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Commander Fury

CCFURY
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Everything posted by Commander Fury

  1. Set out on a new quest inspired by classic dungeon crawlers in Minecraft Dungeons, a new action adventure set in the unmistakable, blocky universe of Minecraft. Wait — there’s a new Shantae game coming out? Yes! Shantae and the Seven Sirens, the newest adventure from the side-scrolling savants at WayForward, makes its PS4 debut on May 28. Other highlights next week include sanity-stretching thriller Those Who Remain, cartoony top-down shooter Atomicrops, and Let’s Sing 2020. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! AtomicropsPS4 — Digital (Out May 28) Modern city life got you down? Well you’ve just inherited your late uncle’s farm, time to pack your bags and start fresh in the peaceful countryside. What could possibly go wrong? A nuclear apocalypse, that’s what. Now you’re in a hellscape wasteland defending the last surviving source of sustenance – your crops. And every mutant wants a piece. Bug Fables PS4 — Digital (Out May 28) Follow Vi, Kabbu, and Leif as they uncover the secrets of the Land of Bugaria! Explore and combine your team’s abilities to solve puzzles, defeat powerful enemies and find ancient treasures! Castle PalsPS4 — Digital One night, Kylee and Owen stumbled upon creepy Castle Pookapick and decide to uncover its secrets! Nothing could possibly go wrong, could it? Play as two different characters! Punch your way through enemies with Kylee and fly above your enemies while avoiding traps as Owen! Genetic DisasterPS4 — Digital (Out May 29) Absurd guns, crazy characters, instant fun and…accidental friendly fire in this coop action game! Upgrade your hero to build your own gameplay style and combine different ones to create the perfect team if you play with friends. Don’t feel like cooperating? A special PvP arena is also available. The game’s motto: “Cooperate, but not too much!” Hotel R’N’RPS VR — Digital (Out May 28) Hotel R’n’R is the gonzo VR rockstar simulator that encourages bad behaviour. Sell your soul to The Devil, smash up hotels and become Infamous. Pressure from hotel staff and your own limp wrists are against you, but with over 36 weapons, and a World Tour ahead of you, it’s time to get creative. Let’s Sing 2020PS4 — Digital (Out May 28) It all begins with the first tone! Sing as a solo superstar or perform with your crew and friends to rock every party! Let’s Sing 2020 offers a great variety and has hits for everyone! Little MisfortunePS4 — Digital (Out May 29) Little Misfortune is an interactive story, focused on exploration and characters, both sweet and dark, where your choices have consequences. Led by her new friend, Mr. Voice, they venture into the woods, where mysteries are unraveled and a little bit of bad luck unfolds. Many Faces PS4 — Digital (Out May 27) Make the Many Face King pay for waking you from your beauty sleep! Many Faces is a multi-directional shooter inspired by arcade classics, combining single-screen action with randomized stages that will constantly keep you on your toes. Minecraft Dungeons PS4 — Digital Fight your way through an all-new action-adventure game, inspired by classic dungeon crawlers and set in the Minecraft universe! The Hero Edition includes a Hero Cape, two player skins, and a chicken pet. It also includes two DLC packs, when they become available. Pong QuestPS4 — Digital (Out May 29) Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Rune LordPS4 — Digital A portal has opened and dark magic is pouring through! Only you can close the gateway and defeat the evil Ice Golem. But you’ll need to hurry: time is short! Shantae and the Seven Sirens PS4 — Digital (Out May 28) Shantae is back in an all-new tropical adventure! In her fifth outing, the Half-Genie hero gains new Fusion Magic abilities to explore a vast sunken city, makes new Half-Genie friends, and battles the Seven Sirens in her biggest, most thrilling quest yet! Those Who RemainPS4 — Digital (Out May 28) As the lights go out, the embers of darkness are stoked in the sleepy town of Dormont. Confront uncomfortable horrors, keep your sanity in check and survive the night in this story-driven first-person psychological-thriller. Utawarerumono: Prelude to the FallenPS4, PS Vita — Digital, Retail Discover the first chapter of a tale years in the making. Hakuowlo, a man with no memories, must find his place in a strange new world and embrace the destiny that awaits him! Wizards: Wand of EpicosityPS4 — Digital (Out May 27) When the Wizard of Darkness awakened, it was up to one man to defeat him. When that man was accidentally killed by one idiot, Tobuscus, the responsibility of becoming an awesome wizard fell onto him… by default! The Hunt The 100 | Season 7 Stargirl | Season 1 Pardon our dust! In the coming months, you may notice the occasional discrepancy in The Drop as we’re updating the back-end systems we pull game info from to populate our list. We will, of course, strive to correct any mistakes as they arise. Thanks for your patience! View the full article
  2. Last week, we asked you to suit up and share your favorite armor sets using #PS4share and #PSBlog. From polished metal to wispy tatters, colorful headwear to futuristic implants, here’s what we equipped for this week’s highlights: Kratos’ armor peeks out from the shadows in this detailed God of War shot from AreeLyBadPun. The Astral Dive suit from Control looks like a headache in the making, shared bygalaxyb0nes_vp. Godric_snow shared Kassandra wearing a regal gold armor set from Assassin’s Creed Odyssey. When in doubt, wear black! JRPyznar shares their Bloodborne look. Aloy’s armor gleams in the sunlight of Horizon Zero Dawn, shared by Momenta39869419. Geralt rocks the Grandmaster Ursine Armor from The Witcher 3 in this share by taufikwwicaksono. 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: Blue Share by: 9am Pacific on Wednesday, May 27 Next week, we’re feeling blue. Find moments filled with the color blue in the game of your choice and share using #PS4share and #PSBlog for a chance to be featured. View the full article
  3. Sometimes, in order to move forward, one must move back. To break a stalemate amongst its board members, the Corpus, the money-loving, cult-like enemy faction at the heart of upcoming The Deadlock Protocol, does just this — it resurrects the past. In a sense, that’s what we’re doing too. Very shortly, we will deliver a rigorously remastered, re-imagined update with The Deadlock Protocol, the earliest tileset in Warframe. Delving into the Corpus Faction content, originally introduced in 2013, we have refreshed everything from graphics, story, gameplay and presentation for players in 2020. This isn’t just a visual overhaul, the layers of redesign, modernization, and tuning run deep. To provide insight into the remaster’s design, functionality and fun, long-time dev-team Producer Dave Kudirka and Environment Art Director Mat Tremblay have opened up to offer insight into what makes this update tick, and why. What makes The Deadlock Protocol different than other Warframe updates? Dave Kudirka, Producer: We are revisiting the very first Warframe tileset, which is already something special in itself. At the time of initial development in 2012, the entire Warframe team was less than 20 people. Jump to today: the development team has grown significantly (more than 200), the Warframe universe has expanded, and we have a better understanding of the stories we want to tell. The expectation we put on ourselves was that the re-imagining of the Corpus tileset (a term we use to describe the environments randomly generated in an area) would include new enemies, challenges, and world-building that can surprise and delight new and veteran players alike. Mat Tremblay, environment art director: One of the best things about working on a game that has been going for this long is that you get to revisit things. The game, our engine, our universe, all these things have evolved over the life of Warframe. This means that the content and levels we made in 2012 can now get the benefit of what we know in 2020. Facing off against the re-created, re-animated Jackal boss won’t be easy this time around The Corpus Ship set is one of the first tilesets we made, and its story was rooted in what we knew about the universe then. And now we are able to expand the narrative, making the experience more immersive for our players. We are introducing a new Warframe (Protea), a new Corpus character with a deep backstory (including a secret character to be revealed later), we have reworked many of the gameplay mechanics within the Corpus Ship set, refreshed the AI, and reworked the Jackal boss fight. All of that, and we have given the levels a visual facelift that brings them up to the same art standard we have been pushing for the last couple of years. What are some of the driving gameplay design principles behind this update? Dave: Ideas for the Corpus set began with an enemy spec refresh, security system changes, and an all-new Jackal fight. Additionally, and fitting with the themes of a Corpus “Greed Cult”, we introduced Granum Crowns — a unique form of currency with very specialized use that is strongly connected to a charismatic and mysterious character to be revealed in the story, and the foundation of Corpus culture. An early illustration of the Corpus Void Temple Once collected, Granum Crowns can be deposited at different landmarks in the level to liberate captives, reveal guarded Corpus history, and perhaps most critically, make an offering to the Void to seek the mysteries and rewards within. The Deadlock Protocol Update will introduce players to this new gameplay which will have scaled difficulty options, all new rewards, and our newest warframe: Protea. What are some of the key visual design principles behind the level design in this update? Mat: This remaster has been on the books for a while and so our ideas have had time to mature. For the remaster, we stay true to the commercial and capitalist aims of the Corpus, but for the first time tried to connect the visuals to the almost cult-like worship of wealth that the Corpus possess. During this development we also have been updating and developing both old and new skyboxes [what players see from an internal environment through a window into an external scene], so we have been sure to include lots of opportunities within the construct of the ship to allow for views of space — as well as to allow players to witness the pitched battles in the Railjack space when they are playing those missions. One of the many ‘Greed Cult’ Corpus statues found in the remaster showing off new iconography and skyboxes When we developed the Infested Corpus Ship set years ago, we came up with an approach we utilised to hopefully give players a strong sense that they were inside a large ship — and we utilised a similar approach applying the lessons that we have learned since. It is also worth noting that the style of movement and gameplay that the original set was built for is not the same as the movement and gameplay that exists in the game today, so much of the design energy was focused on adapting the old or creating fresh experiences for our players. What are some of the key elements that make Protea really come alive in this update both visually and functionally? Mat: