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Commander Fury

CCFURY
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Everything posted by Commander Fury

  1. Hey everyone, Trevor from Vertigo Games here. Have you ever wanted to step in the midst of a zombie apocalypse as if you were really there? After many awesome reactions from the VR community, everyone here is extremely excited to finally confirm that Arizona Sunshine is coming to PlayStation VR next month with support for the new PS VR Aim controller! For those of you who haven’t heard of Arizona Sunshine before, it’s a VR shooter that quite literally puts you in the heat of a whole load of zombie action. You get to step into our protagonist’s shoes on a quest to find other survivors across the blistering heat of the post-apocalyptic Arizona desert, all the while battling zombies with whatever gear, ammo, and consumables you loot from your undead enemies or find on your way. You can freely explore your surroundings using either teleportation or locomotion movement, whichever suits your VR tastes best — there’s no spot-based gameplay to be found here. We’ve put a lot of work and love into Arizona Sunshine, building and optimizing it for VR from the ground up in order to deliver the game as we had envisioned it — a VR game worthy of being one of the first full-size games in virtual reality. Arizona Sunshine has a campaign that spans eight diverse levels set in treacherous canyons and deep, dark mines. Take on the zombies solo or join forces with a friend in co-op campaign. And that’s not all! There’s also an infinite game mode that pits you against endless waves of zombies with up to three other players. Nothing is better than having your friends at your back in the apocalypse (Well, except mocking them with gestures within your safe VR environment, of course), but we should probably warn you that more warm brains also means more hungry undead! Ever since we started developing for VR, we have prototyped a lot of mechanics — and realistic weapon handling is by far our favorite. On PlayStation VR, you can take your first steps into the zombie apocalypse with the use of regular DualShock 4 controllers, but we’re also supporting the PlayStation Move motion controllers and (even more exciting) the newly released PS VR Aim Controller! Handling your weapons with real-life movements truly is a whole different level of immersion. As for the Aim controller, since the game was initially created with dual-wielding guns in mind, we’ve thoroughly tested ways to get the support for it right. And while using the Aim controller limits you to using a single weapon at a time, it makes up for that by increasing accuracy and control, upping your chances for critical, dismembering hits. That’s right, the fan-favorite zombie mutilation mechanic also made it onto PlayStation VR! We hope you like Arizona Sunshine as much as we do when it hits PlayStation VR next month. Best of luck to you and your friends and see you at the other side of the apocalypse! View the full article
  2. Ever wanted to be hacker? How about a super awesome, color flipping, code charged, puzzle solving, co-op-loving hacker? No? Well, that’s too bad. But if by any chance you answered yes, then our upcoming game is for you. Polarity: Ultimate Edition is coming to PS4 on May 30. In Polarity: Ultimate Edition you’ll blast yourself through 32 levels of fast-paced hacking action playing as Noah, an up-and-coming techhead with a powerful digital avatar. You’ll steal data, break into virtual vaults, and make dark deals with the mysterious Linus corporation. Every level in Polarity: Ultimate Edition is a person’s vault, where all their secrets are kept and it’s down to you to solve the puzzle in each one to steal those secrets. For money, obviously. Do you have a buddy? That one, good friend you can always yell, scream, and curse at when they just can’t make that jump in time? You sound forgiving, and that’s great news because we have also included a completely bespoke, unique cooperative campaign for you and that one good buddy. You’ll play together split screen as you duck, dodge, dive, and duck your way through every level. Watch out for the obstacles though, from deadly lasers to color-flipping barriers and — of course — those pesky AI to avoid. You’ll be yelling at each other in no time. You’re welcome. Oh, and there’s also a versus competitive mode for those occasions when working together just isn’t what you thought it would be, and destroying your partner would be more fun. We worked hard to address fan feedback in creating the Ultimate Edition. All the artwork has been rebuilt from the ground up, with new level art, shiny new menus, and a new and improved story. It’s bigger, better, and by far the best version we’ve ever made — and we really hope you enjoy it on May 30! View the full article
