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Commander Fury

CCFURY
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  1. We would like to thank our CBT and early access participants. We owe it to your efforts and feedback that allowed us to be more thorough and efficient in the last stages of development. As such, we see no reason to delay the release any longer. Warface is now available at PlayStation Store, with all-new content added! Meet the fast-paced PvP mode Blitz Everyone’s familiar with Plant the Bomb and Team Deathmatch — after all, these are the bread-and-butter of PvP gameplay in most games. How about mixing them up a bit? That’s when you get an awesome, one-of-a-kind hybrid: Blitz! Just like in Plant the Bomb, the action is focused around an explosive device, but in Blitz, the clock is ticking as soon as the round begins. With the bomb planted and activated, two sides face off for a tension-filled 90-second match: attackers need to defuse the bomb and avert disaster while defenders need to make sure it explodes. Blitz is a game mode always packed with dynamic gunfights and plenty of room for tactical gameplay and teamwork — you’ll always be on the edge of your seat! As for the mode’s setting, we’re introducing a new map which includes chokepoints and numerous access paths, which makes defense non-linear and every scenario unique. Welcome to Hawkrock. Introducing new PvP map Hawkrock Hawkrock will be the first map to feature this game mode. The action unfolds in a countryside estate, hidden within which is the bomb location, containing the transmitter and crates carrying stolen prototypes. Despite the size of the map, there are a dozen of access paths, elevations, underground passages, vantage points and crossings to leverage for an advantage! Some paths are gated, but these obstacles prove futile against a solid C4 blast, so a sudden assault is always an option. But this isn’t the only new map we’re introducing. Other preexisting game modes are getting new locations. An all-new PvE raid: Earth Shaker If you’re more into PvE, you’ll definitely like our new raid Earth Shaker. This one is a true test of skill and will take a tight-knit, well-organized team to complete — especially when tackling the new mission in our insanely difficult Nightmare level! This time, the Warface squad is deployed to Sector H26, at the foot of an active volcano somewhere in Africa. First you take the approximate whereabouts of a Blackwood research facility, then you add suspicious—and most importantly, unnatural—seismic readings, and you’ve cause for worry. Satellite scans proved futile and UAVs are deterred or disabled on sight, and that justifies a ground covert op. Intel suggests the research site is well-guarded and employs highly-advanced defensive turrets. Each of these “marvels of engineering” carries different equipment and thus different danger, and when deployed you’ll have to adjust your strategy. Some turrets will require you to stay away and use cover, others will force you to be quick on your feet and overwhelm them with suppressive fire. PlayStation Plus perks As we have announced during early access, a PS Plus subscription will not be required to play Warface on PS4. Nevertheless, an active subscription will have its benefits! To start with, it will provide the owner with a VIP Booster, which increases your experience and other in-game currency gains in PvE missions and PvP matches. Apart from that, players with an active subscription will be eligible for various gifts that will be released in future updates. View the full article
  2. Almost 25 years ago, the original PlayStation was introduced to the world. Developed by Sony Computer Entertainment, it was the first home console in video game history to ship 100 million units worldwide, offering consumers a chance to play games with real-time 3D rendered graphics in their homes for the first time. Today, we are excited to announce that we are bringing back the original PlayStation experience in a new miniaturized version – PlayStation Classic! The console will come pre-loaded with 20 classic titles, including fan-favorites such as Final Fantasy VII, Jumping Flash, Ridge Racer Type 4, Tekken 3, and Wild Arms. The mini console is approximately 45% smaller than the original PlayStation, and it emulates the original’s look and feel by featuring similar controllers and packaging. Long-time fans will appreciate the nostalgia that comes with rediscovering the games they know and love, while gamers who might be new to the platform can enjoy the groundbreaking PlayStation console experience that started it all. All of the pre-loaded games will be playable in their original format. Available for pre-order at select retailers across the US and CAN, each unit will also come with an HDMI cable to connect to their TV, a USB cable, and two controllers for local multiplayer within compatible titles. PlayStation Classic will be available for $99.99 USD (MSRP) / $129.99 CAN (MSRP) on December 3, 2018 – a historic date for all of us at PlayStation. Visit PlayStation.com for more details on regional availability, and stay tuned to the Blog for the full lineup of titles coming to PlayStation Classic. There are more fan favorites, and we can’t wait to share more details in the coming months. What are your favorite original PlayStation memories? Share in the comments below! *AC adaptor sold separately View the full article
  3. Hello Ace Combat fans! It’s time to jump back into the cockpit and feel the rush of superior air power! You are invited to climb into the most advanced warplanes ever developed and fly headfirst into breathtaking cloud-filled skies and cityscapes and experience some of the most intense aerial battles ever presented in the 20 years of the Ace Combat series’ history. Here are just a few of the planes you’ll be able to fly: F-22/A Raptor F-35C Lightning II Eurofighter Typhoon Sukhoi-35 Flanker E F-16C Fighting Falcon F/A-18F Super Hornet A-10A Thunderbolt II Sukhoi-33 Flanker D F-15C, F-15E, F-15K Sukhoi-30SM Mig-29A Fulcrum F-14D Tomcat F-2A And on top of that, you will also be able to feel the thrill of flight in Virtual Reality, a mode exclusively available on PlayStation 4! Lastly, we’re super jazzed to be able to offer a very special offer. Pre-purchasing Ace Combat 7: Skies Unknown from PlayStation Store will include the following incentives: Ace Combat 7: Skies Unknown dynamic theme (delivered instantly) A McDonnell Douglas F-4E plane and three aircraft skins (delivered at launch) Ace Combat 5: The Unsung War (full game, delivered at launch) However, we know some of you prefer to purchase games physically, so this same offer (minus the dynamic theme) will be available when pre-ordering at retail too! Ace Combat 7: Skies Unknown will be available at retail and on the PlayStation Store for $59.99. A season pass that includes three additional planes, three additional stages, and a bonus in-game music player will also be available for $24.99. You will also be able to purchase a deluxe edition that includes the base game and season pass, as well as acquire the digital-only incentive Lockheed F-104 Starfighter plane. What plane are you looking forward to jumping into most in Ace Combat 7? View the full article
  4. Welcome to PlayStation Store’s Pub Party, where we’re celebrating three awesome game publishers – 505 games, Kalyspo, and Bigben – bringing savings up to 60% all week long. Plus members save up to 70% off. Check out the full lineup below and be sure to join us at PS Store before our Pub Party comes to an end September 25 at 8 a.m. PT. Games <-- Swipe left on mobile for full table Platform Title Sale Price PS Plus Price Original Price PS4 2DARK $11.99 $8.99 $29.99 PS4 ABZU $13.99 $11.99 $19.99 PS4 ADR1FT $5.99 $3.99 $19.99 PS4 AIR CONFLICTS: PACIFIC CARRIERS $5.99 $3.99 $19.99 PS4 ASSETTO CORSA $17.99 $14.99 $29.99 PS4 ASSETTO CORSA ULTIMATE EDITION $27.99 $23.99 $39.99 PS4 ASSETTO CORSA SEASON PASS $11.99 $9.99 $19.99 PS4 BLACKGUARDS 2 $11.99 $7.99 $39.99 PS4 BRICK BREAKER $3.99 $2.99 $9.99 PS4 BROTHERS: A TALE OF TWO SONS $5.99 $3.99 $19.99 PS4 DEFENSE GRID 2 $4.49 $2.99 $14.99 PS4 DUNGEONS 2 $8.99 $5.99 $29.99 PS4 DUNGEONS 3 $14.99 $9.99 $49.99 PS4 GRAND AGES: MEDIEVAL $11.99 $7.99 $39.99 PS4 HANDBALL 17 $14.99 $9.99 $49.99 PS4 HOW TO SURVIVE 2 $4.49 $2.99 $14.99 PS4 HOW TO SURVIVE: STORM WARNING EDITION $5.99 $3.99 $19.99 PS4 HUNTING SIMULATOR $11.99 $7.99 $39.99 PS4 LAST DAY OF JUNE $9.99 $7.99 $19.99 PS4 MOTORCYCLE CLUB $9.99 $7.99 $19.99 PS4 OUTCAST – SECOND CONTACT $11.99 $7.99 $39.99 PS4 OUTCAST – SECOND CONTACT DELUXE EDITION $13.49 $8.99 $44.99 PS4 PAYDAY 2 – CRIMEWAVE EDITION – THE BIG SCORE DLC BUNDLE! $19.99 $15.99 $39.99 PS4 PAYDAY 2 – CRIMEWAVE EDITION – THE BIG SCORE GAME BUNDLE $29.99 $24.99 $49.99 PS4 PAYDAY 2: CRIMEWAVE EDITION $11.99 $9.99 $19.99 PS4 PAYDAY 2: CRIMEWAVE EDITION – THE MASTER PLAN $9.99 $7.99 $19.99 PS4 PAYDAY’S MOST WANTED BUNDLE $9.99 $7.99 $19.99 PS4 PIXEL PIRACY $4.49 $2.99 $14.99 PS4 PREMIUM POOL ARENA $4.99 $3.99 $9.99 PS4 RAILWAY EMPIRE $35.99 $29.99 $59.99 PS4 RUGBY 18 $17.99 $11.99 $59.99 PS4 SHERLOCK HOLMES : THE DEVIL’S DAUGHTER $14.99 $9.99 $49.99 PS4 SNIPER ELITE 3 $8.99 $5.99 $29.99 PS4 SNIPER ELITE 3 ULTIMATE EDITION $11.99 $7.99 $39.99 PS4 SNIPER ELITE 3 SEASON PASS $11.99 $8.99 $29.99 PS4 SUDDEN STRIKE 4 $17.99 $11.99 $59.99 PS4 TENNIS WORLD TOUR $35.99 $29.99 $59.99 PS4 TENNIS WORLD TOUR – LEGENDS BONUS PACK $11.99 $9.99 $19.99 PS4 TENNIS WORLD TOUR – LEGENDS EDITION $44.99 $37.49 $74.99 PS4 TERRARIA $5.99 $3.99 $19.99 PS4 TROPICO 5 $8.99 $5.99 $29.99 PS4 TROPICO 5 – COMPLETE COLLECTION UPGRADE PACK $8.99 $5.99 $29.99 PS4 TROPICO 5 COMPLETE COLLECTION $14.99 $9.99 $49.99 PS4 TROPICO 5 – ESPIONAGE $3.99 $2.99 $9.99 PS4 TROPICO 5 – WATERBORNE $3.99 $2.99 $9.99 PS4 TT ISLE OF MAN – RIDE ON THE EDGE $29.99 $23.99 $59.99 PS4 VALHALLA HILLS – DEFINITIVE EDITION $11.99 $7.99 $39.99 PS4 VIKINGS – WOLVES OF MIDGARD $17.99 $11.99 $59.99 PS4 VIRGINIA $2.99 $1.99 $9.99 PS4 WRC 5 & 6 DELUXE PACK $23.99 $17.99 $59.99 PS4 WRC 5 ESPORTS EDITION $13.99 $10.49 $34.99 PS4 WRC 5 FIA WORLD RALLY CHAMPIONSHIP $11.99 $8.99 $29.99 PS4 WRC 6 $19.99 $14.99 $49.99 PS4 WRC 7 $24.99 $19.99 $49.99 PS4 WRC COLLECTION $43.99 $32.99 $109.99 Note: All pricing is for U.S. only and subject to change. View the full article
  5. Ghost Recon Wildlands sets players loose in a huge open world, challenges them to take down a vicious drug cartel, and gives them the freedom to do so using all the tools the Ghosts have at their disposal. In the year and half since the game launched, it has grown considerably, adding the Ghost War PVP mode, the permadeath-enabled Ghost Mode, and free missions built around the Predator, Splinter Cell’s Sam Fisher, and Operators from Rainbow Six Siege. If you’ve yet to experience piling into a chopper with friends or executing a flawless team sync shot, there’s a perfect opportunity coming up this weekend, when the Ghost Recon Wildlands Free Weekend will be available for PS Plus members from September 20-24. Beginning at 12:00 am Pacific on September 20, you’ll be able to dive into everything the base game has to offer, including the PVE campaign (playable solo or with up to three co-op teammates) and Ghost War. And if you want to keep playing after the free weekend ends at 10:00 am Pacific on September 24, all editions of the game will be discounted until October 2. You can grab the Standard Edition for 60% off from PlayStation Store, or the newly launched Year 2 Gold or Ultimate editions for 40% off. The Year 2 Gold Edition includes the Year 2 Pass (which grants one-week early access to all Year 2 Ghost War classes, along with special equipment packs), while the Ultimate Edition comes with the Year 2 Pass, as well as Season Pass Year 1 (which includes the Narco Road and Fallen Ghosts expansions) and additional perks. The free weekend coincides with a major new update for Ghost Recon Wildlands, which is now live. Titled Operations & Maintenance, the update includes a number of gameplay improvements, and introduces Mood Matchmaking, a new feature that lets players set “mood” preferences (like competing story missions or exploring the open world) to help them find players with similar goals in public matchmaking for campaign co-op. Also, Operations & Maintenance will add a new item pack for Year 2 Pass owners, a practice that will continue with each future title update. To find out more, we chatted with Senior Producer Nouredine Abboud about the latest update and the ways Ghost Recon Wildlands has grown since its launch. What’s surprised you most about how Ghost Recon Wildlands has grown, and how the community has embraced the game? Nouredine Abboud: It has been a year and a half since we released Ghost Recon Wildlands, and the demand for a second year of live content was really rewarding for us in the studio. We have been thrilled to see