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NBA 2K25 launches September 4 and packs in enhancements and features aimed at both seasoned hoop gamers and rookies alike. To prepare for tip-off I got some hands-on time with the new Learn 2K mode, which is perfect for newcomers like myself. The beginner-friendly mode teaches mechanics like Rhythm Shooting and Signature Go-To Shots, and the practice boosted my confidence to hold my own on the court. Master the fundamentals As the NBA great Larry Bird once said, “First, master the fundamentals.” With the hands-on event being hosted at the Naismith Basketball Hall of Fame I decided to do as the greats do, kicking off the experience with a deep dive into basics in the new Learn 2K mode. Though tutorial modes are present in some past NBA 2K games, Learn 2K is a comprehensive tutorial into nearly every facet of the game from shooting to off-the-ball movement and defense. This year’s tutorial mode breaks each category of gameplay down into three difficulty levels: Beginner, Intermediate, and Advanced, giving the player full control over how deep they want their arsenal of moves to be. While getting my practice reps in, I learned how precise directional analog stick movement must be to execute these effortless-looking moves on the court. Back to the playground In addition to the Freestyle, Scrimmage, and Practice Plays modes typically grouped into tutorials, NBA 2K25 adds a fresh way to test your fundamentals with the new Mini-Games mode. Practicing your skills competitively while under less pressure makes Mini-Games a novel addition. The Shooting Frenzy mini-game gives you an open court to freely practice your jump shot to rack up points. The Knockout mini-game took me back to my playground hooping days, adding a bit more pressure to make three-pointers on the first try. Fail, and you’re “knocked out” by the player behind you if they make their shot first. One of the most challenging but rewarding mini-games was Dribble Speedrun, where you play as De’Aaron Fox with the goal of sprinting while performing dribble moves on command. The mini-game’s difficulty made for a tense but amusing time, and finally nailing Fox’s tight handles on cue is truly satisfying. Rhythm of the game I finished the hands-on experience with QuickPlay. I set up a battle of the California coast with the Golden State Warriors vs. the LA Lakers. The opening animations and gameplay depict the player’s faces and movements faithfully, with Pro Play using real-life game footage to translate into the game. In-game, some of the new mechanics I learned made my game feel formidable. The new Rhythm Shooting mechanic is stimulating. Hopping into an actual game made me realize the need to learn the rhythm of each player’s shot to be successful. Once getting used to the quick release of Steph Curry, the tempo-based mechanic became intuitive and made me comfortable firing off shots from any range. Signature Go-To Shots are another new mechanic that gives beginners a fluid way to put dribbling combos and shots together. By holding the right analog stick up, each player performs their unique dribble move that transitions into a jump shot. As a 2K rookie this feature let me easily mix up my offensive tactics, making me harder to guard. Before long I was seamlessly blending up opponents to put points on the board. NBA 2K25 goes deep for basketball strategists but gives entry points for newcomers to work on their game. After nearly six hours of playtime, the new Learn 2K mode and gameplay mechanics made greatness feel graspable. Mastering the fundamentals is key, and you’ll have your chance when NBA 2K25 launches September 4 on PS5 and PS4. View the full article
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Name: PlayStation - Customize your DualSense Edge controller on PC with the PlayStation Accessories app 🎮 Category: Gaming Industry Videos Date Added: 08/27/2024 Submitter: Commander Fury Customize your DualSense Edge controller on PC with the PlayStation Accessories app 🎮 PlayStation - Customize your DualSense Edge controller on PC with the PlayStation Accessories app 🎮
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Name: PlayStation - Call of The Wild: The Angler - 2nd Anniversary Celebration | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 08/27/2024 Submitter: Commander Fury Call of The Wild: The Angler - 2nd Anniversary Celebration | PS5 & PS4 Games PlayStation - Call of The Wild: The Angler - 2nd Anniversary Celebration | PS5 & PS4 Games