  3. May 16 marks the launch of our big-budget PlayStation VR shooter Farpoint, and from what I’ve played it’s set to be one of the medium’s defining games. But the date will also see the release of the PlayStation VR Aim Controller, a sleek device that seeks to become the standard-bearer for VR first-person controllers. It’ll be available in launch bundles for Farpoint, and separately in limited supply. I wanted to carve out some space to further investigate how this fascinating controller came to be, and also get a look ahead at future games that will support it. To kick things off, our hardware design team in Tokyo shares some insight on what it was like to actually design the controller. Designing the Aim ControllerWith Takeshi Igarashi, VP of Peripheral Design Dept., Hardware Design Division, Hardware Engineering and Operation (Hardware Director), and Taichi Nokuo, UX Platform Design, Corporate Design Center (Product Designer). Evolution of the Controller Takeshi Igarashi: We first began working on the Aim Controller when we got the idea that using a weapon-type controller to play a PS VR shooting game will make it a much more immersive experience. Initially, we attached a DualShock 4 to the PS3 Sharpshooter to explore what sort of form factor, weight balance, and button arrangements work best to make it more intuitive. Taichi Nokuo: I tried to make the design of the Aim Controller as simple as possible. It was important that the player can use it safely and comfortably with the PS VR headset on, and that the controller can be used as any type or form of weapon inside the game. I made the intentional decision for the controller to not resemble an actual weapon, so that anybody, from children to adults, feel comfortable playing with it. Button Placement Igarashi: We prioritized the position of the trigger button and analog sticks, which are imperative in a shooting game. We placed the face buttons around the analog sticks, so that players can move their thumbs around intuitively without having to ungrasp. Shape and Form Nokuo: The smooth pipe form factor allows the player to play safely and precisely even with the PS VR headset on, which blocks the view of the outside world. I think this is ideal for a controller. The buttons are not scattered around the controller, but are simply and strategically placed where players naturally place their hands. The design is minimalistic but also original, which makes it unique. Nokuo: I hope players are able to experience a whole new level of immersion that they may not expect from a controller with such a simple and minimalistic design. Igarashi: Please enjoy an intuitive gaming experience that is achieved through camera tracking and the controller’s button layout, delivering smooth and natural controls. Farpoint is one of several upcoming PS VR games that will support the Aim Controller. Some of our developers below describe how it is integrated into their game, and how it helps enhance immersion: FarpointSeth Luisi, Impulse Gear From the very beginning of development on Farpoint, we wanted to have a way to physically connect the player to the game and bring them that much deeper into the world we were creating. That would turn out to be the PS VR Aim Controller. With it, we’ve been able to make shooting and aiming more natural and intuitive — once you have the controller in your hands you know instinctively where the buttons and triggers are. The 1:1 tracking also makes for a more skill-based game because the precision removes any need for aim assist. ROM: ExtractionAdam Orth, First Contact Entertainment ROM: Extraction was originally developed with a unique game mechanic of Throw, Slow, and Shoot. By having a motion controller in each hand you could spawn and throw Orbs with one hand, slow down time, and then strategically shoot them with the Sentinel pistol using your other hand for maximum effect. It was a mechanic that could be easily learned, and was a helluva lot of fun. When the opportunity came to bringing ROM onto the PlayStation VR platform we wanted to preserve the fun in that mechanic but add a new twist by using the new Aim Controller. We felt that if we did it right we would be able to open up a whole new and equally exciting way to experience ROM. After some iterations with the PlayStation Aim we always came back to an Orb Launcher attachment of some type. In the end we attached a grenade launcher to our EOS-15 Rifle model as well as matched it to how the Aim controller felt in both of your hands; in effect we achieved a 1:1 representation of what you are holding. It was an instant hit. We modified our motto to Launch, Slow, and Shoot. With the PlayStation Aim, we are able to achieve a deeper sense of physicality than with standard motion controllers. For the rifle-style weapons we wanted to bring to ROM, holding the Aim two-handed gives additional precision and stability to the in-game weapons, in addition to adding a stronger sense of connection between the real world and the virtual. The controls themselves are comfortable and intuitive. As we look towards expanding ROM, the