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The Big in Japan promotion returns to PlayStation Store this Wednesday, September 23! This sale features a vast range of titles originating from a variety of Japanese development studios, with up to 50% on the games included in the promo. That includes Capcom’s survival horror remake Resident Evil 3, and Bandai Namco’s double-martial arts whammy of Tekken 7 and Dragon Ball: Kakarot. Favouring a different genre experience or an alternate choice? There’s plenty to choose from when the sale kicks off. Head here if you’re in Europe, and here if you’re in North America for the full sales list on PlayStation Store when the promotion goes live! As ever, the sale is on for a limited time, ending Wednesday, October 7 at 23.59pm BST / CEST / PST, 02.59am EST. View the full article
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Hello, I’m Nico Disseldorp. I’m part of House House, the videogame company who made that Untitled Goose Game. If you haven’t heard of it before, it’s a game where you play as a horrible goose who causes a big commotion in a small village. Tomorrow, the game is getting a free update so that two players can play through the game together as a pair of horrible geese. Play Video Two-player is something that interested us when we first started working on the game in 2016. But as a very small team, we decided early on to leave the idea behind in order to focus on making the single player game as good as it could be. After the game’s release last year, we had an opportunity to do some more work on the game. One of our favourite things about the response to the game was how many people were playing together with their friends, watching or taking turns. So we decided that the most exciting thing for us would be to add that second goose into the game. In this post I want to share with you what it was like to add a two player mode into a game that didn’t originally have one. Both in terms of what kind of work we had to do, and how it turned out once it was finished. When it came to adding a new goose to the game, there were a few big things we had to do, and lots and lots of small things. For a start we had to make a new goose. In terms of looks, we knew that players would need to be able tell the two geese apart, but we also liked the idea that the characters in the game couldn’t really tell them apart. So we tried to find a way to make this goose look different in its details, but in overall terms look pretty much like the same kind of goose. So to make this goose, we made the goose’s orange parts a bit redder, and made the goose generally a bit rounder and softer (especially the feet, tail and wings). We also added a bump on the new goose’s beak, which I’m told is called a “basal knob”. Apparently experts aren’t really sure what a basal knob is for, apart from making the goose look good. Finally, and perhaps most importantly, our sound designer Em Halberstadt gave this new goose a new honk. Another big task was teaching the townspeople how to keep track of, and react to, two geese. Our AI code didn’t keep track of anything like this before, so we had to make the characters a fair bit smarter. A big job was deciding which goose a character should prioritise responding to at any given moment. This required some balancing, as we had to make sure the people were effective at stopping both geese when they had to, while making sure the geese had lots of chances to help each other (for example by distracting someone while the other goose steals something). Once we had things working, we were pleasantly surprised by some of the fun things that two geese could do. For example some items could be interacted with in new ways – two geese can hold a rake like a limbo pole, one goose can drag the other around in a box or each goose can hold a walkie-talkie and send their honk to the other goose. When it comes to interacting with the townspeople, we had a lot of fun setting up situations like having one goose honk to get someone’s attention, while the other goose sneaks behind them to cause some trouble. It’s lots of fun to have a helper when doing something like teaming up to drop a bucket on someone’s head. The two-player mode is local multiplayer, so it’s made for two players on a single system. However PlayStation players do have an option if they would like to play with someone online. If you have PlayStation Plus subscription, you can use Share Play to have someone join in remotely, as though they were a second player on your system. We think this is a great use of video streaming and it’s a feature that people should try! Thanks for reading about our new two player update. We can’t wait for everyone to meet our new goose tomorrow. View the full article
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We were thrilled to announce the conclusion to 2020’s year-long storyline during the recent ESO Dark Heart of Skyrim Year-End preview with The Elder Scrolls Online: Markarth. This new DLC will take you to the iconic area of Skyrim known as the Reach with an all-new zone and story that ties into and brings the Dark Heart of Skyrim year-long adventure to a close. Can’t wait to get started? Begin your Markarth DLC adventure with the free quest now available from the in-game Crown Store. This adventure leads directly into the main storyline of the Markarth DLC and the Dark Heart of Skyrim finale, and no additional purchase is necessary, as you only need access to the base game to grab it. Get ready for Markarth with a new prologue questline Starting next week, we’re also introducing the Lost Treasures of Skyrim in-game event, challenging you and the ESOcommunity to unlock three tiers of collectible rewards that include new cosmetics, a pet, a new house, and the first of a new type of collectible: houseguests! To unlock them, work together as a community & use the new Antiquities system to dig up Tamriel’s lost treasures. Note that this event is only available to those who own the Greymoor Chapter. Unlock Community Rewards during the Lost Treasures of Skyrim Event Finally, we’re also happy to announce that our end-of-year promotion, titled #TamrielTogether, is coming soon. The ultimate celebration of our amazing community and all of the ways you play together, #TamrielTogether is packed with a ton of in-game events & rewards, the chance to win amazing prizes (in eligible territories), a guild-based contest, and more. Team up for adventure during #TamrielTogether With the upcoming Markarth DLC, the Dark Heart of Skyrim adventure comes to its incredible conclusion. We can’t wait to share more, so sure to check out the Markarth Prologue questline live right now in addition to the upcoming Lost Treasures of Skyrim event and #TamrielTogether promotion — it’s going to be an exciting end to another amazing year for The Elder Scrolls Online! The Elder Scrolls Online: Markarth arrives November 10 on PS4. View the full article
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Two weeks back we asked you to share unforgettable moments fighting as your favorite heroes from Marvel’s Avengers using #PS4share and #PSBlog. From thrilling action shots to stunning portraits, here are this week’s highlights: Captain America by astrozomb1es1. Black Widow by CrypticVisuals. Iron Man by Deemo_Dude. Thor by iamroyank. The Hulk by JustN2bad. Ms. Marvel by virtua_photo. Search #PS4share and #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week? Theme: Tony Hawk Pro Skater 1 + 2 Share by: 9am Pacific on Wednesday, September 23 Drop into the halfpipe and share videos of your best combos or longest grinds in Tony Hawk Pro Skater 1 + 2 using #PS4share and #PSBlog for a chance to be featured. View the full article
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Coming down the aisle, hailing from 2K, this is Executive Producer Sean “The Slayer” O’Connor! I’m stepping between the ropes today to give you some exclusive tips to help you become an unbeatable brawler when WWE 2K Battlegrounds, out today on PS4. Whether you’re brawling with your family, your friends, or challengers online, these tips are sure to give you the upper hand when the bell rings. Play Video Tag in the Crocodile Some arenas have interactive environments that let you deal extra damage to your opponent. One of my favorites is the crocodile in The Everglades. Carry your opponent over to the side of the ring by the croc, and you’ll be prompted to throw them over the top rope right into its waiting jaws. Careful not to get too close! That hungry reptile will take a bite out of anyone that walks by. Be the GOAT with the Ram Other arenas in WWE 2K Battlegrounds have special items you can use to your advantage. In the Mexico arena, you will find a remote-controlled ram. Yes. You read that right. Jump out of the ring, find the controller sitting in the crowd, press L1, and you’ll be able to gain control of the ram and bring the pain to all of your opponents. Power-Ups are Your Friends Imagine if your favorite Superstar could have power-ups in the ring. In WWE 2K Battlegrounds, they do! Power-ups become available as your power meter fills up. Once a power-up is available press left, right or up on the d-pad. Each direction will activate a different level of power-up. But don’t rush it; The longer you wait for your power bar to fill, the more power-ups you will gain the ability to use. What power-ups you ask? Health regeneration, and making your strikes unblockable, are just two examples. You can choose different power-ups on the character selection screen and unlock them throughout the game. Use ALL the Weapons There are NO disqualifications in WWE 2K Battlegrounds. Take advantage of that. You’ll find plenty of weapons hidden under the ring, and in the crowd. As soon as the match starts, exit the ring and press X near the apron to grab a weapon. Once you’ve got just the right one for the job, slide back into the ring by holding L1. Afraid of going under the ring? That’s okay. The crowd will toss weapons out for you to pick up, too. Grab one of those with L1. But be warned: weapons aren’t forever and will break after a few good smacks. You can add weapons in the Battlegrounds creator and turn them on or off in the options menu before a match. Don’t Ignore the Crowd The WWE Universe knows what they want, and the crowd in WWE 2K Battlegrounds is no different. They will call out for certain actions during a match and, if you listen, you will earn extra points to get your crowd meter up. Do right by them and the crowd will begin to cheer and get behind your Superstar, which actually helps you when performing a pin or submission. But don’t take your new fans for granted; You will lose crowd support if you stand around too long without laying the smackdown on your opponent. Make sure to taunt or fight to keep the crowd on your side! Finish the Match with Your Finishing Move A finisher often means the end of a match in WWE, and the same goes for WWE 2K Battlegrounds. Once your heat meter fills up, you can use your finisher or signature move by pressing the left and right trigger buttons at the same time. Need to fill your heat meter? It goes up whenever you take damage, deal out damage, and taunt your opponent. But be careful: You will use up some heat when countering a move, so it may be more advantageous to take some damage so you can get your signature/finisher. Play Your Class Right There are five different classes in WWE 2K Battlegrounds, and each has different strengths. Make sure to play to your advantages. Technician: A specialist in wrestling technique and unrivaled at submitting opponents. You’ve got the strongest throws and submissions. High-Flyer: A specialist in aerial maneuvers, including jumping off the ropes and turnbuckles. You’ve got the highest speed and stamina. Powerhouse: The strongest Superstars that use their strength to perform powerful moves. You have the most health. Brawler: A bruising specialist that excels at strikes. You’ve got the strongest kicks and are the best at using weapons. All-Rounder: A master of all styles with spectacular combos and the ability to quickly win the crowd’s favor. You also have the best running hits. So, are you ready to Brawl Without Limits? With these tips in your back pocket, I think you are. And that’s the bottom line. I’ll see you in the ring! View the full article
