before March 4, 2022 would get the Pre-Order items, including: Dual PS4 + PS5 Entitlement In-Game Credits – 1,600,000 CR Toyota GR Yaris with country specific Livery 30 Manufacturer / Partner Avatars The Music of Gran Turismo Official Soundtrack Toyota Castrol TOM’S Supra Mazda RX-VISION GT3 Concept (Stealth) Porsche 917K Living Legend The Pre-Order offer ends when the game launches on March 4, 2022, so make sure you don’t wait. Lastly, for those looking to upgrade their PS4 Standard Edition of Gran Turismo 7 to the Gran Turismo 7 PS5 Digital Standard Edition, there will be a $10 digital upgrade option at the time of release*. We could not be more excited to deliver Gran Turismo 7 to everyone on March 4, 2022. Stay tuned as we have lots of more exciting news and information to share with in the coming months. *To upgrade your Gran Turismo 7 PS4 Standard Edition game on disc to the PS5 Digital Standard Edition, you will need a PS5 console with a disc drive. PS4 game discs can’t be used with the PlayStation®5 Digital Edition. ** Digital version. Redeemable on PlayStation Store. Account for PlayStation™ Network and internet connection required for voucher redemption. http://feeds.feedburner.com/~r/PSBlog/~4/VtSD2f9YRSQView the full article
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Following the release of the Gran Turismo 7 trailer from the PlayStation Showcase last week, we are excited to finally share details of Gran Turismo 7 pre-order items and the 25th Anniversary Edition! Pre-Order Items and 25th Anniversary Edition Pre-order at PS Store and get a pre-order bonus of the following in-game items: • Toyota Castrol TOM’S Supra • Mazda RX-VISION GT3 Concept (Stealth) • Porsche 917K Living Legend • 100,000 in-game Credit (CR) You can pre-order the Digital Standard Edition here. Asia physical editions pre-order details will be revealed in the near future. 25th Anniversary Edition PS5, PS4 (Retail) This includes a limited-edition SteelBook® case (with physical versions only). Asia physical editions pre-order details will be revealed in the near future. • Includes PS5 Game Disc and Voucher for PS4 Game** • In-Game Credits – 1,100,000 CR • Toyota GR Yaris with country specific Livery • 30 Manufacturer / Partner Avatars • The Music of Gran Turismo Official Soundtrack • Toyota Castrol TOM’S Supra • Mazda RX-VISION GT3 Concept (Stealth) • Porsche 917K Living Legend Again, this is a limited-edition physical release so be sure to pre-order your 25th Anniversary Edition later while supplies last 25th Anniversary Digital Deluxe Edition PS5, PS4 (PS Store) For those looking to get a jump start with their car collection, those that purchase the Digital Deluxe Edition through the PS Store before March 4, 2022 would get the Pre-Order items, including: • Dual PS4 + PS5 Entitlement • In-Game Credits – 1,600,000 CR • Toyota GR Yaris with country specific Livery • 30 Manufacturer / Partner Avatars • The Music of Gran Turismo Official Soundtrack • Toyota Castrol TOM’S Supra • Mazda RX-VISION GT3 Concept (Stealth) • Porsche 917K Living Legend The Pre-Order offer ends when the game launches on March 4, 2022, so make sure you don’t wait. You can pre-order the Digital Deluxe Edition here Lastly, for those looking to upgrade their PS4 Standard Edition of Gran Turismo 7 to the Gran Turismo 7 PS5 Digital Standard Edition, there will be SGD18 / MYR50 / IDR150,000 / THB300 digital upgrade option at the time of release*. We could not be more excited to deliver Gran Turismo 7 to everyone on March 4, 2022. Stay tuned as we have lots of more exciting news and information to share with in the coming months. *To upgrade your Gran Turismo 7 PS4 Standard Edition game on disc to the PS5 Digital Standard Edition, you will need a PS5 console with a disc drive. PS4 game discs can’t be used with the PlayStation®5 Digital Edition. ** Digital version. Redeemable on PlayStation Store. Account for PlayStation(™) Network and internet connection required for voucher redemption. **For Asia, physical editions pre-order details will be revealed in the near future. Please stay tuned. http://feeds.feedburner.com/~r/PSBlog/~4/JLpurUqv3MgView the full article
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Do you dream of summoning a slew of skeletal minions to swarm your enemies while your companions conjure torrents of fire and lightning beside you? Are you someone who enjoys teaming up with others to create as much chaos as possible? In Diablo II: Resurrected, you can vanquish the minions of the Burning Hells with up to eight players in the cooperative gameplay mode, allowing you to effectively build your own mayhem-inducing army. But, with seven classes and 210 skills to choose from, the prospect of creating a perfect party to delve into the depths of Sanctuary with might seem daunting. Not sure what to bring? We’ve got you covered. Each suggested composition can be used for parties of 2, 3, 4, or more. Keep in mind that possible builds below are just a sampling of the many multiplayer combinations you can choose from – in the end, it’s important to always prioritize your own fun and try out new classes and skills that interest you. Read on and get started in Diablo II: Resurrected co-op by testing out some of the builds below. Damage boosting Looking to create high-octane carnage? Try out a few different one-way damage-boosting builds. The basis of each build is simple: pair a class that provides damage amplification with any other classes built to cause some serious slaughter. While the damage booster won’t receive any enhancements of their own, they’ll get to reap the rewards accumulated by their companions as they hack their way through hordes of hellspawn. There are numerous ways to build a party around damage amplification, so don’t hesitate to experiment with different skills and figure out what works best for your band. Here’s a composition concept to try out: Elemental damage Combine a Paladin with the Conviction skill or a Necromancer with the Lower Resist skill with any Sorceress, a Javelin-specialized Amazon, or a Trap-specialized Assassin. Conviction is an Offensive Aura skill for the Paladin. It can be used to lower the fire, cold, and lightning resistance of nearby monsters, allowing the Paladin and their partners to break through most elemental immunities, save for poison immunity. Similarly, the Necromancer’s Lower Resist skill makes it so any elemental attacks deal more damage to cursed monsters, increasing enemies’ susceptibility to all elemental magics, including poison. Either of these can be paired with any number of elemental damage-specialized classes. Since the Sorceress specializes exclusively in elemental magic, she’s the most ideal candidate to pair up with your Paladin or Necromancer, but she’s far from the only one. Other classes you can bring along include an Amazon using Javelins and an Assassin using Traps. The Javelin-wielding Amazon is a stalwart damage-dealer who can utilize skills like Lightning Fury, making her a powerful pick for any group. For the Assassin, the Traps tree has potent skills like Lightning Sentry that synergize well with other classes in co-op. Combining damage types If you’re looking for an extremely versatile way of creating a party, try pulling in a variety of classes where each member is specialized to put out a different type of damage. By combining elemental damage specialists with physical damage specialists, you’ll be able to cover your bases and tackle enemies with different immunities that you come across in your adventures. Physical damage-dealers Barbarians specialized in the Whirlwind or Frenzy skills, a Paladin with the Fanaticism skill, a Druid using Heart of Wolverine, or a Necromancer with the majority of their skill points poured into Raise Skeleton and Skeleton Mastery are some solid candidates to consider adding to your party for heavy physical damage. Elemental damage-dealers Consider adding characters capable of dealing different types of elemental damage to your party, especially if you’re running with a group of four or more, to easily handle enemy damage resistances. Elemental damage manifests in four different forms: fire, cold, lightning, and poison. Many classes in Diablo II: Resurrected can deal elemental damage depending on the skills chosen; experiment with different builds and try out each talent to see what works best for you and your party as you progress. For fire damage, consider bringing along either a Sorceress utilizing fire spells, a Druid with ample skill points in the Elemental tree’s fire spells, an Assassin with the Wake of Fire trap, a bow-wielding Amazon, a Paladin with the Holy Fire skill, or a Necromancer with a Fire Golem. You can ice your enemies with a Sorceress wielding cold spells, the Amazon’s Freezing Arrow, the Paladin’s Holy Freeze skill, a Druid using Arctic Blast, or the Assassin’s Blades of Ice. If you need a little lightning, the Amazon’s Lightning Fury skill, the Assassin’s Lightning Sentry trap, the Paladin’s Holy Shock, and a Sorceress using lightning spells are good picks to think about for some shocking damage. Lastly, if you’re interested in dealing some decent poison damage, check out the Druid’s Rabies skill, the Assassin’s Venom, the Necromancer’s Poison and Bone skill tree, or the Amazon’s Poison Javelin and Plague Javelin skills. Don’t hesitate to experiment with different skill builds or research other popular party compositions as you continue your co-op endeavors! Each class brings something unique to your Diablo II: Resurrected experience, and figuring out how unusual compositions mesh with each other is one of the many joys of multiplayer. You’ll be able to group up with friends when Diablo II: Resurrected releases on September 23. Experience an epic story that unfolds across five distinct acts and fight your way through hordes of hellish beasts and undead abominations as you uncover the fate of the Prime Evils. Pre-order Diablo II: Resurrected now to receive the Diablo II-themed “Heritage of Arreat” Barbarian transmog for Diablo III and prepare to face the fiends of Sanctuary when the gates of Hell open once more. http://feeds.feedburner.com/~r/PSBlog/~4/UCkFmXI4eZUView the full article