Aim offers us a number of features that line up nicely with various mechanics that we are considering for the future. The Brookhaven ExperimentPhosphor Games It was always our dream as little kids to be able to take the arcade shoot ’em up into our living room. We could have never imagined that more than two decades later, not only would we be able to play these types of games at home, but we’d be playing in a completely immersive VR environment. When we set out to make The Brookhaven Experiment, our goal was to recreate that kind of visceral feeling from the arcades. But we wanted to ratchet up the stakes with 50 foot tall monsters and creatures coming at you from all angles with all the different weapons you could hope for, just waiting to be chosen. Something was missing, though… we didn’t just want to see the rifle anymore, we wanted to feel it, too. That experience from the arcades was tied to that experience of holding something real in your hands. So, consider ourselves lucky when Sony announced that they were releasing the Aim Controller for PS VR. Without a moment passing by, we wanted to be the first game to support it. And, as we worked to integrate it, that feeling came back. Not only was our vision immersed… the feeling of holding the weapon in our hands changed how the game affects us mentally, too. It’s an exciting time to be a developer and PlayStation has created a playground for us to create the kind of memorable experiences that we hope will inspire future game devs more than two decades from now. That’s what we strive towards and we’re so excited to see people immerse themselves one step further on Wednesday, June 26 when The Brookhaven Experiment adds Sony Aim Controller support. View the full article
  4. Greetings from Krakow! We at Bloober Team are excited to announce that our new cyberpunk horror game Observer will officially launch on PS4 this summer. Before we tell you why our game is so scary, we recommend you set the mood — plug in your headphones, play this heartwarming song from the soundtrack, and turn off the lights. That’s more like it. The original idea for Observer stemmed from a simple question: what would you do if your fears were hacked? With that very unsettling thought, the universe of Observer began to take shape: a retro cyberpunk world, with a heavy dose of Eastern European flavor. Low life, high tech, with an all-powerful corporation up to no good. Because cyberpunk. What would law enforcement look like in this oppressive dystopia? That’s when we imagined the Observers, an elite neural police unit with the authority to hack into suspects brains via their neural implants, which everyone totally has now because it’s 2084. A tool of convenience for the user, a way to communicate with friends and family and catch up on old VR movies — a tool of surveillance and oppression for government. We hope this idea scares you as much as it scares us. We’ve learned a lot since our first game, Layers of Fear. Our goal has always been to create a different kind of horror game: something deeper, more cerebral, and psychological. This is the exact opposite of run-and-gun zombie shoot-em-ups. We call it “hidden horror.†Our hope is that as you experience the nightmarish scenarios in the game, you’ll be forced to confront your own fears. Seriously. Ask yourself, as your palms are sweaty and your heart is pounding, why exactly does this scare me? Think about it. The answers may surprise you. To us, this is what horror is all about. View the full article
  5. Pox Nora, the strategy game with collectible card and fantasy RPG elements, will arrive May 23 on PS4. To celebrate the console debut, Desert Owl Games will simultaneously deliver exclusive content to the PlayStation community and support cross-platform play between PC, Mac, and PS4. In Pox Nora, players command Champions who battle across a battlefield where tactical thinking and strategic movements are necessary. The goal is to destroy your opponent’s shrine while capturing Nora fonts, which provide more resources and act as new spawn points for your Champions. But there’s a twist: each Champion is one of more than 2,700 you can collect and choose from when building your deck before each match. To celebrate the console debut, Desert Owl is giving PS4 players an exclusive pack of eight unique versions of venerable Pox Nora hero characters, while PlayStation Plus subscribers will receive exclusive versions of eight Pox Nora Angels, a collection of extremely powerful cards. PC players wanting to make the switch to PS4 can easily copy their data. Whether your friends are playing on PS4, PC, or Mac, cross play is supported. New to Pox Nora?Players can take their deck of Runes (cards) and go on an adventure against other players or AI in the many single-player campaigns, skirmishes, and multiplayer matches. What’s the goal of Pox Nora? In Pox Nora, your goal is to defeat the opponent’s shrine before they can destroy yours. Each turn you will