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Ahoy everyone! We are thrilled to be able to share an exclusive update and brand new gameplay trailer with you for our most ambitious game to date, the pirate themed action RPG, King of Seas. After the release of our last game we sat down to discuss what our next project should be. The team wanted to capitalise on our core expertise in developing racing games, but at the same time, charter new exciting territory. The stand-out idea that really excited and energised the team was pirate ships. Instead of putting players behind the wheel of a car, how about behind the helm of a mighty sea faring vessel? We quickly set to work designing a game world where players could fulfil all their buccaneering fantasies — because — hey, who doesn’t like pirates right? Play Video So, we had our pirate theme, we had our expertise in vehicle animation, and we had great ideas for the story, but our big challenge was how to make this game stand out and offer something fresh and new. As such, King of Seas delivers a procedurally generated game world for players. It’s an environment where players can choose their own path, explore new islands, interact with intriguing characters and go head to head with other pirates in ferocious sea battles. This swashbuckling excitement would all be weaved into a quest driven story of betrayal and revenge. What really makes King of Seas different, and keeps it sea-salty fresh, is that each time you start a new game, our game engine will generate a whole new game world for you to explore. Each playthrough is a new and exciting adventure when you set off from shore. The dynamic world will also react to your every action, constantly adapting and throwing new challenges your way. Naval routes will change with each conquered settlement, the difficulty will adapt as you progress through your quests, and changes in weather will play a big part in your navigation and combat strategy. A Pirate’s ship is more than his vehicle, it’s his home. So we have worked hard to offer plenty of customisation options to ‘deck’ out your vessel. You will be able to acquire and own five different classes of ship on your journey; the sloop, brig, flute, frigate, and galleon. They are all designed with unique play styles and efficiency. New equipment and gear can be acquired through commerce, quests, or plain old-fashioned looting. Each piece of equipment installed on the ship changes its statistics and performance to customise the combat set up. Some items such as the hull and figurehead change the look of the ship providing you with many unique combinations and specific aesthetic sets. With over 900 items available to collect and use, you can truly create a battle-ready vessel to be proud. Naval battles are at the core of the King of Seas gameplay and learning how to navigate your way through the combat will be key to your success. The movement and handling of your ships will change according to wind direction, the ship class and the talent points acquired through levelling the gear equipped. Cannonballs can only be fired from the sides, which means positioning in battle is fundamental to success. You will need to keep an eye on the wind, and position your ship accordingly to improve your attack efficiency. It all comes down to the details. Choosing the right kind of cannonball to shoot can change the course of the battle in an instant. There are three types you can equip that will impact either the life, manoeuvrability, or efficiency of the enemy ships. In addition to the core battle mechanics, there are exciting unique abilities you can discover on your adventure that really mix up the action, such as flamethrowers, ethereal navigation or voodoo rituals. A maximum combination of four unique abilities can be used to deliver the fatal blow or escape dangerous situations — whatever floats your boat. Each battle won will raise the bounty on your head and you can even face off against some of the most feared pirates in history. The difficulty level adds a multiplier to the bounty you achieve in the game — so see how far you can take it in hardcore mode! King of Seas is not just all about sea battles though. We have spent a great deal of time creating an interactive world where each step on your quest will unlock new challenges and opportunities. Discover special missions where you can earn extra rewards or reveal new adventures — as well as hunting for maps that can lead to submerged treasures and buried riches all ripe for the taking. You will also be able to trade goods with new settlements, each producing specific goods with their own market value. Make sure you buy low and sell high to fill your coffers with gold. We’ve also added as many as 30 varieties of fish, all living below the surface of the sea to use as food and for trading, but make sure you keep a keen eye on the time of day and of course, the weather conditions. We hope that we have given you a glimpse behind the curtain of how King of Seas is shaping up. We are excited to announce that King of Seas will be available on PS4 this holiday season and urge you to check out the brand-new gameplay trailer, available today. On behalf of the 3DClouds team, thank you for reading and we look forward to seeing you on the high seas! View the full article
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Hey all! I’m Philipp Brock from THQ Nordic. To mark last week’s launch of Kingdoms of Amalur: Re-Reckoning, I sat down with the game’s Executive Producer Reinhard Pollice to find out his perspective on what makes gameplay timeless and to find out more about the all-new Kingdoms of Amalur expansion, Fatesworn, which is scheduled for 2021. As we’ve seen with Darksiders and, more recently, Destroy All Humans!, THQ Nordic has gained a reputation for shepherding established game franchises to new generations of playing audiences. Is it possible to distill what you look for in a franchise down to three key components? Reinhard Pollice: It’s not that easy because we are nowadays a gaming company that operates in a broad spectrum of genres and markets. I’d say a lot of our games have a strong emphasis on RPG elements, but we also love combat-focused games that have complex mechanics behind them. Most of all, we build our IP catalogue based on fan favorites. What is it about Kingdoms of Amalur that made it feel it deserved a new life for today’s players? When the game first came out we were intrigued by the RPG systems, the combat and the lore that had a lot of potential. Over the years we realized that it still stands out in the niche it carved out. Before we get into the expansion you have planned for Kingdoms of Amalur: Re-Reckoning, can you share a little bit about what PlayStation players that are new to the franchise can look forward to in the remaster? We are featuring reworked graphics by vastly improved texture resolution, new rendering features for lighting and shadows. So we believe technically this will show as a crisp and smooth experience. But besides that, we analyzed player feedback and realized that the gameplay also needed some improvements. So we changed some mechanics around the loot distribution and how creatures are placed in the world. Also we added the ultimate challenge with the new Very Hard difficulty level. How does the expansion fit into the original campaign? What’s the story? Is it directly set after the events of the main game? The new content is something that starts directly where the main story finished. There is a new treat in the world and a new area that is added to the world of Amalur. The new region was previously unsettled and there is a new ruler who the inhabitants see a lot of promise in. But things are usually not that simple in this world… This story has some connections with the core of the story of Reckoning. How did you develop new content for an 8 year old game? Was this content part of the original concept at the time of the initial release but was never finished? There were some loose ideas that we picked up, but mostly there wasn’t anything like a full concept or a blueprint ready to go. Fortunately we had some advice from people that worked on the original content back in the day at Big Huge Games and we also had a narrative designer joining us. The team at Kaiko also became really attached to Amalur and so we had really great ways to work on. The biggest challenge was to develop new tools and a new pipeline for doing the add-on. We even had to develop a new world editor to make this happen. How do you intend to keep the expansion feeling like an extension of the main game yet considering a near-decade’s worth of changes and improvements to the genre? Our goal is to make it feel natural to the world of Amalur and we also strongly feel that Amalur still holds a great niche in the genre as a combat focused RPG. View the full article
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Hi everyone! I’m from Milky Tea, the development studio behind HyperBrawl Tournament, a 1-4 player local and online arena-based sports-brawler where your objective is to outscore the opposing team. To help make this happen, you’ve got unique heroes, epic weapons and some legendary abilities at your disposal. Play Video Want to know more? Here are five things every brawler needs to know before entering the arena! 1) Master the HyperCurve HyperBrawl’s main gameplay mechanic is throwing the ball (into the opposing goal). These aren’t just your regular old throws, though, but rather throws infused with the power of the HyperCurve. This ability gives you complete control over the ball, which allows you to change its course mid-air. Using this effectively allows you to avoid both opponents and arena obstacles – and honestly, allows for some pretty sweet goals. Check out a few examples below. 2) Channel the HyperForce Winning every match is pretty awesome (or so I’m told), but for someone like me who just needs a little bit of help, we’ve got the HyperForce. Once your hero has taken enough damage, either by being attacked by an opponent or hit by the ball (or even their own teammate), they’ll be able to activate the HyperForce, which increases their speed and strength to help even the odds. Not only is it super satisfying to serve some payback, but launching an opponent into the screen really never gets old! 3) Weapons bring the heat – and change up your play style! To spice things up, we’ve added a bunch of futuristic weapons to the game. These range from offensive ones like the Slam Hammer or Cyclone Sword, to defensive ones like the Sentry Shield. There are even some more unpredictable weapons, like the Mine Mortar, which locks onto and tracks the closest player at any time – including you. And yes, being knocked out by your own weapon is pretty embarrassing, but it happens a lot (to me, at least)! 4) Assemble your team With a dozen intergalactic heroes, eight completely unique weapons, and a ton of customisation options (unlocked through gameplay), there are a lot of ways to build your 2-character team. Do you want a faster, less durable Swift hero with a Mag Beam weapon, to keep your distance and steal the ball from afar? Or maybe a slower but durable Tank hero with a Sentry Shield, to act as your perfect goalie? Or maybe you’d prefer an all-rounder Core hero with a Boost Bomber, to quickly take out the entire opposing team, if used correctly? The choice is yours. Just remember to keep an eye on your opponent, so you can counter if need be! 5) Play alone – or with friends HyperBrawl Tournament is always 2v2, but whether that involves one, two, three or even four players, is entirely up to you (AI will fill any remaining spots). For starters, we’ve got a singleplayer Campaign, if you’d like a place to practice while earning some awesome in-game trophies. When you’re ready to take on the world, you can play Blitz, which is our main online mode, complete with worldwide leaderboards ranked by Wins, KOs and Goals – so even if you don’t win every match, you could still top everyone else when it comes to brawling. You can also play with your friends either locally or online, and use our Party system to invite others no matter where they are in the world. This allows you to mix both local and online players, to play any way you want. So there you have it, five things you should know before jumping into HyperBrawl Tournament, which, by the way, launches on PS4 on October 20. If you want to know more about HyperBrawl (we’ve only just scratched the surface here today), shoot us a message on Twitter, check out our deep dives on YouTube, or consider signing up to our newsletter for some exclusive rewards and prizes. See you in the arena! View the full article