how each new update has brought more content and diversity to our open world, and the positive reaction to our thematic crossovers went above and beyond our expectations. We’re super happy to see the love for bringing other Tom Clancy characters to the Wildlands, and the continued support and feedback from our community has been a big driver for us. From the Predator and Sam Fisher to Rainbow Six Siege Operators, there have been so many surprising missions added to the game since launch that new players can still experience – how did these come about? What were your goals with these missions? NA: With Ghost Recon Wildlands, we have tried to build a coherent world in which the Ghosts need to take down a drug cartel in a fictionalized Bolivia. But, we also wanted to extend the universe of the brand to new experiences and partnerships too, which is what we did with the Predator, Splinter Cell, and Rainbow Six brands. Seeing the amazing feedback we got from these releases, we will look into how we can keep on building this shared universe in the future! Ghost War PVP is a free addition to Wildlands that regularly gets new classes, modes, and maps. What motivates the team to continue expanding this competitive mode? What aspects of GRW do you think thrive in this mode? NA: The Ghost War PVP mode has been one of the key post-launch releases for Ghost Recon Wildlands, one that was embraced by the community for its unique take on open-ended 4v4 matches. Ghost War is all about the tension and the intensity of a game of hide-and-seek, mixed with the thrill of military shootouts. It is extremely interesting to see the meta of the mode evolve with every new class and every new map we release. The positive community reaction makes us excited to keep supporting Ghost War with new classes and features with the upcoming Special Operation updates. Overall, what’s been the main focus of the updates you’ve been making to GRW since its launch? NA: Our main objective after the launch of the game and its DLC has always been to try and build a healthy community of players that we keep entertained and engaged, and also to find new ways to attract new players to the game. For example, we are releasing the Operations & Maintenance update to address issues and quality-of-life proposals from the community, and we have released the new Ghost Mode as part of Special Operation 2, which lets players try to complete the main campaign of the game under thrilling new conditions, including permadeath. What’s your advice for someone interested in getting into GRW for the first time? NA: We have a trial version of the game available on all platforms that allows anyone to try the full game for five hours, either solo or with friends in co-op. Most of the post-launch missions, like the Predator or the Splinter Cell ones, are deliberately quite difficult, so try to complete a few provinces and build up your skills and arsenal before you take them on. Free weekends are a great opportunity to try the Ghost War PVP mode, too, as all classes are temporarily unlocked! What is your goal when designing Challenges? NA: Challenges allow us to create recurring events and keep the community engaged in PVE and PVP. Our goal with the Challenges is to add more diversity to the game, and try to address the different playstyles and difficulty levels of our players. We have recently added bigger rewards to the PVE Challenges, for instance, which allow you to get your hands on new vehicles or Prestige Credits. Who do you think the new Mood Matchmaking system will appeal to? NA: Mood Matchmaking will give PVE players several options for who they would like to matchmake with, based on their game mode and their current objective. We think it will be a useful tool for anyone looking for a great co-op experience, either with friends or with new acquaintances. Being able to play with other gamers that share the same objectives you do definitely works to enhance the overall experience of playing co-op. You and your team will be more focused and more efficient, which we believe will improve your games. View the full article
  6. Hi PS VR fans! I’ve got some good news… Astro Bot Rescue Mission has gone gold and is being readied to launch on October 2, exclusively on PS VR! We’re super excited about this game and have packed in lots of content for you. There are 26 levels ranging from city, sky, water and fire stages, epic bosses to beat (including a memorable final boss battle), a range of challenge stages, collectibles and loads of extra replay value. We can’t wait to see what you think! As we get closer to launch, we wanted to tell you some more about the development of the game before you get the chance to play for yourselves. One of our goals was to take classic platforming to new heights; this was made possible thanks to the unique capabilities of PS VR. I took the opportunity to sit down with Gento Morita, our Lead Designer and Sebastian Brueckner, our Art Director to discuss what makes Astro Bot level design different from classic TV platformers. This video gives you a unique behind-the-scenes look at some particular aspects of Astro Bot Rescue Mission that we are especially proud of. We talk about how we created 360 gameplay in VR while keeping the experience comfortable, and how moving your body gives you a unique perspective, letting you interact with the scenery and your location more fully. You can now pre-order Astro Bot Rescue Mission physically or digitally. By reserving your copy you will be able to play as soon as we launch, get the full game soundtrack (courtesy of PlayStation veteran Kenneth C.M. Young) and a specially-created dynamic theme. So that’s it from me for now, stay tuned as we will be back soon with even more behind-the-scenes footage of the ASOBI! Team and more information about Astro Bot Rescue Mission. View the full article
  7. The team here at Sunsoft is thrilled to announce that Dark Eclipse for PS VR will be available on September 25. Dark Eclipse is a VR MOBA – the first of its kind on the platform, taking advantage of VR technology to provide a truly immersive experience. You battle against your opponent by first selecting three unique Leaders from a roster of Heroes and Dominators – characters who inhabit the game’s dark fantasy world of Oldus. Victory is achieved by destroying your opponent’s towers while defeating their Leaders and gaining ground on the battlefield. Online play As an online-only title, Dark Eclipse pits players against each other from all over the world through PSN. Following rigorous testing over the course of two closed beta periods, we’ve carefully tuned the game to be as balanced as possible, avoiding the potential for players to “pay to win.” Much like any other eSports MOBA, it’s players’ ability to carefully choose their leaders and make tactical use of special abilities which will see them victorious in battle. Unlike other eSports MOBA’s however, the way in which players interact with their Leaders is made unique through PS VR, as they watch the battle unfold around them with full 360-degree vision, negating the need for a complex mini-map. This technology allows players to fly over the field, picking up and placing their units by simply reaching out and grasping them. Updates and add-ons Dark Eclipse’s starting roster of Heroes and Dominators isn’t all players can expect going forward. Here at Sunsoft, we’re planning regular, free updates to the game, adding new Leaders and fine-tuning the game’s balance. Additionally, we’ll be making special Starter Packs available through PS Store, featuring unique character skins and players icons. It’s important to note that the only items exclusively available through these packs are purely cosmetic. Players are able to purchase new Leaders through these packs, but all Leaders are also available to purchase in-game through earned currency. Dark Eclipse has been built from the ground up, specially for PS VR, making use of the technology to provide an intuitive, immersive experience. We’ll be constantly working to improve and refine the title, so please have fun and look forward to the game’s launch on September 25. View the full article
  8. Hi everyone! We’re excited to announce Creed: Rise to Glory will be launching September 25 with an online PvP mode*, where you’ll be able to settle the score with friends or challenge unassuming contenders in Quick Match. This PS VR boxing experience features intense 1:1 boxing gameplay set against the rich backdrop of the Creed film universe. With a Career mode charting the ascent of Adonis Creed as he trains with Rocky Balboa and additional Freeplay and Training Montages, Creed: Rise to Glory has plenty of options for when you feel like raising your gloves. Before you step into the ring, we decided to ask our devs what advice they have for PS VR players about to enter the ring next week. Practice Makes Perfect – The knowledge you gain in training exercises will prepare you for the fight ahead. For instance, the treadmill exercise gives you a solid idea of how much effort you should be putting into knockdown recovery. Vary Your Punches and Approach – The best boxers are strategic on when and where they swing. Take advantage of short openings or trigger powerful combos. Know When to Defend – Blocking and fast reaction times are crucial to a clean KO. Sometimes it’s better to stay on defense and wait out attacks, or time a perfect dodge and catch your opponent off guard. Keep an Eye on Your Gloves – The lower your stamina, the longer it takes for your stamina to start recovering. Take a breather and block a few hits while your gloves are still orange and before they flash red. Pacing is everything. Put Some Muscle Behind It – The more effort you put into your swings and movements, the more that gets translated in game. Harder hits will cause more damage, faster strides will increase running speed. But be careful! Don’t overextend or overexert. Know your limits (and your playspace**)! Dodging for Stamina – In single-player modes, triggering a slow-motion dodge will recover the player’s stamina–perfect for lining up a powerful punch or quick combo. Always Block in PvP – Make sure to block your opponents hits as much as you can! A successful block in PvP Mode gives you some stamina back. Likewise, if you hit when your opponent is blocking, your stamina will get drained. Read the Opponent – When the opponent rears back for a power hit, be prepared to either dodge or block using both hands. While blocking is safer, the hit will drain your stamina on impact and you’ll lose the opportunity to counter the swing. The Third Knockdown – If you make it back on your feet from a third knockdown, take caution: the next knockdown comes quickly, and there is no recovering from it. Stay (Not) Thirsty – VR boxing is not an idle pastime. Please make sure to stay hydrated, and occasionally check the status of your headset. Take frequent breaks and keep a towel nearby! We can’t wait to share what we’ve created with the PlayStation community. This is a title we as a company were excited to take on to bring our own spin to the VR boxing genre. We’ll be continuing to refine the player experience post-launch, and would love to hear your feedback! Thanks again for your interest in Creed: Rise to Glory, and we’ll see you in the ring September 25. *PS Plus is required for online play. **As with any VR title, we highly advise playspace awareness and assume no responsibility for what may ensue outside the playspace area. This includes but is not limited to: broken televisions, controllers, light bulbs and/or windows, drywall repairs, medical bills or noise complaints. Standard practice. Good luck. View the full article