earn “Nora,†the resource with which you will use to deploy runes and help you achieve your goal. What are runes, exactly? Runes are the “cards†of your deck. Runes come in 8 different factions and each deck consists of exactly 30 runes (either 30 from one faction or 15 from two factions). Runes come in four different types, each with their own uses and characteristics. What are factions? Factions are the major parties of the Pox Nora world. Each faction has its own strengths and weaknesses. Factions have traditional fantasy races, as well as some that are unique to Pox Nora. It is recommended you try a few factions before you decide to settle on a favorite, and most veterans play multiple factions! That’s great! But how do I get runes? When you first launch the game, you will be provided with a free deck. Be sure to complete the Faction Training Missions to earn 8 additional decks. As you play Pox Nora you will earn runes, as well as Gold and Shards. Gold is used to redeem for packs, avatars, and other goodies. Shards can be used to create runes directly. You can sacrifice most excess runes earned for additional Shards to create your own runes. Those are the basics! Pox Nora is a game with dynamic depth and tons to explore. If you get stuck or have questions, don’t hesitate to reach out to the community through our official forums. See all of you on the battlefield May 23! View the full article
  6. Hello, I’m Ben Steele, one of the creators of Deliriant. It’s a visually beautiful slice of the 1970s that takes a subtle approach to the exploration of serious topics like abuse, coping mechanisms, and familial relationships. Today we’re announcing our upcoming launch on May 23, and would like to use this opportunity to reflect on our journey through school that has led to one of the first student-made games to successfully self-publish on PS4. We’re a diverse team of 12 students working from the Entertainment Arts and Engineering graduate program at the University of Utah, one of the top academic game design programs. We are given relative autonomy in regards to the development, ownership, and publication of our own work, but it’s a bit of a double-edged sword. Where most student games are able to focus their efforts on pure development, we took on a lot more of the process you might see out of a professional studio, like creating our own dev business (Manic Interactive) and self publishing on our favorite console while still trying to do something experimental; a huge creative benefit of student games. Going to school for a game development degree can, in some ways, be a risky decision. Games are a talent-packed, intensely competitive industry of entertainment. People are so passionate about making games! Meanwhile, our budget was $20 that each team member generously donated in order to pay the fee to register our company and make a website. So how to stand out? The people, for one. That same passion that drives the video game industry is stamped into the essence of every member of our team. Our ambitions weren’t necessarily focused on school as much as success in our field. In large part, that’s possible due to the freedom our school afforded us. It’s that autonomy that led us to the decision that our small game needed to be something kind of different. I’m hesitant to even call it a game in the traditional sense. More of an experience. We began with the idea of “gaslighting,†a subtle form of psychological manipulation in which one person uses the other person’s reliance on their relationship to make them doubt their perceptions and reality. Inspired by the emotional power of Fullbright’s Gone Home, the beautiful non-traditional presentation of TGC’s Journey, and influence from the original Myst, we combined this theme of psychological abuse with our own developed concept of nontraditional storytelling. What emerged is an experiment in empathy. A victim of intense suffering cannot get over their trauma because their mind re-lives that event again and again, keeping it inescapably cemented in their thoughts. So what if your own home — every room, every object, every person who lives there — was the very prison of obligation that trapped you within your suffering? How would you escape? Could you? With Deliriant, we ask the player for some reflection. When trauma is shared with you, you experience some fraction of it yourself, and that creates understanding. We’re definitely offering something out of the box and asking a lot of the player, but my greatest hope is that someone’s perspective will be positively impacted by our game. That by itself would be success. Thank you for reading, and we can’t wait to see all of you on May 23! View the full article