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Hello again, explorers! Many moons ago — seven years ago to the day, it turns out — I penned a Spelunky HD survival guide of beginner tips and tricks on this very blog, based on my countless (779, on PS4 alone) journeys into the Caves and far beyond. Well we’ve finally arrived at the altar of Spelunky 2 — the sequel to one of the best, most quietly influential games of all time — and after some meaningful time spent with a pre-release copy, I’m ready to share some learnings. That is to say, a handful of tips — some tangible, others philosophical — for both returning players and those brand-new to the depths. Steel yourself: the walls are shifting…again… Get ready to be bad. Whether this is your first time playing or you’re a thousand hours into the franchise, don’t make the mistake of thinking that Spelunky 2 is like other games — even Spelunky HD. Sure, you’ll need some dexterity and mechanical proficiency to get more than a few minutes into it, but the other half of progress in a Spelunky game is learning how everything fits together. The level pieces that are generated and how it feels to move between them, the behaviors of the enemies, the ways they interact with each other, the differing amounts of damage everything can do to you, etc. etc. etc. You’re just going to be bad for some amount of time until you start to internalize a critical mass of information — so don’t get frustrated. Just accept it up front, and enjoy the immeasurable reward that lies at the nexus of becoming good at the game and starting to understand how it fits together. ABG: Always Be Gathering. My original Spelunky HD guide began with the tip to always be carrying something — a rock, an arrow, a rat — to set off traps and throw at incoming enemies. While this is still important and is regularly a lifesaver, the small ambient level creatures (dung beetles in the first world, for example) no longer set off arrow traps, and there are a couple more ways to dodge or absorb that damage now. But even more important this time around is to gather every scrap of gold and every gem you see (or find by breaking pots, especially the “ghost jar” if you can smash it safely near a level’s exit). Why? Because the items you can buy in Spelunky 2’s shops are even more useful/varied/fun, and you’ll want to be able to afford the good stuff when you see it. What was old is made new again. Per the above, Spelunky 2’s equippable items are incredibly useful — not just the new additions (the Power Pack is an especially fun-if-chaotic way to level yourself up), but particularly the redone items from the first game. The Compass is immensely helpful in guiding you toward the exit in unfamiliar/tense new worlds like the redone Jungle, and now also points to (some) hidden exits for when you start to plumb the game’s many arcane secrets. The Boomerang now does a bang-up job of returning to you after more complex throws, and is surprisingly affordable in a shop. The Climbing Glove no longer auto-sticks to surfaces (you have to hold a button to opt in), removing the one flaw from one of the game’s best items. And also note some small downgrades for items like the Shotgun, which now has recoil even when hanging from ropes/vines/chains (unless you have the aforementioned Power Pack). And lastly the Cape is now surprisingly important for…reasons. ;-) Back to basics. As cool and important as all the extra spelunking tools are, a good spelunker knows that the most critical tools in their roster are the ones they start with: a whip, some bombs, and some ropes (and maybe a little bit of grit). And to get the most out of them, you need to understand exactly how they work. It will become a gut thing over time, but the whip has a very specific range and “hit box” — one that’s notably different from Spelunky HD — and it requires approaching some enemies differently than others. Perhaps you’d like to try hitting bats with a backward-facing “back-whip”? Bomb radiuses are also a bit different than they were in Spelunky HD, and knowing how far away you need to be for safety — or how many blocks you can blast through — can save an otherwise doomed run. As for ropes, don’t forget that you can use them to hit enemies above you in a pinch, and — surprise! — angry shopkeepers can now scurry up them to get you (which can also be a helpful tool in the right situations). Bird’s the word. The new mounts you can ride in the game are as helpful as they are fun, and the sooner you can make them a regular part of your Spelunky vocabulary, the better. This mostly applies to the Turkeys you’ll find in the first world, which — once tamed — give you a double jump, absorb a few hits of damage for you, and can be carried around like a feathery suitcase when it’s not convenient/safe to ride them around an obstacle. They take some getting used to, but it’s worth the time investment. And if nothing else, you can roast them up with a torch or a bomb for some delectable life-giving hearts. Take care mounting the Rock Dog in the Volcana world — but if you can pull it off, fire-breathing and fire-immunity (for the mount, not you) await. Torches: the new rocks. Many of Spelunky 2’s new enemies take multiple hits to kill, so the standard rock is a bit less useful than it once was (beyond setting off traps, which it’s still great for). Thrown arrows don’t break when passing through lesser enemies like bats anymore, but I’d ESPECIALLY recommend getting to know your new best friend: the torch. You can pick one up by whipping any campfire, and they do 2 points of damage when lit — and you can relight one by touching it to any lit wall sconce. You can even use a torch to cook turkeys (you monster), and take out the first mini-boss in a few throws. Don’t underestimate the humble torch! Let The Path come to you. For new players, I’d recommend doing your best to take it slowly (though not more-than-three-minutes slow, lest the ghost show up) and observe the routines of enemies, conveyor belts, etc. before you rush into them. Let the unexpected become the expected, and avoid unpleasant surprises by being a fly on the wall until you’re reading to take the lowest-risk next steps. (Especially for the moles in the first world — watch their patterns and just let them run their course — it’s rarely worth engaging them.) For experienced players, The Path means something entirely different. And you know what? You’ll solve it eventually, and every step of the way will be a wonderful new revelation. But try to avoid the FOMO of not solving it immediately, or being the only way you’re allowed to conquer the game. Just delight in the joy that is Spelunky, and spend your time getting good again. It will take longer than you think, and you’ll be all the better equipped to tackle its more furtive challenges. Which leads me to… Start a Spelunky pod! Pods are all the rage in this weird world of ours (is that why Spelunky 2 is set on the moon?), so why not find a few pals with whom to plumb the depths together? You can learn so much by just having a friend watch and make suggestions, or take turns doing runs. I haven’t tried proper online co-op as of this writing, but I have to assume it’s excellent. But beyond that, try your best to not dive headfirst into Spelunky 2 spoilers and secrets online, since they are myriad, and discovering them in-game — or working through them as a small group — is deeply satisfying. Remember when you didn’t know everything about everything all the time? Remember sharing rumors and theories with friends down at the arcade? Spelunky 2 is the perfect game for that, so at least for the first few weeks, talk amongst yourselves…and perhaps not on the internet. And if you don’t have such a pod in your life, I’ll mention a different sort — the podcast that I host, Eggplant: The Secret Lives of Games (formerly The Spelunky Showlike), on which we’re starting a deep-dive miniseries on Spelunky 2 this Friday (09/18) — so if nothing else, you can listen in and play along with us. And that’s it! Spelunky 2 is just a treasure trove of brilliant design, challenges, laughs, secrets, and well, treasure. And I hope you now feel slightly more equipped for your journey. Godspeed, explorers! P.S. Special thanks to my co-hosts Zach Gage and Doug Wilson for their contributions! And to Derek Yu for not only his wonderful game, but for sanctioning this post. View the full article
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PlayStation 4 owners, prepare to engage in your first deniable operations. Just under two months before the release of the direct sequel to the original Call of Duty: Black Ops, and mere weeks ahead of the game’s Beta, all PS4 owners will be able to participate in the Call of Duty: Black Ops Cold War Alpha. This exclusive weekend commences on September 18 at 10am Pacific / 6pm BST, and is set to conclude on September 20 at 10am Pacific / 6pm BST. The Alpha is free to all PS4 players. PlayStation Plus Subscription not required for most owners.* Play Video Pre-Loading, Download Size, and Regional Download Links The Call of Duty: Black Ops Cold War Alpha is set to have a download size of approximately 25 GB. Pre-loading is planned to begin on September 17 at 8am Pacific / 4pm BST ahead of the Alpha’s scheduled launch on September 18 at 10am Pacific / 6pm BST. Download the free Alpha at the links below for your respective region: Download Free Alpha: Americas Download Free Alpha: Europe, Middle East, Australia, or New Zealand. Note that due to the game’s rating, PS Plus is required to download in Germany. Download Free Alpha: Japan Download Free Alpha: Asia Accessing the Alpha + Reward for Participation Those who own Call of Duty: Modern Warfare or have Warzone installed can access the Black Ops Cold War Alpha through the main menu. Within the Modern Warfare or Warzone menus, selecting the Alpha menu blade either brings you straight to the Alpha to jump in and play if you’ve already downloaded, or redirects you to its download page at PS Store. You can also exit the Black Ops Cold War Alpha and go straight into Warzone through a menu blade within the Alpha. All participants will receive a Calling Card, accessible across Modern Warfare, Warzone, and Black Ops Cold War upon its release, just for participating in the Alpha. Here’s what players can expect in the Alpha, including an all-new Multiplayer mode for the franchise: Modes – 6v6 Multiplayer: Team Deathmatch, Domination, Kill Confirmed (Available Sept 18-20) The Alpha will include three traditional game modes across two maps designed for 6v6 play. Among this trio is the gold standard of squad-based game modes in Call of Duty – Team Deathmatch (TDM) – as well as Kill Confirmed, a TDM variant where Operators must confirm kills by picking up enemy dog tags dropped by downed players