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Hey folks, are you ready to return to Kamurocho and set off on a new adventure in Isezaki Ijincho? If you’ve previously experienced Judgment or the Yakuza series, you’ll know that despite all the investigations you take on, there’s still time to take a break from investigating and play some retro classics! The Club SEGA arcade naturally has many games to offer, including a couple of new titles. However, this time our hard-boiled protagonist Yagami can also play Master System games in his office, and even switch between western and Japanese versions of these 8-bit wonders. Here’s a breakdown of the games you can find throughout your adventure: Arcade Space Harrier (1985) is the arcade shooter that put SEGA on the map. You are the Harrier, and your mission is to take down enemies including giant dragons while avoiding obstacles and enemy fire. Building on the success of Hang-On, Super Hang-On (1987) has you steering a motorcycle across four difficulty classes divided into stages across continents. Here, your foe is time itself: make sure to avoid going off-track or running into other racers if you plan on reaching that next checkpoint! Fantasy Zone (1986) is a shoot ‘em up (or indeed, “cute ‘em up”) where the adorable spaceship Opa-Opa must track down and defeat bases and bosses across each stage. Along your journey be sure to upgrade your ship – don’t underestimate just how tough your foes can get. Fighting Vipers (1995) brings its own unique spin to the fighting game genre by adding armor to its roster of fighters. If you batter your enemies enough, their armor will explode off their bodies, and you can even launch them through stage walls if your final attack of the round hits hard enough! As part of Sonic’s 30th anniversary celebrations, Sonic The Fighters (1996) is joining Lost Judgment. From AM2, the creators of Virtua Fighter and Fighting Vipers, this 3D fighter has its own unique, exaggerated cartoonish style. This was also the debut game for Bark the Polar Bear and Bean the Dynamite, who more recently reappeared in Sonic Mania. Futuristic bike racing simulator Motor Raid (1997) has you knocking out your opponents to get ahead of the pack! This SEGA Model 2 game was offered to arcades as conversion kit for Manx TT Super Bike back in the day. Virtua Fighter 5 Final Showdown (2010) is the revolutionary fighting game that remains impressive to this date. You’ll take on six opponents and final boss Dural in single player, and you can also fight against a friend locally. If you enjoy this be sure to check out Virtua Fighter 5 Ultimate Showdown, remade in Lost Judgment’s very own Dragon Engine! The House of the Dead and zombie fans alike should also keep their eyes peeled for the new arcade game HAMA of the DEAD which is a new take on KAMURO of the DEAD from the original Judgment. Master System Alex Kidd in Miracle World (1986) was built into many Master System units, quickly making Alex Kidd SEGA’s 8-bit mascot! Bash blocks and enemies on your way to defeat Janken the Great and his henchmen. The Master System version of Fantasy Zone (1986) downsizes the arcade version a touch, while still managing to keep the original’s colorful quirkiness. This home version features two bosses that are different from the arcade release! Penguin Land (1987) is an action puzzler where you must bring fragile eggs back home safely, avoiding dangerous animals. Impressively for the time, there’s even a level editor for creating your own stages. Quartet (1987) is a 2-player conversion of the 4-player arcade original, where you’ll be taking down treacherous creatures to save your space colony from certain collapse! Enduro Racer (1987) is a dirt bike racer that looks a little different to the arcade version thanks to its isometric perspective. Be sure to try the Japanese version of the game, where you’ll be treated to five extra stages! Woody Pop (1987) has you controlling the titular character, who transforms into a brick-smashing hero as you journey across 50 levels of puzzler action to take down the Mad Machine. This was originally only released on the Game Gear in the US and Europe! In Maze Hunter 3-D (1988) you must navigate your way through a series of mazes from a top-down perspective. The original game required the SEGA 3-D Glasses, but now you have the option to switch this off if you prefer. Secret Command (1986) is a top-down action shooter where you, Ashura, must infiltrate a vast enemy stronghold. You can also have a second player join as your comrade, Bishamon to make life a little easier. Master System (DLC games) Sagaia (© TAITO CORP. 1986, 1992), also known as Darius II, follows two pilots answering a distress call from their home planet, Darius. Control the Silverhawk peacekeeper vessel to take on all manner of fishy foes and save a civilization! Fantasy Zone II: The Tears of Opa-Opa (1987) is set 10 years after the events of Fantasy Zone. Opa-Opa must now defend the city gates from the Blackhearts by navigating through interconnected warp gates! Alien Syndrome (1987) is the name of the deadly creatures you are facing in this port of the arcade top-down shooter. Can you, Ricky, rescue the hostages and escape in time? Global Defense (1987) is the home port of arcade shoot ‘em up SDI: Strategic Defense Initiative. Here, you operate a satellite’s supercharged laser cannon to save Earth from enemy space missiles and satellites! Lost Judgment launches worldwide on PlayStation 4 and PlayStation 5 on September 24, and if you pre-order the Digital Deluxe or Digital Ultimate Editions, you can launch into action three days early on PlayStation Early Access starting September 21. http://feeds.feedburner.com/~r/PSBlog/~4/Sc1_TYnl2oIView the full article
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Looking forward to Kena: Bridge of Spirits’ PlayStation launch on September 21, we are very excited to announce a special feature we’ve been keeping under wraps for quite awhile: Photo Mode! You can activate photo mode all along your adventure and capture epic and adorable photos of your journey! Characters (including all the Rot!) will freeze by default once you enter photo mode, but you can “resume action” to bring them back to life. As you move the camera, they will keep their attention on you; following and engaging with the camera as you set up your perfect shot. Our favorite part is the CHEESE button! Once you’ve set up your photo angle, you’ll have the option to have the characters in the photo say “CHEESE!” and strike a pose. Many characters have multiple poses, so don’t miss getting a great variety of fun shots in the same location! It’s also a fun way to get to know the characters better. Developing photo mode and the Cheese function were exciting animation opportunities for us! Not only does this function introduce another entertaining element for players, it also allowed us to showcase character personalities as we developed each unique pose. Throughout development, so much of our focus went into the dynamic story moments, epic action and battle animations, and beautifully crafted cut-scenes, but we also wanted to focus on the characters at rest. Who are they on their off time? Are they a little more shy, or are they a total ham? We hope that getting the chance to check in with every character in the more peaceful, interim moments helps you fall in love with the characters of Kena’s world, just like we have. http://feeds.feedburner.com/~r/PSBlog/~4/4ZMwI4RGqA8View the full article
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In Versus Mode, characters from the anime, including Tanjiro and Nezuko, can be freely matched against each another in a 2 vs 2 setting with up to 2 players on or offline! Enjoy this simple but exhilarating battle system, and become the greatest demon slayer you can! 12 characters from the “Demon Slayer: Kimetsu no Yaiba” anime, including Tanjiro Kamado and Nezuko Kamado, are joined by 6 characters from the series’ official spinoff, ” Junior High and High School!! Kimetsu Academy Story”, for a total of 18 characters taking part in battles! Characters can be paired together as they were in the anime or even partnered in ways yet to be seen, which means you can form your ideal tag team! Kimetsu Academy – Tanjiro Kamado(Voiced by: Natsuki Hanae) The son of a baker. A stubborn but polite boy who wears a memento, his father’s earrings, at school even though it is against the academy rules. Kimetsu Academy – Nezuko Kamado(Voiced by: Akari Kitō) Tanjiro’s younger sister. A girl who’s always carrying a baguette in her mouth and surprisingly hard to get up in the morning. Kimetsu Academy – Giyu Tomioka(Voiced by: Takahiro Sakurai) The Kimetsu Academy’s gym teacher. His harsh teaching style has been complained by PTA. Play Video Kimetsu Academy – Zenitsu Agatsuma (Voiced by: Hiro Shimono) A member of the academy’s disciplinary committee. He has the daily task of checking everyone’s attire despite being feared the naughty ones. Kimetsu Academy – Inosuke Hashibira(Voiced by: Yoshitsugu Matsuoka) A boy who was raised by boars. He brings nothing but his lunch to school while wearing short sleeves all year round. Kimetsu Academy – Shinobu Kocho(Voiced by: Saori Hayami) Miss Kimetsu in Kimetsu Academy. She’s a member of both the Pharmaceutical Research Club and the Fencing Club. Play Video Also, via free post-launch updates, VS Mode is under attack by demons! Let the deathmatch begin! *Post-launch schedule includes multiple free updates Play Video 【Specs】 Title: Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles Genre: Demon-slaying Action Players: 1-2 (online mode available) Release Date: Coming 14th October 2021 Official Website: http://asia.sega.com/kimetsu_hinokami/en/ ©Koyoharu Gotoge / SHUEISHA, Aniplex, ufotable ©DEMON SLAYER KIMETSU NO YAIBA THE HINOKAMI CHRONICLES COMMITTEE ※ The release date of games and contents may vary by country/region. ※ The contents are subject to change without prior notice. http://feeds.feedburner.com/~r/PSBlog/~4/HqrEnZCIpagView the full article