Visually, Protea just looks amazing. Keith Thomson and Raymond Dela Cruz, respectively, were the two artists who created the concept and the model. Those two guys worked on the visuals while Pablo Alonso (a Digital Extremes senior designer) handled the design aspects. Artist Keith Thompson’s early sketch of ‘Odalisk’, aka the Warframe Protea Protea is shipping with some really great kit (i.e. weapons, armor, cosmetics), like the two alt helmets and some pretty unique Abilities, including the power to rewind time! This is interesting because that characteristic also plays into the narrative of the Protea Story Quest that accompanies this release. Players are going to love this frame! I really hope to see some cool Captura images come from our Tenno once Protea ships. A working polygonal model of Protea What were some of the particular roadblocks, technical, WFH-related, or otherwise that the dev team overcame to make this update? Dave: The re-master of the Corpus ship has been in development on and off for a long, long time. Competing priorities emerge, especially during past TennoCon reveals where audience reactions shaped what we made next — open world landscapes vs. procedural mazes, for example. But as the ‘Corpus Ship’ tileset began to show its age, looking more dated each time we released a new set or landscape, the team here felt an increased urgency to replace it. Excitement for this tileset grew again when we saw how a visual upgrade really lifted the tileset up again. And the added theme pass of shrines and imagery of a Corpus greed cult injected new narrative life into this set. Working size and scale comparisons of Excalibur and various MOAs The global health crisis and WFH changes are a big challenge for everyone, for work and home life. We had a good head start on The Deadlock Protocol, but there is always a lot of work to bring the complete package to the finish line. Our team is still largely connected and highly dedicated to delivering this update, but we remain mindful and respectful of each individual’s challenges and situations. Encouragement, understanding, and support from our leaders at Digital Extremes have been central to our ability to continue forward making Warframe. *** Dave and Mat really just scratched the surface of the deep new Deadlock Protocol update. We don’t want to spoil too much of the new Corpus storyline or reveal too many surprises just yet! Following our typical release schedule, The Deadlock Protocol will ship on PlayStation 4 soon after the PC release. Although PS4 players have to wait for a few weeks, they have the benefit of fixed bugs and added polish, generated from community feedback, to make the PS4 version shine bright! Look for more news next week. Join us below in the comments section and let us know what you’re looking forward to seeing most in The Deadlock Protocol. Wanna go grab some loot? We’ll see you in Warframe soon, Tenno! View the full article
  4. Welcome to Street Power Soccer — a stylish and energetic game with a unique spin on the sport reminiscent of fun, arcade sports titles like NBA Street, SSX Tricky, and RBI Baseball but with its own unique twist with game modes that incorporate rhythm, precision, street style, and over-the-top superpowers. It doesn’t matter if you call it soccer or football, are a lifelong fan, or never touched a soccer ball in your life, as Street Power Soccer turns the rules upside down in this inventive approach to the game. Forget everything you know about the sport. No regulation size field, smaller teams, and no match officials – this is no holds barred soccer in its rawest form. Street Power Soccer follows a character you create through hundreds of customization options, as an aspiring amateur player seeking to etch their name in history under the guidance of street soccer legend Sean Garnier. Becoming the street king will not be easy, as you can expect to face-off against other freestyle soccer greats like Liv Cooke, Melody Donchet, Soufiane Bencok, Daniel Got Hits, Raquel Benetti, and Andrew Henderson as you ball to a hyped-up soundtrack featuring works by The Black Eyed Peas, DJ Snake, Snap, and many more. Street soccer is about more than just scoring goals against opponents but doing it with personalized style and flair. You will be able to take your skills across an expansive single-player experience as well as local and online multiplayer modes for up to four players through a variety of different modes. Show off your moves in a dance-like freestyle mode, go head-to-head in a 3v3 style power match, face-off in Panna cage battles, elimination modes, trick shot challenges, and more. Using tricks isn’t just for style and bragging rights, as they can be used to juke your opponents and turn the tide of any match. Players will also be able to use a variety of superpower moves throughout the game such as a teleport, reversal, aerial shot, and more that can be your ace up your sleeve to score a goal and blow away the competition. Street Power Soccer faithfully recreates the growing world and culture surrounding street soccer, while putting a unique arcade spin that not only makes it accessible to those new to the sport but creates a high skill ceiling for those who wish to dedicate themselves to learning the nuances of the game. With its slew of online, local, and single-player content, Street Power Soccer will be an experience you won’t want to miss when it comes to PS4 later this year. View the full article
  5. Hi, my name is Jakub Cisło and I started working on Project Warlock when I was still in high school. Today, four years later, I would like to invite you to take a look at the journey of how my passion project became a real game — from an idea seeded in my mind by my dad, to a fast-paced, gory shooter debuting on PS4 on June 9. Every FPS fan knows the joy of landing a well-placed shotgun shell in the guts of a demon frantically reaching its claws at you, or the excitement of finding a secret area full of gold and much-needed ammo. Project Warlock is all about recreating that feeling. The passion for annihilating pixelated monsters found its way into my head no doubt thanks to my dad — a true-school gamer through and through. When I was a kid, he showed me such cult-classics as Doom, Hexen, Blood or Heretic, and ever since then they couldn’t leave me alone. Those action-packed mazes filled with enemies and flying bullets sowed the seed that many years later would sprout into Project Warlock — a love letter to the golden age of fast-paced shooters. Inspiration With an unconditional love for pixelated mayhem seated deep in my heart, I started working on Project Warlock while still in high school. Back in 2016 the game was just shaping up, under the name Exitium 3D, which later turned into Cataclysm 3D, and much later given its final title. Working from scratch, with very little experience and 17 years old at the time, I had to learn almost everything as I went, picking up knowledge and tips on the way. Having in mind a well-defined idea of how these games should feel, I went through a long process of fine-tuning in the early stages of development, to recreate the gory and bloody action of my muses. Slowly, but surely, it was starting to resemble the shooters we all know like Duke Nukem 3D and Doom. As you can see, it was a long way from the original concept to how the game looks now. Development / Turning dreams into reality I knew very early how I wanted the game to look and feel, but I lacked the experience and tools required to bring it to life in its full glory. I had a vision in mind and I knew I had to take every opportunity to make it happen, so I decided that this should no longer be a hobby side-project. In August 2016 I started a Kickstarter campaign to fund the tools I needed. The goal was set at an ambitious 90 Euro, but seemed real. As it turned out, the community’s interest in the game surpassed even those wild estimates and the project ended up with 227% of the initial goal. Now that I was armed with the mind-boggling amount of 205 Euros, the sky was the limit. Designing Hell Few months after the successful campaign, the project was shaping up nicely. The retro shooters’ trademark run’n’gun mechanics were in place and slaughtering succubi in haunted crypts felt very good. It was the right look that was missing. I invited a few talented guys to help bring Project Warlock to life. Dawid Korzekwa arrived first and quickly started applying visual touches to the game, helping greatly in creating the art style that you can see today. Later, Iain Lockhart was brought on as a designer to map out the levels and Damian Bajowski was tasked with assembling all the pixels into arts of monsters and interiors of Project Warlock. Our goal was simple, but very tricky to achieve – we had to combine the modern intuitivity and flow of levels with all the classic ideas of hidden areas, intertwining mazes and secret treasure chests. Creating levels packed with hidden ammo stashes, levers, secret elevators and key-locked doors was no small feat. I reckon that the task took up around 70% of development time, but the outcome was well worth it. Now, the game takes players through 60 hand-crafted levels across 5 domains, from the frozen plains of Antarctica to the sandy dunes of Egypt and eventually, to Hell itself. A Warlock’s best friends After the graphic overhaul and fleshing out the levels came the really fun part. Bringing together the tools of the trade for someone, whose vocation consists of blasting demons to pieces. As we all know, a variety of cool guns is at the core of every good shooter, so completing the warlock’s arsenal was probably one of the most crucial quests to bring out the game’s full potential. Coming up with magic spells and designing the barrels spewing lead turned out to be both a challenge and a pleasure. The game features a total of 38 guns, based on 12 types of basic weapons that can be improved and upgraded over time, with two unique weapons on top of that. Our team went through great effort to make each of the boomsticks feel powerful and satisfying, while at the same time ensuring they all feel unique and provide a different angle against the forces of evil. One of the guns I especially remember creating is the Harvester. No good shooter is complete without a double-barreled shotgun, but why not go even further? How do you increase the fun and damage of an already doubled gun? You double it. The outcome is a quadruple shotgun that delivers massive destruction to anyone that dares walk within its range. And just a dash of RPG I knew early on, that I wanted the game to extend beyond the usual frame of simply swapping out weapons and monsters every level. I wanted to offer players a feeling of progression and customizability to spice up the already action-packed experience. And so, on top of exploring the dungeons we implemented a system of character development, which allows the player to make sure his stats, abilities and weapons’ skills match his playstyle. There’s a new preacher in the PS4 town I always wanted my game to join the happy family of retro-shooters offering fast-paced gameplay, but I also dreamed that players across all platforms will be able to enjoy it. After four years since I started Project Warlock’s development, it’s time to allow PS4 players to taste the chaos and destruction they hopefully crave. Together with Crunching Koalas, the publisher of the game, we think the game plays great on PlayStation — see for yourself on June 9 when Project Warlock lands on PS4! View the full article