  9. Fishing Sim World is the most authentic fishing simulator ever made and is going to take you on an angling journey like no other. Feel the adrenaline rush of landing trophy sized largemouth bass and the thrill of fighting huge carp and monster pike as perfectly combined realistic game physics and accurate fish AI create an authentic experience that will have you hooked from the start. Whether you’re a beginner or an experienced angler there’s something for you to enjoy in Fishing Sim World. Fishing Sim World launches with 18 different species of fish including largemouth and smallmouth bass, carp and pike all with their own unique AI and behavioral systems. To help you successfully catch each species, there are hundreds of items of equipment to choose from with thousands of combinations. Target the bass by using spinning or baitcaster rods and reels from Duckett Fishing and Fitzgerald Fishing. Equip your reels with line from Fitzgerald or Sunline and select the correct lures or baits from Nichols Lures, Missile Baits and Bill Lewis (Rat-L-Trap). Target carp with equipment from leading names including Korda, RidgeMonkey, Mainline Baits and Delkim. Not only do the fish behave differently, reacting to water temperature and bait choice, but the dynamic weather also plays a huge role in where the fish will be. You will need to ensure you choose your strategy and location carefully depending on the conditions. Fish at your own pace, find your perfect set up but be prepared to change tactic as the weather does! There are seven different destinations awaiting you in Fishing Sim World varying vary from huge North American Lakes to picturesque venues in Europe. Each presents its own challenge and requires different tactics, equipment and angling skills to master. The venues featured include the sun drenched Lake Johnson in Florida and the glacial Lake Boulder in upstate New York, both of which are over 2000 acres in size with endless different spots to try to catch trophy fish from. Of course, a lake that size needs a boat to get around on and Fishing Sim World features three high powered models including two from our licensed partner, Bass Cat Boats. Drive at speeds in excess of 70 mph, activate your Sonar and find a perfect spot to fish. In Europe, you will find France’s legendary Gigantica Main Lake that has been replicated in stunning detail and contains all of the known boss fish including the incredible ‘Fudgies’ weighing in excess of 85 pounds! A challenging stretch of the UK’s Grand Union Canal awaits and is home to some monster predator fish including big, powerful pike that will test your set-up to the limit. Finally, we have Manor Farm Lake (from the leading day-ticket water complex in the UK, Linear Fisheries) Waldsee and Bergsee which are our three favourite lakes from Euro Fishing. These venues have been remastered to not only look even more stunning but now feature a larger number of species to catch, new and bigger boss fish to target and all of the new equipment and styles of fishing to try and land the lakes monsters. Fishing Sim World reflects the competitive element of this great sport, allowing you take part in live tournaments against opponents from around the world. Featuring the launch of ‘The Dovetail Fishing League’ (DFL) players can compete with fellow anglers across the world in individual events for the glory of being crowned ‘Angler of the Month.’ The DFL consists of multiple events split across four different series. Each of the series has its own season leaderboards with points earned added together to determine your position in the Global Season Leaderboard. Players can also opt to fish with friends in four-player multiplayer, comparing catches on real-time leaderboards as well as communicating via voice chat. So whether you’re trophy bass hunting in the USA, spinning for a monster pike in England, or sat by the side of a peaceful French carp venue waiting for that catch of a lifetime, there will be something for everyone. View the full article
  10. We hope you’ve enjoyed the Blackout Beta as much as we’ve enjoyed playing it along with you. Armed with your incredible feedback, we continued to update the Beta throughout the week and will keep listening as we improve the game in time for launch. That’s what betas are for, after all. Blackout is our own distinctive Battle Royale, and we knew we had to make this something special for our fans from the start. Our teams have set out to create a uniquely Black Ops experience, featuring time-tested Call of Duty gameplay, signature Treyarch design philosophy, and a celebration of 10 years of Black Ops heritage. We know we have to nail the things that people love about the genre, improve on the elements that we want to take to the next level, and bring plenty of new ideas to the table. Your feedback this week has been encouraging to say the least, and everyone here at the studio can’t wait to show you what’s coming in the future. With the Beta wrapped up and everyone counting the days to October 12th, we’d like to take this opportunity to look back at the biggest feedback items that came from the community and provide some deeper insights into what we’re doing to improve the game, just as we did following the Multiplayer Beta. Here’s a look at some of the hot topics we’re tracking between now and launch: Armor Armor’s role in Blackout is inherently unique compared to its role in MP. You only live once in Blackout, and you’re rewarded for scavenging in areas that often put you in perilous positions, especially as the Collapse gets smaller in the late game. For this and other reasons, we’ve been cautious about making sweeping changes to the way Armor works, though we’ve made some tweaks during the Beta and continue to evaluate how Armor will work at launch. Every Item in the game, from Armor to Weapons to Perks, is constantly re-evaluated to ensure they fit in the correct place in the game’s meta. You can expect Armor to be tuned multiple times as the game, and the gameplay content, evolves over time. Some changes to Armor since the start of the Beta include: Spawn frequency of Level 3 Armor has been reduced by 75% compared to its initial spawn rate in the Beta. Level 3 Armor will now most frequently be found in Stashes and Supply Drops, though it may occasionally spawn in the world. Level 3 Armor now breaks sooner and passes more damage to the player wearing it, and still offers headshot and other types of damage mitigation. We’ve heard your concerns that Level 3 Armor was still perhaps too powerful by the end of the Beta, and will be evaluating the data to see what other tweaks may be required. Level 2 Armor was also minorly adjusted during the Beta and will potentially be tweaked further in time for launch. Players will see an indicator of the condition of their own Armor, and those of their teammates, in the HUD. This provides a more granular indicator of the damage that your Armor has taken beyond the Armor icon and will let you know if it’s time to seek out a replacement. Audio Adjustments We saw several reports of footsteps sounding louder or quieter than expected, and not always being able to tell the direction enemies were coming from. Others reported an uneven balance of footstep volume between teammates and enemies. We’re on it. Improvements to how audio will work at launch include: Sounds will be properly impacted by walls, floors, ceilings, and other objects in the world. This means enemies directly above or below the player should no longer sound louder than expected. The volume of the cargo plane, punching, game countdown timers, and everything else you’ve brought to our attention (and many things you have not) will be reviewed in-depth as part of that process. The game has not yet had its final audio mix. Teammates’ footsteps will be quieter compared to enemy footsteps. The Awareness Perk will further reduce the loudness of the footsteps of your teammates. All audio presets will be available at launch in the Options menu. Audio presets can make a big difference, and we offer many choices for those who play with headphones or surround sound. Inventory & Item Management On the first day of the Beta, the community almost unanimously asked for faster Item pickups. As a result, we made pickup speed as fast as possible while still protecting players from accidentally picking up an Item when attempting to reload. Console players have asked for an option in Settings to allow them to tap a button to instantly pick up an Item. We like this idea a lot, and want to be sure we get it right and test it thoroughly. The Quick Equip menu can be fantastic for making Inventory adjustments quickly, but could also get in the way of picking up Items, opening doors, or entering vehicles. We adjusted the Quick Equip menu so it automatically closes after a few seconds with no interactions. We are also looking into the feasibility of closing the Quick Equip menu if the player performs other actions such as firing a weapon, changing stance, starting a Sprint, etc. We’ve already improved the proximity and height at which you can interact with Items on the ground so you don’t have to look down at that Item so precisely. It’s being tested now and is very likely to be in when the game comes out. Last but not least, we are creating designs for other “quality of life” improvements to these very important game systems including, but not limited to: Evaluating options to improve the Stash interface when looting enemies and containers on console. Adding a new method to allow you to quickly remove all Attachments from a weapon. Incorporating a way to swap Attachments between Weapons, if both Weapons support the same attachment. And finally, we’ve got some fun Beta stats to share. While the (very unofficial) numbers, Mason, are still coming in across all platforms, we’ve poked through the data to find some of our favorites to share: Players eradicated 7.5 million Zombies. Don’t worry, there’s plenty more where those came from. Squadmates were revived 26 million times. Thanks for being team players. 3.3 billion Items were picked up. That’s “billion” with a B. Over 64 million Stashes were spawned. That’s a lot of loot. The longest Combat Axe kill distance was 213 meters, or about 698 feet. Well done! Players managed to eliminate 123 people with a basketball. Is ball still life? Most kills by an individual player: Solos: 25 Duos: 29 Quads: 25 Most kills by a team: Duos: 32 Quads: 38 And that’s a wrap. Please keep your feedback coming and give us your detailed thoughts in our official post-Beta survey. Thank you for taking this journey with us so far, and know that we’re committed to listening and communicating with you along the way to make Blackout the best experience it can be. This is just the beginning. – Treyarch View the full article
  11. Speed Brawl, the stylish, anime-inspired 2D combat-racer, arrives at PlayStation Store on September 18. Today, we get to hear from the game’s Art Director, Eric Angelillo, and Creative Director / Writer, Lee Thomas, about some of the inspirations behind this loud and unabashedly fast game ahead of its release. Lee (L): We’d always pitch Speed Brawl as Streets of Rage meets Sonic the Hedgehog, but we used Street Fighter for a while because, amazingly, some people didn’t know what Streets of Rage was! Eric (E): But way before that it was a puzzle platformer called Luna — actually we changed that to Lady & the Moon — which of course got completely overhauled and became a brawler. L: Well we’d just made two brawlers; Big Action Mega Fight! and then OK KO! Lakewood Plaza Turbo with Cartoon Network… E: So Lady & the Moon was initially a sort of palate cleanser. L: We got quite far into the development, and Eric had already started this really cool and evocative look for the game… E: Until we realized there were like 11 million other puzzle platformers also in development. L: Some of them are so good, but there were just SO many. E: Right, so even though we liked what we had, we went back to what we knew best: cooperative games about punching stuff. L: Eric was a Streets of Rage and Marvel vs. Capcom fan, I was a Two Crude Dudes and Final Fight enthusiast… The slight age difference meant we had different touch points but we both loved the same types of worlds. Fantastical but true to life… in a manner. E: And then we threw in some Sonic, because faster is better, right? L: For sure. We took the Victorian setting of Lady & the Moon as a jumping off point – added a little bit of the social satire inspired by our mutual love of Paul Verhoeven, and a sprinkle of War of the Worlds. E: He means the Jeff Wayne musical he always makes me listen to. L: Oh, of course! E: Visually, it was important for us to bring some freshness to a Victorian-set game. Power Stone was a good touchpoint, but then we wanted to push it further. I thought; what would an 80’s cartoon or anime look like if it was set in the 19th century? So we took some classic Thundercats inspiration and mixed in some Jojo’s Bizarre Adventure and Dragonball for good measure. L: Don’t forget Streets of Fire and Bubblegum Crisis! E: Is that where Invincible came from? We used a Pat Benatar track as our opening song for the game and its trailer. Lee loves Streets of Fire and wanted to use Nowhere Fast as if it was orchestrated by Vince Dicola. L: Invincible is from The Ballad of Billie Jean, an 80s film starring Helen Slater (Supergirl). Our sound and music team Vibe Avenue did an awesome job with that. We’d done Big Action Mega Fight! with them, and what they’ve done on Speed Brawl is outstanding. E: So yeah, we have London, the Victorian era, a race of lunar creatures and brawling…. That’s when we called it Brawl Britannia, right? L: Ha, amongst other things… I remember Fistgal and A Call To Fists were floated too. E: Speed was something Dan Menard, our Producer, was really excited about; carrying momentum into a combat game. He was obsessed with Guy Ritchie’s Sherlock Holmes and also Jackie Chan movies. The way the fight scenes were choreographed and how the characters used their environment as a weapon. L: Especially