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What better way to mark a decade of massive growth (and F.U.N.) than with the expansion of some of THQ Nordic’s most popular franchises to the PS5? SpongeBob SquarePants? Check! Crypto? Check. Cutter Slade? Check. Bikes, ATVs and UTVs? Check, check and check. Here’s a quick recap of all the first looks rolled out during THQ Nordic’s 10th Anniversary Showcase Event just moments ago. SpongeBob SquarePants: The Cosmic Shake Play Video As we’ve all learned, everything is possible in the infinite expanses of the cosmos… even a reality where mayonnaise isn’t an instrument! In SpongeBob SquarePants: The Cosmic Shake, the mysterious fortune teller Kassandra grants SpongeBob and Patrick wishes resulting in the two buddies unintentionally opening up portals to strange Wishworlds. It’s all F.U.N. and games until their friends get lost in the portals! Players can explore seven distinct worlds and don more than 30 cosmic skins to rescue the universe. This brand new SpongeBob adventure is developed by Purple Lamp Studios and coming to PS4 and PS5! “This is the SpongeBob experience gamers have been waiting for,” said Senior Producer Martin Kreuch. “With new platforming skills like the karate kick and a true, buddy comedy design approach, saving the universe will be ridiculously fun.” Outcast 2 – A New Beginning Play Video The friendly, neighborhood invader-slayer is back: Cutter Slade is returning to the spectacular alien world of Adelpha in Outcast 2 – A New Beginning. Twenty years after the events of the first game, Adelpha finds itself under threat of invasion: a ruthless robot army is exploiting the planet, enslaving and even killing the people. Cutter’s mission is clear: organize a resistance, rescue the people, and get rid of the invaders. Outcast 2 is developed for PS5 by the original team behind the first Outcast Adventure – Appeal Studios from Belgium. The open world action-adventure features fast-paced 3rd person combat as well as a non-linear Science-Fantasy story with dynamic plot progress based on player actions. “This is a true labor of love – a proper sequel to a cult-classic!” said Michael Paeck, Executive Producer, Outcast 2. “Cutter’s special powers during combat combined with wild enemy behaviors will keep action gamers guessing!” Destroy All Humans! 2 – Reprobed Play Video Crypto is back, earthlings, and this time, he’s invading the swinging sixties! After the KGB blew up his mothership, Crypto seeks revenge and travels to iconic places in the United States, the United Kingdom, the Soviet Union, Japan, and even to the Moon! Destroy All Humans! 2 – Reprobed is a full remake of the original game, adding and improving features while (re-)building the game from scratch in shiny Unreal Engine 4 visuals on PS5. The game is developed by Black Forest Games, who successfully re-launched the Destroy All Humans! franchise in 2020. Senior Producer Martin Kreuch added, “I thought unleashing a very creative and sadistic alien on America in Destroy All Humans! was a hilarious ride…unleashing him on the world in Reprobed is even funnier!” MX vs. ATV: Legends Play Video The MX vs ATV franchise will make its PS5 debut in MX vs ATV Legends. Featuring the deepest career mode to date, MX vs ATV Legends invites you to carve your own path to the podium with unprecedented player choice including sponsorship opportunities and special invitational events. In addition, the team at Rainbow Studios has created an all new Trails mode that pits players against nature like never before – challenging riders in new ways at every turn! “I can’t wait for players to experience the refined physics system in Legends, especially in Trails mode,” said Roger Joswig, Senior Producer, MX vs ATV Legends. “Plus, this MX vs ATV installment takes the online experience to a whole new level.” ELEX II Play Video Coming to both PS5 and PS4, the previously announced ELEX II showed off its new story-trailer as a part of the THQ Nordic 10th Anniversary Showcase event! Featuring never-before-seen footage, the story trailer explains what drove Jax, the Beast of Xacor, into isolation…and why the time has come for him to finally leave. “Piranha Bytes is delivering stunning visuals and smooth combat in this vast, Sci-Fi fantasy,” added Michael Paeck, Executive Producer, Elex II. As a special thank you to PlayStation players, THQ Nordic is offering deep discounts on select games during the 10th anniversary celebration. Check out the PlayStation Store for special sales! http://feeds.feedburner.com/~r/PSBlog/~4/---g7EO5TcYView the full article
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Email us at PSPodcast@sony.com! Subscribe via Apple Podcasts, Spotify, Google or RSS, or download here So many games coming next week! And so many games we’re already trying to keep up with! Join the PS Podcast crew as they talk Tales of Arise, Deathloop, F.I.S.T., Life is Strange: True Colors, Death Stranding Director’s Cut, Lost Judgment, Kena: Bridge of Spirits, and more. Stuff We Talked About Tales of Arise Death Stranding Director’s Cut Deathloop Life is Strange: True Colors Lost Judgment Diablo II: Resurrected Kena: Bridge of Spirits F.I.S.T. The Cast Brett Elston – Manager, Content Communications, SIE Kristen Zitani – Senior Content Communications Specialist, SIE Justin Massongill – Content Communications Manager, 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.] http://feeds.feedburner.com/~r/PSBlog/~4/0MPCMgPa7i8View the full article
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Last week, we asked you to share moments in the shade of purple using #PSshare #PSBlog. From violet space vibes to plum portraits, here are this week’s highlights: Sefwick shares the dancer of Bound surrounded by purple shapes. Photoingame shares two whales swimming in Beyond Blue. stabbed_jawa shares Rivet jumping for joy in Ratchet & Clank: Rift Apart. Zig_Justice races across a celestial purple background in No Man’s Sky. tonjogando shares Aloy making a cameo near some purple flowered trees in Genshin Impact. erasmia42069 climbs to the top of a spooky tower in Little Nightmares II. Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week? THEME: Travel SUBMIT BY: Wednesday 9 AM PT on September 22 Next week, we’re on the move. Share moments of characters traveling, be it by land, sea, vehicle, or creature using #PSshare #PSBlog for a chance to be featured. http://feeds.feedburner.com/~r/PSBlog/~4/LPp7Cb7yqRAView the full article
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Final Fantasy VII was a game of firsts. It was the first Final Fantasy that launched on PlayStation. It was the first Final Fantasy to be made in 3D. It was the first to include CG movie cutscenes that enabled the team to reach a truly global audience and deliver a new type of gaming experience. It is, it’s fair to say, a very special game for both the fans and the team at Square Enix. I worked as director of the game and I’m delighted that a whole new generation can experience it on PS Now. Final Fantasy VII was first made in 1997, but its content has a timeless appeal that’s relevant in any era. I think that’s the reason that the game still has so many fans today – and the fact that the series is continuing with titles like Final Fantasy VII Remake Intergrade is all thanks to their support. The launch of the original game on PS Now has made me reflect on its development, and the PlayStation team asked me to share some of those recollections with you all. The origins of Final Fantasy VII During the development of Final Fantasy VII, the games industry was starting to shift from 2D to 3D, mainly focused around titles developed in Europe and North America. We wanted to produce a title that would take advantage of this new dimension to bring the characters and story to life more vividly than ever before in the series. We were also becoming interested in 3D CG. We had a desire to make the Final Fantasy series something that would stand up during the coming decades. We were able to achieve both of these ambitions thanks to a new player on the console market: the PlayStation system. Avalanche members Biggs, Wedge, and Jessie Working on PlayStation Working on PlayStation for the first time gave us opportunities we hadn’t previously considered. One of the biggest draws was the massive (at the time at least!) capacity of CD ROMs. We packed Final Fantasy VII with a large volume of movie cutscenes, which enhanced the storytelling and allowed us to present a world in more detail than any previous game. The decision to include those movie scenes was only possible because of the memory that CD ROMs offered to us. On the other hand, working with the new technology gave us challenges. CD ROM games generally required long load times. We worked extremely hard and had to really innovate to make sure that the loading times did not feel too long when transitioning in and out of battles and movie scenes. Mo movies, mo money, mo problems The movie scenes themselves came with a learning curve too – especially for me! We recruited many artists from the CG industry to make these scenes, and they brought over a completely different working culture from that industry. I had no knowledge or experience of it, and I failed several times when directing them. For example, I remember one occasion when the first cut of one of the movie scenes came back. I came up with an alternative idea when I saw it and suggested that change to the artists. In game development, doing that kind of retake is a common, everyday occurrence… but not in the world of CG! I didn’t realise that even retaking a single second of the footage was a job that would cost millions of yen! Suffice to say, that was a tough lesson to learn! A game of character We worked incredibly hard on the game over the course of development, to include features that would excite players and innovate the RPG genre. For example, we built the materia system, which gives players a lot of control over character abilities, and created many compelling characters, each with their own deep stories and arcs. My personal favorite is Vincent Valentine. He’s an optional party member – so if you’re playing the game for the first time on PS Now, make sure you thoroughly explore a certain mansion… that’s all I’ll say. I like the character because he’s the kind of dark hero who would typically appear in horror movies, and the type of character that did not exist in the Final Fantasy games before that point. When the game finally released, we were anxious to see all that hard work would pay off. Delayed gratification Fortunately, Final Fantasy VII was a hit. From the sales data, I could see it was selling well to people all over the world – but back then we didn’t really have the opportunity to interact with our global fans, so I didn’t really have a sense of just how well-received it was. I only really understood five years later in 2002, when we released Final Fantasy X on PlayStation 2. I went on a promotional tour of Europe and North America for the first time – it was the first chance I’d ever had to meet with international fans and many of them brought their copies of Final Fantasy VII for me to sign. That’s when I really felt the level of our success for the first time – it was very memorable to say the least. Final thoughts I’m delighted that the streaming technology in PS Now allows people to play the classics of the past whenever they want. For Final Fantasy VII, I think the game still has much to offer. The visuals may have a somewhat classic feel to them now, but the polygonal models still leave that important room for players to fill things in with their imaginations. I hope you enjoy the game while still feeling some of the atmosphere of the era when it first came out! http://feeds.feedburner.com/~r/PSBlog/~4/OVxQg7EODmUView the full article