  6. We’re thrilled to announce that Days of Play is back again this year with awesome deals to celebrate the passionate PlayStation community around the globe, and to thank you for all the support. From June 3-17, you’ll find great deals on a selection of PlayStation 4 and PlayStation VR* exclusive games, as well as PlayStation Plus and PlayStation Now memberships at participating retailers across the U.S. and Canada, while supplies last. U.S. customers can also shop Days of Plays deals directly from our online store at PlayStation.com. Check out the below for the full list of deals available at participating retailers: Select Gold Wireless Headsets – $69.99 USD / $79.99 CAD (MSRP) Platinum Wireless Headset – $129.99 USD (MSRP) / $159.99 CAD (MSRP) Nioh 2, MLB The Show 20 – $39.99 USD / $49.99 CAD (MSRP) Predator: Hunting Grounds, Death Stranding, Dreams – $29.99 USD / $39.99 CAD (MSRP) Days Gone, MediEvil, Blood & Truth – $19.99 USD / $29.99 CAD (MSRP) Everybody’s Golf VR – $14.99 USD / $19.99 CAD (MSRP) Astro Bot Rescue Mission, Farpoint – $9.99 USD / $14.99 CAD (MSRP) The Last of Us Remastered, select PlayStation Hits games – starting at $9.99 USD / $9.99 CAD (MSRP) 12 Months PlayStation Plus membership – 30% off MSRP** 12 Months PlayStation Now membership – 30% off MSRP*** 3 Months PlayStation Now membership – 20% off MSRP*** What’s more, PlayStation Store will also be offering awesome deals for blockbuster games, along with deals on PS Plus and PS Now, from June 3-17. Stay tuned for more info here on PS Blog. Also to celebrate, the PlayStation Gear Store is offering a 20% discount on all full-priced merchandise using promo code DAYSOFPLAY20 (cannot be combined with other discounts). Again, thank you all for your incredible support this past year. Here’s to another year of epic gaming on PlayStation! *Please review and follow all safety guidelines for use of PlayStation VR. PlayStation VR is not for use by children under age 12. PlayStation 4 system, PlayStation VR and PlayStation Camera are required to experience VR functionality. **Offer ends June 17 @ 10 AM PT. Ongoing PS Plus subscription with a recurring fee charged every 3 or 12 months depending on the purchase selection (+app tax) until canceled. Check online or local stores for details. Additional terms apply. See play.st/plusdop3M, and play.st/plusdop for details. ***Offer ends June 17 @ 10 AM PT. Ongoing PS Now subscription with a recurring fee charged every 3 or 12 months depending on the purchase selection (+app tax) until canceled. Check online or local stores for details. Additional terms apply. See play.st/nowdop3M , and play.st/nowdop for details. View the full article
  7. On the eve of a game launch, it’s hard not to get nostalgic about the journey that brought us here. For the team at Tripwire, it started with a goal: if we’re going to make an open world game, it has to be something special; something uniquely Tripwire. Even in its simplest form, playing as a bloodthirsty shark fulfilled a power fantasy unlike any other. So we got to work; refining this raw idea until it became Maneater: Tripwire’s first foray into the open-world genre. We’ve poured our hearts and souls into this game, and we’re extremely excited to finally share it with the world. Here’s a quick rundown of all we’ve done to create the ultimate power fantasy in Maneater. The Shark In order to make the player truly feel like they’re a ferocious shark, we spent a lot of time refining all of its movements and attacks so that it moves and behaves realistically. Traversing through the world is fast and fluid, and there are all kinds of visceral attacks that you can perform; even a whipshot move that will launch unlucky creatures as a projectile. Like a lot of open-world RPGs, much of Maneater’s progression is tied to upgrading your Shark’s abilities. The key difference is, the player shark actually grows bigger and more powerful as you level up! As you gain XP and gather nutrients, you’ll go from an infant shark pup to an elder beast of legend; complete with crazy evolutions that modify combat in new ways. This is truly the power fantasy’s secret sauce. Going from almost helpless to a battering ram with fins and teeth is an extremely fun way to experience a classic revenge tale. Speaking of story… The World Okay so we’ve talked about all of the sweet toys we’ve put into Maneater, now it’s time to talk about the sandbox you’ll play in. There are eight regions in Maneater’s open world, and each of them are jam-packed with their very own unique ecosystems full of tasty fish, unassuming vacationers, fierce shark hunters, and even some dangerous predators. There truly is something to do or discover around every turn. In Maneater, you are the star shark in a “Man vs. Nature” reality show documenting your rivalry with maverick shark hunter Scaly Pete. The narrator, voiced by SNL alum Chris Parnell, will occasionally chime in with some fun, sometimes educational and witty dialogue that tells you a little bit more about the world you’re inhabiting. By injecting the game with just the right amount of satire, we landed on a story that really adds some lightheartedness to the visceral gameplay. The game’s still a ridiculous bloodbath, but it’s a bloodbath with HUMOR! View the full article
  8. We’ve all been there: running around with outstretched palms, firing imaginary repulsor blasts at unseen adversaries as we soar across make-believe skies. Why settle for imaginary when PlayStation VR lets you live it? Today, we’re excited to announce that the PlayStation VR Marvel’s Iron Man VR Bundle is launching alongside the PS VR exclusive game on July 3. Play as Tony Stark, suit up as the Armored Avenger, and face off against some of Iron Man’s greatest foes! This bundle includes a PlayStation VR headset, PlayStation Camera, two PlayStation Move motion controllers, Marvel’s Iron Man VR Blu-ray disc, and a PS VR Demo Disc. This bundle will be available across US, Canada, Columbia, Costa Rica, Ecuador, El Salvador, Guatemala, Mexico, Panama, Peru, and Republica Dominicana for $349.99 USD / $449.99 CDN (MSRP). Pre-orders start today. Using two PlayStation Move controllers, you can fire up Iron Man’s Repulsor Jets and blast into the skies with an arsenal of iconic Iron Man gear at your fingertips. Upgrade tech in Tony Stark’s garage to customize Iron Man’s sleek armor and awesome abilities, and go up against enemies in high stakes, action-packed battles. And one more piece of exciting news: you can download a free demo of Marvel’s Iron Man VR later today at PlayStation Store here! In this extended playable demo, you’ll get a taste of the full game. The demo includes: “Malibu” tutorial mission Interactive Stark Jet cinematic starring Tony, Friday & Pepper Potts “Out of the Blue” Stark Jet gameplay mission Flight Challenge optional mission Advanced Combat Challenge optional mission The above is just a small slice of the main game, but by the end of the “Out of the Blue” mission, you’ll start to feel like Iron Man as you fly, shoot, and Rocket Punch through some of Tony’s Ghost-hacked, Stark Tech drone problems. What’s more, download and play this free demo to unlock the exclusive Molten Lava Armor Deco when you purchase the full game! So grab your PS VR headset to suit up as the Armored Avenger in an original Iron Man adventure that’s full of humor, heart, and suspense. And don’t forget that there are hundreds of PS VR games and experiences currently available worldwide, with many new games on the horizon. Please review and follow all safety guidelines for use of PlayStation®VR. PlayStation®VR is not for use by children under age 12. PlayStation®4 system, PlayStation®VR and PlayStation®Camera are required to experience VR functionality. Two PlayStation®Move motion controllers required (sold separately). View the full article
  9. The May content update for Gran Turismo Sport Patch 1.59 will be available tonight, May 21 at 11:00pm. (Internet connection required) MAZDA RX-Vision GT3 Concept (Gr.3) The MAZDA RX-Vision is a concept car announced at the 2015 Tokyo Motor Show. Based on Mazda’s “Kodo-Soul of Motion” design theme, this was a challenge to create the most beautiful FR sportscar that Mazda could come up with. This car is also powered by the next generation rotary engine “SKYACTIV-R,” a dream that Mazda wants to bring to life in the future. Overcoming numerous technical difficulties, Mazda successfully introduced a commercial rotary engine through the Cosmo Sport back in 1967. Thereafter as the only manufacturer to mass produce rotary engines, they worked to improve output, fuel economy, and durability, and even took the overall victory in the 1991 Le Mans 24 Hour Endurance Race in their 787B. The MAZDA RX-Vision GT3 Concept expresses the design beauty of the base car in the form of a more aggressive race car. To meet the performance requirements of the Gr. 3 class, the design draws from the 787B engine concept, with a 4-rotor engine brought back to life using SKYACTIV technology. This new rotary engine is mounted in a lightweight body to achieve unprecedented performance. Two Special Events Mazda’s dream rotary engine racing machine, the RX-Vision GT3 Concept is finally coming to Gran Turismo Sport on Thursday, May 21 at 11:00pm PT. Mazda is celebrating its centennial anniversary this year since its establishment back in January 20, 1920. Starting on Friday, May 22 in Gran Turismo Sport, Mazda will be hosting two special events commemorating Mazda’s centennial anniversary and the release of the RX-Vision GT3 Concept; the “RX-Vision GT3 Concept Time Trial Challenge,” and the “RX-Vision GT3 Concept Livery Design Contest.” The top winners from both events will receive special prizes from Mazda including a limited-edition sketch and miniature car. This is a unique opportunity to feel and share the spirit of Mazda’s motorsports and design celebrating its 100th year. We invite everyone to take on this challenge! For more information on the two special events, including terms and conditions, please visit https://www.mazda.com/en/innovation/digital-motor-sport/mazda-100th View the full article