that scene in Sherlock Holmes where Robert Downey Jr. has this whole pre-cognitive fight sequence… Like a puzzle he was putting together, and then executes. E: That’s how we came up with the pole swinging and wall kickoffs of the game, this sense of exaggerated physics and the world as a weapon. The race format came from ways we were looking at how this game could be enjoyed online, or with streamers and friends. L: That, and the feeling of having a game you could play with your brother and sister. It’s cooperative, but one of you gets to show off how good you really are. Ha! E: So I started drawing… and Lee started writing… and this tandem process just kept the ball rolling… OH, shall we talk about the time we had an actual ball in the game? L: We will never talk about the ball again! The rest of the elements fell into place, and games like Speedrunners and Rivals of Aether came and went, leaving their marks on the team. E: Vince, our Senior Programmer and the combat design lead on Speed Brawl, played everything from Dragon’s Crown to Bayonetta. We all played Monster Hunter on 3DS and our ambitions for items and repairing and crafting were explored. We even used to have a ‘wear and tear’ mechanic where you had to heal brawlers in a hospital between fights. L: It’s fun to look back at the process. The game has looked and felt twenty different ways by now. L: We’ve played the game ourselves many, many times, it’s been really interesting to see our own tastes and favorite characters evolve. We’re really excited to see what players are going to do with the game. E: We fought for a long time about how the game should be played during development, with everyone on the team being in a slightly different camp. We eventually learned that we couldn’t cater to everyone, but that the differences in our playable characters could speak to different players’ preferred play styles. L: Speed Brawl is about having a blast, but there’s a lot of layers to peel off in order to be as fast and as effective as you can be. We wanted it to be broad but also be an engine for something potentially competitive. E: Plus, we’ve got some really cool competitive features coming post-launch, right? L: Head-to-head mode, more social functionality, not to mention more characters and scenarios. There’s just a lot more game and story. E: But the most important question is: Who’s going to be the fastest speed brawler? L: My runs are definitely going to be faster than yours, Eric. E: Yeah, but mine will be more stylish. View the full article
  12. Transference is a mind-bending psychological thriller that takes place in a corrupted digital simulation. Developed through a collaboration between SpectreVision and Ubisoft Montreal, this first-person narrative mystery bridges the gap between movies and games. Piece together the details as you recover fragmented memories from the corrupted consciousness of three family members. Transference is playable in VR and non-VR modes. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! 8-Bit Armies PS4 — Digital, Retail (Out 9/21) Welcome to the fast-paced combat of 8-Bit Armies! Collect resources, build up and defend your base, research devastating superweapons, and crush your opponents in an epic clash of firepower. Anodyne PS4 — Digital Immersed in a moody, dream-like soundtrack explore a world full of natural, urban and abstract environments, solving puzzles and defeating enemies… with a broom! Blind PS VR — Digital Blind is a narrative-driven psychological thriller for virtual reality where the player is blind and must explore their surroundings using echolocation. Capcom Beat ‘Em Up Bundle PS4 — Digital Relive the glory days of cooperative arcade games with the Capcom Beat ‘Em Up Bundle! This comprehensive collection includes seven classic games, each with various multiplayer options, online capabilities and detailed galleries. The Door PS VR — Digital (out 9/21) Holed up in a secret lab in the dark forest, Dr. Jacob devoted himself to research in the lab he created to treat his terminally ill daughter. One day, he is trapped in the lab and everything begins to change… Downward Spiral: Horus Station PS VR — Digital Downward Spiral: Horus Station is a mysterious and atmospheric zero gravity thriller set in the lost and forgotten Horus Station. Fishing Sim World PS4 — Digital, Retail Fishing Sim World is the most authentic fishing simulator ever made. Feel the adrenaline rush of landing a trophy largemouth bass and the thrill of fighting huge carp and monster pike! The Gardens Between PS4 — Digital (Out 9/20) The Gardens Between is a surreal puzzle adventure that follows best friends, Arina and Frendt, as they fall into a mysterious world of beautiful garden islands. Hover: Revolt of Gamers PS4 — Digital Experience the thrills of a fast-paced single and multiplayer Parkour game. Assemble your team, enhance your gear and perform incredible tricks and combos. Labyrinth of Refrain: Coven of Dusk PS4 — Digital, Retail Dusk Witch Dronya and her young apprentice Luca have come to Refrain to conquer the sprawling labyrinth deep beneath the town. Wondrous treasures, terrifying monsters, and buried secrets await! Legendary Fishing PS4 — Digital, Retail Experience the thrill of catching over 20 different types of fish, from king salmon to largemouth bass. Includes unlockable gear, missions, multiple destinations, and hours of fun solo or with friends and family. My Brother Rabbit PS4 — Digital (Out 9/21) An adventure set in a surreal world that mixes reality with a child’s imagination. A young sick girl is left with her brother when her parents set out to find treatment. These children must learn to cope together through the power of imagination. Neonwall PS VR — Digital Escape your way out of Neonwall by solving puzzles and overcoming a variety of challenging levels. Over the course of the game you will need a combination of skill, concentration and precision to be victorious. RGX: Showdown PS4 — Digital It’s you against the world as you race through traffic in teeth-gritting, edge-of-your-seat street races. Climb the ranks, unlock cars and customizations, and claim your championship title. Scribblenauts Mega Pack PS4 — Digital, Retail Get the best of Scribblenauts with Scribblenauts Mega Pack: two classic games with ALL-NEW content! Use the power of your imagination to solve exciting puzzles in endless ways. Speed Brawl PS4 — Digital Speed Brawl is a 2D combat-racer about moving fast and hitting hard! Maintain your momentum, build your combos, and unleash powerful special moves. Then do it all again faster… faster… FASTER!!! Splody PS4 — Digital Classic couch competitive bomb-dropping action gameplay brought into the modern era. Place bombs, get out of the way, destroy your friends, collect power-ups, ‘splode your way to victory in a variety of game modes adapted for smooth multiplayer. Toon War PS4 — Digital (Out 9/20) Your mission is to liberate peaceful villages from evil forces, eliminate enemies and win over dangerous bosses. Toon War is a twin stick shooter game with colorful and vivid graphics. Transference PS VR — Digital Jump into an escape room set in a deranged mind and experience a first-person exploration game in a chilling new dimension. Shift between three perspectives and attempt to unravel the mystery hiding in this mind-bending psychological thriller. Trickster VR: Dungeon Crawler PS VR — Digital A procedurally generated fantasy adventure, starring floating islands, epic loot and a horde of orcs! Try your skills against Orc combat expertise, ancient magic and ragtag airships! Unearthing Mars 2 PS VR — Digital As Deputy Commander in the ‘Unearthing Mars’ mission, you are trying to unravel the secrets hidden in the Phobos Fragment. Through the Ark Device, experience a war across space and return to the Earth and Mars of ancient times. Warface PS4 — Digital Warface is a contemporary first-person shooter with millions of fans around the world. Four unique classes with special skills, teamwork, exciting PVE missions and full raids, various PVP modes with dozens of maps. Play for free! The information above is subject to change without notice. Johann Johannsson – Mandy Soundtrack Aphex Twin – Collapse 6Lack – East Atlanta Love Letter The First Purge Sicario: Day of the Soldado Season 8 Midseason Finale Wednesday, September 19 at 9/8c on USA PlayStation Vue has your favorite sports, news and must-watch shows. View the full article
  13. Last week, we asked you to put on your Spider-Suit and snap amazing moments while playing Marvel’s Spider-Man. While you soared through the streets of Marvel’s New York and caught bad guys in your web, you shared your favorite web-slinging moments using #PS4share and #PSBlog. Here are this week’s highlights: Spider-Man leaps through the city in this warm share by @opensix6. @MahmoudHamo1 shared Spider-Man sticking the landing in the Spider Punk suit. Spider-Man’s just hanging out near Central Park in this share from @AreeLyBadPun. Spider-Man whips his webs out in a scuffle with a Demon, shared by @GamingPicks. Spider-Man’s Advanced Suit looks extremely cool in this share from @louisylou. @gitrektali shared Spider-Man sneaking his way through an abandoned warehouse. Search #PS4Share and #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in next week’s Share of the Week? Theme: Marvel’s Spider-Man – Swinging Share by: 9am Pacific on Wednesday, September 19 We can’t get enough of swinging through Marvel’s Spider-Man. Next week, share your best shots of Spider-Man swinging, soaring, and flipping through the air using #PS4share and #PSBlog for a chance to be featured. View the full article
  14. Imagine! It’s been exactly two years since every single PS4 model was upgraded to support HDR, thanks to system software update 4.0. Looking back, HDR has had a heckuva impact on game artistry, greatly elevating already beautiful-looking games like God of War and Horizon Zero Dawn. As a primer, HDR, aka high dynamic range, is an image display technology that can generate more vivid and dynamic colors, deeper blacks, and brilliant highlights. It’s one of those rendering technologies that you need to see to believe, because it makes the colors and light you see on your screen more closely matched to reality than with a non-HDR compatible TV. You’ll want to make sure your 2K or 4K HDR-capable TV supports the HDR10 format. On your PS4 or PS4 Pro, activate this feature by heading to Settings → Sound and Screen → Video Output Settings → HDR and click “Automatic.” To mark the big day, we asked developers for their insights on how adding HDR brings brilliance to their games. Marvel’s Spider-Man “We’ve tried to find the right balance with our HDR implementation such that the medium tones and dark tones in the image look the same as they would in non-HDR, but the brightest parts of the image really pop. Swinging around the city at night or in the rain shows off HDR nicely—the bright lights of the city really stand out against the darker background. As you progress through the game and meet up with some of the more colorful villains Spidey needs to contend with, there are some gorgeous night scenes with bright effects—but you’ll have to play the game to see what I mean.” – Al Hastings, Chief Architect, Insomniac Games Shadow of the Tomb Raider “Our team worked very hard to fully support HDR, and revamped our entire pipeline to support HDR from the beginning. Our game offers realistic lights intensity calibration, HDR textures and global illumination energy conservation. Throughout the development of the game, we made sure to integrate HDR every step of the way. Thanks to this ongoing work, Shadow of the Tomb Raider looks more real and immersive, with more intensity and nuance. There are many areas we’re looking forward for you to experience in HDR, such as our jungle – which is especially amazing with the light on the sun coming through the dense foliage.” -Frederic Robichaud, Programming Director, Eidos-Montréal God of War “Bringing to life the beautiful and fantastic world of Norse mythology is no easy feat, but in the latest God of War, Santa Monica Studio uses HDR to immerse players in a realm beyond imagining. HDR technology enhances the spectacular vistas you see in the game, and the realistic lighting that draws the players into a world of myth and legend. From inside Kratos’ home to the caves of Peaks Pass, there are a myriad of impressive examples in God of War of how HDR can take the gaming experience to a higher level of visual quality.” – Florian Strauss, Technical Director, Santa Monica Studio The Witness “Having our own in-house engine with a full HDR pipeline already in place made it easy to transition to HDR TVs. We just had to adapt the output image to this new standard… HDR allowed us to fully express the colorful, striking, visual art style of The Witness. Players can notice this immediately as soon as they exit the