before they are denied by the enemy team. Then there’s Domination, an objective mode staple in the Call of Duty franchise. Expect a larger capture area than in previous titles in Black Ops Cold War’s Domination, allowing for more cover opportunities and maneuverability when attacking or defending while capturing a point. These three modes will be available on the following maps during the Alpha: Map – Miami A prison transport vehicle has been intercepted by Perseus through hired DGI forces, with CIA forces arriving to take them out in the heat of Miami’s South Beach. Amid art-deco architecture and neon lights, Operators battle between various buildings, in the streets, and on a stretch of the beachfront itself. Various rooftops and windows act as prime longshot spots for sharpshooters who can take advantage of vistas across empty streets and beaches. Meanwhile, Operators can weave in-and-out of vacated tourist traps in close-quarters combat, using parts of a parking garage or the beachfront to flank enemy combatants. Map – Satellite First teased in the Black Ops Cold War Reveal trailer, Satellite is set in an Angolan desert where a KH-9 American-made satellite has been downed. Soviet and American forces arrive on a battlefield devoid of any man-made structures, save for the satellite in question at mid-map. Other than this cover-heavy central point, the map’s rocky outcroppings and archways provide numerous flanking routes and plenty of cover. Alternatively, the natural sand dunes on the opposite side of the map are a perfect territory for snipers, at the expense of any meaningful protection from aerial Scorestreaks or a cross-map high-caliber bullet. Introducing Combined Arms: Domination (Available Sept 18-20) Combined Arms: Domination is a new 12v12, vehicle-inclusive twist on traditional Domination, set in larger maps compared to the game’s traditional 6v6 play spaces. In Combined Arms, vehicles such as Tanks, Snowmobiles, Wakerunners, and Gunboats will allow squads to bolster their firepower and mobility across these expanded environments. Like the core 6v6 Domination mode, teams will be tasked with capturing and defending multiple objectives between two initial spawn areas. Along with traditional loadout-based firefights and Scorestreak play, Combined Arms: Domination is defined by how each squad uses the available selection of vehicles to help their team turn the tide of battle. In the Alpha experience, Combined Arms: Domination will take place on two maps: Map – Armada It’s 1984, and U.S. and Soviet forces are battling it out in the North Atlantic Ocean in search of a prototype nuclear submarine. Competing squads will take to the high seas with skirmishes on multiple ships, utilizing ziplines, rappel lines, and various seacraft to navigate the rough waters below. The central ship is a hotspot for combat of all forms, from CQB battles in control stations, to sniper duels with adjacent ships, to aquatic warfare that may take place below the surface. Be sure to explore every nook and cranny of the map to discover new entryways to each objective point, and keep your head on a swivel. Map – Crossroads In the middle of the frozen Soviet wilderness, NATO forces have ambushed a large military convoy comprised of mobile ICBM launchers. Tanks and Snowmobiles will help operatives plow over this snowy tundra’s banks and groves, both of which could be temporary homes to sharpshooters looking for longshot opportunities. Those planning out their strategy for victory should consider wresting control of the communications station, the lone structure that stands at the dead center of the iced-over lake. Or, for those looking to flank the enemy team, try braving the rickety bridge that spans over a deadly chasm… if you’re not afraid of heights, that is. Need to see the new maps and modes in action, including a run-down of what Multiplayer entails? Be sure to watch the Call of Duty: Black Ops Cold War Reveal video here! Traditional Loadout, Scorestreak Options Available Before dropping into the above maps and modes, get a glimpse at the Create-a-Class, Gunsmith, and Scorestreak customization features showcased in limited capacity during the Alpha. While you’re editing your loadout, get to know the new Field Upgrades on offer. These are pieces of equipment earned over time while in-game that can act as a boon for your fellow squadmates or hinder the enemy team’s abilities. Wildcards also fundamentally alter the rules of Create-a-Class, with four powerful options to choose from for maximum flexibility. Alternatively, a few default loadouts are available for Operators looking to pick up and play with a developer-tailored selection of weapons, attachments, Perks, equipment, Field Upgrades, and Wildcards. For those looking for inspiration on Create-a-Class and Gunsmith creation ideas, these default loadouts can act as a great framework for crafting your own custom arsenal. Once everything is to your preference, dive into Multiplayer and earn some Scorestreaks, which can be crucial for achieving victory. Scorestreak points – earned via both kills and objective play – are kept through death. Stay alive and string together multiple kills in one life to earn point multipliers that will aid in earning higher-end, game-changing battlefield technology. Pre-Order Now on Digital This Alpha is just a fraction of all the content to come with Black Ops Cold War Multiplayer; expect more modes, maps, weapons and vehicles in the upcoming Open Beta and at the game’s launch on November 13. Pre-order digitally now and get instant rewards like the Woods Operator Pack** for immediate use in Modern Warfare and Warzone, and secure early access to the Open Beta***, first on PS4. *PS4™ owners in Germany will need a PS Plus subscription due to the game’s age rating. Alpha starts September 18, 2020 on PS4 system. Actual platform availability and launch date(s) of Alpha subject to change. See www.callofduty.com/alpha for more details. Minimum Alpha duration is 2 days. Limited time only. Internet connection required. **Call of Duty: Modern Warfare / Call of Duty: Warzone on pre-order platform required to redeem Woods Operator and Blueprint. Sold/downloaded separately. Must be redeemed by Nov. 13, 2021. ***Actual platform availability and launch date(s) of MP Beta subject to change. See www.callofduty.com/beta for more details. Minimum Open Beta duration is 2 days. Limited time only, while Early Access Beta Codes last, at participating retailers. Internet connection required. Online multiplayer subscription may be required. © 2020 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY, CALL OF DUTY BLACK OPS, CALL OF DUTY WARZONE, MODERN WARFARE, and WARZONE are trademarks of Activision Publishing, Inc. View the full article
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“So… What if we were to not only translate subtitles for Japan, but also record all new voice lines for all the characters, repaint all the in-game posters, papers and notes, and rewrite all the in-game text for our Japanese release of Budget Cuts on PlayStation VR?” Our CEO Jenny Nordenborg wondered out loud to our room full of developers (ok so it wasn’t exactly a big room – we were only five people working on it after all) We were stunned. We were also excited, shocked, and nerding out over how cool it sounded, but mostly stunned. How could we find Japanese voice actors up to the task of conveying the personality behind all our characters? Where would we find someone (or a team of someones, as it turned out to require) with enough understanding of our game and the world behind Budget Cuts to do the story justice? None of us knew where to begin, or how much time (or money!) this would take. All we knew is that we were equal parts terrified and excited to pull this off. Luckily for us, Jenny is a magician at finding really good business partners, and we soon met with our new localization buddies over at Kakehashi Games who would become invaluable in correcting all our many (many!) mistakes. Mistakes you say? Had we really already started to translate our game into Japanese without any professional guidance? Well, yes. Sort of. You see, most of us Budget Cuts devs grew up with anime and manga, and have been big fans of Japanese video games throughout our lives. We even spend most of our lunch breaks watching Terrace House reruns together at the studio (Back when we were all working together at the studio, that is. These days we watch together on Discord) so we sort of thought we could give it a go. So yeah. Our attempt at a Japanese translation was not great, and luckily we got the professionals involved and let me tell ya. The result is pure MAGIC! I wanted to share some of that magic with you today, but be warned — there are some story spoilers ahead! First of all, we knew that we needed to hit the nail on the head when it came to that “office humor” and “corporate” vibe and the world of mega-conglomerate TransCorp; instilling the communal fear of HR, the background gossip about your “coworkers” and the never-ending files that need filing and approval requests that need denying. Play Video We had originally given one of these worker robots a name that we thought was the Japanese equivalent of “John Smith” that is — a placeholder name for someone who is, sometimes comically, unremarkable. Turns out what we had typed up actually meant “Selection of the best vegetables” and was unheard of as a name in Japan! After having a good laugh at our attempts, our buddies over at Kakehashi came to our rescue yet again, and that worker robot is now named a much more appropriate ジェイク・ピーターソン. We knew though that there are two sides to the TransCorp coin, and while we felt confident that we were capturing the tone of corporate comedy, we also needed to make sure that Adam and the Prosecutors instilled fear in the player. Finding the right voice actors who could convey all that weight and menace, along with the many humorous side-characters we sprinkled throughout the campaign, was important to us. We got extremely lucky with the two Japanese voice actors who lent their talent to these characters; Yoshitake Kure and Megumi Nakamura (along with the invaluable guidance of our master translator Ryu Ito). Warning: the below video contains story spoilers for Budget Cuts! Play Video We knew we wanted to give everyone a chance to hear these voice lines and play the game in the full Japanese immersion that us devs craved — so every single copy of Budget Cuts, regardless of region, has access to the Japanese localization for both audio and in-game textures. This is set via your Systems Language on your console settings. Budget Cuts is arriving on September 25, and we couldn’t be more excited to see how all of you PS VR players take on the evil multilingual efficiency robots of TransCorp! View the full article