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Auto Chess is going to bring you a fresh gaming experience with a whole bunch of new content in the upcoming version. The brand new version comes packed with a formidable new chess piece from a mysterious race, a fire-new Big Winner mode, as well as the war-themed Season 14. Plus, PS teaming function will be available soon and you can enjoy the game together with your friends! Now, let’s take an in-depth look at those new features. Introducing Dominator, an all-new chess piece from an ancient race: the Greater Dominiel, known as Dominator, was the prince of the Greater race in prehistoric times and also the only known survivor of his race in the Era of Rune. As glory was the core of his racial character in prehistory, Dominiel sees himself superior to others. To accomplish his goal, he would make an articulated plan and then carefully lay it out. He loves controlling others and looking down on all other creatures. This calculating schemer is insidious and sly, but he has never lost his compassion. His powerful abilities and race effects make him an ace up on your sleeve and can help you outsmart your competitors! An Exciting New Feature: PS Teaming Function Amazing as the new version already is, the much-requested PS teaming function will make the game even better. Soon, PlayStation players can team up with not only in-game friends of PS4, PS5, PC and mobile but their PSN friends, fighting together for the final victory, which brings great joy of cooperation. Try it out for a truly cooperative experience and enjoy the endless fun together! Brand New Mode: Big Winner Big Winner offers players the most innovative gameplay. Got tons of candies but nowhere to use? Now you can exchange them for medals! As the only currency and the entry ticket in this mode, Big Winner Medals can be used to refresh the piece store during the game. All the medals used in this mode will be put into the prize pool, and only the top three players can share them. In Big Winner, it requires your boldness and strategies to top the list. Dare you take up the challenge and win the largest share of prize? S14 Chess Pass Starts September 27 Get ready for venturing into the exciting Warfire Season. Following the release of the new version, the brand new Season 14 and Chess Pass will launch on September 27. Open Oath Magic Box for a chance to get legendary Oath Knight, as well as other desirable rewards like Sword 2077, Fighter Wolf, and Rhythm Musician! Reaching Rook Rank will earn you the unique chess player W. Plus, you can get loads of exquisite items like chat emojis, chess piece/player fragments, and more, by leveling up. Capture exclusive items in Senior Pass: Chess player Ironclad Claymore, teacher of Avenge Knight, available when you reach Level 30; legendary chessboard Skyfall Bridge · Calamity, a feather in your cap, available once you achieve Level 80. More wonderful content waiting for you to explore in the new version on September 23! http://feeds.feedburner.com/~r/PSBlog/~4/h98rOdt5LJYView the full article
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In Versus Mode, characters from the anime, including Tanjiro and Nezuko, can be freely matched against each another in a 2 vs 2 setting with up to 2 players on or offline! Enjoy this simple but exhilarating battle system, and become the greatest demon slayer you can! Tanjiro Kamado(Voiced by: Natsuki Hanae) A kindhearted boy. He lived a blissful existence with his mother and siblings, but was attacked by demons while he was out working. He joins the Demon Slayer Corps in order to turn his sister Nezuko, who has become a demon, back into a human, as well as to avenge the death of his family by hunting down the demon who killed them. Under the tutelage of Sakonji Urokodaki, he learns to wield “Water Breathing”, so that he can face the demon threat. Play Video Nezuko Kamado(Voiced by: Akari Kitō) Tanjiro’s younger sister, who’s been turned into a demon. Despite being a demon, she never attacks humans, thanks to both Urokodaki’s hypnotic suggestion, and her own willpower. She joins Tanjiro in his fight against the demons using her own demonic powers. Play Video Zenitsu Agatsuma(Voiced by: Hiro Shimono) He joins the Demon Slayer Corps at the same time as Tanjiro and Inosuke. He has an acute sense of hearing, and can identify the sounds made by other people or demons. In battle, when he is scared to death, he falls asleep and his personality changes to the swordsman that can unleash his “Thunder Breathing”. Play Video Inosuke Hashibira(Voiced by: Yoshitsugu Matsuoka) He joins the Demon Slayer Corps at the same time as Tanjiro and Zenitsu. He is a very aggressive boy, and is always seen wearing a wild boar mask and uses his “Beast Breathing” to rush headlong into battles. Play Video Giyu Tomioka(Voiced by: Takahiro Sakurai) Giyu Tomioka is the stoic swordsman that fights using his “Water Breathing”, and the Water Hashira that led Tanjiro towards joining the Demon Slayer Corps. Play Video Sakonji Urokodaki(Voiced by: Hōchū Ōtsuka) The man in the tengu mask. He’s a cultivator of prospective Demon Slayers, who lives at the foot of Mount Sagiri, and the one that trained Tanjiro. Play Video Sabito(Voiced by: Yūki Kaji) The boy in the fox mask that Tanjiro meets while training on Mount Sagiri. He is one Urokodaki’s former students. Play Video Makomo(Voiced by: Ai Kakuma) The girl in the fox mask that Tanjiro meets while training on Mount Sagiri. She is one of Urokodaki’s former students. Play Video Shinobu Kocho(Voiced by: Saori Hayami) One of the Hashiras of the Demon Slayer Corps, the Insect Hashira, who uses “Insect Breathing”. Whether it’s a human or demon, she’ll maintain a polite demeanor while never letting her smile fade. Play Video Kyojuro Rengoku(Voiced by: Satoshi Hino) One of the Hashiras of the Demon Slayer Corps, the Flame Hashira, who uses “Flame Breathing”. He’s cheerful and eccentric, but never one to mince words. Play Video Tanjiro Kamado (Hinokami Kagura)(Voiced by: Natsuki Hanae) During the battle at Mount Natagumo, he remembered the memory of his late father’s kagura dance, and applied that movement to learn a new Breathing “Hinokami Kagura” Play Video Murata(Voiced by: Kōki Miyata) Tanjiro’s senior Demon Slayer who fights using “Water Breathing”. He has joined the Mount Natagumo mission and even got to show off a bit of his bravery. Play Video 【Specs】Title: Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles Genre: Demon-slaying Action Players: 1-2 (online mode available) Release Date: Coming 14th October 2021 Official Website: http://asia.sega.com/kimetsu_hinokami/en/ ©Koyoharu Gotoge / SHUEISHA, Aniplex, ufotable ©DEMON SLAYER KIMETSU NO YAIBA THE HINOKAMI CHRONICLES COMMITTEE ※ The release date of games and contents may vary by country/region. ※ The contents are subject to change without prior notice. http://feeds.feedburner.com/~r/PSBlog/~4/CT-oHu4_5_wView the full article
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The top downloads charts for August are here, revealing the top performers on PlayStation Store last month. Madden NFL 22 took the crown for PS5 and PS4 downloads across US and Canada. In Europe, Ghost of Tsushima Director’s Cut grabbed the top spot on PS5, while Grand Theft Auto V secured a number one position on PS4. On free-to-play, Splitgate continues its run atop the charts for Europe and US and Canada. Take a look at the full chart listings below. PS5 games US/Canada EU 1 Madden NFL 22 Ghost of Tsushima DIRECTOR’S CUT 2 Ghost of Tsushima DIRECTOR’S CUT Hades 3 Hades Assassin’s Creed Valhalla 4 Aliens: Fireteam Elite Aliens: Fireteam Elite 5 Marvel’s Spider-Man: Miles Morales F1 2021 6 Assassin’s Creed Valhalla FIFA 21 7 DOOM Eternal Marvel’s Spider-Man: Miles Morales 8 Ratchet & Clank: Rift Apart DOOM Eternal 9 Call of Duty: Black Ops Cold War Metro Exodus 10 MLB The Show 21 It Takes Two 11 Mortal Kombat 11 TOM CLANCY’S RAINBOW SIX | SIEGE 12 Tribes of Midgard Call of Duty: Black Ops Cold War 13 TOM CLANCY’S RAINBOW SIX SIEGE Madden NFL 22 14 The Elder Scrolls Online Ratchet & Clank: Rift Apart 15 Marvel’s Avengers Tribes of Midgard 16 It Takes Two The Elder Scrolls Online 17 Watch Dogs: Legion Mortal Kombat 11 18 Demon’s Souls Demon’s Souls 19 FIFA 21 Watch Dogs: Legion 20 SCARLET NEXUS Marvel’s Avengers *Naming of products may differ between regions *Upgrades not included PS4 games US/Canada EU 1 Madden NFL 22 Grand Theft Auto V 2 Grand Theft Auto V Minecraft 3 Minecraft Fall Guys: Ultimate Knockout 4 FAR CRY 5 Far Cry 5 5 Friday the 13th: The Game THE CREW 2 6 Call of Duty: Modern Warfare CarX Drift Racing Online 7 Red Dead Redemption 2 Red Dead Redemption 2 8 Call of Duty: Black Ops Cold War The Witcher 3: Wild Hunt 9 Gang Beasts Need for Speed Heat 10 THE FOREST eFootball PES 2021 SEASON UPDATE 11 Need for Speed Heat The Forest 12 God of War Friday the 13th: The Game 13 CarX Drift Racing Online FIFA 21 14 Assassin’s Creed Valhalla Call of Duty: Modern Warfare 15 Fall Guys: Ultimate Knockout JUMP FORCE 16 ARK: Survival Evolved The Last of Us Part II 17 NARUTO TO BORUTO: SHINOBI STRIKER Dishonored 2 18 Aliens: Fireteam Elite Gang Beasts 19 JUMP FORCE Assassin’s Creed Valhalla 20 Mortal Kombat XL ARK: Survival Evolved *Naming of products may differ between regions PS VR games US/Canada EU 1 Beat Saber Beat Saber 2 Job Simulator Job Simulator 3 The Elder Scrolls V: Skyrim VR RICK AND MORTY: VIRTUAL RICK-ALITY 4 Rick and Morty: Virtual Rick-ality Creed: Rise to Glory 5 SUPERHOT VR The Walking Dead: Saints & Sinners 6 GORN SUPERHOT VR 7 Swordsman VR GORN 8 The Walking Dead: Saints & Sinners The Elder Scrolls V: Skyrim VR 9 Creed Rise to Glory Swordsman VR 10 Batman: Arkham VR Cave Digger Free-to-play (PS5 + PS4) US/Canada EU 1 Splitgate Splitgate 2 Fortnite Fortnite 3 Call of Duty: Warzone Rocket League 4 Apex Legends Call of Duty: Warzone 5 Rocket League Genshin Impact 6 Genshin Impact Apex Legends 7 Destiny 2 Destiny 2 8 Rec Room Brawlhalla 9 Brawlhalla Rec Room 10 Vigor Rogue Company http://feeds.feedburner.com/~r/PSBlog/~4/G0N8PgpeqDoView the full article