  10. Hi! I’m Mikkel, Creative Director of Trailmakers. I’m excited to bring you some breaking news: We are launching on PS4 tomorrow! The idea for Trailmakers started a long time ago. In the days of 2D Flash games, we made a game that had many of the same components that Trailmakers has. You had a little brother and you were trying to send him flying in different ways (for science of course), so you built bikes with jet engines, or dumpsters with propellers to try and make him take off. The idea of creative physics-based building stuck with us until we finally had the opportunity to realize it on a much grander scale. In Trailmakers, you build your own vehicles out of building blocks, and pilot them through challenging open worlds. After a meteor hits your spaceship, you crash land on a deserted planet with nothing but a few basic building blocks to get you going. Build a simple go-kart and begin exploring the planet while salvaging pieces of your spaceship. Each part you find will let you build a new type of vehicle so you can get a little further. Eventually you will be making boats, submarines, helicopters, airplanes… and hopefully a brand-new spaceship. All blocks and everything you build in Trailmakers is physics based, and the sandbox is where we really let you loose to experiment. Whether you are into building the most exact replica of your favorite sports car, a crazy invention like a mechanical fire-breathing dragon or trying to build a supersonic airplane, the sandbox is the perfect place for it. To give your new creation the proper testing environment, we’ve loaded the sandbox maps with ramps, jumps, catapults, mud, a hydraulic press, an aircraft carrier, and much more. In many ways, Trailmakers is a collaborative game. You can play with your friends in multiplayer, sharing your builds or blasting each other to bits, but even if you prefer playing alone you can be part of our community. Trailmakers has a built-in Gallery where players can upload their creations and download ones built by others. It’s a great source for inspiration if you’re stuck trying to build a balanced propeller plane and want to see how other players did it. The game is not the only thing that is collaborative. We know that a creative building game like Trailmakers is ripe territory for feature suggestions by fans. Future updates to the game will see new parts and features added, many of which have been invented by fans and approved by our community on Discord. If this sparked your imagination, I hope you’ll check out Trailmakers tomorrow at PlayStation Store! View the full article
  11. Golf With Your Friends can be both a relaxing adventure and a competitive blast! Either way you choose, I hope these tips below can help you get all those amazing shots and really impress your friends! Houston, we have a hole in one! Gravity is just some tricky magic, but if you use it just right you can slingshot your way to success. Watch out for black holes and gravity fields: the closer you shoot at one of these astronomical vortexes, the more gravity you will feel, sometimes giving the undesired effect of launching you at a random angle — and possibly off the course. Knocking one of your friends in these could see them lost forever! Timing is key Squish the competition by avoiding being squashed! Time your strokes and adjust your angles — you don’t want to be caught at the business end of one of these. Being squashed will reset you back to your last shot so be super careful, every stroke counts. We have blast off! Jetpacks can be extremely useful when used to their full potential, covering large distances and taking you to new heights. But remember to watch your fuel level as you power past your rivals. Who said mini golf isn’t rocket science? Lights, camera, action! Using the free-cam when enabled lets you survey the world and current hole, as well as any obstacles in your way. If you get the chance, always take a few seconds to map out your plan of action before taking your first shot. Waterworks Golf balls are not usually aquatic creatures, but using our patented golf ball floatation devices you can cruise the streams and rivers of Golf With Your Friends. Remember: While in the water you can always jump and bounce to achieve that optimal golf shot! How do I convey this? Making good use of conveyors can land you in a great position. Use them to adjust your angle mid-shot or launch you over dangerous obstacles, but be careful not to overshoot or you’ll get the opposite effect. Carpool in style: Let the hole come to you! Teleporters Using portals can lessen your commute, watch before you enter as some portals move around and others might trick you. If you time them exactly right and work out where they lead, you can get the upper hand over your friends. Put it all to the test Now that you are filled to the brim with knowledge, go put your friends and online buddies to shame! Putt your way across 11 official maps including space, candy, pirate cove and even an official worms course. Make use of custom game options like custom ball shapes, jumping, collision, powerups and more! I hope you enjoy your time in the world of Golf With Your Friends. View the full article
  12. We’re all counting down the days till we rejoin Ellie in her journey next month, and today, we are thrilled to announce the Limited Edition The Last of Us Part II PlayStation 4 Pro bundle, which will launch alongside the game on June 19, 2020. This special bundle features a fully customized matte finish PS4 Pro console engraved with Ellie’s tattoo design, a Limited Edition DualShock 4 Wireless Controller, a physical copy of The Last of Us Part II game, as well as a code to redeem digital content* such as The Last of Us Part II PS4 dynamic theme, avatars, and more. This limited edition bundle will be available across the U.S. and Canada for $399.99 USD (MSRP) / $499.99 CAD (MSRP). The Limited Edition DualShock 4 Wireless Controller also will be available as a standalone for $64.99 USD (MSRP) / $74.99 CAD (MSRP). Presented in a Steel Black matte finish with white detailing and PlayStation shapes, this Limited Edition wireless controller features Ellie’s iconic fern tattoo engraved on the lower right hand side and The Last of Us Part II logo on the touchpad. More Images: The Last of Us Part II Limited Edition PS4 Pro Bundle John Sweeney, Art Director at Naughty Dog, shared some background and inspiration behind the design: When we first revealed The Last of Us Part II, we had no idea how quickly fans would embrace Ellie’s tattoo. Within a day, we started seeing real-life versions showing up on social media and fans have been sharing photos of their new tattoos with us week after week ever since. When the opportunity arose to create a custom PS4 Pro for The Last of Us Part II, I worked with our graphic designer at the time, Angel Garcia, and we considered a few different ideas, but we kept coming back to Ellie’s tattoo. By that point, it had become a symbol of the game and for the community–much like the Firefly logo in the first game. It was the clear choice, but we wondered: what if it could be engraved? It hadn’t been done before, so we weren’t sure it was even possible, but thanks to the incredible efforts of the teams at PlayStation, we found a way. The result is something we feel is really special–a design that honors the passion of our incredible fans and that we ourselves would be proud to own. We can’t wait for you to see it in person and for you to experience The Last of Us Part II for yourselves! Furthermore, we’re also launching a Limited Edition Gold Wireless Headset presented in a Steel Black matte finish with contrasting, crimson inner ear cups – this stylish wireless headset features Ellie’s fern tattoo and the game logo. The headset will be available for $99.99 USD (MSRP) / $119.99 CAD (MSRP). Lastly, we’re partnering with Seagate to introduce the Limited Edition The Last of Us Part II Officially Licensed Seagate 2TB Game Drive. The officially licensed Game Drive features a laser-etched design of Ellie’s tattoo, and offers an external hard drive upgrade for PS4 systems (software version 4.50 or higher), with the capacity to install 50+ games**. The Game Drive will be available for $89.99 USD (MSRP) / $114.99 CAD (MSRP). Products will be available at participating retailers, while supplies last. And for those of you who live in the U.S., we partnered with Boulevard Brewing Co. to create special Space Camper Cosmic IPA six-packs to celebrate the launch of the game. You’ll also have a chance to win the Limited Edition PS4 Pro console by entering through their website***. Let us know what you think of the designs, and what you’re most excited for in The Last of Part II in the comments below! * Voucher expires 5/29/2023. Internet connection and account for PlayStation Network required to redeem voucher. ** Based on an average storage requirement of 39GB for PS4 games published on or before June 2018. *** No purch nec. Sweepstakes ends 8/31/20 11:59 PM CT. Ages 21+ in US and DC ONLY. Void where prohibited. Click here for terms and conditions. View the full article
  13. Long-distance relationships are tough! Living apart from someone you love is never easy, whether it’s because of career choices, school, or family (or a global pandemic locking everyone in their homes). Communication is harder and emotions get amplified. Before starting Lightning Rod Games, I experienced these emotional ups and downs myself as I was living an entire continent away from my significant other for over a year. That was a difficult time and had a big impact on how I’ve grown as a person and a partner. Naturally, as a game designer, I thought it would be interesting to explore those emotions in a game. I didn’t just want to make a game about the story of a long-distance relationship though — I wanted to pair it with gameplay mechanics that helped reinforce the feeling of being apart. A few years ago, my co-founder, Steven, and I were brainstorming new gameplay mechanics. One of Steven’s suggestions was the idea of folding paper — like origami or the back of a MAD magazine. I thought it was pretty unique, but didn’t initially see how it could make for compelling gameplay. A few months later, I had a “Eureka!” moment (that mostly took place as a fervent game pitch to Steven via webcam using crumpled graph paper and poorly drawn stick people). It turned out that long-distance relationships and folding paper work perfectly together! If you have one character living on one side of a piece of paper and someone living on the other side, they’re effectively in two different worlds, much like a couple in a long-distance relationship. But if you fold the paper, you can combine those worlds together and allow them to reunite. I thought this was a great representation for what it often feels like to live apart from someone you love — you often just wish you could mash your two physical locations together and be with each other. As we explored the idea of a paper folding puzzle game, we knew that we wanted to tell a much more nuanced story that dove more into the emotions that a couple feels while living apart. We decided the best way to do that would be to focus on the importance of communication. Good communication is a key part of any successful relationship, but it becomes even more important when you are living apart, communicating less frequently and often less personally (by text message, for example). There are more opportunities for misunderstandings and miscommunication to occur, which can sometimes have unintended consequences. Exploring these themes of miscommunication and emotional responses became the core driver for A Fold Apart’s story. In a world of folding paper, there are two sides to every story People handle being apart from one another differently, and this is especially true in a long-distance relationship where one person has moved away while the other stays behind. We felt it was important to tell the story from the perspective of both our characters — a Teacher and an Architect — and show how they each experience their separation in their own way. Throughout the story, the Teacher and Architect send text messages to one another. However, as is often the case with texting, eventually someone will misinterpret or read too much into what the other person said. These misunderstandings can cause strong emotional reactions sending the characters into emotional worlds where they need to process their feelings