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This is truly an exciting time for all of us at PlayStation. Over the past few months, we’ve been able to show you a glimpse of the stunning new games being created for PlayStation 5, taking advantage of the console’s unique capabilities to deliver lightning-fast loading, heightened immersion, and a whole new generation of experiences. And we’re excited that the time for you to experience these brave new adventures is almost here. As we have just announced in our PS5 Showcase, we’re only a couple of months away from launching the next generation of play. Starting on November 12, PS5 will be available in seven key markets: the U.S., Japan, Canada, Mexico, Australia, New Zealand and South Korea. The global rollout will continue on November 19 with launches throughout the rest of the world*, including Europe, Middle East, South America, Asia and South Africa. PS5 Digital Edition will be available for a recommended retail price (RRP) of $399.99/¥39,980/€399.99 (MSRP), and PS5 with an Ultra HD Blu-ray disc drive will be available for an RRP of $499.99/¥49,980/€499.99 (MSRP). Pre-orders will be available starting as early as tomorrow at select retailers, so please check with your local retailer. We’re pleased to provide choice to gamers with two PS5 console options at launch, depending on if you want a digital-only experience or prefer disc-based gaming. Whichever PS5 you choose, you’ll enjoy the same breathtaking, next-gen gaming experiences. Both PS5 models use the same custom processor with integrated CPU and GPU for high-fidelity visuals, including 4K graphics and ray-tracing support, as well as the same ultra-high-speed SSD with integrated I/O for lightning-fast loading. PS5’s 3D audio and the DualSense Wireless Controller will also provide the same heightened sense of immersion on all PS5s. We are proud of the breadth of games being created for PS5, and it’s our goal to continue filling our portfolio with new, rich experiences from the most talented game creators in the industry. Today we shared a sneak peek at the following new games coming to PS5: Devil May Cry 5 Special Edition (Capcom) Final Fantasy XVI (Square Enix) Five Nights at Freddy’s Security Breach (Steel Wool Studios and ScottGames) Hogwarts Legacy (Warner Bros. Games) New God of War title (Santa Monica Studio) These newly revealed titles, along with the games we’ve shown previously, represent the best lineup we’ve ever seen in PlayStation history. Games like Marvel’s Spider-Man: Miles Morales, Call of Duty Black Ops: Cold War, and Demon’s Souls will launch alongside the console. Our own Worldwide Studios titles will be priced from US$49.99 to US$69.99 (RRP) on PS5. Additionally, we know that the PS4 community will transition to PS5 at different times, and we’re happy to announce PS4 versions of some of our exclusives. Marvel’s Spider-Man: Miles Morales, Sackboy A Big Adventure, and Horizon Forbidden West will also launch on PS4. While these three games were designed to take advantage of PS5 and its unique next-gen features like the ultra-high-speed SSD and DualSense controller, PS4 owners will also be able to enjoy these experiences when they launch. The PS4 digital versions of launch games include a free upgrade on both PS5 consoles, while the PS4 disc versions of these games include a free upgrade on the PS5 with Ultra HD Blu-Ray disc drive. For PlayStation Plus members, we’ll have a special new offering on PS5 – the PlayStation Plus Collection**. PS5 owners with PS Plus will be able to download and play a curated library of PS4 games that defined the generation, like Batman Arkham Knight, Bloodborne, Fallout 4, God of War, Monster Hunter: World, Persona 5 and many more. The PS Plus Collection will be an added benefit to the existing PS4 benefits that PS Plus members receive for a single subscription price. Also launching this November is a slate of new accessories: DualSense™ Wireless Controller (standalone) – US$69.99/¥6,980/€69.99 (RRP) PULSE 3D™ wireless headset – with 3D audio support and dual noise-cancelling microphones US$99.99/¥9,980/€99.99 (RRP) HD Camera – with dual 1080p lenses for gamers to broadcast themselves along with their epic gameplay moments US$59.99/¥5,980/€59.99 (RRP) Media Remote – to navigate movies and streaming services with ease US$29.99/¥2,980/€29.99 (RRP) DualSense™ Charging Station – to conveniently charge two DualSense Wireless Controllers US$29.99/¥2,980/€29.99 (RRP) This year has been unlike any other, and there have been many challenges the world has faced. Everyone at PlayStation, along with all of our partners in development, publishing, technology, and retail, have devoted a lot of effort to launch PlayStation 5 in time for the holiday season. We’re all working closely together to achieve our mission of delivering the best that gaming has to offer to our community. I truly want to thank you, the fans, for your tremendous support (and patience!), while we take this journey to PS5. We can’t wait for November to arrive – when you’ll be able to get a PS5 console in your hands to begin exploring new adventures and creating new epic memories for many years to come. *Availability in each country subject to local import regulations. PS5 launch date for China is still under exploration and will be announced at a later date. **Availability of PlayStation Plus Collection titles may vary by country. The Plus Collection is not available in China. PlayStation 5 Launch Day Games from SIE Worldwide Studios Astro’s Playroom (Japan Studio) – pre-installed on PS5 Demon’s Souls (Bluepoint Games / Japan Studio) – US$69.99/¥7,900/€79.99 (RRP) Destruction All Stars (Lucid Games / XDEV) – US$69.99/¥7,900/€79.99 (RRP) Marvel’s Spider-Man: Miles Morales (Insomniac Games) – US$49.99/¥5,900/€59.99 (RRP) Marvel’s Spider-Man: Mile Morales Ultimate Edition (Insomniac Games) – US$69.99/¥7,900/€79.99 (RRP) Sackboy A Big Adventure (Sumo Digital / XDEV) – US$59.99/¥6,900/€69.99 (RRP) View the full article
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We have been working diligently for almost three years on the legend that is Demon’s Souls. Together with the masters of the remaster Bluepoint Games, we have lovingly crafted this thrilling experience to bring it to stunning new life on PlayStation 5. In Demon’s Souls, we send you back to the fog-ridden kingdom of Boletaria like you’ve never seen it before. Here, death is not the end, and again the challenge seems insurmountable. But this dark world draws you in nonetheless, with its sumptuous sights and chilling sounds. Through the power of haptics, you feel every visceral blow, making even small victories all the sweeter. It was essential to us that we recreated Demon’s Souls in such a way that longtime fans are transported back to the Boletaria they love. It’s the Boletaria that has been growing and maturing in their imaginations for over a decade. A place where every room, corner, and corridor has a story to tell. Here, the original characters, encounters and battles are brought to life in greater fidelity, making the story even richer and darker. Even as we went back to the drawing board to build upon the original art, sound, music, and feel, our goal was always to remain true to the vision of the original classic – its story, gameplay and level design. With this in mind, we fine-tuned the title to ensure the game remains fresh and appeals to new users accustomed to modern controls and experiences. Above all, this is to ensure the lands of Boletaria are living and breathing worlds, home to all manner of terrors, brimming with tension and challenge. In this way, we hope that Demon’s Souls is both parts new and familiar, welcoming to veterans and newcomers alike. This time, we’re thrilled to bring you an extended look at gameplay, featuring the first challenge you’ll face on your arduous journey – the grotesque demon Vanguard. View the full article
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Hey, kids! Do you want pizza?! Well, Fazbear Entertainment has spared no expense developing the world’s most extreme family fun center – Freddy Fazbear’s Mega Pizza Plex! At three stories tall, it’s the flashiest, raddest, rockingist, safest* pizzeria the universe has ever seen. Of course, Freddy and the band are excited to meet you! Utilizing the latest in animatronic technology, you can actually party with the stars themselves. So, on your next birthday, let Freddy Fazbear’s Mega Pizza Plex make you a SUPERSTAR! * Disclaimer: Fazbear Entertainment cannot guarantee guest safety Steel Wool Studios and ScottGames are working together again to bring the next gaming chapter in the Five Nights at Freddy’s universe. Five Nights at Freddy’s: Security Breach brings its Indie Dev spirit and combines it with cutting edge gaming technology. We are taking the franchise to the next level on the PlayStation 5. The PlayStation 5’s next-gen technology enhances the fear and tension beyond what’s been possible before. Real-time ray tracing graphics ups the visual fidelity and brings the Animatronics to life like never before. Feel the fear surround you with PlayStation 5’s immersive 3D Audio. Utilizing the lightning fast new SSD technology, the pace of terror is never interrupted. That’s all for now but stay tuned because there is plenty of new info about Five Nights at Freddy’s: Security Breach coming your way. View the full article
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Oddworld: Soulstorm has a massive cinematic scale filled with breathtaking visuals. The game’s 2.9D environments transport action platforming to the next generation by giving players more freedom to explore Abe’s world which includes new environments such as Gorge, Sorrow Valley, and Feeco Depot. The power behind PlayStation 5’s technical achievements bring out Oddworld: Soulstorm’s stunning graphic fidelity. PS5’s mind-blowing 3D audio puts you in the middle of the action, as if you are right next to Abe helping him and his fellow Mudokons escape. The DualSense controller allows you to experience the palpitations of Abe’s heart as he tries to save his followers in the face of overwhelming forces armed with superior fire power. As Abe struggles, the ingenious adaptive triggers offer resistance, making the struggle feel more real. Revolutions can come for the most unlikely of places or people. Our hero Abe was born a slave to big business, but ignorant of his plight. Happy to be one of millions of cogs in a giant machine that will literally eat them up. He knew of no better life. All that changes when he overhears what RaptureFarms has in store for him and his fellow Mudokons. Abe is not the typical hero you’d expect. He doesn’t carry weapons. His biceps are not bigger than his head. He is not trained in martial arts. He is an ordinary Mudokon armed with hope and heart and that might be just enough to make him the hero we need. In Oddworld: Soulstorm, he will face impossible odds against increasingly violent and manipulative powers trying to squash him and the uprising before it can start. The stakes are higher, the threat is greater, and the obstacles are more devious. Every step you take brings more danger. Every choice leads to more life and death decisions. Revolutions are unimaginably difficult. Farts and “come here” won’t cut it, not anymore. That is why we have introduced crafting and a Scavenger’s Economy to Oddworld: Soulstorm. Abe must be more resourceful now, taking part in a scavenger’s economy and crafting his own set of tools from the consumer products pushed on him and his compatriots by the runaway corporatist interests that exploit every aspect of this world. Abe must loot, pickpocket, and search through lockers, even going off the critical path to find tools and items that can be used to create supplies and weapons you and your followers might need as you continue Abe’s evolution from slave to revolutionary leader. Oddworld: Soulstorm puts quarma front and center in every decision you makereflects quarma in the decisions you make. The actions you take have real time consequences and accrue throughout the game in immediately noticeable and conscious ways. Abe’s choices are now more important as his morality directly influences how strong his spiritual powers can become. Will his peers follow him? It’s almost time to find out. All of our games, including Oddworld: Soulstorm are fun, story-driven adventures but our games possess underlying philosophical dilemmas that are relevant to our complicated world, its societal pressures, and the struggles we endure in our efforts to survive our human condition. And like all our games, our challenging philosophies are presented with a little humor and a lot of hope that if someone like Abe can spark change, so can you. We look forward to sharing our release date with you very, very soon. View the full article