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Hello PlayStation fans! My name is Serge and I am the Head of Production at Frogwares, a video games studio most known for its Sherlock Holmes series and The Sinking City. Today, we want to show you something that we’ve been working on in our studio for months – a new trailer and a new gameplay video from our upcoming open-world mystery adventure Sherlock Holmes Chapter One. So pop on the kettle, brew some hot tea or coffee and grab that magnifying glass – we have a case to solve detectives. Play Video In Sherlock Holmes Chapter One we tell the story of a young Sherlock Holmes before he becomes the world-famous detective. On the outside, he’s a young, confident, maybe even borderline cocky man who is still trying to figure out who he really is. His life purpose is still not known. Now, what happened in his life that turned him into this antisocial genius? What events shaped him into the character that we now know and love. These are the kind of questions that we asked ourselves in the studio, and are somewhat answered in our game. Our game starts when you, the young Holmes, arrive on the island, Cordona together with your good friend Jon. The reason for your trip is to dig up and heal old emotional wounds. You are here to uncover the mystery of your mother’s death. You’ve always felt that something didn’t add up, and now you have received even more reasons to discover the truth as to what happened to her on that island. Speaking of the island, Sherlock Holmes Chapter One takes place on the Mediterranean island of Cordona, in the late 1880’s. This beautiful, almost paradise-like place is a melting pot of different cultures. But as it normally pans out in life, under all of this beauty there is a layer of flaws. As you venture out into this open world, you will see that apart from the different regions of Cordona, the island has its own social class hierarchy too. And those at the bottom don’t always get to live the paradise life that you see in front of you. As you experience the island, you will come across cases and mysteries that only a future detective can solve. Murders, missing jewels, even a runaway elephant are all there waiting to be solved. What tools are in your detective arsenal you ask? Well, take a look at our latest gameplay video to get a better idea on how you will be able to use that intuition of yours! Play Video Now, we can reveal for the very first time the DualSense controller features that Sherlock Holmes Chapter One will support on PlayStation 5! There will be many instances that you will feel the haptic vibrations. For instance, you will feel different vibrations when you enter a mental state in which you try to piece together step by step what happened at certain crime scenes. You will feel that successful actions will have their own rhythms, almost like intuition or your gut telling you what is right or wrong. We’re taking that haptic intuition one step further, when during times that perhaps you should look left or right, your DualSense controller will vibrate in the direction you should look. When you do engage in combat, your controller will vibrate when you take damage, or deal it yourself. If you do come to a moment during the combat when you take an enemy down and break his bone, you will feel that break in your hands too! And when you finally pull that trigger in your revolver, you will feel a trigger resistance on your DualSense controller too. I hope that you liked what we showed you today and if you do have any questions about Sherlock Holmes Chapter One, ask them below! Sherlock Holmes Chapter One is coming to PS5 on November 16, and PS4 at a later date. You can pre-order Sherlock Holmes Chapter One right now and receive additional bonuses.Thank you so much for reading and we’ll see you in Cordona! http://feeds.feedburner.com/~r/PSBlog/~4/jgXSKUUKrX4View the full article
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Besides captivating gameplay, Housemarque is known for over the top particle effects. Titles such as Resogun, Alienation, Matterfall and Nex Machina all used proprietary VFX technology to bring colorful explosions to the screen in order to reward players for destroying enemies or completing levels. In Returnal, Housemarque switched from top down to a third person camera, but also to a more grounded and darker art style than before. In this article, Risto Jankkila, Lead VFX Artist, and Sharman Jagadeesan, Senior Graphics Programmer, give us a closer look at how they utilized their VFX tech to make the alien planet of Atropos and its inhabitants come to life. Below you can find the full breakdown video covering some of the showcase VFX features of Returnal. In addition to that, we’ll go a bit more into detail with some of those features in this article. Play Video The history of our VFX tech We have been working on our proprietary VFX tech since Resogun (2013 PS4 launch title), where the first prototype of our current particle system was used on some of the showcase effects. After Resogun, the particle system got a graphical user interface and we started referring to it as Next Gen Particle System (NGP). In 2014 we made the decision to produce all of the particle effects for Alienation with NGP. After shipping Alienation, the system was used for Nex Machina and ported to Unreal Engine for Matterfall. NGP is designed to be a GPU-only VFX authoring system with minimal CPU overhead. Focus is on good performance and flexibility. Particle authoring is done by VFX artists who write compute shader snippets that define particle behaviour and data. NGP takes care of memory allocation and most of the boilerplate code, while artists can focus on behaviour and visuals. Currently NGP is not intended to handle only particle effects. It can also be used for controlling voxel behaviour in volumes or for generating dynamic procedural geometry. We also have several modules that generate data to be used as an input for effects. For example, we have our own fluid simulation module that can feed its simulation data to NGP. Another example is a module called voxeliser which can convert an animated mesh to voxels. That data can be then used for volumetric character effects. Other resources like textures, bone matrices and vertex buffers can also be used as inputs for particle effects. The VFX magic behind enemy tentacles and bullet trails: node particles From early on in Returnal’s development, it was clear that we wanted to do something special with enemy creatures on Atropos. Game director Harry Krueger wanted them to resemble deep-sea creatures with properties like bioluminescence and tentacles. Our enemy team animators briefly experimented doing tentacles using traditional rigid body physics to simulate chains of bones attached to enemy skeletons. This approach seemed a little too limited since the performance cost of doing multiple very long chains was too high, but also because we lacked means of expressing enemy states via physics simulations only. VFX was then assigned the task to create dynamic tentacles that could be attached to enemy meshes and skeletons. Luckily we already had a solution in mind. The team had been experimenting with particle vegetation for earlier projects and a special particle type had been developed for branching vegetation such as trees. We named this particle type “Node Particle” to reflect its properties and behavior. This particle type allows us to create one-directional, parent-child connections. A particle can be a parent to multiple children but a particle can have only one parent. When reading the parent particle the parent data is one frame old, i.e. not the data that is being written to in the current frame. This makes it impossible to “follow” the parent strictly and results in a side effect which makes the motion of the particles appear “organic”. This side effect is used widely in particle effects in Returnal, and it was especially useful for things like tentacles. But before we started working on the tentacle behavior, we needed to decide how we would render them. First, we experimented with rendering flat strips of polygons. The quality was close to acceptable, but lacking in some areas like shadows. After a while, we settled on rendering the tentacles as cylindrical meshes that were constructed from NGP during runtime. After settling on tube rendering we could start focusing on the behavior of the tentacles. Being able to control particle behavior, we were no longer constrained by just physics simulations but could conveniently change the tentacle movement based on the state of the enemy. This made it easy for us to experiment with things like forcing the tentacles to move in a certain way when the enemy is preparing for an attack. We iterated on the timings with the enemy team and designers to ensure that the tentacle behavior would help in telegraphing enemy states along with animation and other VFX. Node particles also came in handy for the numerous ribbons and trails we have in game. We wanted some of the homing bullets to have a long trail that would linger on the screen for a while behind the bullet. Also enemy melee attack trails used node particles. Below you can see a video of node particles following their parent, creating a ribbon trail, followed by a homing bullet attack by Phrike. Fluid simulations One of our key principles at Housemarque regarding visual effects is to simulate as much as possible during runtime, using as little pre-baked data as possible. As we had used fluid simulations in our previous titles like Alienation and Matterfall, it was clear to us from the beginning that we shouldn’t settle for pre-baked velocity fields for Returnal. Instead we use a real time fluid simulation around the player to simulate air flow that affects movement of the particles, vegetation and other VFX elements. In addition to that simulation (which we refer to as Global Fluid Simulation), we can have additional simulations attached to different actors in the game. Any gameplay event can be scripted to add forces to the fluid simulation causing nearby VFX elements to react. For example, these forces can be included into enemy animations so that when an enemy lands a jump attack, we add a radial impulse to the fluid simulation in that moment and at that location. This causes