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Name: PlayStation - Little Big Adventure - Twinsen's Quest - Gameplay Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 08/27/2024 Submitter: Commander Fury Little Big Adventure - Twinsen's Quest - Gameplay Trailer | PS5 & PS4 Games PlayStation - Little Big Adventure - Twinsen's Quest - Gameplay Trailer | PS5 & PS4 Games
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Name: XBox - Another gamescom in the books. Thanks for the adventure! | #Xboxgamescom Category: Gaming Industry Videos Date Added: 08/26/2024 Submitter: Commander Fury Another gamescom in the books. Thanks for the adventure! | #Xboxgamescom XBox - Another gamescom in the books. Thanks for the adventure! | #Xboxgamescom
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Name: PlayStation - Indiana Jones and the Great Circle - Gamescom Date Reveal Trailer | PS5 Games Category: Gaming Industry Videos Date Added: 08/26/2024 Submitter: Commander Fury Indiana Jones and the Great Circle - Gamescom Date Reveal Trailer | PS5 Games PlayStation - Indiana Jones and the Great Circle - Gamescom Date Reveal Trailer | PS5 Games
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From the moment he popped out of our transformed DualShock DualShock 4 wireless controllers in Playroom VR, it was clear that Astro Bot was going to charm hearts across the galaxy. Eight years later, this amazing character is truly ready to step into the spotlight via his titular PS5 adventure – Astro Bot. So we sat down with Team Asobi’s studio director Nicolas Doucet to get into the nuts and bolts of the origins and evolution of this iconic PlayStation mascot-in-the-making. 1/5Now showing slide 1 of 5Show all View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image The Playroom Birthing baby robots The very first conception of Astro Bot emerged from Team Asobi’s desire to experiment with the DualShock 4 controller connection with the PS4 camera, crafting a demo provisionally titled Little AR (Augmented Reality) Men. The main characters were initially tiny robots that you could interact with on your living room floor. “That was really the starting point,” says Doucet. “At the time we didn’t have any art, so we made prototypes out of primitive shapes. The characters were just robots made up of cylinders with little eyes. Eventually we renamed them to AR Bots. “We worked with artists to bring these characters to life, but we only had five months to implement the demo into The Playroom. So to make them sci-fi looking within such a short period of time, we gave them a Sony robotics style. But it was also important that they were endearing, so we gave them big cute eyes and made them waddle like toddlers, so they kinda became baby robots.” View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image The Playroom VR From AR Bots to Astro Bot As the AR Bots became customized as part of The Playroom’s evolution into The Playroom VR, Astro Bot himself emerged needing a more central character to control for a VR platformer prototype, which became the Robots Rescue mini-game. “We internally called him Captain Astro,” explains Doucet. “We added a PlayStation blue livery and more parts to have him stand out from the environment, gave him the ability to hover and modified his hands to grab things. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Astro Bot Rescue Mission “He also had to feel tangible for VR. We looked at him as if he was a real-life robotics product – it’s a character you can take apart and understand how his joints come together.” It wasn’t until 2018’s solo PS VR platformer, Astro Bot Rescue Mission, that Astro officially claimed his name – and with it came with the help of animation and art talent from other development teams, including Gravity Rush and The Last Guardian. A cache of the minutiae Making sure Astro was primed for his full solo escapade in Astro Bot Rescue Mission meant tweaking his design, both from a visual and gameplay perspective. Already gifted with classic platformer design considerations – a low center of gravity and a compact frame – Astro benefited from several little details, some made even more distinctive in Astro Bot: Eyes Astro’s blue LED eyes are key to his facial expressions, changing shape to convey a variety of emotions – but they’re also fundamental to the VIP Bots in the game. More on that point, later… Jetpack “In the original design whenever Astro hovered, two little wings came out of his back for him to glide,” says Doucet. “You don’t really notice them, but we wanted to create a rationale behind the function.” Chrome dome Astro Bot’s star shines in more ways than one, with the plate on his head subtly showing off the dazzling power afforded by PS5. From jungles to