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Today, Sony gave us the honor of announcing Devil May Cry 5 Special Edition in the PlayStation 5 Showcase! We here at Capcom are incredibly excited to be able to kick off the next generation by launching DMC5SE digitally, day and date with the launch of PS5. DMC5SE was conceived with two main goals in mind – to take the award-winning gameplay of DMC5 and enhance it to provide a truly next-gen experience, and to add key content that fans have been asking for. Now that we’ve finally announced DMC5SE, I wanted to take a second to provide a look at all of the work that went into achieving these goals. First up, next-gen upgrades. As soon as we got PS5 dev kits in our hands, our team began kicking the tires to see what kind of performance we could wring out of it. The first thing that caught our engine team’s attention was the hardware’s new ray tracing capabilities. PS5’s ray tracing architecture gives us the ability to render DMC5SE’s stunning graphics with even more realistic lighting – allowing the engine to calculate light bounces, and therefore draw truly dynamic reflections and provide even more realistic lighting and shadows. Up until now, our artists have always had to create approximations of reflections by hand to achieve that effect – but the ray tracing architecture in PlayStation 5 gives us “more power” to provide true reflections in real time. In DMC5SE, players have the choice to turn on ray tracing and prioritize resolution (targeting 4K @ 30fps), or frame rate (targeting 1080p @ 60fps). Above: DMC5SE with ray tracing on. Below: same place with ray tracing off. For players who prefer to allocate their horsepower to frame rates over graphics, PS5 also gives console players the ability to play their games at frame rates up to 120fps (with a compatible display, of course), which is enabled in DMC5SE when players turn on High Framerate Mode. The next-gen upgrades aren’t all visual, though. In addition to the hotly anticipated fast loading made capable by PS5’s new hard drive (it is seriously, Crazy fast), the hardware also now gives us the opportunity to provide even more immersive, 3D audio. Just wait until you get into a situation where you’re surrounded by a bunch of Hellbats – you’ll be able to pinpoint specifically where they all are in relation to the camera based on their cries. DMC5SE also takes advantage of DualSense’s new functionality. When you press L2 to rev up Nero’s exceed, you’ll be able to feel the vibrations of the engine and the pull of the throttle. And thanks to DualSense’s upgraded haptic feedback, you’ll feel in your hands the same sensation that Nero and Dante do as they wield DMC’s trademark arsenal of weapons. So we’ve covered the majority of the next-gen upgrades – what about the additional content? Well, there were three things in particular that stood out when fans asked for them after the announcement of DMC5. Firstly, we added Turbo Mode – the ability to crank up DMC5SE’s gameplay to play at 1.2x the normal speed. This mode has been a fan favorite addition to DMC ever since DMC3SE – it takes DMC’s already fast paced, stylish action and kicks it up a notch. Fun fact – although partly inspired by Street Fighter 2 Turbo – Itsuno-san and his dev team first got the idea to implement Turbo Mode when they programmed DMC3 to play at the same speed on lower refresh rated PAL tvs (which update at 50hz) compared to their NTSC cousins (which update at 60hz). In development, we’ve actually tried to kick it up to 1.3x speed before as well! But we found that 1.2x provided a perfect sweet spot of speed vs. controllability. Secondly – Legendary Dark Knight difficulty. This is a difficulty where each encounter provides multiple times the enemies compared to the other difficulties, which makes for all kinds of chaos on screen, and goes perfectly with all of the stylish, big moves that Nero, Dante and V perform as they’re obliterating demons. This can only be done at this graphical quality, thanks to the upgrades in horsepower and memory that PS5 features. And last, but certainly not least – Vergil. As soon as DMC5 was announced back in 2018, the most consistent request that we got from players was for playable Vergil. When my boss, Jun Takeuchi, came to me late last year and said “let’s do this,” I knew that the first thing we would have to do is make sure that we make Vergil playable. In DMC4, Vergil got an upgrade with the Concentration Gauge, which reflected his calm and deadly nature. For DMC5SE, we’ve added even more interesting twists to his gameplay in addition to the return of said Concentration Gauge. And if you own DMC5 on PS4 stay tuned, the Playable Character: Vergil Paid DLC will be available at a later date. You can get a taste of what’s to come in the trailer below! It’s incredibly exciting to be able to say that we’re going to be able to represent Capcom and kick off PS5 with Devil May Cry 5 Special Edition. We’ve worked hard to provide an upgrade that takes proper advantage of all of the new hardware capabilities, while also offering content that fans have been asking for. At $39.99 USD we think it’s a great, affordable way to get a taste of the true next-gen experience that PS5 has to offer, and enjoy an award-winning action game to boot. We hope you all have a Smokin’ Sexy Stylish time with it when it launches day one on PlayStation 5. View the full article
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Deathloop’’ island of Blackreef is a mystery wrapped in an enigma and packed with murderous intent. The timeloop keeping the island locked in a perpetually looping day might be a boon for most of Blackreef’s inhabitants, who just want to be forever young and forever partying, but for one man it’s a source of constant turmoil. Colt is the only person on Blackreef not having a good time, and it might be because he’s the only person on Blackreef trying to destroy the timeloop and put an end to the endless party. Hunted by the people of Blackreef, Colt will be completely outnumbered on his mission to break the loop, but he won’t be outmatched. He has an arsenal of devastating weapons and supernatural abilities at his command, and perhaps more importantly, he has a plan. There are eight Visionaries responsible for keeping the loop going. Eight people that have to die to make things right, and thanks to the timeloop, you’ve only got one day to take them all out or the loop resets. But the targets are spread out across the island and are often only accessible at certain points throughout the day. So how can you possibly eliminate them all in time? The solution won’t be easy, but with some practice (and quite a few resets) you’ll be able to solve the puzzle of Blackreef and break the loop. Take a look at the latest Deathloop trailer to see how Colt tackles the problem of getting two Visionaries – Aleksis and Egor – in the same place at the same time. Welcome to Blackreef It’s not enough to know where or when your target will be vulnerable to an attack. First, you need to get to know the island. Blackreef’s history is written on its face. From a remote fishing village to a military research center to the home base for its current eccentric, 60s-pop-art-obsessed citizens, the architecture of the island tells a story. And it’s a story you should be paying attention to because uncovering the island’s secrets will get you closer to breaking the loop. The island itself is broken up into four open districts, similar to what you might remember from Dishonored, though the districts aren’t tied to levels. You can explore any district in any order as you work to solve the puzzle of the island. Time of day will play a role in changing the look and layout of the different districts. While mornings might see clear streets filled with people preparing to throw a massive party, nights will see those same streets covered with snow from an afternoon flurry and the remnants of a spectacular rager. Snowbanks might cover paths you would have been able to take earlier in the day, while also providing lifts to new, previously unreachable locations. Events that took place throughout the day (whether you were there to witness them or not) will also have their own effects on the districts, and the decisions you make in one area of the island can impact others. All this will need to be factored in as you hunt down your targets. And always remember, you’re not trapped with just one strategy as you explore and gather information. As Campaign Designer Daniel Todd tells us, the loop is there for you to take advantage of. “The loop can give you perfect clarity on the outcomes of your actions. You never need to wonder what would happen if you tried one path or another; you can try both and compare the results. One outcome may be to your advantage if you have one goal in mind, but if you return to the same location with a new goal, the alternate outcome may be the one that gives you the upper hand.” Assembling the Puzzle Pieces Once you’ve got the hang of the island’s layout and how events as well as time of day affect different districts, you can move on to researching your targets. If you want to take out all the Visionaries, you’ll have to get clever. Pick your target. Watch them. Listen to what they say. Read their communications. Follow the clues, and eventually you’ll have everything you need. Each Visionary will have his or her own base in the districts – like Aleksis’ mansion or Egor’s lab – and each will be a visual representation of who that person is, adding to the flavor and style of the world. There might be multiple bases in one district, but a target might only be accessible during certain times of day, and some targets will have to be forced out of their hideouts. See, the Visionaries have their own lives and schedules, but they can be manipulated. “The murder puzzle was at the heart of Deathloop’s conception,” says Todd. “The Visionaries of Blackreef are stuck in a pattern, loop after loop, without fail. A player who charges in can easily fall into the same trap, repeating the same actions loop after loop. The key to breaking the loop is to break these patterns. The player must try new things, investigate leads, make discoveries and gain knowledge. With this knowledge, you can break the patterns the Visionaries are set in, and by doing that in just the right places, break the loop.” Just look at Egor in the trailer. He was more than happy to stay home during Aleksis’ party and work on his breakthrough, but throw in a little sabotage and suddenly he had nothing better to do than drink his sorrows away. And the player picks up on all that by watching and listening and then connecting the dots. “We work to keep the action driven by the player’s own wants and goals,” Todd explains. “Blackreef is filled with challenges and secrets to discover and threaded through it all are the leads you need to follow to solve the murder puzzle. We strive to keep the connections between these clues cohesive to drive to the player to the next lead, rather than the game simply solving the puzzle for them once they’ve found all of the clues needed to unlock it.” And Then There’s… Her Julianna Blake. One of the Visionaries, and the most daunting test you’ll face. Unlike the other Visionaries, you won’t have to worry about finding her, because she’s always watching you. Julianna has no qualms about letting you know when she’s on your trail, and her voice will dog you through the streets and tunnels and rooftops of Blackreef throughout your mission. Because while the Visionaries are extraordinary in their own ways and won’t be easy to take down, Julianna isn’t just a Visionary. She’s also a playable character, meaning it could be another player invading your campaign to wreak some havoc, adding another layer of unpredictability to her actions (PS Plus required – this is an optional feature that can be toggled off). So while you’re on the hunt for clues across the island, watch your back, because Julianna might be on the hunt for you. Deathloop releases in Q2 as a PlayStation console exclusive*, and is targeted to run at a stylish 4k/60fps at launch. *Also available on PC View the full article