initial entry tunnel. The improved color space brought out colors impossible to show before, as well as rendered scenes in extreme light and brightness conditions. Our main challenge came from the fact that color in this game is an integral part of gameplay, and we couldn’t break any of the puzzles.” – Salvador Bel Murciano, Programmer, Thekla Horizon Zero Dawn + The Frozen Wilds “Creating a lush, visually captivating game world was always one of the core development goals for Horizon Zero Dawn, and the HDR capabilities allowed the team at Guerrilla to really bring the brilliance to life. On HDR-compatible 4K displays, Horizon Zero Dawn’s environments truly stun, and the enhanced color fidelity brings out the rich hues and subtle details of the wilderness. Sunsets are particularly breathtaking; the suffusion of deep reds and oranges are guaranteed to make players forget they’re surrounded by deadly machines.” – Jeroen Roding, Community Manager, Guerrilla Final Fantasy XV “Final Fantasy XV’s HDR support, mainly targeted toward 1,000 nits TVs, adjusts the tone curve when a screen filter is applied, so that the images are most beautifully displayed under the target environment. While the tone curve is adjusted to stay within the color value of 1.0 in LDR, the curve forms a more gentle shape in HDR. Gaming in HDR will allow players to experience the dazzling sun, lush forests and vast nature where living creatures exist, at resolutions that offer an enhanced sense of realism. Another great part of this is that they can witness Final Fantasy’s whimsical and beautiful world with greater clarity.” – Yuji Shinoda, Producer for Final Fantasy XV, Luminous Productions Hellblade: Senua’s Sacrifice “With the HDR update to Hellblade: Senua’s Sacrifice, we re-generated a lot of our sky textures from an HDR source to get the best range of lighting possible. Hellblade will detect when a player has an HDR TV and optimize its lighting and art accordingly, resulting in a much better range of brightness – the weather and atmospheric effects in Hellblade are particularly noticeable in this regard. Additionally, we tweaked the interface colors to maintain their detail and vibrancy within more extreme lighting. The moment when the golden sunset breaks through the clouds as you approach the bridge to Helheim for the first time is made all the more breathtaking with HDR.” – Francesca Mead, Product Manager, Ninja Theory Deus Ex: Mankind Divided “Deus Ex: Mankind Divided came out just before PS4 Pro launched. It was an interesting challenge for our team, as our game was completed and we couldn’t go back and tweak the non-HDR visual experience. On the other hand, creating the HDR version wasn’t as easy as flipping a switch – as you can imagine! As a first step, we had to take frames from our game in sRGB color space (regular TVs), and apply the necessary transformations to display the same frames in Rec. 2020 color space (HDR TVs), with an average luminance level. We could then see for ourselves how tints varied, following color rotations between the two spaces. For the final luminance curve to apply, we simply used the same Brightness calibration menu we already had in our game. The same asset, displayed in a different color space, allows an HDR player to help us identify the maximum luminance level of his TV. Finally, we bet on the fact that players would be particularly impressed by the brilliancy of certain colors, compared to non-HDR visuals. We added an artificial curve to our final image, in order to boost brilliant pixels. It was kind of an empiric process, but it allowed us to obtain the best results considering our constraints. One of our favorite areas of the game to appreciate in HDR is Golem City, with all its neon lights that contrast with the darkness of the environment itself.” – Jean-François Dufort, Lead Graphics Programmer, Eidos-Montréal There are plenty more games to come that we can’t wait to play through in HDR, including Days Gone, Call of Duty: Black Ops 4, Assassin’s Creed Odyssey, and more. What game do you think shows HDR off best? Let us know in the comments below! View the full article
  15. Hey everyone! Get ready for some competitive fun as Zen Studios and Insomniac Games celebrate the release of Marvel’s Spider-Man for PS4 with a Spider-Man Pinball FX3 tournament. We’ve assembled some awesome prizes, including one-of-a-kind Spider-Man pinball trophies for 1st – 3rd place, as well as other amazing Spidey-themed prizes and gift cards for random participants. The tournament, is LIVE NOW through September 21 – only on PS4! Tune in to Insomniac’s stream on September 19 to see how Marvel’s Spider-Man developers fare while playing the beloved Spider-Man pinball table, which also features the voice of Yuri Lowenthal! If that’s not enough, we at Zen – along with our pals at Insomniac – are going head-to-head on the Pinball FX3 table for some friendly (or maybe not-so-friendly) competition! See which of our teams has the keenest Spider-Sense and comes out on top. You can even participate yourself by downloading Pinball FX3 for free, then acquiring the Spider-Man table through the Marvel Pinball Original Pack or the Marvel Pinball Season 1 Bundle, which itself includes 11 of our 23 Marvel Pinball FX3 tables. And yes – there’s a demo! And what was that about amazing prizes? The high-end collectibles geniuses at Gentle Giant – the same company behind the spectacular Marvel’s Spider-Man Collector’s Edition statue – have created limited-edition Zen Studios trophies just for this event! We even have prizes available for those whose scores don’t top the charts. We’re giving 5 random participants platform gift card credit. To enter: Take a screenshot of your PS4 play with the Share button, post it to Twitter tagged to @PinballFX and add a caption that amazes us. It can be funny, it can be profound, it can be a super-helpful tip for fellow players – just make it awesome, and five winners will be chosen at random after the tournament concludes. Finally, Pinball FX3 fans will be happy to know that all participants will receive a Spidey-themed profile background along with exclusive portrait frames and badge. For more details about this event visit our blog at blog.zenstudios.com. View the full article
  16. Download the free Destiny 2: Forsaken Community Art Theme US: Available Now Europe: Available 9/20 Japan: Available 9/28 I’ve been drawing since I can remember and playing video games almost just as long. I grew up in the late 80’s and early 90’s when gaming was young, and fan art was just something I did on pieces of notebook paper that I crammed into one of my school folders. I remember spending hours copying the artwork of my favorite games from Nintendo Power and GamePro magazines. Having my hands on a new GamePro was like holding treasure in those days. I actually think I learned most of my anatomy at that age from all of the Mortal Kombat and Street Fighter artwork that I copied from those pages. I still have some of those magazines to this day. For the Forsaken theme, I originally had the idea of creating two images that complemented one another in layout. My original idea was to have the first image based around a focus on Cayde-6 and the second image with a focus on Uldren Sov and his Barons. I also wanted to make sure that I worked the design around how it would be viewed on the PlayStation. This was the most difficult part, because it limited the viewable space I had to work with. Early concept art of the Theme After some initial sketching and placement, I decided to bring Cayde down a bit on the right which is the most prominent viewing area for the main screen. This would leave me with a lot of open space to work with and instead of placing Uldren on the second image I decided to place him with Cayde in a standoff sort of position. I liked the result better because the characters didn’t feel so disconnected and there was more tension between them this way. I think the foundation is the most important part of a drawing. If I can get to a happy place there, everything else falls into place. The skills I’ve learned in drawing are mostly self-taught, but I do attribute the biggest shift in my art process to my time in college. Programs for digital art weren’t as accessible and affordable as they are now outside of school, so that left me learning a lot from my foundational classes and figure drawing with traditional media. Drawing with charcoal became a passion of mine, which is where my deeper love and enjoyment for black-and-white media really comes from. My figure drawing classes changed my thought process in how to approach drawing a subject. We studied gesture a lot, and that’s where I began to learn how to create form by using shape and value as opposed to line work. This process is evident in the time lapse videos of my Destiny artwork and also with the Destiny Forsaken theme, which is free now on PlayStation Store. I start sketching with the vine charcoal brush trying to create interesting shapes and then use the airbrush eraser to pull out the lights and highlights. This essentially creates the subject or subjects that make up the image. The process is similar to using charcoal and a kneaded eraser in traditional charcoal work on paper. When I bought my copy of Destiny in October 2014, I could never have imagined the impact it would have on the next four years of my life. I started creating fan art in 2015 as just a way of expressing the love I have for the characters and the Destiny universe. The artwork I created then was so well received that I decided to keep making more. I have played Destiny almost exclusively since its release and when Destiny 2 was released my wife started playing as well. Left: Main Screen | Right: Function Screen The dark aspect of Forsaken really fits the “feel” that I have for the Destiny universe, and how I have always pictured the characters that I draw. The surprising reveal of Uldren Sov’s betrayal and Cayde’s death has re-ignited the community and gives real motivation for pursuing revenge in Forsaken. It really is an exciting time for Destiny 2, even though we are losing one of its most beloved characters. On a final note, I can’t wait to see the new raid within the Dreaming City of the Awoken, which goes live today! It’s always exciting to watch the race to see who solves the puzzles that Bungie has laid out in front of us. As Cayde would say: “There will be a ton of loot!” View the full article
  17. Assassin’s Creed Odyssey is a huge game, and after it arrives on PS4 on October 5, it’s going to keep growing. Post-launch content for Season Pass owners will include two major new story arcs told across multiple episodes, with each episode releasing approximately six weeks apart. Between the releases of the larger episodes, The Lost Tales of Greece will bring a series of new story quests that will be free to all players, and they’ll be joined by free in-game events, including daily and weekly mercenary contracts. The first major arc, Legacy of the First Blade, launches in December, and introduces players to the early predecessors of the Assassins, including the first person to use a Hidden Blade. In Spring 2019, The Fate of Atlantis confronts players with creatures straight out of Greek myth and challenges them to discover the secrets of the sunken city. Additionally, Season Pass owners will get Assassin’s Creed III Remastered, which includes all of the original game’s content, plus Assassin’s Creed Liberation Remastered. Both games will support 4K and HDR on PS4 Pro, and sport higher-resolution textures, improved lighting, and other visual enhancements. Before the first post-launch content arrives, Assassin’s Creed Odyssey will deliver an epic adventure across Ancient Greece, in which you’ll match wits with historical figures and mythical monsters. To find out more about what’s ahead when the game launches on October 5, we chatted with Jonathan Dumont, Creative Director for Assassin’s Creed Odyssey. How familiar were you with Ancient Greece when you started developing Assassin’s Creed Odyssey? Do you find you’ve learned a lot during development? Jonathan Dumont: We learned quite a bit (laughs). We’re not historians; we share a passion for history, but when we pick a setting, we do research up front, and we research a few settings. Then, when we lock in a good setting, we do quite a bit more research. The full team researches through books, literature, movies, anything we can find. In the case of our game, because Ancient Greece has something like 5,000 years of history, we brought in a specialist on our team, a historian. We always have a historian on our team, but now we brought in somebody that has a PhD in Ancient Greek history, so that we could know as much as we can. She’s able to read Ancient Greek, so she would go back into Herodotus’ texts and things like that, so we would get information directly from the