  7. Absolver is an online action game in which players explore the ruins of the fallen city of Raslan, which was destroyed by a massive earthquake centuries ago. As they explore Raslan, players will meet other Prospects like them — volunteers who have vowed to become Absolvers — and build relationships with each other. The road to Absolution is a hard one, and to prove their worth to those that are watching, Prospects will have to hone their combat skills. When we created our studio Sloclap two years ago, our intention was to make an action game with a combat system that was accessible, but deep enough to support PvP combat in the long term. We had some taglines which we always referred to: “Combat is a dance,†“Movement is your weapon,†and “Make your Move.†This would be a game in which the beauty and subtlety of martial arts combat can be seen and felt, where body dynamic and impact sensations are paramount, and in which players will create their own combat choreographies in real-time. As seen in the above video, we based the game system of Absolver on two main components — the Combat Deck and the Combat Styles — to reach these objectives. The Combat Deck is the list of attacks that are available to the player in combat. While fighting, players can select one of four stances which correspond to their orientation relative to their enemy. In each stance, players have different attacks: a sequence of up to three attacks, and one alternative attack. Each attack starts and finishes in a specific stance, so a sequence of attacks can loop on itself, or send the player to a different stance. With different parameters (damage, speed, range, etc.) and special properties, players can create their own unique strategy, and execute it tactically in real-time. Alternative attacks can be used during a sequence to switch to a different stance and create mix-ups. Attacks usable in the Combat Deck are learned by fighting others in the world; by defending themselves against unknown attacks, Prospects will progressively learn them. However, if they want to acquire the Attack XP accumulated during a fight for good, they have to win that fight — otherwise the memories of that fight will be forgotten as they are folded by their mask. A Combat Style is chosen at the beginning of the game — different styles improve different character stats, and each style has a special ability that can be used tactically during combat to gain the upper hand. For instance, with the three styles available at the start, Prospects can parry, avoid, or absorb attacks. Other Combat Styles exist in the lands of Adal besides the three styles initially available, and as they explore Raslan, Prospects can also become Mentors and teach others the subtleties of their play style. Becoming a student therefore allows Prospects to learn new combat styles, and to use their Mentor’s Combat Deck. The depth of the combat system develops further with additional mechanics. Perfect attacks, for example, reward precise timing and flow by allowing successive attacks to chain faster and stun the enemy longer. Feints, alternatively, enable players to cancel their attacks during build-up and play mind games on their opponents. The energy within Tension Shards — glowing crystals which fill up during combat — can be used to trigger powers which can change the tide of a fight, or to draw a weapon. Weapons do more damage than bare fists, and come with their own Combat Deck, making it harder for opponents to anticipate one’s moves. We reached our objective. The core gameplay of Absolver is accessible and doesn’t require high levels of dexterity to be played, but players will be challenged on other skills; timing, reflexes, observation, and memory will all be put to the test, and with the interplay of all the different mechanics above, there is enough depth to make all fights unique. We have great fun playing tournaments inside the studio, and we hope that players will enjoy it as much as we do when the game launches on August 29! View the full article
  8. Tekken has been my fighting series of choice for almost 20 years, so you know I wasn’t gonna miss an opportunity to finally get some quality time with Tekken 7 just weeks before its June 2 PS4 launch date. Watch the new episode of PlayStation Underground to see me and legendary Tekken community advisor MarkMan23 trade blows. And now, my personal perspective. Over 20 years and at least nine mainline games, Tekken has evolved into a complex beast, culminating into Tekken Tag Tournament 2 on PS3. With Tekken 7, Bandai Namco looks to be striking a more balanced play style, making the game a bit more approachable for newcomers while retaining the series’ trademark depth and versatility. I applaud those efforts. Based on my initial play time, Tekken 7 looks to be spiritually closest to Tekken 5: Dark Resurrection, which just so happens to be my personal favorite entry in the series. So what’s different? I immediately noticed that juggle combos are generally less “bouncy.