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A newly formed team of CIA operatives arrives on the north coast of Turkey in the dead of night, as intel suggests that a key player for an ongoing hostage situation is fleeing the country via the Trabzon Airfield. With rumors of Cold War spy Perseus returning, it’s time for these operatives to clear the runway in the hopes that this high value target holds the key to ending an impending attack on the free world. This is Nowhere Left to Run, just a small part of the first level of the Call of Duty: Black Ops Cold War Campaign, as captured on PlayStation 5 and revealed within Sony’s PS5 Showcase event. Nowhere Left to Run: Mission Overview Developed by Raven Software, the game’s single-player experience will bring players back to the early 1980s at the height of the Cold War to stop a subversive plot with global implications: the threat of global thermonuclear war. As a direct sequel to the original Call of Duty: Black Ops, it all begins with Nowhere Left to Run. In this mission, you play as CIA Operative Alex Mason, who arrives to Trabzon with their fellow operatives, including returning hero Frank Woods and new ally Russell Adler. Specifically, this CIA fireteam infiltrates an airport just as Arash, their high value target (HVT), is about to board a freight aircraft. After witnessing his cruelty towards his own men, the player must take a crucial shot at the confirmed HVT. During the playthrough shown at the event, the shot goes through another one of Arash’s men, and the fireteam’s cover is blown. Fighting through a group of defenders as the aircraft starts to pull away, the operatives secure a pickup truck and give chase. From the truck bed, the player-controlled operative fends off a few hostile vehicles overflowing with enemies before taking control of an RC car strapped with explosives, a planned last resort for destroying the HVT and dangerous cargo on board the plane. A successful trigger of the bomb-strapped toy brings this chase to an explosive halt, ultimately leaving our operators with mere milliseconds to escape being crushed by the collapsing scrap metal that once held their primary objective. This is a taste of the full level of gameplay shown: Expect much more in the weeks to come as Call of Duty: Black Ops Cold War readies for release on November 13. Call of Duty: Black Ops Cold War is developed by Treyarch and Raven Software. Next Generation Feel for the Next Generation of Global Combat This intense and badass mission comes to life like never before due to the power of the PlayStation 5. Thanks to ray-tracing technology, the shadows and lighting for this nighttime operation are more dynamic and lifelike, which can truly be seen at a stunning 4k resolution and 120hz refresh rate (compatible display required), as well as with supported high dynamic range (HDR) enabled. During the mad dash to neutralize this target and destroy any cargo on board, the DualSense wireless controller will give haptic feedback, making you feel the impact of every pulse-pounding move and explosion in your hands. That all can be also felt through Tempest 3D AudioTech, where the sounds of this epic chase can be heard from all angles as if you were right there alongside Woods and Adler on this top-secret operation. Ready for more? Pre-order the game now and prepare to dive deeper into this mind-bending journey, a gripping story with twists and turns only possible within the Black Ops universe. Intel: PlayStation 4 Exclusive Alpha Weekend PlayStation 4 owners can also get a taste of Call of Duty: Black Ops Cold War Multiplayer through an exclusive Alpha* weekend, complete with multiple modes, maps, and a preview of the Create-a-Class and Scorestreak systems. Pre-load begins September 17 at 8 a.m. PDT. The Alpha kicks off on September 18 at 10 a.m. PDT and is set to conclude on September 20 at 10 a.m. PDT. *Nominal fee required to access Alpha in Germany and Japan. View the full article
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Sometimes I stop to appreciate the surreal nature of my story meetings. “How should this character’s voice change when they drink Polyjuice?” “How long do house-elves live?” “Are Graphorns omnivores?” These are the types of questions that drive us toward authenticity, and the types of questions you only think to ask when you have steeped yourself in the lore. Developing Hogwarts Legacy at Avalanche is a team endeavor. Every department understands that immersive storytelling works best when it is woven throughout the DNA of the project. What’s more, we take seriously the responsibility of contributing new content to the beloved Wizarding World franchise. The Portkey Games label gave us a unique opportunity to return to Hogwarts during a different era. We are always asking ourselves how we can draw from the rich library of characters, creatures, and themes – and imagine how those details would influence the school more than a century before Harry Potter’s arrival. Who was the headmaster? What challenges did students face? What influenced their society before Tom Riddle, before Newt Scamander? I like to say that what we are giving fans is something familiar in a way they have never seen. We embrace what we know and challenge ourselves to expand upon it. Nearly Headless Nick would have been floating around, loyal and cheerful as ever. The Forbidden Forest was still forbidden and home to centaurs not likely keen on human interaction. Goblins were around, but this lot certainly didn’t work at Gringotts. The village of Hogsmeade was there, and an Ollivander has been making wands since 382 B.C. Often, the difficult task is choosing which details we aren’t going to explore. This is an exciting time to develop immersive experiences – the new opportunities provided by the PS5 are literal game-changers. With innovative high definition graphics, a player can practically feel the terror of Inferi bearing down upon them, sense the ground rumbling beneath them as a herd of angry centaurs surrounds them. Even dueling against a deadly dark witch takes on a new level of realism thanks to the controller’s ability to imbue sound and touch into every moment. When the first book came out, I became an instant fan. I see each day the multi-generational appeal these stories have earned. I am so proud to be a part of this amazing journey and very grateful that we can finally share the excitement with the world. This is a labor of love, and the real magic comes from the dedication and imagination of a team who wants nothing less than to make this an authentic and compelling Wizarding World game. View the full article
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Hey everyone, Today we debuted a brand new 7-minute gameplay video featuring explosive new footage of Marvel’s Spider-Man: Miles Morales. If you missed it, take a look. Play Video The demo opens with Miles and his best friend, Ganke Lee, walking through their East Harlem neighborhood to an election rally for Miles’s mother, Rio Morales. Here you’ll see some of the characters you’ll get to know during the game and a glimpse at the culture of the neighborhood. We hope you love the beautiful visuals of a wintertime Marvel’s New York, our neon-noir aesthetic for the game, and gorgeous ray-traced* reflections. Miles is searching for a sense of belonging in his vibrant new neighborhood, but a war has broken out between a devious energy corporation, Roxxon, and a high-tech criminal army, the Underground. In the gameplay sequence you saw captured from PlayStation 5 hardware, the Underground interrupts the election rally. Meanwhile the Underground also attacks a Roxxon convoy on the Braithwaite Bridge in an attempt to steal NuForm energy canisters. NuForm is a highly violate energy source that Roxxon promises can power the entire city cleanly. Here we meet the leader of the Underground, the brilliant Tinkerer. Marvel fans will surely recognize the name of this villain from the comics, but we’re very excited to introduce you to our take on this classic Spider-Man villain. Miles races to the bridge, and, using his explosive, new bio-electric venom and camouflage abilities, attempts to stop the Underground while protecting the citizens of Marvel’s New York City. But as Miles endeavors to rise to the challenge of becoming his own Spider-Man, he finds it’s not as easy as just having impressive new powers. Beyond the thrilling gameplay, the gameplay video also shows off some of the amazing visuals that are available for the game on PS5. We are taking advantage of the next-generation in many more ways as well for the PS5. From the silky smooth targeted 60fps frame rate Performance Mode, to feeling the bio-electric venom energy course through your fingertips via the haptic feedback of the DualSense controller, to hearing Marvel’s New York surround you in lush 3D audio*, Marvel’s Spider-Man: Miles Morales will be a showpiece for the PlayStation 5. We’re also excited today to reveal that Marvel’s Spider-Man: Miles Morales will be arriving on both PS5 and PS4. Yes, that’s right, we know that some of you may transition to PS5 at different times, which it was why it was important to us to release the latest title in the Marvel’s Spider-Man universe on both consoles. The standard edition will be available digitally on the PlayStation Store or physically at your local retailer for $49.99. Marvel’s Spider-Man: Miles Morales also supports a next-gen upgrade path, so even if you aren’t ready to upgrade to PS5 just yet, there’s nothing stopping you from buying the PS4 version and enjoying the game alongside everyone else at launch. While it doesn’t have the enhancements made possible by the console in the PS5 version, the game still looks beautiful on PS4 and PS4 Pro, and you can rest easy that when you do make the jump to PS5, the game comes with you. But that’s not all; we have one more surprise for you today. On PS5, we are announcing an Ultimate Edition that includes a voucher code* for Marvel’s Spider-Man: Remastered. You’ll be able to experience the complete storyline up to this point, which includes the remaster of the original game and all three installments of the Marvel’s Spider-Man: The City That Never Sleeps DLC so you can play the full narrative arc. The remaster for the PS5 is no simple up-res, as many of the game’s art assets have been completely updated to take advantage of the PS5 console’s horsepower. You’ll see better-looking characters with improved skin, eyes, hair, and facial animation (including our new, next-generation Peter Parker). You’ll also see ray-traced reflections and ambient shadows, improved lighting, more pedestrians and vehicles stretching further into the distance, and the same optional performance mode offered on Marvel’s Spider-Man: Miles Morales, allowing you to finally play the game at a targeted 60fps frame rate. We’ll be supporting near-instant loading, 3D audio, and the DualSense controller’s haptic feedback. Lastly we’re adding three amazing new Spider-Man suits, new photo mode features, and even new trophies for those of you looking to Platinum the game all over again. The Marvel’s Spider-Man: Miles Morales Ultimate Edition will launch both physically and digitally on the PlayStation Store for $69.99 on launch day. We have been working hard all year to ensure that PS5 will launch with Marvel’s Spider-Man: Miles Morales as well as Marvel’s Spider-Man: Remastered. We have big plans for the Marvel’s Spider-Man universe with our partners at PlayStation and Marvel, and we cannot wait for you to experience the next adventure with Miles. *Account for PlayStation Network, and internet connection required for code redemption. Code expires 01/01/24. *“Features described in this blog post are associated with the PlayStation 5 console experience of Marvel’s Spider-Man: Miles Morales. PlayStation 5 features are not available on the PlayStation 4.” View the full article