nearby particles like leaves or sparks to fly away from the impact point. In the video below you can see fluid impulses triggered from enemy animations and player actions affecting particle vegetation. While using only fluid velocities was enough for things like vegetation, in cases where one can see discrete point particles, it felt that the global fluid simulation velocity field was lacking detail. To get more detail we chose to implement optional vorticity calculations for the fluid simulation and in the particle update added a noise field to particle velocity, proportional to the magnitude of the fluid velocity at the location of the particle. In-game this technique was utilized for Xeno-archive holograms and in the player teleporting effect, which you can see below. Voxeliser and volumetric effects One of the environment elements we wanted to have in the opening biome of Returnal (Overgrown Ruins) was thick, volumetric graveyard-like fog. Due to the height differences in our levels, the procedural placement of the fog turned out to be problematic. Instead, we decided to place the fog volumes manually. With a high number of volumes to be placed by the environment team, we had to make the process as straightforward as possible. The flexibility of our particle system allowed us to construct these volumes in NGP. Since particle data and behavior can be completely customized, we can store a three dimensional index for a number of particles and have them represent a volume. Volume bounds can be passed as constant data from CPU to NGP. Along with the three dimensional index, we can store any other data per voxel as well. This gives us the possibility to store different states for each voxel inside a volume. In addition to being able to store voxel states, we can also change their update logic based on their position in the game world or inside the volume. Having voxels that are aware of their state and position, we could have them automatically emit more density near surfaces like floors and walls but also fade out smoothly near edges of the volumes. This made the process of placing fog volumes a lot faster, since the fog adapted automatically to its surroundings. We could also sample the global fluid simulation at the voxel position, and have the fog be moved around by things like wind, bullets and player actions. In the video below, you can see one of these NGP fog-volumes placed into a level. The fog density is adaptively created only near surfaces, and advected by fluid simulation in game. Putting it all together to create that Phrike boss battle For the Phrike boss encounter, we wanted to be able to emit volumetric fog from Phrike’s skeletal mesh. This posed a problem since volumetric fog and skeletal meshes are constructed from different kinds of elements. Skeletal mesh is a set of vertices, animated points in 3D space that are ordered to form triangles that can be rendered. Vertices can be placed arbitrarily to form all kinds of different shapes from trees to humanoids. Volumetric fog on the other hand uses boxes that are referred to as volumes. These volumes consist of smaller elements called voxels. In contrast to skeletal meshes, fog volumes in Unreal Engine are always shaped like boxes and so are the voxels they’re built from. If we wanted to use Phrike’s vertices to emit volumetric fog, we would have to find out in which voxel of the fog volume each vertex of the skeletal mesh is in. This was trivial to solve, but the bigger problem was the fact that we could only handle one vertex per voxel. Having two vertices occupying the same voxel would lead to undefined behaviour and possibly crash the game. To make things worse, it was far more likely to have multiple vertices inside a single voxel than it was to have just one. The solution to this was a real-time voxelizer. The voxelizer takes a skeletal mesh as an input and outputs a volume where each voxel that is inside the skeletal mesh is marked as occupied. This made the process of emitting fog simple as we only had to check the voxelizer output and see if the given voxel is marked as occupied or not. In the video below you can see the output of the voxelizer using Phrike’s mesh as an input. With the ability to emit fog from Phrike’s mesh, we were able to blend the character better with the environment when she was moving. It also made Phrike’s special actions like teleporting and spawning easier to execute since we could hide these transitions with the fog. Below you can find a comparison video of Phrike’s spawn sequence with volumetric fog and other effects and without them. This concludes our deep dive into the visual effects of Returnal. We hope that you enjoyed reading this and wish to share more of our tricks and techniques in the future. http://feeds.feedburner.com/~r/PSBlog/~4/Z-wHkzD-n-kView the full article
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Ember Lab is very excited to share our first game with the world next week. In the game, you play as Kena, a young Spirit Guide who travels to an abandoned village in search of a sacred mountain shrine, and who must help the wandering spirits trapped there. Kena’s original character designs were created by Wanchana “Vic” Intrasombat. He was a close collaborator on our commercial projects in the past, but this time he had a blank canvas and we can see so much of his charming and unique view of the world in all of the character designs. The first sketches portrayed a very young girl. As the mechanics and story evolved, we realized she needed to be very skilled, and that her work as a Spirit Guide would require her to draw on more life experience when helping the other characters in the story. She gradually became older and more knowledgeable. Kena was realized in 3D for the first time by Rodrigo Gonçalves. He built the prototype model and later continued to refine and explore real-time techniques for various details like her hair. We also collaborated with Carlos Ortega, who many revere for his beautifully clean 3D character work. We iterated quite a bit over the course of the project, adding finer textures and exploring alpha card techniques that we had seen in other incredible games before us. For the hair, we eventually found a blend between solid geometry, which could give very clear shapes and catch light nicely, and alpha planes to show the detail of individual hair strands providing some more variation and imperfection. Similar attention would be given to the clothing, adding different fabric patterns and even some worn edges. We love details like this, and it is something we try to do in all aspects of the game. The wear on her clothing communicates some experience and adventure. The beautiful staff she carries and various ornate decorations on her clothing aren’t loud, but reflect a reverence for tradition and a devotion to a greater purpose. She is fully brought to life in animation, where much of her personality is conveyed through the way she moves and acts. The scope of the game and story was much larger than our past projects. This presented an exciting challenge in creating expressions with more emotional range and depth, and that had the right warmth and compassion for our hero. With many animations across the game, we created a library of expressions and other details like hand and hair poses. This provided a fast way to refine and unify animations and ensure that Kena always felt inhabited by the same soul from beginning to end. Giving life to all the wonderful pieces of her character design was important to us, and we put a lot of care into the movement of her clothing and hair. The wind in her hair became an element throughout the game, simply as another layer to invoke the feeling of being in a village inhabited by spirits, or on a mountain peak. While we used physics on other characters in the game, every aspect of our main character was animated by hand. We hope you enjoyed a closer look at this process. We’ve had the pleasure of working with many talented artists and developers on this project, and we’re excited to see what you think of the game! http://feeds.feedburner.com/~r/PSBlog/~4/a7fK4VaxndcView the full article
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OlliOlli has been a hit with players ever since it launched on PS3, PS4, and PS Vita way back in 2014. We followed it up in 2015 with the release of OlliOlli2 on PS4 and PS Vita. And now, in 2021, we’re bringing a much anticipated wholly new take with OlliOlli World to PS4 and PS5. We want to really bring you, the players, into OlliOlli World. We’ve kept the super-smooth gameplay and gnarly tricks from previous games – but we’ve also included a whole bunch of awesome new stuff for you to explore. We’ve got a colourful and zany cast of NPCs for you to meet and hundreds of customization items to unlock as you beat high scores, complete challenges, and progress through the game across multiple routes that allow you to truly carve your own path through each of our lovingly designed levels and unique biomes. A biome full of perilous hills to skate down. On PS5, you’ll be able to appreciate all the epic and super wacky level details in stunning 4K. And when you’re absolutely crushing a level, chaining trick after trick at the highest possible speed down the biggest possible hill? No stress, because you’ll be doing it at 120 FPS (4K and 120fps with compatible devices). Welcome to Burntrock Burntrock is a new biome we wanted to reveal today and just one of five distinct biomes that make up Radlandia. It’s a desertscape full of camping cactus-folk, giant ancient fossils, and the legendary Burntrock Fest. Take a closer look at the locale below: Cruise or crumble. Well placed landings are key in Burnt Rock. Even though it’s a desert, it’s not barren but brimming with character, and that was something that felt really important to us when we were developing our game – we want it to be a living, breathing world for players to explore. The levels in Burntrock are designed to teach you new techniques, like grabs, whilst simultaneously providing you a chance to polish up the skills you’ve developed through the game so far. And that means… well, it means you’re going to slam! But the work that the art and design teams have put into Burntrock, makes that its own kind of reward – when you slam, you get a moment to breathe and enjoy the desertscape around you and pick up on all the details that you miss if you just skate on by. So, keep your eyes peeled – there are rumours of aliens in the area, and