†Tekken 6 and Tekken Tag 2 featured a signature “bound†mechanic that made certain attacks bounce the hapless victim against the ground to set up extended combos. In Tekken 7, this has been softened into a “screw attack†mechanic that still leaves the victim vulnerable to mid-air follow-ups but reduces the lengthy off-the-ground, off-the-wall extended combos that could easily dominate less experienced opponents. There are a couple of other major additions that help shake up the status quo. Rage Art is a new meter-fueled power move that’s loosely comparable to the X-Ray attacks from Mortal Kombat X or the super moves from Injustice. Rage Drives allow you to imbue an attack or combo with increased damage, while the new Power Crush mechanic will allow certain attacks (Nina’s Blonde Bomb, for one) to be armored and uninterruptible. A few other details that caught my eye: it’s now easier to break out of throw attempts, and the ground game has seen some tweaks, too, with a faster-to-execute rising kick (formerly b, b, 3+4, now just 3+4) and some revamped animations. Outside of the traditional one-on-one matches, Tekken 7 adds a host of new playable modes you can play to hone your skills and collect new customization items. Treasure Battle looks like an early winner, pitting you against a never-ending gauntlet of opponents and awarding loot drops of various rarities. The new Story mode even promises to resolve the decades-old Mishima clan feud, so you know that Bandai Namco isn’t holding back. So that’s Tekken 7 — it’s out June 2 on PS4 and I’ll be first in line. View the full article
  9. Released in 2006 on PlayStation Portable, LocoRoco is a platformer where users control cute little round and puffy creatures called LocoRoco, rolling and bouncing them around to reach the end of the level using the L and R buttons. With its simple yet addictive controls, lovable characters, and popular soundtrack, LocoRoco became a hit and won multiple game awards from around the world. This amazing creation is now available remastered on PS4! We’re all looking forward to going on another adventure with the cute and quirky LocoRocos in their refreshed and even more vibrant world. We’re commemorating the PS4 remaster with an interview of LocoRoco Director Tsutomu Kouno and Art Director Keigo Tsuchiya. They reveal all the secrets of the cute and quirky little creatures of the LocoRoco universe and the story behind the unforgettable soundtrack in the game! Art Director Keigo Tsuchiya (Left); Director Tsutomu Kouno (Right)It All Started with A Sketch on the Train11 years since it debuted on PSP in July 2006, the LocoRoco remaster is now launching on PS4. How was the original game conceived? Tsutomu Kouno: It all started with a rough drawing I made on the train. At the time I was using a PDA, instead of a note pad and jotting down as well as sketching any ideas that came to me while I was traveling to work. One day, I thought, “Wouldn’t it be interesting if there were lots of characters which moved using A.I.?†and made a simple sketch of what I thought that would look like. The visual was of a bunch of round characters all stacked on top of each other with weird faces and surprised expressions. So that was the first prototype for LocoRoco? Kouno: I actually had the idea before that time. I made a demo using A.I. during my fourth year in university. The four characters were just circles with eyes drawn on, but each had its own parameters for hunger and sleepiness and so on. The demo showed the characters eating fruit off of a tree, such as when they were hungry or reacting to the expressions of the other characters they met. After I made the demo and started watching the four characters, I noticed random situations happening that I didn’t expect. It was really interesting, and I started to think that “I want to make a game using A.I. one day.†This memory then passed on through the rough sketch I made on the train that day and that evolved into LocoRoco. Valid 5/9/17 through 5/19/17. US, 13+ ONLY while supplies last. Must answer question correctly. Void where prohibited. How did LocoRoco go from sketch to full game? Kouno: I invited Tsuchiya-san to help me, and we spoke about the game every day. We then worked toward cementing what game systems we were going to use. Keigo Tsuchiya: PSP hadn’t yet been released at the time, so there were a lot of unknowns. We knew that there would likely be L/R buttons on the left and right, but we didn’t know how they would be implemented yet. Even so, we kept thinking about what we could probably achieve and came up with a plan for the project. Kouno: We decided to create the game on PSP right from the beginning. We then added another person to our group and kept continuing to share our ideas and talk in a nearby family restaurant. Tsuchiya: I think it was soon after that we finally got hold of the PSP itself. Kouno: I made the first sketches in June 2004. Shortly after that, the programmers in the company spent about ten days making a quick demo for us. It wasn’t even a game yet at that point; it was more like a video, which showed these soft, round creatures falling down and combining together when they collided hard with one another. We were making another game at