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Final Fantasy XVI producer (that’s right, just producer) Naoki Yoshida here. How did you enjoy the trailer? The exclusive footage, comprised of both battles and cutscenes running in real-time, represents but a fraction of what our team has accomplished since the start of development on this, an all-new Final Fantasy game. In that span, the team’s size has grown from a handful of core members to a full-fledged unit that continues to polish and build upon what they have created so far, all to provide players an experience unmatched in terms of story and gameplay. Our next big information reveal is scheduled for 2021, so in the meantime, I expect everyone to have fun speculating, as we have a lot in store—not only for Final Fantasy XVI, but for Final Fantasy XIV, too. Needless to say, I’ll be working hard on both! — Final Fantasy XVI Producer, Naoki Yoshida When Final Fantasy I was released, I was just another player─a young student with big dreams. By the time Final Fantasy V was in the works, I had earned myself a seat at the developers’ table… albeit at the very end. From there, I moved “online” leaving my mark on both Final Fantasy XI and XIV. And now…XVI. From the establishment of an all new development environment, to learning the ins-and-outs of the PlayStation 5, the team and I have taken on countless challenges during our journey to bring you the sixteenth chapter in the storied Final Fantasy franchise. And though we’re pouring our hearts and souls into this project each and every day, it may still be some time before we can get it into your hands. However, I promise it will be worth the wait! — Final Fantasy XVI Director, Hiroshi Takai View the full article
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Crash Bandicoot 4: It’s About Time is coming on October 2, but you don’t have to wait until then to wump into the action – pre-order the game digitally at PlayStation Store and you will be able to download and play the demo starting today*. Play Video The demo includes three levels from the middle of the game – so make sure to brush off your platforming skills and get ready for some new mechanics. And while the full game will allow you to switch between Crash and Coco, the demo focuses on Crash in two levels and Dr. Neo Cortex in the other. Snow Way Out Miss those slippery Ice Levels from Crash? The Crash 4 Demo will help solve that and add in some new time bending madness to the mix. In this level Crash uses the Time Mask – Kupuna-Wa – to slow down ice blocks and temporary platforms for safe passage. The level also includes optional Bonus Path offering even more challenge for those looking to get their crate game on. Snow Way Out (Cortex Timeline) Snow Way Out also has an alternate timeline that will put you in the shoes of Dr. Neo Cortex himself, who has entirely different capabilities and moves. For example he can turn enemies into platforms or gelatinous cubes to bounce on. He can also dash on the ground or in mid-air to cross chasms that would otherwise send him to his doom. If you make it all the way to the end of this section and you’ll converge on the original timeline, and finish the rest of the level as Crash, encountering all new Crate types and updated Crate placements that provide a refreshed challenge. Dino Dash The other level in this demo is Dino Dash. Landing in 88 Million B.C.B, Crash will explore the Eggipus dimension that is littered with pre-historic enemies including, you guessed it, a T-Rex. It wouldn’t be Crash without a good old fashioned chase sequence, right? With the help of Lani-Loli (the phase shift mask), Crash will have to phase objects in and out of existence to navigate hazards and make it through safely. There is another optional bonus path on this level if you really want to test your skills. Pre-Order Plans: The Totally Tubular Skins On top of demo access, purchase Crash Bandicoot 4: It’s About Time digitally (whether a pre-order or after launch) to receive the Totally Tubular Skins (available upon completion of the second level), which show off Crash and Coco’s radical 90s roots. Crash Bandicoot 4: It’s About Time is available at a suggested retail price of $59.99, and can be pre-ordered at PlayStation Store. *Demo availability subject to change. Internet Connection Required for download. Available in participating territories. View the full article
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Rocket League is revving up for the launch of free to play and new content! Not only will the game be available for free on September 23, but the latest update for current players goes live tomorrow. This update will lay the groundwork for the launch of free to play, plus it’s bringing new features and improvements that Rocket League veterans are going to love. Here’s everything you can expect from the update and the launch of free to play this month! Competitive Tournaments Get ready for a new way to compete! The launch of free to play will bring Competitive Tournaments. Jump in and join these free Tournaments by yourself or with a full squad of three to be entered into a bracket with 32 teams with similar ranks. Perform well and earn Tournament Credits, and redeem them for all-new items that you’ll find in Competitive Tournaments. New Tournaments will be available to join every day. Assemble your team and dominate your bracket! Game-wide Challenges Up for a Challenge? Free to play is coming with game-wide Challenges that you can complete to earn items and XP. All players will receive three Weekly Challenges, while Rocket Pass Premium owners will get three additional Challenges each week. Plus, there are Season Challenges that will be live all season long that grant better rewards. Cross-platform progression Once the update goes live, players will be able to share their progress wherever you play Rocket League. Just log into your Epic Games Account on our account linking page that goes live tomorrow, link your platforms, and choose a primary platform where you have the highest Rank and XP level. Then, you’ll be able to share your inventory, Competitive Rank, XP Level, and Rocket Pass progress wherever you play Rocket League! Season 1 and new Competitive Ranks Once free to play launches, Competitive Seasons, Rocket Pass, and soon Competitive Tournaments will all follow the same start and end date. It all starts with the launch of Season 1 on September 23. Season 1 is also bringing new Competitive Ranks, so get ready to climb to new heights. We’re adding new Ranks at the top of the Competitive ladder. At the launch of free to play, Grand Champion will be split into Grand Champion I, Grand Champion II, and Grand Champion III. Then comes Supersonic Legend, an all-new rank above Grand Champion. Best of luck climbing the ranks in the next Competitive Season! There’s a lot coming to Rocket League between these new features and the launch of free to play on September 23. Whether you’re a seasoned veteran on the pitch, or a newcomer ready to play for the first time, we hope you enjoy the latest content coming to the game this month! Get your squad and get ready to take your shot! View the full article
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It’s time to join the next generation of explorers as they travel to the Moon in search of treasure and missing family! With the release of Spelunky 2 on PS4, Spelunky veterans can finally sink their teeth into the next evolution of the series, which greatly expands on the concepts introduced in the first game. On the other hand, curious players who have yet to experience the fun can find no better time to join in – you’ll be learning the ins and outs of Spelunky 2 alongside the rest of the world and enjoying all of the new features, including many that were designed with new players in mind. Play Video Spelunky’s high difficulty gets a lot of attention, but I think of it as more of a fun backdrop for players to express themselves. One of my main goals with this sequel was to offer players even more opportunities to be creative in how they approach the game, whether it’s the equipment you use, the paths you take, or how you engage with the various characters you encounter along the way. In many games, including Spelunky 1, the design tends to funnel the player toward a certain optimal way of playing over time. In Spelunky 2, I wanted the design to encourage players to try new things all the time, even after hundreds of runs. To give you an example, experienced Spelunky 1 players generally rob every shop they come across in their hunt for jetpacks and shotguns, because, simply put, those are the best items for the toughest challenges in the game. In Spelunky 2, however, while that’s certainly still a viable strategy, there are many other viable strategies. Being a law-abiding shopper or an occasional thief can be just as effective as being a cold-blooded killer (and it’s probably safer, too). And depending on the situation, a powerpack (a new item that lets you throw extra large bombs) might be the better choice than a jetpack. Or perhaps you’ll willingly trade the shotgun’s blasting power for the crossbow’s accuracy. Or maybe the game gives you none of those things and you find yourself making the best of a machete and a turkey mount! Ultimately, beating Spelunky 2 is a goal of the game, but it’s not THE goal. There are people to meet, a world to explore, secrets to uncover, and stories to create… and how you choose to pursue that is up to you. The more you play, the more personal your journey becomes. And now that Spelunky 2 is finally out on PS4, you can take the first steps on that journey. I can’t wait to hear about what happens! Happy Spelunky-ing! View the full article
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Hey everyone! Following our announcement in July, we wanted to serve up another helping of information about Overcooked! All You Can Eat and some of the ways that we are making it the most accessible version of Overcooked! yet. We know that Overcooked! is a game that people like to enjoy with their friends and family, and so we wanted to make sure that Overcooked! All You Can Eat has options available to offer a less chaotic co-operative cooking experience. Assist Mode Assist Mode introduces a number of features that lower the difficulty; perfect for new players, younger players, or those of you who just want to cook without the yelling. When you start a new game you will get the option to select Assist Mode, which will include: Increased Round Timer Increased received score Increased time to create recipe You will also be given the option to toggle recipe timeouts on and off – no more failed orders! Accessibility options Colour-blind friendly Chef indicators To account for those with colour-blindness, chefs will now be indicated not just by colour but by shapes. We liked this feature so much that we decided to keep it on permanently! Player One, Blue, Circle Player Two, Red, Triangle Player Three, Green, Square Player Four, Yellow, Hexagon Dyslexia-friendly text Within the accessibility options menu, you can select dyslexia-friendly text for all dialogue boxes. Scalable UI There is also an option in the accessibility menu that will allow you to adjust the size/scale of text in the following places: Subtitles Menu Descriptions Legend Text Team Management Menu Menu overhaul As well as all of the above, we have totally overhauled the menu systems in order to offer seamless navigation between the games and DLC. Due to the huge variety of chefs in Overcooked! All You Can Eat, we have completely redone the chef selection screen. Here you can see all 60 chefs (including two new secret ones 👀), each chef has 2-3 alternate skins which means we have over 120 in total! We look forward to bringing you more information soon, including a look into the PlayStation 5 and DualSense wireless controller features that we have implemented in Overcooked! All You Can Eat! See you in the kitchen! View the full article