you never know what you might see… Smash and grab your way to Gnarvana. Chasing highscores, trying side quests and character customisation Whether you’re new to OlliOlli World or you’re an old hand wanting to see what’s new, here’s your guide to what to expect when the game launches later this year: Combos are your best friend when it comes to hitting those high scores. You’ll want to do as many tricks, one after the other, as you can. Mixing up the tricks you use can also help boost your scores into the stratosphere! Manuals can be used to chain tricks together for some seriously impressive scores. Just watch out, because too many manuals in a row is a surefire recipe for a slam… Alternate routes are a new addition in OlliOlli World, and whether you’re chasing a high score, or a high-five from an NPC you pass along the way, it’s well worth your time to double back and try taking a new path through a familiar level. Side quests are bonus levels that won’t hold you back from progressing through the game – but we definitely recommend trying to beat them all the same. Not only can you unlock cool new items for your character, you’ll also be building skills that are bound to come in handy in later levels. Character customization is another new feature, and it’s one of my favourites. You’ll get a bunch of gnarly threads from the start, but as you progress through the game, beat levels, and succeed in challenges, you’ll find even more choices start to unlock. So, it’s well worth popping back to customization every now and then to update your look with some of the sweet new loot you’ve secured on your travels! Customize your skateboard in OlliOlli World. http://feeds.feedburner.com/~r/PSBlog/~4/eqWsLRSq-sQView the full article
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Hey PlayStation fans! We’re excited to reveal that BPM: Bullets Per Minute is coming to PlayStation 4 on October 5, as well as being playable on the PS5 at 4k 60fps. Play Video What is BPM: Bullets Per Minute all about? BPM is a rhythm-action FPS rogue-like where you must shoot, jump, dodge, and reload to the beat of an epic rock soundtrack that’ll knock your socks off! Delve into randomly generated dungeons where a string of missed notes can lead to your demise. Your goal is to reach the end of these dungeons, collecting different weapons, abilities, and items each time you play. Start by choosing your mighty Valkyrie to repel the hordes. Each Valkyrie starts off with a unique weapon and stats, but as you progress through the stages you gain game-changing abilities to help defeat enemies and powerful bosses. But remember, every action, whether you prefer weapons or abilities, is in time with the music. Every bullet, dodge, and reload must be performed in sync with the soundtrack. Only by mastering the rhythm of an action can you clear every randomly generated dungeon and reach a climactic crescendo. Shrines, shops and libraries oh my! No rogue-like would be the same without a merchant to purchase health, armour, weapons and upgrades. Like with any good shop, every purchase adds points to your loyalty card so don’t forget to use them for upgrades! Wield a powerful arsenal of weapons and abilities that have different behaviours for firing and reloading to the beat. All of these can radically alter the way you play, making each playthrough unique. As you journey through the different rooms, you’ll discover a variety of shrines. Make sure to check them out and part ways with some coin… you might be blessed with an ability upgrade or item depending on the shrine. Did you get a key? Keys unlock chests and doors, including the library. We won’t say much about it, aside from the books it keeps are well worth the read! Enemies Battle a diverse array of enemies with unique rhythmic behaviours throughout these randomly generated dungeons and face a boss battle after every stage. Defeating seven bosses leads you to your ancient foe, Nidhogg. Much like each enemy, every boss moves and attacks in a unique way that you must learn to exploit if you want to succeed. Difficulty modes BPM offers several difficulty modes making it largely accessible for newcomers and pros alike. From ‘practice mode’ where everything is slowed down allowing newcomers to get the hang of the shooting and reloading to the beat, all the way to the most challenging mode: hellish. Are you brave enough to take on the challenge? If that wasn’t enough, challenge rooms pop up during every stage where you can test your metal. (Additional aid can be found in the options menu: auto rhythm is helpful for those who struggle with rhythm-based games.) Even the Score Described as Metal as Hell by NME, the pulsating synths and crushing guitars accompany you as you battle through your adventure. The soundtrack is composed by Sam Houghton and Joe Collinson, who fully flex their most demonic muscles. Think Doom, but with more pounding beats. We hope you’ve enjoyed this dive into BPM, and you’re ready to conquer the lords of Helheim when BPM: Bullets Per Minute is released on PS4 worldwide on October 5. Also playable on PS5 at 4k 60fps. Happy rockin’! http://feeds.feedburner.com/~r/PSBlog/~4/j5zv6yiR4eUView the full article
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Building upon the new galaxy-themed colors we introduced for DualSense wireless controllers in June, I am pleased to share that the Pulse 3D headset is also getting a new color – Midnight Black. Play Video This new look for the Pulse 3D headset will match the same color scheme as the DualSense Midnight Black wireless controller – with two subtly different shades of black. The Pulse 3D headset in Midnight Black will begin rolling out globally at participating retailers next month. Click here for the details. While all PS5-compatible headsets can be used to experience 3D Audio with PS5 games, the Pulse 3D headset is specifically designed to take full advantage of the console’s Tempest 3D AudioTech, with a fine-tuned frequency response to help players more precisely place sounds in exact locations to match on-screen gameplay. In our second major system update for PS5, we’re introducing a new equalizer control feature for Pulse 3D headset within PS5’s sound settings as part of our continued efforts to enhance the audio gaming experience. Pulse 3D headset users can select from three presets — Standard, Bass Boost, or Shooter which is designed to place extra emphasis on the sounds of footsteps and fired shots. These three presets were popular among players who used the PS4 headset companion app, and have now been optimized to compliment PS5 Tempest 3D AudioTech. Users can also create their own presets and save up to three settings to have more quick-access options. Additionally, players can adjust these equalizer settings during gameplay through Control Center, without needing to exit the game. We hope you enjoy this new equalizer control feature for Pulse 3D headsets, along with the new look in Midnight Black when it launches next month. Head to PlayStation.com to find out more. http://feeds.feedburner.com/~r/PSBlog/~4/wI2c4Xv7kKkView the full article
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Building upon the new galaxy-themed colors we introduced for DualSense wireless controllers in June, I am pleased to share that the Pulse 3D headset is also getting a new color – Midnight Black. (SGD149 / MYR469 / IDR1,699,000 / THB3,490 / PHP5,590 / VND2,699,000) Play Video This new look for the Pulse 3D headset will match the same color scheme as the DualSense Midnight Black wireless controller – with two subtly different shades of black. The Pulse 3D headset in Midnight Black will begin rolling out globally at participating retailers next month, for Asia, the release date will be Oct 29. Click here for the details. While all PS5-compatible headsets can be used to experience 3D Audio with PS5 games, the Pulse 3D headset is specifically designed to take full advantage of the console’s Tempest 3D AudioTech, with a fine-tuned frequency response to help players more precisely place sounds in exact locations to match on-screen gameplay. In our second major system update for PS5, we’re introducing a new equalizer control feature for Pulse 3D headset within PS5’s sound settings as part of our continued efforts to enhance the audio gaming experience. Pulse 3D headset users can select from three presets — Standard, Bass Boost, or Shooter which is designed to place extra emphasis on the sounds of footsteps and fired shots. These three presets were popular among players who used the PS4 headset companion app, and have now been optimized to compliment PS5 Tempest 3D AudioTech. Users can also create their own presets and save up to three settings to have more quick-access options. Additionally, players can adjust these equalizer settings during gameplay through Control Center, without needing to exit the game. We hope you enjoy this new equalizer control feature for Pulse 3D headsets, along with the new look in Midnight Black when it launches October 29. Head to PlayStation.com to find out more. http://feeds.feedburner.com/~r/PSBlog/~4/ZdXD_R4giQ4View the full article