the time, but I wanted to begin preparing so we could start making this game straight away once our current work was complete. After that we gave a presentation to the higher-ups near the end of the year, but we weren’t able to get across the appeal of the game and so our idea was rejected. We didn’t get the go-ahead after the second presentation we made either. We then realized that we weren’t going to get any further until we had something to show that actually worked, so we ended up spending the next month making a prototype to show the appeal of the game and show off the concept better. Once the managers saw the new prototype, their reactions changed completely. (laughs) We then dove into development at a rapid pace. When did you get the go ahead to start? Kouno: It was March 2005. We then started development properly on April 1 a short time later. Tsuchiya: We kept making prototypes from there until the end of July and moved on to actual production in August. Around that time, we were approached by someone asking us if we wanted to show what we had made during Tokyo Game Show. Kouno: We only had one month, but we managed to make it in time somehow. It all came together at once so I don’t really remember anything from that time. (laughs) We wanted to make the game simple with a small team and at a low cost, but it all happened a lot faster than we were expecting. A Game Loved By the World What changes were made from the planning stages to the final product? Kouno: We actually wanted to have more A.I. in the game, so it would be fun just to watch the LocoRocos play around by themselves. We came up with lots of ideas for this, such as having the LocoRocos jump higher by hitting them in time with their cheering or having then climb up a slope themselves, but these concepts were never implemented in the end. The characters also had a mood gauge in the original designs. If they were in a bad mood, they would split into pieces when falling from high up, or they would become harder to control. I thought the idea was interesting but actually playing with the characters like that was just annoying. (laughs) The LocoRocos do start moving when they’ve been left on their own for a while, right? Kouno: Yeah, you’re right. When left alone, the LocoRocos start trying to stack on top of each other and fall off each other while trying to get up. I wanted to have these kinds of elements fit well into the game. “We want people to understand that not pressing anything is an option.†Tsuchiya: It is important to leave the characters alone even at the end of the level. Even if you want to press all of the buttons, it’s that kind of “forbidden†design element where you have to not press anything for a while to complete the game. (laughs) We want people to understand that not pressing anything is an option. Kouno: There are parts in the game where the LocoRocos are surprised and react when they discover something new. While you can ignore this and get through the game, you can discover new things if you give them some time to react. So we want people to wait for a while when the LocoRocos give the signal that they have found something. I’m really happy when the LocoRocos act on their own and see what they do. Please make sure you are in a safe area before doing this, though. (laughs) Did the 2D graphics change at all from what was first planned? Tsuchiya: We had decided to have the game in 2D right from the beginning, but we tried out a number of different styles to achieve this before we found what we wanted. We started off by focusing on a soft-feeling, picture book style concept and came up with a design, which felt like it was made of clay or paper. However after trying out various ideas, and considering the fact that the LocoRocos themselves wobble around and change when they collides with other objects, I thought that a flat design would best show the softness of the characters, and I proposed a super matte finish for the visual style. Kouno: We went with a 2D design so that the characters’ expressions could be seen from the front. This was based on the concept that we wanted to show the A.I.s’ emotions and that we wanted to have the game be something that could be enjoyed just by looking at it. We aimed for a design that would be liked no matter where you come from in the world, so that people from all different backgrounds would play and enjoy the game. Tsuchiya: I don’t think we were asked to think about the game globally at the time, now that I look back, but we prioritized this ourselves, and I remember chanting “Worldwide! Worldwide!