primary source. The fun thing about Greece is, it’s a familiar setting for many people. So we know a lot of those legends and myths, we know a lot of history and historical characters, we know about Socrates – but we don’t know. We know about it, but we don’t know all the details, so we go through that same process where we start out knowing some of it, and we’re interested by it, and it’s a relatable world. Just as an example, you go around Attika, one of the regions in our world, and there’s an area called Marathon. That’s where the word comes from. And why is it called that? Because some dude ran 42 kilometers [or 26 miles, the length of a marathon] to warn Athens. So you start digging into terminology or concepts that you already know, that we’ve already been using for 2,000 years, and then you can label them; “oh, that’s why it’s called that,” or “oh, that’s why we do this now!” So it’s very interesting to see where we come from. We dive into it like students; there are experts on this somewhere else that know a lot more than we do, but we try to know as much as we can. You recently showed off the mythical side of Odyssey by revealing a high-level encounter with Medusa, which seems like the kind of thing that might ordinarily be kept under wraps until after launch. Why reveal her before launch? JD: I think it shows the things you’re going to be doing in the game; it’s not just Medusa that’s in the game. We have other mythical creatures that could be there, so we picked one that we said, “this should be a fun challenge.” We also wanted to show what the endgame content can look like as well, and what it feels like to have level-50 abilities, so people can say, “OK, that’s where it’s going to go.” I think it’s an interesting way to show progression. If you’ve played before, you might have played the E3 demo, which is maybe 20 levels in. So you get a little taste of progression there, but seeing a little bit of the final results – not final-final, but toward the end of the game – shows the promise that the game is different, the game is about the First Civilization as well. I think it’s cool to let people see things about a game, and not hide it until the end. There’s also quite a bit of stuff we’re not talking about yet, so we’re not burning everything. As we’ve seen in previous Assassin’s Creed games, technology left behind by the ancient First Civilization enables fantastical things to happen in a relatively realistic universe; is it creatively freeing to work with those elements? JD: Most of the game is pretty much historically accurate. We try to depict the Peloponnesian war, we go to Athens during the plague. We meet a ton of historical characters, and spend a lot of time getting to know them as well. What was important to us was to say, “all right, those are the facts that came out, how history was recorded” – but we also do something interesting in most of our games toward the end, where somebody picks up an artifact and burns people up or something. So what would happen if you had an artifact like that [from the start], and what would be the perceptions of the people living in that world about their gods and their mythology? Tapping into that, and trying to tie it to the First Civilization to make it credible in that universe, was interesting and very challenging, but opens it up to different things. It’s not like Medusa’s in the middle of Athens. These are found in secluded places in the world, so they’re mysteries. If you’re looking at the map of where you found Medusa, it is in one of the most remote places in the corner of the map, in this forest hidden behind the mountains. It’s not something that’s in your face; it’s some secret of that world that you will discover. I think [the First Civilization focus] gives us a little bit of flexibility; the theme that you have an artifact in your hands opens some doors for us to explore. After Assassin’s Creed Origins, which had the elephants and the Trials of the Gods, did you see more demand for big endgame challenges (like Medusa) for high-level players to pursue? JD: Well, while building an RPG, the challenge needs to go up; sometimes it’s hard to keep it on natural characters, like a humanoid character. In this case, I think it’s an interesting scale-up; if you were playing the game and you started with that, obviously it would be a little weird. For a game that you’re going to spend a lot of time in, having these challenges that are a little bigger than life are interesting. If you take a look at Origins, with the elephants for example, those elephants are pretty big. They feel like they’re elephants, but almost magical elephants. I think it goes with progression scaling, I think it helps actually measure yourself against the game and tap into that fantasy of exploring myths and legends. I don’t think that’s mandatory, that we were pushed into that, but it felt natural to do it with an RPG. What are you most excited for people to discover in Assassin’s Creed Odyssey? JD: I think it’s interesting to see some of the visual diversity we have. The Greek islands, more in the north, have more forest areas. There are always choices at the heart of the game, so there’s a lot of possibilities for you to exercise them not only in quests, but also in play style. What I’m excited about is that you can choose to play the game fully in stealth; you can go in forts and play it stealthy. Assassin’s Creed is over 10 years old, and through the years we’ve introduced different mechanics, so we all play a different way. I think our game caters to the way you want to play; if you say, “I just want to shoot people with a bow and arrow, because I’m a ranged guy,” you can actually do it, and if you want to stealth most of the game, you can do that. And if you just want to fight and kick people off ledges, you can do that as well. I’m actually pretty excited that the way people want to play Assassin’s Creed will be available to them, and a viable option. View the full article
  18. Hey, True Believers! Now that Marvel’s Spider-Man has swung on to PlayStation 4 systems around the world, we thought you’d like to score extra nerd points on your friends by schooling them on the comic books that inspired the game’s creators and collaborators. So which comics am I talking about? Glad you asked! (And if you’d like to read these for yourself, you can check them out in a special Marvel Unlimited curation featuring the comics below.) AMAZING FANTASY (1962) #15 A legend is born! Our game doesn’t retell the famous origin of Spider-Man that writer Stan Lee and artist Steve Ditko did so masterfully here, but at the heart of our story beats the famous “With great power there must also come great responsibility” mantra that first saw print in this historic issue. AMAZING SPIDER-MAN (1963) #1 – #38 The blueprint for everything Spider-Man can be found in these trailblazing issues by the legendary team of Lee and Ditko. From the introduction of Spider-Man’s sprawling supporting cast to the formation of his infamous rogue’s gallery, this is where Stan and Steve unleashed the magic and revealed that the best Spidey stories happen when the civilian world of Peter Parker collides with the superhuman world of Spider-Man. ULTIMATE SPIDER-MAN (2000) #1 Not only did writer Brian Michael Bendis and artist Mark Bagley reimagine Spider-Man’s famous origin for an all-new, modern audience, but they did it in an innovative way that kept readers guessing what was going to happen next! This series inspired Insomniac Games to mix familiar faces and situations into unexpected and thrilling combinations. AMAZING SPIDER-MAN (1999) #546 This kick-off of the “Brand New Day” era not only featured the beginning of Dan Slott’s historic run as solo writer on Amazing Spider-Man, but it also featured the first appearance of Martin Li, a.k.a. Mister Negative, his Inner Demons and the F.E.A.S.T. Center! Fun fact: Writer Dan Slott, Stephen Wacker (who edited this issue) and Nick Lowe (current Spider-Man editor), all participated in the all-day brainstorming session held at the offices of Insomniac Games that laid the groundwork for our game’s story! DARK REIGN: MISTER NEGATIVE (2009) #1 & AMAZING SPIDER-MAN (2015) #6 The first tale, by writer Fred Van Lente and artist Gianluca Gigliotta, delves deep into the divided worlds of Martin Li and Mister Negative, showing us how far Li is willing to go to protect his empire. The second story, by Dan Slott and Matteo Buffagni, includes ingenious expressions of Mister Negative corruptive abilities. AMAZING SPIDER-MAN (1999) #659 In the “Infested, Stage 1: Bug Time” back-up story, writer Dan Slott showed off his tremendous talent for taking wild ideas to their extreme. In this case, the ordinary citizens of Manhattan all gain the spider-powers of Peter Parker, kicking off the “Spider Island” saga that ran until Amazing Spider-Man #665. While our story doesn’t tell that exact story, when you play the game you’ll see how the web-slinger must save the city from a different but equally deadly infection. SPIDER-MAN/FANTASTIC FOUR (2010) #1 & AMAZING SPIDER-MAN (1991) #661 Two terrific tales which display scripting stylings of Christos Gage, who brought his titanic talents to the game’s writing team! While I was an editor at Marvel, I was lucky enough to work with Christos on several projects, most notably Avengers Academy, which you should also check out to see just how skillfully he weaves together the trademark Spider-Man ingredients of drama, action and humor. And that’s just a portion of the cool comics that in many ways inspired everything from gameplay and environments to poses and costumes. Everyone at Insomniac Games, Marvel Games, and PlayStation salutes the colossal creators who told these tales, paving the way and inspiring us all to Be Greater. Your Mann At Marvel, Bill Rosemann Exec. Creative Director, Marvel Games View the full article
  19. Hi guys, Shabs here, Game Director at First Contact Entertainment. We’re the developers behind Firewall Zero Hour — the multiplayer FPS that just launched exclusively for PS VR! Here’s our launch trailer, in case you missed it: First up, we’ve been so excited to see the overwhelmingly positive feedback from the Firewall Zero Hour community since launch last week! We have loved seeing all of your posts, comments, and livestreams. Thank you, everyone, from the bottom of our hearts. We wanted to reconvene, and get a tip sheet ready for those who are just now learning about the game. Here are some tips for how to get started in Firewall Zero Hour, straight from the devs: If you’re new to PS VR, you can play the game with a PS VR headset and either a DualShock controller or Aim Controller. Firewall Zero Hour is also currently available as a game bundle with the Aim Controller, so it’s the perfect opportunity to get both, if you don’t have them yet. Say you’ve just got the game. Awesome! If you’re new to VR in general, once you fire up Firewall Zero Hour, it’s great to experiment with the different comfort settings available for VR locomotion. In the game menu settings, you can toggle between smooth turning and snap turning. You can also change the “vignette” settings, where you toggle on/off blinders for sprinting. Stepping into the game. On your first outing, try out the Tutorial, then try out Solo Training for a few different maps. In Solo Training* you’ll go up against AI, and get a feel for what it’s like to be an Attacker or Defender. You can also experiment with different default loadouts and their weaponry (Assault, CQB, Support). Once you get the hang of different game mechanics, you’re ready try out Multiplayer Training.