and overcome their emotional obstacles. Emotions as puzzle mechanics While the characters are in their emotional worlds, the player is able to help them process their emotions and resolve their conflicts by flipping, folding and unfolding the paper world to help them find a way forward. At different points of the relationship, each character will be feeling different emotions, which we reflect in the puzzle mechanics of that level. After the Architect takes a new job in the big city, the Teacher becomes afraid that the Architect will want them to abandon their family, friends and career in the country to follow them. This fear manifests itself as a roadblock that bars their way forward unless they can find a different way to overcome it. Likewise, the Architect often feels weighed down by guilt over moving away — a heavy burden they must overcome. Characters may feel that their life is being turned upside down… …or that their relationship is starting to slip away from under them. These are just a few of the examples of the sorts of ways we explore the connection between story and gameplay mechanics throughout A Fold Apart. When we started developing the game four years ago, we never would have imagined that we’d be releasing the game in an environment where nearly all of us around the world are physically separated from loved ones and experiencing that loneliness firsthand. Whether you are self-isolating, distance learning, telecommuting, or keeping in touch online, we are all in one form of long-distance relationship or another. Creating A Fold Apart was one of the ways that I navigated those difficult emotions and we hope that the game can help others find some hope and comfort (and, most importantly, fun!) in these challenging times. View the full article
  14. Digital Lode is back with Assimilation — an update to the base game that adds loads of new weapons, modes, and improvements. It is also entirely free for all owners of Espire 1: VR Operative for PS VR. With this update, we wanted to bring more polish to how the game controls and looks, as well as introduce a whole bunch of free new content. Now players will have even more freedom to approach stealth scenarios in delightfully satisfying ways. New for PS VR Espire 1 for PS VR now looks and plays better than ever before. The Assimilation update gives PS VR players a significant update to enemy AI, a complete rework to the lighting system in every level of the game, nine new Virtual Challenges and two new weapons. This means there’s a bunch of new content to enjoy for existing players, and brand new players are getting the most robust version of the game to date! For the VR players who want to scratch that arcade-y VR itch, there are a handful of brand new virtual challenges: Climbing Challenges Use the PS Move controllers to complete climbing puzzles before you get squashed by the fast-moving crushers! Weapon Challenges Test your accuracy in this Espire-flavored shooting gallery as you run and gun through stages that test your reflexes during tense firefights. Intel Challenges Get in, avoid detection, gather the intel, and get out in the fastest time possible. New Weapons Two brand new weapons have also been added that give you new options on how to approach each environment. Additionally, both new weapons have their own series of challenge modes. Vector SMG A 45-Round SMG. It fires two rounds at a time, once when pulling the trigger and again when letting go. This makes the weapon ideal for mid-range combat. Sawed-off Shotgun A brand new shotgun with a wider spread that can be holstered as either a primary or secondary weapon. It also reloads via magazine clip, which is much more efficient than individual shells. The Espire 1: VR Operative Assimilation update has snuck its way onto the PS VR today, and is included for free for all owners of the game. To celebrate the launch of this update, Espire 1: VR Operative is also 40% off during the PlayStation Hidden Gems Sale. View the full article
  15. Email us at blogcast@sony.com! Subscribe via Apple Podcasts, Spotify, Google or RSS, or download here This week, Sucker Punch’s Nate Fox and Jason Connell join us to talk about that sweet new Ghost of Tsushima gameplay footage premiered during State of Play. Plus, Brett kicks the tires on hosting the show, next week’s new release highlights, and more. Listen in! Stuff We Talked About Ghost of Tsushima Gorn Mortal Kombat 11: Aftermath Tony Hawk’s Pro Skater 1 + 2 The Wonderful 101 Remastered PlayStation Studios The Cast Justin Massongill – Content Communications Manager, SIE Kristen Zitani – Content Communications Specialist, SIE Brett Elston – Manager, Content Communications, SIE Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] View the full article
  16. Choose your weapon and get ready for ridiculous amounts of cartoony violence in Gorn, an over-the-top gladiatorial playground coming to PlayStation VR. Want to make this one even goofier? (Yes, it’s possible!) Simply activate Piñata Mode and watch the confetti fly. But that’s not all! Other highlights landing at PlayStation Store next week include The Wonderful 101 Remastered, Golf With Your Friends, Maneater, and Saints Row: The Third Remastered. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! A Fold ApartPS4 — Digital In a world of folding paper, there are two sides to every story. After career choices force them along separate paths, a Teacher and Architect vow to make their long-distance relationship work at any cost. Experience both sides of their story as the couple navigates the complexities of (mis)communication and the emotional ups and downs that separation brings. Concept DestructionPS4 — Digital Concept Destruction is all about driving miniature cars made of cardboard, and crashing them into each other to earn points by destroying them! Pick from several different modes that suits your playstyle. Pick championship mode if you want to fight your way through mass production or choose survival mode to see how long you can survive a wave of deadly cardboard cars! Dungeon of the EndlessPS4 — Digital Dungeon of the Endless is the award-winning Rogue-Like Dungeon-Defense game, in which you and your team of heroes must protect the generator of your crashed ship while exploring an ever-expanding dungeon, all while facing waves of monsters and special events as you try to find your way out… Fault – Milestone OnePS4 — Digital (Out May 22) fault is a series of Science Fantasy Cinematic Novels using a unique 3D Camera system for a visually immersive reading experience. Follow Selphine, the bubbly Princess and her sharp-witted Royal Guardian, Ritona, on their journey of a lifetime back to their homeland of Rughzenhaide. FluxteriaPS4 — Digital Welcome to Fluxteria, non-stop arcade-space-shooting action in full 3D. Four modes of play: Story Mode, Survival Mode, Timed-Attack Mode and Obstacle Race Mode. 14 different types of Enemies. 20 different levels in beautifully stylized science-fiction setting. Crystal-Clear shooting and blasting sound effects. Heart-thumping music. Golf With Your FriendsPS4 — Digital Why have friends if not to play Golf… With Your Friends! Nothing is out of bounds as you take on nine courses filled with fast paced, exciting, simultaneous mini golf for up to 12 players! GornPS4 — Digital Gorn is a ludicrously violent VR gladiator simulator. Savagely strike down an infinite supply of poorly-animated opponents with all manner of weapons – from swords, maces, and bows to nunchuks, throwing knives, massive two-handed warhammers or even your blood-soaked bare hands. Gunman Clive HD CollectionPS4 — Digital (Out May 22) Jump and shoot your way across diverse and challenging levels and fight massive bosses. Gunman Clive is an old-school sidescrolling action platform game set in the old west. Bring out your inner cowboy and get ready for some real gunslinger action. ManeaterPS4 — Digital, Retail (Out May 22) Experience the ultimate power fantasy as the apex predator of the seas – a terrifying SHARK! Maneater is a single player, open world action RPG (ShaRkPG) where YOU are the shark. Devour nutrients to grow and evolve far beyond what nature intended. Become a massive shark, an apex predator of legends, to get revenge on the cruel fisherman that dismembered you. Eat. Explore. Evolve. Mechstermination ForcePS4 — Digital (Out May 22) Battle against massive bosses, jump and climb onto them to find their weakspots and blow them to kingdom come in this action packed platforming boss rush, from the creator of the Gunman Clive series. MonstrumPS4 — Digital (Out May 22) Set on a derelict cargo ship, you have to outsmart one of Monstrum’s terrifying predators as you try to escape. With a procedurally generated environment and permadeath, it’s up to you and your wits to stay alive, or start over against another monster. Good luck. Start running. Saints Row: The Third RemasteredPS4 — Digital, Retail (Out May 22) Saints Row: The Third – Remastered gives you control of the Saints at the height of their power, and you live the life to show for it. This is your City. These are your rules. Remastered with enhanced graphics, Steelport, the original city of sin, has never looked so good. Superhero-XPS4 — Digital (Out May 18) Superhero-X is the only 2.5D create your own fighter fighting game of its kind, with a free-flow-combo system, a unique three-point evasive countering system, and the ability to mix and match fighting styles with ‘power-ups’ to create your own original characters. TrailmakersPS4 — Digital (Out May 21) Build a car, a plane, a boat or maybe a… carplaneboat? With Trailmakers intuitive builder, it is as easy as snapping together real building blocks. Take your machines on dangerous exploration missions, breakneck rally races, or go to the sandbox and build that hovercraft you have always dreamt about. The Wonderful 101: RemasteredPS4 — Digital A team of heroes from around the world must UNITE to protect the earth from vicious alien invaders! This band of 100 Wonderful Ones works together using their fantastic abilities to create a variety of forms. Whether it be a giant fist or a sharp blade, they’ll use their wits and power to overcome the enemy’s pitfalls and perils! AEW: Double or Nothing Body Cam Snowpiercer | Season 1 Pardon our dust! In the coming months, you may notice the occasional discrepancy in The Drop as we’re updating the back-end systems we pull game info from to populate our list. We will, of course, strive to correct any mistakes as they arise. Thanks for your patience! View the full article