oceans, all the game’s environments are now fully reflected on the back of Astro’s silver head plating during his travels. Robo voice We might think Astro’s cute, high-pitched voice was a natural decision, but lots of thought went into what he can say, to the point that he’s secretly a bit of a polyglot. “Astro fundamentally does not talk but his sounds do mix English and Japanese, but also universal words and onomatopoeia, masked into robotic sounds,” says Doucet. “He’s being played by kids all over the world, so we also had to think about sonority, sounds and syllables that work for as many languages as possible.” Expanding Astro’s world It’s things like Astro’s reflective head plate that symbolizes his growth over the years, now unlocked for PS5. Being in 4K has meant more detail and higher fidelity across the board with a compatible 4K TV or display, making Astro and his companions pop, something that extends even to the game’s flora and fauna. “There’s a lot of wildlife – about 70 new animals in this game,” says Doucet. “From frogs and small insects, to polar bears and elephants, and they all follow the design language of the bots with LED eyes. Even power-ups like Barkster the bulldog booster have the same traits. So the idea of blue LEDs for friends and red LEDs for enemies has become something of a trademark we’ve built on.” ‘Steeling’ some beloved PlayStation characters And then there are the VIP and Cameo Bots – in-game versions of popular PlayStation-related characters – that had players buzzing with delight at their reveal. The franchise isn’t a stranger to cameos, but Astro Bot takes it even further, with a staggering amount of consideration given to integrating its robotic tributes to Kratos, Aloy, Nathan Drake, and many others. “They had to be a cool sci-fi design but also have things like fabrics or furry boots, so we sometimes felt we might be going against the original intent of the character,” explains Doucet. “So we substituted more organic materials, like hair, with materials such as vinyl. “But with all of these characters, the eyes are paramount. Sometimes LED eyes just didn’t work on certain characters because the original design relies so much on the pupils being a certain size or color for instance . So for more cartoony VIPs like Crash Bandicoot or from Ape Escape, the Bots are wearing a mask to help bridge that problem!” Excited for Astro’s first PS5 adventure? You’ve not got long to wait – space, speeders, and surprises will be yours to enjoy as Astro Bot gears up for its September 6 launch. View the full article
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Name: PlayStation - Call of Duty: Black Ops 6 - Multiplayer Reveal Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 08/26/2024 Submitter: Commander Fury Call of Duty: Black Ops 6 - Multiplayer Reveal Trailer | PS5 & PS4 Games PlayStation - Call of Duty: Black Ops 6 - Multiplayer Reveal Trailer | PS5 & PS4 Games
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When Konami announced Metal Gear Solid Delta: Snake Eater on PlayStation 5, you could almost hear the iconic “!” alert ring across the gaming world’s collective ears. A remake of the stealth genre classic Metal Gear Solid 3: Snake Eater – originally on PlayStation 2 – coming our way? With a wealth of updates and enhancements? There’s no place for Snake to hide – the entire planet is watching… I got to play a short demo of MGS Delta, as well as talk with the game’s producer, Noriaki Okamura, on how the game is shaping up to be much more than simply solid. The right team for the job It’s no small feat to remake a revered classic like MGS3. Which is exactly why Komani and Virtuos Studios’ combined development team has a mixture of talent new and familiar to the original, combining fresh eyes and safe hands. “We had to sift out some old dev documents, but thanks to the expertise of some of the veterans who worked on Snake Eater we didn’t have to spend too much time figuring out preparation,” says Okamura. “We’re also aware that there’s an entire generation who have never played a single Metal Gear Solid game before.” Revamped controls with traditional options Keeping with the vital but tricky philosophy of ensuring Delta appeals to all, a strong focus has been on the controls. Traditionalists to MGS3 will feel right at home, but there’s also an option that will feel natural to modern audiences. So if you prefer to play with a third-person camera on the right stick while being able to move and fire simultaneously via an over the shoulder viewpoint, you’ve got it. “Initially our goal was to keep things as close to the original as