** You and your teammates will play co-op, going up against AI and learning the value of teamwork by communication. Try out different Contractors in this mode and see how their Primary skills play out. Now you’re ready for Multiplayer Contracts mode — the creamy center of Firewall Zero Hour. In this mode, teams of 4v4 go head to head in public PVP, and the stage is set for unpredictable outcomes. You’ll experience what it’s like to play as an Attacker, and a Defender, as your role switches after every round. Strategize together in the lobby and throughout the match. Who’s staying together? Who’s going to flank? Who’s going to place mines by the laptop? Who’s bringing the revive pistol? Vocal communication with your teammates is crucial to your success. Experiment with different default loadouts. As a Defender, try the Support loadout, and lay your mines strategically around the laptop. Backs of chairs, tops of tables, and all around doors are fair game when it comes to mine placement locations. As an Attacker, the Assault loadout is great for a variety of maps, thanks to its mid-range assault rifle and powerful frag grenades. So you’ve been playing lots of Contracts, gaining XP and Crypto along the way. What are some other ways you can gain XP and Crypto in the game? Look carefully in maps — each match has an Intel pickup that any player can obtain for bonus XP, as well as stacks of Crypto coins scattered around the map. Weapon and equipment challenges are another great way to improve your skills and earn XP. Every time you activate an Access Point, revive a teammate, or take out an enemy with C4, you are earning XP and leveling up. On that note–did you know you can revive your teammates from afar? Just equip a Revive Pistol as a secondary weapon, unlocked at level 26. Once you’ve reached level 4, you can start experimenting with customizing your loadout in the menu. What to spend your Crypto on first? Try experimenting with different weapon attachments. How about a Red Laser Sight, a Suppressor, or a Grip? Perhaps you’re saving up for a whole new weapon entirely. The Kruger assault rifle is a favorite for long-range maps, like Docks and Warehouse. Continue to progress and keep leveling up. Unlock new Contractors. Suit them up to your liking, with camo, facepaint, and a weapon trinket. Is being quick-on-your feet is of utmost importance? Try playing as Diaz (unlocked at level 15), his Primary skill of “Double Time” allows for faster movement speed–or, try equipping his skill as the Secondary skill of one of your other Contractors. Are you ‘nades, ‘nades, grenades all day? The “Bang Bang” skill gives you an extra frag grenade. Is frantically looking for signal modifiers making you short on time to hack the laptop? Try equipping your Contractor with the Hacker skill as their Secondary skill, which allows you to initiate the laptop hack faster. There are a vast number of things you can do to personalize the way you want to play in Firewall Zero Hour. Community Update We wanted to reiterate that we’ve been reading and listening to all the community feedback. Thanks for all the messages you’ve been sending us! We wanted to acknowledge some early questions and concerns from the community, and let you know we are working on various bug fixes and improvements to the game. Every patch has to undergo rigorous testing to make sure we don’t add to a problem, or create new bugs. This can take time. Here are some of the items that we are currently working on: Setting up a squad with squadmates: We’re continuing to evaluate and improving squad handling. We are aware that players who join as squads are having issues with their lobbies, and we are working hard on a fix that addresses this. Host performance: We currently use a peer-to-peer format, so please be aware that it is possible that quitting early may affect everyone else’s game. We are working on improved in-game messaging and a way to protect the loss of progression (Crypto and XP) for players when this happens. Lastly, we wanted you to know we are reading all the feedback we can, and our goal is to continue to improve the game so that it’s a great experience for everyone. We wanted to note that we are focused on supporting the game post-launch with additional new content, and will have more to share about that soon! Thanks again for playing the game and making the launch such an amazing experience. We can’t wait to play with you online in PS VR! *An internet connection is required for all modes of Firewall Zero Hour, including Single Player Training Mode. **PS Plus is required for Multiplayer Training and Multiplayer Contract modes. View the full article
  20. Hi everyone! After five years of part-time development and four years of full-time work, Timespinner is finally coming out on PS4 and PS Vita on September 25, at the price of $19.99. Hurray! Timespinner is a story-driven adventure inspired by classic 2D platformers from the 90s. The game’s story follows Lunais, a young woman who travels through time in order to seek revenge on the empire that killed her family. If you’re a fan of the “Metroidvania” genre, Timespinner will make you feel right at home. In addition, the game also has several features that make it feel fresh and new. Time-Stop Time-Stop is the game’s signature ability and namesake. To put it simply, the time-stop freezes all enemies in the room, at the cost of Sand for each moment that time is frozen. While time is stopped, you can use enemies as platforms or simply choose a more advantageous position in battle. About to be crushed by a boss’s attack? Stop time and side step! Feeling swarmed by enemies? Stop time, get behind them, charge a spell, and unleash it right when time is unfrozen! Orb System The heart of combat in Timespinner revolves around equipping orbs: crystal balls composed of condensed magic. Throughout your adventure, you will find many different orbs (be it from defeating bosses, delving deep inside dark dungeons, or simply given to you as a gift!). Each orb has three unique aspects: a melee attack, a spell attack, and an always-on passive. An orb’s melee attack is often a short-ranged ability that is free to use. Since you can equip two melee orbs at once, you can mix and match different melee orbs (although I always prefer to use two of the same type — I like symmetry!). By taking a new orb to an Alchemist, you unlock both its spell and passive. Spells are powerful attacks that cost Aura, a form of MP which slowly recovers on its own. You can level up orbs by defeating enemies with its spell or melee attacks. The higher an orbs level is, the more powerful its melee, spell, and passive will become. An orb’s passive is a unique always-on buff. Passives can augment your melee attacks, offer protection, or even help you find hidden passages! Be sure to pick a passive that complements your playstyle! Story The story of Timespinner is much more complex than most platformers. As the game’s plot spans multiple planets, rebellions, a war, and more, there is a lot to take in. I’ve actually been developing the universe of Timespinner since I was in grade school, making fabric figures of each character and cataloguing their adventures and storylines in notebooks, so it’s amazing to see it all fully fleshed out in video game now! This large amount of lore can cause a timing problem for an action based game, so we decided to spread out the story into several different methods of delivery: Skippable cutscenes Collectable “Memories” which detail important events of a specific character. Collectable “Letters” which contain multiple viewpoints concerning a historical war. Collectable “Downloads” which act as encyclopedic knowledge of people, planets, and more. Optional character quests with unique rewards. Time Travel The game takes place on Lachiem, the desolate homeworld of the evil empire. As the story progresses, you’ll gain the ability to travel far into Lachiem’s luscious past. Once there, actions you take can change the world in the present. However, some of these changes may not pan out as exactly as you’d expect… It’s been a long time coming, but I’m super excited to show Timespinner to the world! Yay! View the full article
  21. Hello Prospects and Absolvers! The team at Sloclap has been unusually quiet these last few months but that’s all due to the work on Absolver: Downfall – the new, free expansion for Absolver which we’re happy to announce will be coming on September 25. The expansion is rather robust with something for both the PvE and PvP players in our community that might have been playing from the start last year or just started their journey to absolution last month when Absolver was featured as a PS Plus title. The most prominent new element in Absolver: Downfall is the new Downfall game mode that takes players in solo or cooperative runs down the Adalian Mines, on a quest to battle Arcell and his corrupted Prospects. Players will collect Gleam from infected Prospects and transform it into rewards in the form of experience and gear. The more Gleam you capture, the more powerful you become in your struggle to defeat the Corrupted, and eventually Arcell himself. Each run through the Mines and Temples is a unique path through a variety of challenges and situations, facing upgraded enemies with improved AI, and three epic boss fights. The other headline piece of the expansion is the Faejin combat style, taking its inspiration from Bruce Lee’s famous Jeet Kune Do. This new combat style is more complex than others and experienced Absolvers will need to balance the fluidly powered offense with different defensive abilities that shift with your stance. Faejin will feature three dozen different attacks for bare hands, wargloves, and sword combat. Absolver: Downfall rounds out the expansion content with the introduction of School Challenges. School Challenges will include reworked School Leaderboards, which will allow School members to compete with each other through rankings updated at the end of each Season, and up to three specific reward for each ranking category! The expansion will also feature new equipment sets, as well as two prestige variants of existing sets, all found in the Essence Shop and unlockable with Gleam and Fragments, both of which will be looted in the Downfall game mode. Fantastic new masks, weapons, emotes and PvP intros can all be found in the new expansion when it hits on September 25! View the full article
  22. Save big on some of our favorite titles during the second annual PlayStation Store Picks Sale. Enjoy up to 50 percent off Borderlands: The Handsome Collection, Battlefield 1, Detroit: Become Human, and other games hand-selected by our Store team! Check out the full lineup below, then head over to PS Store, this sale ends September 18 at 8 a.m. PT. Games <-- Swipe left on mobile for full table Platform Title Sale Price PS Plus Price Original Price PS4 -KLAUS- $7.99 $4.99 $19.99 PS4 101 WAYS TO DIE $4.99 $3.99 $9.99 PS4 ACE BANANA (VR) $7.49 $5.99 $14.99 PS4 ADAM’S VENTURE: ORIGINS $3.74 $1.49 $14.99 PS4 ADK TAMASHII (PS2) $7.49 $5.99 $14.99 PS4 AER – MEMORIES OF OLD $7.49 $5.99 $14.99 PS4 ALCHEMIC JOUSTS $4.49 $3.59 $8.99 PS4 ALEKHINE’S GUN $11.99 $7.49 $29.99 PS4 AMNESIA: COLLECTION $14.99 $11.99 $29.99 PS4 ARCHANGEL (VR) $20.99 $11.99 $29.99 PS4 ARMAGALLANT: DECKS OF DESTINY $7.99 $4.99 $19.99 PS4 BARD’S GOLD $1.74 $1.24 $4.99 PS4 BATTLEFIELD 1 $11.99 $5.19 $39.99 PS4 BATTLEFIELD 1 – REVOLUTION $19.79 $10.19 $59.99 PS4 BATTLEFIELD 1 & TITANFALL 2 – ULTIMATE BUNDLE $26.39 $19.99 $79.99 PS4 BATTLEFIELD ANNIVERSARY BUNDLE $49.99 $39.99 $99.99 PS4 BEACH BUGGY RACING $4.99 $3.99 $9.99 PS4 BEDLAM: THE GAME BY CHRISTOPHER BROOKMYRE $4.99 $3.99 $9.99 PS4 BIOSHOCK: THE COLLECTION $25.79 $19.79 $59.99 PS4 BLACKWOOD CROSSING $11.19 $9.59 $15.99 PS4 BLEED 2 $7.49 $5.99 $14.99 PS4 BOILING BOLT $5.99 $4.79 $11.99 PS4 BORDERLANDS: THE HANDSOME COLLECTION $25.79 $19.79 $59.99 PS4 BOUND BY FLAME $9.99 $4.99 $19.99 PS4 BULB BOY $5.39 $4.49 $8.99 PS4 BURNOUT PARADISE REMASTERED $17.99 $14.99 $29.99 PS4 CARTOON NETWORK: BATTLE CRASHERS $11.99 $9.99 $19.99 PS4 CATLATERAL DAMAGE $4.99 $3.99 $9.99 PS4 CEL DAMAGE HD $3.49 $2.49 $9.99 PS4 CHAOS ON DEPONIA $9.99 $7.99 $19.99 PS4 CLAIRE $5.99 $3.74 $14.99 PS4 CRYPT OF THE NECRODANCER $4.49 $2.99 $14.99 PS4 DEADCORE $3.99 $3.19 $7.99 PS4 DEER HUNTER 2017 $11.99 $9.99 $19.99 PS4 DEER SIMULATOR $5.99 $4.99 $9.99 PS4 DEPONIA $9.99 $7.99 $19.99 PS4 DETROIT: BECOME HUMAN $39.59 $35.99 $59.99 PS4 DETROIT: BECOME HUMAN DIGITAL DELUXE EDITION $46.19 $41.99 $69.99 PS4 DEUS EX: MANKIND DIVIDED $8.99 $5.99 $29.99 PS4 DEUS EX: MANKIND DIVIDED – DIGITAL DELUXE EDITION $13.49 $8.99 $44.99 PS4 DIABLO III: ETERNAL COLLECTION $35.99 $29.99 $59.99 PS4 DIABLO III: RISE OF THE NECROMANCER $10.49 $8.99 $14.99 PS4 DIRT 4 $38.39 $16.79 $59.99 PS4 DIRT RALLY $23.99 $7.99 $39.99 PS4 DIRT RALLY PLAYSTATION VR UPGRADE DLC ADD-ON $9.09 $5.19 $12.99 PS4 DIRT RALLY PLUS PLAYSTATION VR BUNDLE $29.99 $9.99 $49.99 PS4 DIVINITY: ORIGINAL SIN – ENHANCED EDITION $13.99 $9.99 $39.99 PS4 DRAGON’S LAIR TRILOGY $11.99 $9.99 $19.99 PS4 DYING: REBORN $9.99 $7.99 $19.99 PS4 DYING: REBORN (VR) $4.99 $3.99 $9.99 PS4 DYING: REBORN ULTIMATE BUNDLE $12.49 $9.99 $24.99 PS4 EA SPORTS UFC 3 CHAMPION EDITION $47.99 $39.99 $79.99 PS4 EA SPORTS UFC 3 STANDARD EDITION $35.99 $29.99 $59.99 PS4 EAGLE FLIGHT (VR) $11.99 $9.99 $19.99 PS4 EARTHLOCK $20.99 $17.99 $29.99 PS4 END SPACE (VR) $9.99 $7.99 $19.99 PS4 EVE: VALKYRIE (VR) $14.99 $11.99 $29.99 PS4 F1 2017 $38.39 $16.79 $59.99 PS4 FAR CRY 5 GOLD EDITION $62.99 $53.99 $89.99 PS4 FORCED: SLIGHTLY BETTER EDITION $7.49 $5.99 $14.99 PS4 FORGOTTON ANNE $15.99 $14.99 $19.99 PS4 FOUR SIDED FANTASY $3.99 $2.99 $9.99 PS4 FROST $9.09 $7.79 $12.99 PS4 FUTURE TONE BUNDLE $37.79 $32.39 $53.99 PS4 GALAK-Z $6.59 $4.99 $19.99 PS4 GRAVEL $19.99 $14.99 $49.99 PS4 GRAVEL SPECIAL EDITION $27.99 $20.99 $69.99 PS4 GUILTY GEAR XRD -REVELATOR- $9.99 $7.99 $19.99 PS4 HAS BEEN HEROES $7.99 $5.99 $19.99 PS4 HASBRO FAMILY FUN PACK – CONQUEST EDITION $19.99 $15.99 $39.99 PS4 HATSUNE MIKU: PROJECT DIVA FUTURE TONE COLORFUL TONE $20.99 $17.99 $29.99 PS4 HATSUNE MIKU: PROJECT DIVA FUTURE TONE EXTRA ENCORE PACK $5.59 $4.79 $7.99 PS4 HATSUNE MIKU: PROJECT DIVA FUTURE TONE SEASON PASS $17.49 $14.99 $24.99 PS4 HATSUNE MIKU: PROJECT DIVA FUTURE TONE COLORFUL TONE $20.99 $17.99 $29.99 PS4 HATSUNE MIKU: VR FUTURE LIVE SEASON PASS $23.99 $19.99 $39.99 PS4 HIDDEN DRAGON LEGEND: SHADOW TRACE $9.99 $7.99 $19.99 PS4 HONOR AND DUTY: ARCADE EDITION $3.49 $2.79 $6.99 PS4 HUE $5.99 $4.49 $14.99 PS4 HUMAN: FALL FLAT $7.49 $5.99 $14.99 PS4 HUMAN: FALL FLAT TOTAL BOB BUNDLE $7.49 $5.99 $14.99 PS4 HUNGRY SHARK WORLD $8.99 $7.99 $9.99 PS4 HUNTER’S LEGACY $3.49 $2.79 $6.99 PS4 INDIE BUNDLE: SHINESS AND SEASONS AFTER FALL $19.99 $15.99 $39.99 PS4 INFINIFACTORY $14.99 $12.49 $24.99 PS4 INFINITE AIR MARK MCMORRIS $11.99 $7.49 $29.99 PS4 JAZZPUNK: DIRECTOR’S CUT $3.74 — $14.99 PS4 JOTUN: VALHALLA EDITION $7.49 $4.94 $14.99 PS4 JUST CAUSE 3 $8.99 $5.99 $29.99 PS4 JUST CAUSE 3 XL EDITION $13.49 $8.99 $44.99 PS4 JUST CAUSE 3: JUST CAUSE 3: AIR LAND & SEA EXPANSION PASS $5.99 $4.49 $14.99 PS4 JUST CAUSE 3: JUST CAUSE 3: BAVARIUM SEA HEIST $2.39 $1.79 $5.99 PS4 JUST CAUSE 3: MECH LAND ASSAULT $4.79 $3.59 $11.99 PS4 JUST CAUSE 3: SKY FORTRESS $4.79 $3.59 $11.99 PS4 JYDGE $7.49 $5.24 $14.99 PS4 KILLALLZOMBIES $8.39 $6.99 $13.99 PS4 KOI: GAME AND EXCLUSIVE THEME BUNDLE $4.99 $3.99 $9.99 PS4 LICHDOM: BATTLEMAGE $10.49 $7.49 $29.99 PS4 LIFE IS STRANGE COMPLETE SEASON $5.99 $3.99 $19.99 PS4 LIFE IS STRANGE: BEFORE THE STORM – DELUXE EDITION $12.49 $9.99 $24.99 PS4 LIFE IS STRANGE: BEFORE THE STORM STANDARD EDITION $8.49 $6.79 $16.99 PS4 LIFELESS PLANET: PREMIER EDITION $9.99 $6.99 $19.99 PS4 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$12.49 $24.99 PS3 THE LEGEND OF HEROES: TRAILS OF COLD STEEL $23.99 $19.99 $39.99 PS3 THE LEGEND OF HEROES: TRAILS OF COLD STEEL II $27.99 $23.99 $39.99 PS3 TOYBOX TURBOS $9.59 $4.19 $14.99 PS3 UNMECHANICAL: EXTENDED EDITION $3.99 $2.99 $9.99 PS3 WHITETAIL CHALLENGE $2.49 $1.99 $4.99 PS3 WORLD HUNTER $2.49 $1.99 $4.99 PS VITA BARD’S GOLD $1.74 $1.24 $4.99 PS VITA BREAKQUEST: EXTRA EVOLUTION – 500 BALLS BUNDLE $2.39 $1.99 $3.99 PS VITA CEL DAMAGE HD $3.49 $2.49 $9.99 PS VITA CLAIRE $5.99 $3.74 $14.99 PS VITA CRYPT OF THE NECRODANCER $4.49 $2.99 $14.99 PS VITA DYING: REBORN $7.49 $5.99 $14.99 PS VITA FARMING SIMULATOR 16 $6.99 $4.99 $19.99 PS VITA FARMING SIMULATOR 18 $11.99 $8.99 $29.99 PS VITA FURMINS + STARDRONE EXTREME BUNDLE $4.49 $3.59 $8.99 PS VITA HUE $5.99 $4.49 $14.99 PS VITA HYPERDIMENSION NEPTUNIA REBIRTH1 $3.99 $1.99 $19.99 PS VITA HYPERDIMENSION NEPTUNIA REBIRTH2 $3.99 $1.99 $19.99 PS VITA HYPERDIMENSION NEPTUNIA REBIRTH3: V GENERATION $5.99 $2.99 $29.99 PS VITA METAL GEAR SOLID 2: SONS OF LIBERTY $5.24 $3.74 $14.99 PS VITA METAL GEAR SOLID 3: SNAKE EATER – HD EDITION $5.24 $3.74 $14.99 PS VITA METAL GEAR SOLID: HD COLLECTION $10.49 $7.49 $29.99 PS VITA MURAMASA REBIRTH COMPLETE COLLECTION $17.49 $13.99 $34.99 PS VITA ODIN SPHERE LEIFTHRASIR $19.99 $15.99 $39.99 PS VITA PURE CHESS COMPLETE BUNDLE $7.49 $4.49 $14.99 PS VITA REVERIE $9.09 $7.79 $12.99 PS VITA ROGUE ACES DIGITAL $7.79 $6.49 $12.99 PS VITA SEVERED $5.24 $3.74 $14.99 PS VITA SIRALIM $4.99 $3.99 $9.99 PS VITA SIRALIM 2 $7.49 $5.99 $14.99 PS VITA THE BRIDGE $4.99 $2.39 $9.99 PS VITA THE LEGEND OF HEROES: TRAILS OF COLD STEEL $23.99 $19.99 $39.99 PS VITA THE LEGEND OF HEROES: TRAILS OF COLD STEEL II $27.99 $23.99 $39.99 PS VITA TIME RECOIL $5.59 $4.19 $13.99 PS VITA Z-RUN $4.49 $3.59 $8.99 Note: All pricing is for U.S. only and subject to change. View the full article
  23. Hey gang! Team Cherry here. We’re hugely excited to reveal the new Hollow Knight: Voidheart Edition, arriving for PS4 users September 25! Descend into the world of Hollow Knight, the award-winning action-adventure through a world of insects and heroes. Explore twisting caverns, ancient cities and deadly wastes. Battle tainted creatures and befriend bizarre bugs. Uncover ancient history and solve the mysteries buried at the kingdom’s heart. So what’s packed in with Hollow Knight: Voidheart Edition? The original action-adventure. Journey through vast lands. Defeat over 150 deadly foes, including over 40 epic bosses. Power up with startling new skills and abilities. 4 giant Content Packs, built in at launch, expanding the game with all new quests, terrifying boss fights and striking new abilities. That’s Hidden Dreams, The Grimm Troupe, Lifeblood and the enormous Godmaster. Hours of additional content, additional challenges and additional bugs (the insect kind!). Hollow Knight: Voidheart Edition’s release is only two weeks away! To celebrate, pre-orders will begin on September 14, with a 20% discount for all PlayStation Plus members. That’s it, gang! We’re keeping it short and sharp. Get your adventuring skills honed and ready. Hollow Knight: Voidheart Edition is almost here! – Ari Gibson & William Pellen View the full article
  24. Download the FIFA 19 demo for PS4 on September 13 and be the first to experience the refreshed Kick-Off mode, the final chapter of The Journey, improved gameplay, and more. The UEFA Champions League, the most prestigious club competition in the world, is also fully integrated into FIFA 19—and you’ll be able to see how in the demo. Pick from a selection of 10 of the biggest clubs in the world and lead the team into an authentic Champions League match, reveling in the updated visuals, broadcast package, and commentary. Here are the available clubs: Manchester City Manchester United PSG Bayern Munich Borussia Dortmund Spurs Juventus Real Madrid Atletico Madrid Roma I’m playing as Real Madrid, but you could go another route. No matter who you pick, not only can you sample all realistic visuals for FIFA 19, you can also try your hand at the latest gameplay innovations: Timed Finishing, Active Touch, Dynamic Tactics, and 50/50 Battles. Whether you want to get an extra advantage when taking a shot on goal or you’re looking for ways to prepare your team for a match, these added features let you control the pitch in exciting ways. The FIFA 19 demo has the first look at the final chapter in the dramatic saga of Alex Hunter and friends in The Journey: Champions, too. Your favorite features from The Journey: Hunter Returns are back, including character customization, dialogue choices, and more. After a rollercoaster of a journey to MLS and back to Europe, Alex is heading to one of the most famous clubs in the world, Real Madrid, where he will meet and be mentored by teammates like Luka Modric, Gareth Bale, and more. He’ll even interact with more of the world’s biggest footballers, including Manchester City’s Kevin De Bruyne, Juventus’ Paulo Dybala, and PSG’s Neymar Jr. For the first time in the series, Alex isn’t the only character with a playable story. You can also play the full-length of Alex’s half-sister Kim and his best friend Danny Williams. All three players are about to reach one of the biggest moments of their careers, and you can get a first look at the highly-anticipated finale, only in the FIFA 19 demo. View the full article
  25. Almost 10 years ago, Square Enix released The Last Remnant worldwide for a global audience receiving praise for its refreshing take on JRPGs and its unique gameplay mechanics. Today, Square Enix announces that The Last Remnant is being remastered for new and old fans to enjoy! Set in a fictional world, protagonist Rush Sykes is far-removed from the struggle for Remnants until he is pulled into the fray. The Last Remnant featured a unique turn-based battle system, in-game systems called Quests and Guilds, and a memorable cast of characters. We had the chance to sit down with the original director of The Last Remnant, Takai-san, and director of the The Last Remnant Remastered, Sakamoto-san, to get insight on the inspiration, development, and differences between both versions. Takai-san, as the director of The Last Remnant, what was inspiration behind creating the Last Remnant? Takai: Each time a command is entered, not just one, but multiple characters move, allowing you to control a group as you battle. You control situations that aren’t based on any sort of numbers that you might be able to calculate once you grasp the battle mechanics. We started with these proposed elements. In essence, we initially approached this game through the combat system. The battle system for this game is quite unique from other games, can you explain in detail, how the basic unit per battle (Union) works? Takai: Organize each character (Union) and create several units with up to five people each. Then, you can organize up to five of those units, create a formation for your troops, and use them to fight difficult enemies. Those are the basics. It’s difficult to explain with words. To sum it up, you make teams consisting of one to five characters of your choosing, and then you choose five of these teams that you’d like to bring into battle. How did you come up with the idea of Unions instead of commanding individual characters? Takai: I’ve been involved in creating a number of RPGs in the past, and I was beginning to feel bored about controlling just a few chosen characters, so at the beginning of this project, we proposed having group battles. When we initially incorporated these elements in the system, we realized that it wasn’t very realistic to issue commands to all of the characters, for example, if you had 50 characters appear in one battle. Instead, we took the approach of having standard, RPG-like commands, but with countless characters onscreen, and we eventually arrived at issuing commands per unit. What was the inspiration behind coming up with a morale system for battles and does morale have any influence in swaying the course of battle? Takai: Of course morale influences battle. It’s advantageous to keep the morale high throughout battle. The concept itself of morale was proposed by the executive producer, Akitoshi Kawazu. It came from a place of wanting to create a parameter that was born, almost like a living creature, out of a battle flow that couldn’t be controlled easily by players. Quests are special requests that may allow the player to keep the guest that joins the party. Are there any special guests that you favor? Takai: I would say Wyngale, a character who is of the Sovani race. This is a character that joins the party only if you can clear a quest with very high difficulty. The boss battle for this particular quest also happens to be my favorite boss battle in the game. Sakamoto-san, as the director of the remastered version, why have you decided to remaster The Last Remnant now? Sakamoto: Back then, although we had announced we were making a PS3 version, we were unable to release it due to internal factors at our company. However, we had been waiting for an opportunity for a port or remaster. This time, with the cooperation of the development company involved, we were able to confirm the feasibility of the remaster, and that’s how we were able to take that step forward toward creating the PS4 version. I’m glad we were able to release it during the tenth anniversary. What was the process like working together on the The Last Remnant Remastered? Sakamoto: Even though I was at Square Enix, I wasn’t involved in the development of the original title, and at the time I enjoyed it as a player. I wanted to have the opportunity to port this title, so I feel very happy that I was able to make this hope a reality. I also feel like maybe destiny had something to do with the fact that we are able to release the Remastered version just as we reach the tenth anniversary of the original release. Will there be any new content added to The Last Remnant Remastered? Sakamoto: There is no new content. It includes all of the elements that were added when it was ported to the PC version. On top of that, we’ve enabled high-speed movement in the field. Also, we’ve increased the number of save data slots. I think both of these will be helpful during gameplay. Do you have a message for fans of the original title? Sakamoto: We’ve changed the rendering engine for this remaster (from Unreal Engine 3 to Unreal Engine 4), and we’ve made adjustments to things like how light is portrayed, effects, etc. Also, we’ve implemented some improvements in areas of details, like changing fonts and redrawing all of the character icons in battle. I hope everyone will enjoy this title after its rebirth. Anything you want to share for players to look forward to in this game? Sakamoto: The Last Remnant has a system that even now, could be considered revolutionary. Furthermore, its deep storyline, and consequently, I believe it’s a title that has easily stood the test of time. I would love it if the RPG lovers out there would try playing this. Whether fans are rediscovering the magic or hoping to enjoy this classic JRPG for the first time, The Last Remnant Remastered will be digitally available on December 6, exclusively at PlayStation Store. View the full article

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