  17. Hello everyone, it’s now been a couple of months since the release of Nioh 2 and a lot has happened since then, to say the least. First of all, I’d like to thank all of our fans around the world for helping to make our latest (Sengoku era) masocore game become such a critically acclaimed global success. We can’t thank you enough for your support! I am here to share with you some of the details for our exciting update going into effect today as well as information regarding the highly anticipated DLC expansions. To start things off, today’s major update will present some compelling new features such as Photo Mode. This will be much more than a simple add-on as it will feature in-depth camera settings like image exposure, gradation, lighting & tint adjustments, and a variety of dramatic filters. In addition, we are providing nine new missions (Sub-missions / Twilight missions) as part of this update. This is all a small part of our larger commitment to provide you guys with the most engaging gaming experience for Nioh 2. And in our efforts to fulfill that commitment, we will vigorously pay close attention to your feedback and continue to provide updates when we are able. This is our promise to you. Now let’s jump into some DLC news. We’re planning to release a total of three sizable & badass DLC batches over the next several months to provide you guys with additional challenges to keep you on the edge-of-your-seat. There will be new storylines, new yokai, ferocious new bosses, Guardian Spirits, new skills, fresh armor and a new weapon that alters the performance of skills outside of set stances. On top of all that, new difficulty levels and end-game content will be added to allow the campaign to grow longer, giving you guys even more content to start your summer gaming adventures! I’m happy to announce that the first of these thrilling DLC packs called “The Tengu’s Disciple” will kick off on July 30*. Also, as an added bonus we have prepared brand new wallpapers inspired by the upcoming DLC to keep you guys motivated as you wait for the new chapter to arrive in July. We hope you will be pleased with what you see! Speaking of the upcoming DLC chapters, here are some clues and context into the storyline of the continuing Nioh 2 saga. A great battle has taken place at Yashima in the late Heian period. As a visitor in Yashima, our protagonist finds a shrine possessing a mysterious whistle called the Sohayamaru. Upon inspection, the whistle shines radiantly as the shadow of Yokai can be seen lurking in the background. It is revealed that whenever wars take place, heroes wielding the Sohayamaru will head into battle in order to restore peace back into this land. More in-depth details regarding “The Tengu’s Disciple” will be released in the coming months, so please stay tuned. Until next time, enjoy the new update and good luck unleashing your darkness! And most importantly, please stay safe out there. *Nioh 2 required to play The Tengu’s Disciple (sold separately) View the full article
  18. One of the defining aspects of Resident Evil 3 is, without a doubt, the hulking stalker that trails Jill throughout the game. Nemesis is not only one of the most memorable enemies from Resident Evil history, but perhaps one of the most recognizable monsters in all of video game history. I’m pleased to announce that, starting today, you’ll be able to play as Nemesis in Resident Evil Resistance via today’s update that introduces Nicholai Ginovaef as a Mastermind! Alongside Nicholai’s powerful skills, he’ll also be able to summon Nemesis, complete with its own suite of deadly tools to unleash upon hapless Survivors – the first time Nemesis has been playable in a Resident Evil game. To commemorate this occasion, PlayStation’s Tim Turi asked the development staff behind Resident Evil 3 and Resident Evil Resistance to share additional insight on one of gaming’s greatest monsters, including how they updated Nemesis’ design for a new generation in Resident Evil 3 and created a playable version of it for Resident Evil Resistance. (Quick heads up, there are some minor spoilers for Resident Evil 3 below.) Nemesis takes aim on Jill in Resident Evil Resistance Where does Nemesis project research fit into Umbrella’s overall company plans at the time of RE3? Is it their crowning achievement at the time, a side project, etc.? Umbrella Corporations’ bioweapon research was split between Europe and America. The European branch handled project Nemesis, while the American branch handled T-virus research in tandem. The Nemesis project was to artificially create the Plagas parasite (first introduced in Resident Evil 4), thus giving birth to NE-α. The idea was to find an appropriate live host that could contain NE-α, which in turn would physically change and transform its host into a bioweapon. However, the reality was no host could contain the power of NE-α, nor was there any means of regulating it. As a result, the project was inevitably put on ice. In the meantime, the American branch had finished their creation of the Tyrant bioweapon utilizing the T-virus, to the point that they were able to send it into actual field tests. Feeling the pressure, Umbrella Europe decided to utilize Tyrant as a base for creating Nemesis. The Nemesis project was very aggressively pushed forward and managed to achieve results, but NE-α needed to be regulated through a fitted chest piece on the host, as well as equipped with restraining gear to stop it from going rogue while in the field. Nemesis still utters the classic “STARS” line while pursuing Jill. Was there any consideration to remove Nemesis’ speech altogether, or give it even more lines? In the early development stages, we definitely considered adding more dialogue to showcase its heightened intelligence. Halfway through, there was also a phase where we thought too much dialogue would make Nemesis less scary, so we had considered the option of having it not speak at all. At the end of the day, part of Nemesis’s fear factor is its relentless pursuit in eliminating all S.T.A.R.S. members, so we left the “S.T.A.R.S.” phrase in there as a means of conveying that to the player. A little fire won’t hold back Nemesis in RE Resistance Nemesis begins the game almost entirely covered in black material, almost like a body bag. Can you please offer insight into this aesthetic change, the decision behind it, and how that material is damaged throughout the game? Nemesis is not a completed model, but a prototype. The black material is not Nemesis’ official attire and was restrictive gear that was haphazardly, quickly created to contain it, which is why it has such visuals. We were hoping to create an aesthetic contrast between Nemesis and Tyrant from Resident Evil 2, who has a more completed and finished look. Nemesis can now infect zombies with parasites. What was the Capcom dev team hoping to achieve with this change, both from a narrative and gameplay perspective? This was implemented as a means of differentiating Nemesis from Tyrant in Resident Evil 2. We wanted Nemesis to come across as an even more formidable opponent, so we started considering alternate abilities aside from its heavy weapon artillery. We inevitably decided on this final ability due to the presence of Ganado in Resident Evil 4. Ganado are humanoid enemies that are created through being infected with the Plagas parasite, the original basis for NE-α. When the Plagas activates, it spawns from the neck of its host in the form of a tentacle. NE-α was created to imitate this parasitic quality. We wanted NE-α infected enemies to be visually similar to the Plagas-infected Ganados as a means for fans to piece together how Nemesis fits within the whole Resident Evil franchise. Survivors should keep their distance from Nemesis Nemesis undergoes an even more dramatic transformation with Type 2 in the RE3 remake compared to the original game. Please discuss the goals and inspirations behind its Type 2 design. In the original game, Nemesis’s second form is simply the restrictions coming off, allowing it to utilize its tentacle attacks. The differentiation from its first form was not as dramatic, both from a visual and gameplay standpoint. Our goal was to make a transformation more dramatic, not only from a visual standpoint, but also from a gameplay standpoint as well. Nemesis’ transformation into Type 2 occurs when it’s badly burned and falls into the water. Is there something specific about this combination of events, from a RE pseudo-science perspective, that leads to the form of Type 2? The trigger for the transformation is a combination of taking damage from Mikhail’s attack and the restrictive gear burning off combined with the regulation device breaking. As a result, the NE-α regenerative capabilities went wild. The transformation is a result of no longer being able to maintain humanoid form through the regenerative process. What are the best strategies you’ve seen for fighting Nemesis Type 1 and Type 2? Are there any player strategies you’ve seen online that have surprised you? There are so many good players online! You tend to see players utilizing the dodge mechanic to fight both Type 1 and Type 2. However, the concept of Type 1 was very much all about running away, rather than fighting. Type 2 was designed with higher speed, so fast that the player would not be capable of escaping it. The intention was to have the player switch from running to fighting in this stage. Even though Nemesis’s speed has increased, it lost some intelligence, so we wanted Type 2 to be a fight where players would better understand Nemesis’ movements and have a fighting chance of defeating it. The nefarious U.B.C.S. operative, Nicholai, from Resident Evil 3 What makes Nicholai a good fit as a Mastermind in Resident Evil Resistance? As the mastermind behind the incidents in Resident Evil 3, Nicholai’s cunning personality and willingness to do anything for the right price makes him a perfect fit for a Resident Evil Resistance Mastermind. Nicholai has been on the list of potential Masterminds since the very early stages of development. What tools does Nicholai have at his disposal as a Mastermind? Nicholai is good at using firearms and tracking his prey. In Resistance, this translates into useful skills with camera-mounted firearms and abilities that allow him to track the Survivors around the map. He can also control Nemesis to hunt down Survivors, complete with an array of signature skills to use to hunt down his targets. How does Nicholai distinguish himself as a Mastermind when compared to the rest of the roster? Compared to the other Masterminds, Nicholai has more firearm and tracking skills. He’s different from Spencer in how Nicholai’s Exclusive Cards gives him a wider variety of firearms to choose from, and how he’s able to track Survivors and see their actions behind walls. Nicholai’s biggest unique selling point is of course how players can control Nemesis and experience its terrifying power for themselves. Key info on Nicholai and Nemesis from the RE Resistance Mastermind menu How does Nemesis stand out from other Mastermind bioweapons in Resident Evil Resistance? Nemesis moves at a surprisingly fast speed, can deal multiple attacks using its tentacles, and emits a blood-curdling roar that stops Survivors in their tracks for a set period of time. Compared to G-Birkin and the Tyrant, Nemesis has more ranged attacks. How did the Resident Evil Resistance version of Nemesis draw inspiration from its Resident Evil 3 iteration? Nemesis takes on many forms in Resident Evil 3 which changes both its appearance and actions. In Resident Evil Resistance, we choose to use the most widely-known humanoid form and tried to design its skills in a way that will best resonate with people who have played Resident Evil 3. Nemesis has many weapons and tools at his disposal. How did the team land on this specific loadout for Resident Evil Resistance? The team evaluated all the attacks Nemesis has in Resident Evil 3, and derived its Resistance skills from the ones we think would feel the most satisfying for players to use when controlling Nemesis. It has a tentacle attack, a dash, and, of course, an ultra-powerful Rocket Launcher. Lots to look forward to! Nemesis