possible,” explains Okamura. “But obviously over the course of 20 years, the way people play games has evolved and changed. So we looked at modern action games to ensure Delta was on par with some of those, so it doesn’t detract from the experience.” This definitely had a desired effect on my playthrough of the demo, where the changes to Delta created a satisfying illusion of how I remembered MGS3 controlled even though it wasn’t. The transition felt natural, smooth and fun. Accessibility considerations The number of quality-of-life improvements also extend to a modernized menu design and a variety of accessibility options that will invaluably make the game better to play for a wider audience. This includes the ability to tweak how you ready and use your weapons/equipment, removing the need to hold down a button when grabbing enemies, and the chance to change visual elements such as color correction and the center dot display. Utilizing Unreal Engine 5 Of course, the general presentation doesn’t fall short of upgrades, either. Unreal Engine 5 gives Delta an incredible visual punch. “We didn’t want new players coming to the game feeling that it’s old or retro,” says Okamura. It’s an impressive feat. All the directorial flourishes remain, whether it’s taking in the deep detail and staggering background distance of the Tselinoyarsk jungle, or using the camera during a real time cutscene to zoom close enough to see the pores on Snake’s skin. Visually blending the old with the new Just like any Snake mission, however, such improvements don’t come easy. “Initially we thought we could just change the basic outside skeleton of the models,” laughs Okamura. “But once we saw them move around in the game with the old character movements, we noticed they didn’t quite blend that well anymore. So we had to tweak them – it was important to keep the player in the experience but also as close to the original way the characters moved and breathed, and still make it seamless.” Showing off the battle damage system Creating new looks that also feel familiar isn’t just around cosmetics, either. Konami has already highlighted that any wounds Snake picks up over his missions will be visible throughout the game, which led me to seeing how bloody Snake could get after being discovered by some guards. The answer? Well, let’s just say Snake was practically crimson by the time I was finished. While cagey about how much this extends to the gameplay, Okamura confirmed that this will noticeably affect Snake, accentuating the original’s battle damage system. Want to keep Snake sharp? Better treat his breaks and fractures… Playing in the Camo Index dirt And then there’s the ever-intricate Camouflage Index System. Different uniforms, face paints and disguises help improve Snake’s chances of remaining unseen during his mission, but this is given a new dimension with the improved visuals. Roll around in dirt and mud and Snake will get convincingly covered in it, increasing his camouflage. To test its enhanced faithfulness to the original MGS3, I dunked Snake into the Dremuchij Swampland mud, fully enveloping him (admittedly, this was after accidentally drowning him in an earlier attempt). His entire face and body became dripping wet brown, his hair sludgy and slicked… and his Camo Index maxed out, rendering him practically invisible to nearby crocodiles. Fighting expectations old and new If there was one final thing that was just as clear as some of Metal Gear Solid Delta’s improvements, it’s how seriously Okamura and the team take the task of reviving Snake Eater. “There’s only pressure all the time, every day,” he says. “We have a lot of veteran staff at hand but they’re also aging out as well, so it might be the last chance for some of the critical members to work on these titles while they’re still at the company. But it’s our duty to make sure these games are still playable – not only to current players but future generations as well.” Although the demo finished all too quickly at the fabled Boss bridge scene, it was enough to ensure to me that Metal Gear Solid Delta: Snake Eater is going to do justice to its original and the lofty expectations placed on it. You’ll be able to experience it for yourself on PS5, with a release date to be revealed later this year. View the full article
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Name: PlayStation - Metaphor: ReFantazio - Travel Beyond Fantasy | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 08/25/2024 Submitter: Commander Fury Metaphor: ReFantazio - Travel Beyond Fantasy | PS5 & PS4 Games PlayStation - Metaphor: ReFantazio - Travel Beyond Fantasy | PS5 & PS4 Games