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The PlayStation Plus Double Discounts promotion comes to PlayStation Store this Wednesday, September 15. For a limited time* not only can you make savings on a variety of games – such as Red Dead Redemption 2: Ultimate Edition, Star Wars Jedi: Fallen Order, Assassin’s Creed Valhalla PS4 & PS5 – but if you’re a PlayStation Plus member, your percentage saving is doubled. Check out the full list of games below, then head to PlayStation Store to find out your regional savings. 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Planet Coaster: Console Edition PS4 & PS5 Planet Coaster: Deluxe Edition PS4 & PS5 Poison Control Potion Party Pro Fishing Simulator Project CARS 3 Deluxe Edition RACCOON CITY EDITION Race With Ryan Road Trip Deluxe Edition Red Dead Redemption 2: Ultimate Edition Red Dead Redemption 2: Story Mode and Ultimate Edition Content Resident Evil Revelations 1 & 2 Bundle Revenant Saga RPG Maker MV Secret Neighbor Shenmue III – Digital Deluxe Edition Sid Meier’s Civilization VI SNK 40th ANNIVERSARY COLLECTION SnowRunner – Premium Edition SOULCALIBUR Ⅵ SOULCALIBUR Ⅵ Season Pass Spitlings STAR WARS Jedi: Fallen Order™ Stranded Deep Street Power Football Sword Art Online: Hollow Realization Deluxe Edition Tennis World Tour 2 Ace Edition Terminator: Resistance Terminator: Resistance Enhanced That’s You! The Catch: Carp & Coarse – Lake Beasts Equipment Pack The Escapists + The Escapists 2 The Forest The Heavy Rain™ & BEYOND: Two Souls™ Collection The Jackbox Party Pack 7 The LEGO® Movie Videogame Bundle The Outer Worlds: Board-Approved Bundle The Sims™ 4 The Sinking City – Worshippers of the Necronomicon theHunter: Call of the Wild theHunter: Call of the Wild™ – 2021 Edition Tomb Raider: Definitive Survivor Trilogy Tour de France 2021 PS4 Tour de France 2021 PS5 Train Sim World 2: Scottish City Commuter: Glasgow – Newton & Neilston Train Sim World: Tees Valley Line: Darlington – Saltburn Train Sim World® 2: BR Class 20 ‘Chopper’ Train Sim World® 2: BR Class 31 Train Sim World® 2: Canadian National Oakville Subdivision: Hamilton – Oakville… Train Sim World® 2: Clinchfield Railroad: Elkhorn – Dante Train Sim World® 2: DB BR 101 Train Sim World® 2: Hauptstrecke Rhein-Ruhr Train Sim World® 2: LGV Méditerranée: Marseille – Avignon Train Sim World® 2: LIRR M3 EMU Train Sim World® 2: Tees Valley Line: Darlington – Saltburn-By-The-Sea Train Sim World®: BR Class 20 ‘Chopper’ Train Sim World®: BR Class 31 Train Sim World®: Canadian National Oakville Subdivision Train Sim World®: Hauptstrecke Rhein-Ruhr: Duisburg – Bochum Train Sim World®: LIRR M3 EMU TRANSFORMERS: BATTLEGROUNDS – Digital Deluxe Edition TY the Tasmanian Tiger HD TY the Tasmanian Tiger™ 2: Bush Rescue™ HD UFC® 4 Undertale Untitled Goose Game Utawarerumono: Prelude to the Fallen Utawarerumono: Prelude to the Fallen – DLC Bundle Utawarerumono: ZAN Virtua Fighter 5 Ultimate Showdown Main game & DLC Pack void tRrLM();++ //Void Terrarium++ V-Rally 4 Ultimate Edition Warface – Cosa Nostra Pack Warface – Heroic Edition Warface – Legendary Edition Warhammer: Chaosbane – Magnus Edition Warhammer: Chaosbane Slayer Edition Watch Dogs: Legion – Standard Edition PS4 & PS5 Watch Dogs®: Legion – Season Pass Watch Dogs®: Legion PS4 & PS5 Werewolf: The Apocalypse – Earthblood Werewolf: The Apocalypse – Earthblood Champion of Gaia Wreckfest PlayStation®5 Version Ys IX: Monstrum Nox Ys IX: Monstrum Nox Digital Deluxe Edition Ys VIII: Lacrimosa of DANA Zombie Army 4: Dead War Super Deluxe Edition *PlayStation Plus Double Discounts promotion runs from Wednesday September 15 at 00.00am (local time) until Wednesday, September 29 at 23.59pm (local time). http://feeds.feedburner.com/~r/PSBlog/~4/-YCnE75NC_MView the full article
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Hello PlayStation Blog! I’m Corey Martin, designer, programmer and musician on Bonfire Peaks, a new puzzle game crafted in partnership with Draknek & Friends (creators/publishers of A Monster’s Expedition). I’m excited to share that Bonfire Peaks will be launching September 30th on both PS4 and PS5! In Bonfire Peaks, you start off at the shore of a mysterious island ruin with a simple set of goals: Climb the ruins, solve puzzles, and repeatedly set your belongings on fire. Here’s our launch trailer to quickly sum it up: Play Video Over 200 handcrafted puzzles are bonded together across that painstakingly designed overworld. Every puzzle presents a distinct idea, either showing you a new mechanic or using a mechanic in a new and unique way. Along your trip, you’ll run into traps and other dangers that lead to surprising, emergent puzzle designs. You don’t gain any power-ups, or grow as a player character; instead, the level geometry and environments reveal possibilities that were there all along. Have you ever played a game and had your forward progress get blocked by a single puzzle, and it feels like the puzzle is an obstacle between you and the rest of the game? I have and it feels bad. In Bonfire Peaks, the island overworld is structured in such a way that, once you get past the first couple puzzles, there’s always a handful available to you at any given time. If you get stuck on a puzzle, you can always try another and make progress without returning to the first one (unless you want to, of course!). I started working on Bonfire Peaks in November 2018 as part of a game jam, the theme of which was “sacrifices must be made.” I went into the jam knowing I wanted to make a game about climbing somehow, and the theme then inspired carrying an object for the sake of sacrificing it. Carrying stuff makes climbing harder, so that made a sort of framework for what ended up being a sappy game about nostalgia. The art style was inspired by a wave of incredible voxel artists (Knos, MadMaraca, Paul Riehle, Dima, among many others) I had been following for a while. Generally when you see voxel art in video games it’s low detail and cute, which is great, but I hope we get to see lots of “mature” cube-y games. There’s such a broad range of moods and styles within pixel art, I feel there’s the same potential in voxel art. In the nearly 3 years that Bonfire Peaks has been in development, it repeatedly organically grew in scope and ambition as I collaborated with game designer Alan Hazelden (A Monster’s Expedition) as well as the brilliant voxel artists Mari K (aka MadMaraca) and Zach Soares (Moonglow Bay). I’m too close to it now, but I really think we’ve made something special here. The PS5 version of Bonfire Peaks has one Activity Card for every puzzle level in the game. Attached to every single one is a hint video showing you how to solve the puzzle. Using the Game Help feature, PlayStation Plus subscribers can seek specific help without worrying about spoiling future puzzles or mechanics. You can watch as much or little of the solution as you like before jumping back in and completing it yourself. There’s a lot of joy in the discovery of solutions, so we hope you give each puzzle a fair shot first, but we are absolutely not hint-shamers and don’t believe there’s a right or wrong way to enjoy the game. Game Help is a wonderful accessibility feature that we’re proud to support. Finally, we’re happy to announce that we’re also launching a Bonfire Peaks Game and Soundtrack Bundle on PlayStation on September 30th, containing the original soundtrack and the PS4 and PS5 versions of the game. The music is equal parts warm, pretty and unsettling, and I think it’s a really big part of what makes Bonfire Peaks special. It’s very directly inspired by some of my favourite composers like Philip Glass and Angelo Badalamenti, as well as great songwriters like Burt Bacharach and Brian Wilson. I really like the mood it sets, and I hope you do too. Soundtrack, game, all of it; I hope you check out Bonfire Peaks and enjoy your time with it. http://feeds.feedburner.com/~r/PSBlog/~4/ZTRmx_AB23MView the full article
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Deploying October 5 onto PlayStation 5, Hell Let Loose is an immersive online 50 vs. 50 multiplayer strategic shooter set across 10 highly detailed and accurate maps from World War II’s Western Front, one of which takes place among the trees and mountainous plain of Hürtgen. In the autumn of 1944, months after the Normandy Landings, the forests of Hürtgen saw the United States engage with German forces as part of a strategy to secure Germany’s industrial heartlands. The battle was not only the longest fought on Germany soil during World War II, but it also continues to be the longest single battle ever fought by the U.S. Army. Between September 16 and 20, the Battle of Hürtgen Forest will be fought during Hell Let Loose’s open beta, exclusively on PlayStation 5. Available to all players, this limited time beta is a taste of what can be expected in the full game. One of the two modes launching next month – Warfare – is playable during the beta, and sees each side begin the battle occupying half of the map. From there, they’ll have to push the opposition back and secure enemy territory for themselves until they reach their base or hold the most ground until the timer runs out. As the two sides of 50 players (each broken down further into squads of six and led by an overarching strategic Commander) fight across trenches, bunkers, and foxholes for every inch of territory, communication will be key to securing the advantage and, ultimately, victory. PlayStation 5 is the only platform where the raging battles of Hell Let Loose feel and sound truly immersive, thanks to the exclusive functionality of the DualSense controller and Pulse 3D headset. This is perhaps best illustrated by the use of the K98k bolt-action rifle, a weapon used by Germany through the war. Thanks to the DualSense, players using the rifle will not only feel the haptic resistance on the trigger, but also the bolt as it slides down their palm to ready the next bullet. These haptic details elevate the Hell Let Loose experience and work together with the PlayStation 5’s 3D audio technology to drive immersion further – especially during a barrage of artillery fire or a tank rumbles past close by. At launch, Hell Let Loose will include nine additional huge and to-scale maps alongside Hürtgen. These will include the windswept sands of Utah and Omaha beaches and brutal fighting through the town of Carentan during the Normandy Landings and the days after, to Foy and the immense Battle for Hill 400 in December 1944. A second game mode, Offensive, where one side plays the role of attacker while the other acts as defender, will also be available to experience. The Hell Let Loose experience isn’t one of kill/death ratios, it’s of teamwork and communication. Both modes feature a big-picture, strategic metagame of 99 possible control points per map with territorial gains and losses that replicate the ebb and flow of battlefields, while each unit in a team will need clear lines of communication between their Officers and the side’s strategic Commander to relay tactics on the ground. Fourteen roles can be played in the game, including the Commander and Officer, such as the Sniper, Medic, and Officer, each with their own loadouts to play as the battle rages around them, while persistent player progression is rewarded with new uniforms, loadouts, and further customisation across individual roles. An array of era-accurate vehicles is also available to help deliver victory, from trucks to the iconic Tiger, Sherman, and Puma armored cars. Hell Let Loose’s open beta will begin on September 16 at 3am PDT / 12pm CEST and run through to September 20 at 3am PDT / 12pm CEST. PlayStation Plus is not required for this beta*. See you on the front line. *Apart from in Germany where due to the rating on the game a PS+ subscription is required. http://feeds.feedburner.com/~r/PSBlog/~4/oQ0mKPz7tt0View the full article