packs some heavy artillery in RE Resistance What tips do you have for succeeding with Nicholai and Nemesis as a Mastermind? Try shooting your opponents when they are not paying attention. (Laugh) After the game’s been released for some time, Survivors will become very aware of where the cameras are placed, so defeating Survivors with firearms will no longer be easy. Even though Nicholai is a firearms expert, equipping only firearm cards might not be the best strategy. We suggest including fast creatures to distract Survivors, use skills that hold them in place, equip automated firearms to draw their attention, then ambush them from behind for optimal efficiency. In addition, if the Survivors are gathered together, the adrenaline rush players can get from wiping out an entire team of Survivors using Nemesis’s Rocket Launcher is definitely a Nicholai-exclusive experience. What tips do you have for Survivors trying to survive against Nicholai? Don’t wander off alone, communicate with each other and stay alert and agile. The Mastermind’s cameras rotate at a fixed speed, so we recommend players practice how to move around while firing weapons when targeted by camera-mounted firearms. We also strongly suggest melee-focused characters like Tyrone and Sam buy at least one firearm to use against cameras. Nicholai’s firearms can deal a considerable amount of damage, making him very hard to defend against when alone and without support. Cameras also have a shield that prevents them from being disabled again for a period of time after they recover. When players see cameras protected by an Electromagnetic Shield, the best strategy would be to retreat or find cover! Thanks to the development staff for providing such amazing insight into Nemesis in Resident Evil 3, as well as Nicholai and Nemesis’ tag-team combo in Resident Evil Resistance! You can begin your desperate escape from Nemesis yourself with Resident Evil 3, out now for PlayStation 4, and take control of the bioweapon itself with Resident Evil Resistance, included with Resident Evil 3. View the full article
  19. With Ion Fury coming out on PS4 tomorrow, we wanted to give everyone a peek behind the scenes by diving into one of the game’s most important features, its unique level design philosophy! Every Build Engine game has a Level Design philosophy and a set of rules. One of the most important ones is this: “Always start with a BANG!” A key aspect of every Build Engine game was their memorable introduction to the first level. Duke Nukem 3D: Ejected from a flaming ship on the rooftop of a building. Blood: Caleb resurrecting from the dead coming out of a grave hungry for revenge. Shadow Warrior: Start in a dojo and a zombie ninja jumps inside from the window, allowing you to slice him in half with your katana. Ion Fury is no exception to this rule, so we had to start the game in a memorable way, which set the tone and showed the players that this was no walk in the park! Let’s analyze Ion Fury’s Preview Campaign introduction: Heskel cultists crash a truck at full speed onto the GDF entry point. The GDF Garage was the first level of our preview campaign (Demo of sorts). Now the game starts somewhere else but this particular scene is still featured at some point in Ion Fury. Level Design Process The Basic Concept First of all you must have a basic idea of what your locations are going to be. This can come from the story itself or the story can later revolve around the levels you made. In our case we had a basic guideline regarding the story and we built a plan with it in mind. Once we knew which locations our game was going to feature, we assigned each location to a different level designer. Build games were well known for their level continuity by usually showing a sneak peek of the next level and practicing longer stretches of continuous flow. We wanted to pay a bit of tribute to this and go beyond. Ion Fury would be a single campaign that would seamlessly flow from one level to another with only a brief intermission between every major chapter. Truck crash sequence Going back to our truck crash sequence example, this is how it was done. 1. Sketch and the Blockout Early sketch by level designer. First, we started out with some basic shapes to have a sense of scale, might even throw in some lighting as well to make out the different forms. Even when doing a basic room it’s important to look at the aesthetic part of it as well, making the room visually pleasant from every angle if possible. This is probably the best moment to plan out which strategies the level will have (most of the time plans change during production). In this case, we know we want the truck to come from the streets outside, going directly at the player, so the starting spawn point must face the entry directly. It’s best to try different shapes and ideas. Always in big blocks, avoiding too much detail at this stage. 2. Defining geometrical shapes At this point we want most of the level geometry and textures in their almost-final form. Making sure textures are properly aligned next to another, doors have their proper frames, columns are the right size, etc. In this shot, we can see some light and decorative sprites have been added to get a better sense of what the final look is going to be. Rooms on the side behind the glass are still just placeholders, but looking at the fire sprites we know that at some point we want these rooms to be in a destroyed state. Once the basic blockout is complete, it’s time to improve geometry and align texture work. Rooms behind the windows are done repeating steps 1 and 2. The truck was built into the game by Fox Martins, our expert cars builder. 3. Light Work We now proceed to add the final touches to the level’s lighting work, shading every wall one by one to get a sense of “realism” with it. At this point it’s good to mix up different sets of colors to make it both visually pleasant but at the same time recognizable among other locations. It’s important for every level to have a distinctive landmark. GDF garage is now finished aesthetically and ready for the destruction sequence. 4. Detailing and bringing the world to life When everything just “works,” it’s time to make the place feel alive. In our case we used a variety of options like the following: Flickering Neon lights Rain, thunder, and lightning. Smoke coming out of vents, grates, pipes, etc. Particles help when trying to show broken machinery with sparks, splashes when stepping in water, of course blood coming out of our enemies entrails, etc. Having interactive objects is a must. arcade machines, flushing toilets, jukeboxes, etc. Adding ambient and interaction sounds where they belong in different locations is important in making a level in Ion Fury feel alive. Finished scene from another level of Ion Fury. Neon lights, water drips, steam coming out of vents, flickering signs, etc. are some of the means to bring this world to life. 5. Creating the crash sequence This is where most of the new additions and enhancements to the build engine come into play. With a new set of effects it’s possible to create almost anything in the world of Ion Fury. These effects were co-created between Jonathan “Mblackwell” Strander and Max “Oasiz” Ylitalo for the use of every level designer involved. The truck crash sequence goes as follows: Player steps into the garage and the GDF main gate is destroyed by a kamikaze truck coming at full speed. The emergency system of the base is activated, closing the inner steel doors and window curtains. Truck then crashes onto the closed steel doors and still deals quite a lot of damage to the entrance and surroundings. Lights go out momentarily, alarm starts to sound, emergency generator is activated, lighting up the place again. Window curtains are lifted. The bent steel door is visible, destroyed rooms are now ablaze. Doors on the sides open up and enemies enter; time to kill some invading cyborgs. And this is only one of many cool sequences you are going to find in Ion Fury. We hope you liked this blog entry made to give you a little bit of insight into the design process of our game, Ion Fury, available tomorrow on PS4. Until next time! View the full article
  20. We hope you’re taking care of yourselves, staying safe, and making solid progress on your back catalog of games. The Last of Us Part II is by far the largest and most ambitious game we’ve ever made and there will be so much for you to dig into when it arrives on June 19th. Leading up to launch, we’re releasing a brand new series of videos breaking down key aspects of the game. Each video will feature interviews with members of our team as we discuss the design, technology, and ideas that have shaped the development of our game over the last six years. We’re kicking things off by taking a closer look at the story in The Last of Us Part II, including some of the core themes we’re exploring, a glimpse into Ellie and Joel’s life in Jackson, and how we’re broadening the world and cast of characters. Don’t worry, we’re keeping all episodes spoiler-free and there will be so much more for you to dig into on June 19th! Check it out: Play Video From here on out, we’ll be releasing new videos every week for the next three weeks. Here’s what to expect and when: May 13th: Inside the Story May 20th: Inside the Gameplay May 27th: Inside the Details June 3rd: Inside the World We look forward to sharing more in the weeks to come! Enjoy! View the full article
  21. In Skully, players will visit a lush island paradise virtually untouched by mankind. Sweeping vistas, active volcanoes, and expansive mountain ranges are in great abundance, though the sanctity of this peaceful place is at risk of being destroyed due to an ongoing familial conflict between the four elemental beings that oversee the island. Unable to resolve the quarrel alone, a deity known as Terry reanimates a skull that washed up upon the shore to mediate the dispute. Given a second chance at “life” after being imbued with the power of magical clay, the appropriately named “Skully” will traverse the diverse landscapes while avoiding a myriad of dangers through the aid of three elemental forms. Conjured by the same power that gives this skull life, they embark on their quest to restore tranquility to their home under the constant supervision of Terry. A relic of a previous time, Skully has been reanimated to intervene in a feud between a deity and his three siblings whose quarrel jeopardizes the island they call home. Skully’s ability enables the ball shaped bone to hop, skip, and roll at high speeds on the ground or up vertical inclines across the various biomes present on the remote isle. Forceful and blunt, Skully’s strong form has unrivaled strength capable of crushing enemies and obstacles. While not much of a talker, Skully’s strong form is always ready for a fight and will be the primary vehicle for combat against the creatures and enemies on the island. His raw power will also prove vital in breaking down barriers and walls that impede Skully’s path. When it comes to fight or flight, the outcome should be obvious. Flamboyantly charming and exceedingly cute, the happy-go-lucky swift form will be vital in solving the complex puzzles that come between our protagonist and their objective. Granting a high-speed dash, the ability to move objects that block the way and the power to create new pathways, this form will prove to be a valuable asset on this adventure. Wise and friendly, this form can hurl Skully to new heights and traverse large gaps that dice the island up into uneven pieces. With this unparalleled mobility, Skully can escape engagements when overwhelmed and explore parts of the island once unreachable on its own or by the assistance of the other forms. Together, Skully and these three forms open up a new world of possibilities for the player, and with each possessing their own unique strengths and weaknesses, synergy between them will be essential to progress through the hazardous island terrain. You can catch your first glimpse of the gameplay in our announcement trailer and keep an eye out for more news about Skully leading up to its launch on August 4. View the full article
  22. Hello, fellow fighters. We at NetherRealm are super excited to continue to fulfill everyone’s 80’s movie robot dreams with the addition of RoboCop in Mortal Kombat 11: Aftermath, our exciting, new expansion. We just dropped a new gameplay trailer showing off RoboCop, along with Fujin and Sheeva, who are all coming to Mortal Kombat 11 on May 26. I clearly remember watching the “RoboCop” film when I was a kid, although I was probably far too young when I saw it. In fact, I was so in love with the movie that I asked for the RoboCop game on my Amiga 500 but only got to play it twice before the disk became corrupted. So, it’s great to finally get to play as RoboCop in Mortal Kombat 11: Aftermath. ED-209 provides backup. I am far from being the only RoboCop fan in our studio. A few of the character artists on my team have ED-209 and RoboCop figurines on their desks. We even scanned one of these figurines to use as a reference for modeling out ED-209 which you’ll see in Mortal Kombat 11. Being able to scan and record Peter Weller for the RoboCop model, as well as talk to him about the role, was invaluable. He gave me some great insight into what it was like playing the character, which allowed us to capture the essence of RoboCop. As a bonus, he gave me a crash course in Italian Renaissance art while he was in the studio being scanned. You may not know this but Dr. Weller has a Ph.D. in Italian Renaissance Art History and Roman History. Mortal Kombat 3 Cyber Ninja RoboCop With our guest fighters, we always ensure that we give the players as many iconic and authentic character attributes as possible. Pallets for RoboCop in Mortal Kombat 11: Aftermath are an excellent example of this. As RoboCop fans will remember, the original “RoboCop” film featured a gray suit, while the “RoboCop 2” outfit was much bluer. You will find both of these options in the Mortal Kombat 11: Aftermath expansion. As is customary with our guest characters, RoboCop also gets a NetherRealm Studios version, this time it’s a Mortal Kombat 3 Cyber Ninja RoboCop variant. RoboCop, just thinking about stopping a crime. We had loads of fun working on RoboCop, packing in as many character references as possible. And we’re excited that our fans will get to play everyone’s 80’s cyborg fantasy, matching RoboCop against the Terminator. Don’t forget, Mortal Kombat 11: Aftermath will be available digitally first on May 26. And if you purchase early on PS4, you’ll get a free Mortal Kombat 11: Aftermath dynamic theme showcasing Raiden and Liu Kang, which was custom made by the NetherRealm team and features music from the game. View the full article
  23. Experience much more for less with PlayStation Store’s Extended Play promotion, which begins tomorrow. This digital sale gathers games that come packed with extensive expansions or tantalizing DLC to give you more of the experiences you’re enjoying. That includes the Gold Edition of Assassin’s Creed Odyssey, which expands Ubisoft’s sprawling open-world action RPG with three extra story episodes. The promotion means getting ahead of your competitors with Crash Team Racing Nitro-Fueled – Nitros Oxide Edition, with immediate access to the racing game’s secret characters. Check out the full list of titles in the sale below. Then head over to PlayStation Store starting tomorrow morning. Games in the Extended Play promotion are available until 5/26. PS4 Games $Sale $Original ACE COMBAT 7: SKIES UNKNOWN SEASON PASS $12.49 $24.99 AO TENNIS 2 $35.99 $59.99 ASSASSIN’S CREED ODYSSEY GOLD EDITION $24.99 $99.99 ASSASSIN’S CREED IV BLACK FLAG SEASON PASS $4.99 $19.99 ASSASSIN’S CREED ORIGINS SEASON PASS $15.99 $39.99 ASSASSIN’S CREED SYNDICATE – SEASON PASS $8.99 $29.99 BANNED FOOTAGE VOL.1 $5.99 $9.99 BANNED FOOTAGE VOL.2 $8.99 $14.99 BATMAN: ARKHAM COLLECTION $17.99 $59.99 BATMAN: ARKHAM KNIGHT SEASON OF INFAMY: MOST WANTED EXPANSION $2.99 $9.99 BATMAN: ARKHAM KNIGHT SEASON PASS $5.99 $19.99 BATTLEFIELD V – CHAPTER 6 PREMIUM BOOSTER PACK $14.99 $29.99 BATTLEFIELD V AND EA SPORTS UFC 3 BUNDLE $29.99 $59.99 BATTLEFIELD V YEAR 2 EDITION $19.99 $49.99 BORDERLANDS 3 DELUXE EDITION $39.99 $79.99 BORDERLANDS 3 SEASON PASS $39.99 $49.99 BORDERLANDS 3 SUPER DELUXE EDITION $49.99 $99.99 CALL OF DUTY: BLACK OPS 4 – BLACK OPS PASS $24.99 $49.99 CALL OF DUTY: BLACK OPS 4 – DIGITAL DELUXE $39.99 $99.99 CATHERINE: FULL BODY BONUS CONTENT BUNDLE $14.99 $24.99 CIVILIZATION VI EXPANSION BUNDLE $37.49 $49.99 CODE VEIN SEASON PASS $12.49 $24.99 CRASH TEAM RACING NITRO-FUELED – NITROS OXIDE EDITION $29.99 $59.99 DAYZ $29.99 $49.99 DAYZ LIVONIA EDITION $43.99 $54.99 DEAD ISLAND DEFINITIVE COLLECTION $8.99 $29.99 DEUS EX: MANKIND DIVIDED – DIGITAL DELUXE EDITION $6.29 $44.99 DEUS EX: MANKIND DIVIDED – SEASON PASS $2.99 $14.99 DEVIL MAY CRY 5 DELUXE UPGRADE $7.49 $14.99 DIABLO III: ETERNAL COLLECTION $19.79 $59.99 DOOM + WOLFENSTEIN II BUNDLE $34.99 $69.99 DRAGON BALL XENOVERSE 2 – EXTRA DLC PACK 1 $4.99 $9.99 DRAGON BALL XENOVERSE 2 – EXTRA DLC PACK 2 $4.99 $9.99 DRAGON BALL XENOVERSE 2 – EXTRA DLC PACK 3 $3.99 $7.99 DRAGON BALL XENOVERSE 2 – EXTRA DLC PACK 4 $3.99 $7.99 DRAGON BALL XENOVERSE 2 – SUPER PACK 1 $4.99 $9.99 DRAGON BALL XENOVERSE 2 – SUPER PACK 3 $4.99 $9.99 DRAGON BALL XENOVERSE 2 – SUPER PACK 4 $4.99 $9.99 DRAGON BALL XENOVERSE 2 DRAGON BALL SUPER PACK 2 $4.99 $9.99 EA SPORTS FIFA 20 CHAMPIONS EDITION $23.99 $79.99 EA SPORTS FIFA 20 ULTIMATE EDITION $29.99 $99.99 FALLOUT 4 – SEASON PASS $24.99 $49.99 FALLOUT 4: FAR HARBOR $12.49 $24.99 FALLOUT 76 $29.99 $39.99 FALLOUT SHELTER: 6 PACK OF NUKA-COLA QUANTUM $0.79 $0.99 FALLOUT SHELTER: BUNDLE OF 15 LUNCHBOXES $6.99 $9.99 FALLOUT SHELTER: BUNDLE OF 15 PET CARRIERS $6.99 $9.99 FALLOUT SHELTER: BUNDLE OF 40 LUNCHBOXES $9.99 $19.99 FALLOUT SHELTER: BUNDLE OF 40 PET CARRIERS $9.99 $19.99 FALLOUT SHELTER: BUNDLE OF 5 LUNCHBOXES $2.99 $3.99 FALLOUT SHELTER: BUNDLE OF 5 MR. 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ZOMBIES: BATTLE FOR NEIGHBORVILLE DELUXE EDITION $19.99 $49.99 RED DEAD REDEMPTION 2: SPECIAL EDITION $35.99 $79.99 RESIDENT EVIL 7 BIOHAZARD GOLD EDITION $19.99 $49.99 RUGBY 20 $29.99 $49.99 SKYRIM SPECIAL EDITION + FALLOUT 4 G.O.T.Y. 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  24. Hey folks – just a quick note that we’re finalizing a special episode of State of Play airing this Thursday, May 14 at 1:00pm Pacific Time // 4:00pm Eastern Time on Twitch and YouTube. The episode will be focused entirely on Ghost of Tsushima, coming to PS4 July 17. You’ll get an extended look at new gameplay footage, including exploration, combat and more. The current cut is clocking in around 18 minutes, give or take. And just to be clear — there won’t be any PS5 news or updates in this episode, just a big, beautiful look at Sucker Punch’s PS4 open-world epic. Don’t miss the Twitch and YouTube broadcast this Thursday. See you then! View the full article
  25. Ready to shred again? The original birdman Tony Hawk and Vicarious Visions, the studio behind the Crash Bandicoot N. Sane Trilogy, have come together to bring back Tony Hawk’s Pro Skater 1 and 2, radically remastered for PlayStation 4. Dropping in this September 4, Tony Hawk Pro Skater 1 and 2 is all about bringing back the original levels, skaters, tricks, modes, and songs from the iconic soundtrack, as well as amping up the experience with new ways to play including online multiplayer. Hawk Heritage As you can see from the comparison screenshots, there have been an incredible number of improvements to the remastered game. Released on the original PlayStation back in August 1999, the series’ first title helped lead the way in the gaming industry’s shift to 3D gameplay. This was thanks to Sony’s advancements in geometry technology with PlayStation, and the original Tony Hawk’s Pro Skater set the standard for the genre. “It was incredible to play the original games on PlayStation back in 1999 and to see the overwhelming response from the PlayStation community, so I’m excited to bring the game back to all the hardcore THPS fans on PlayStation again this year.” said the legend himself, Tony Hawk. But what’s in store for this ground-breaking remaster? Here’s the 411 on 1 and 2: Same Tony, New Tricks Tony Hawk Pro Skater 1 and 2 will feature the full original roster of pro skaters from the turn of the 21st century. That includes Steve Caballero, Geoff Rowley, Bucky Lasek, Elissa Steamer, Kareem Campbell, Andrew Reynolds, Bob Burnquist, Eric Koston, Rodney Mullen, Jamie Thomas, Rune Glifberg, Chad Muska… and of course, Tony Hawk. These skaters all come with their own Special Moves – from Geoff Rowley’s Darkside Grind to Tony Hawk’s legendary 900 – and have learned a few new tricks over the past two decades, including the Revert, Lip Tricks, and the Wall Plant, allowing you to pull off incredible combos like never before. The remaster will also feature all the original levels from the first two games in the franchise, from the Warehouse to The Bullring. Those levels can be played solo with goals old and new, with a buddy for local co-op, or online with original multiplayer game modes. All of this will be presented in stunning 4K resolution* with updated and enhanced graphics, running at a frame rate crisper than a perfect 50-50 grind: 60 FPS. Let’s not forget the tunes, either: Remember the iconic soundtrack of the original game, made possible thanks to the PlayStation’s shift to high-fidelity CD audio? Many of the unforgettable songs from the original games are back to help amp you up while you go for that Sick Score. Create-A-Skater and Create-A-Park Return, Revamped Rather carve up your own park with a skater you created? Create-A-Skater and Create-A-Park are back; the latter featuring a robust editing suite, allowing you to create a spectacular level of customization. Want to make the skate park of your wildest imagination? It’s all there waiting for you to build, and then share online with friends. After you create a park, why not create yourself – or a friend… or one gnarly looking poser – in Create-A-Skater? With plenty of customization options, including some that feature iconic skating and street brands, you’ll be able to express a crazy amount of creativity just in your custom skater alone. Tony Hawk’s Pro Skater 1 and 2 will be available worldwide for the suggested retail price in the U.S. of $39.99. A digital deluxe version that includes unique content and gear will be available for the suggested retail price in the U.S. of $49.99. Digital pre-orders coming soon to PlayStation Store. *4K Available on PS4 Pro. View the full article

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