†with everyone. (laughs) This wasn’t just with the graphics but with the game’s interface as well. We wanted to avoid using text on screen as much as possible and to get across what the game was about even without any words. Was there a strong desire to have people from all over the world play LocoRoco? Kouno: The PSP is a system that can be taken anywhere. I really wanted to take the game to Africa and show LocoRoco to children who have never played any kind of game before. There was also the idea to be able to choose somewhere on the world map in-game when you buy it and have trees be planted where you liked. Overall, the game was based around the image of peace and happiness. So you wanted the game to be played by children from all around the world? Kouno: Yeah, I did. I wanted to surprise everyone and make them laugh. All of the way through production I was always thinking, if we do this, it will give everyone a nice surprise. In the demo, we made for the announcement at Tokyo Game Show. There was a scene where the LocoRocos fell off a cliff and it looked like they were going to hit a spike. However, right at the end, a gust of wind blows them away and they are saved. The children who watched this all got a surprise and laughed and that made me really happy. It feels like the sense of fun in the game is also linked to all the different kind of characters which appear. Kouno: Tsuchiya-san always cleans up all the rough ideas that come to me. Mooskoos (an enemy character which hides in the earth) was modeled on an Indian Blenny, a kind of goby-like fish I kept as a pet at the time. I thought it looked cute while it stared at me from inside the aquarium, so I had the sketch I drew made into a character for the game. Tsuchiya: Many of the characters were made to fit the features in the levels so a lot of their designs are based on rough drawings made by Kouno-san. From there, I checked what their role was and proposed new designs for the ones that were okay to change, so they felt more like part of the family of characters and fit more as someone who would live in the world we created. This is what was done with all the variations of Nyokki characters in the game. Emphasizing Music Over Graphics There was a lot of effort put into the music in LocoRoco. What was the origin of this focus? Kouno: More than 20 years ago, when I first joined Sony Interactive Entertainment, I was working on a game called The Legend of Dragoon. However, at the same time, I also decided to secretly plan my own game. This was a game which used a lot of music. I was not able to make this game in the end, but when we started making LocoRoco, I ended up putting everything I wanted to do into that. (laughs) This ended up with the result that the LocoRocos could sing. But the characters don’t just sing — the way they add more parts to the chorus when the split up and increase is a really unique idea. Kouno: Yeah, the chorus changes depending on the number of LocoRocos which are on-screen at the time. When there are only two LocoRocos, there will be only two parts: the main song and the chorus, but if there a five or ten LocoRocos, the number of singers in the chorus increases and it becomes livelier. Are there more tracks which play at the same time when this happens? “One LocoRoco has its mouth open wider – that it is the one who is signing the main part of the song.†Kouno: All of the tracks are playing constantly, and the parts which cannot be heard are muted. The way the LocoRocos’ mouth moves also changes based on the volume of the sound. If you look carefully, you can see that one of the LocoRoco has its mouth open wider than the others, so you can tell that it is the one who is signing the main part of the song. Oh really! Are there any other small Easter eggs like that in the game? Tsuchiya: We put a lot of effort into places which are unrelated to game progression. If no buttons are pressed for a while, then the LocoRocos begin to talk to each other. Even though this has nothing to do with the main game, the number of lines they can speak is huge. (laughs) There are a number of sound effects that will never be heard if the player just plays the game normally. Kouno: Even on the same level, the audio completely changes depending on the types of LocoRocos present. There are six types of LocoRoco in game which means that there are six times as many recordings that were made for their audio. We really put a lot of work onto the sound producer. I watched some of the recordings myself, and I thought the way that the music was made was interesting. (laughs) Even though we started with no music in the morning, they gradually recorded the lead and the chorus and by the end of the day, you have a complete song. I still remember how fun it was to witness all of that. There are a lot of songs in LocoRoco! Kouno: Yeah, there are, aren’t there? The amount of sound work was unbelievable compared to a normal game. Tsuchiya: …Yeah, I was really shocked. (laughs) Kouno: As we said before, the number of singers increase when the LocoRocos are divided up, and as all of the parts play constantly, the amount of memory and CPU used for the audio compared to other games was incredible. The programmers kept asking me if this was really needed. (laughs) They kept saying that no one will even notice if we have the LocoRocos mouth move, but I kept replying that this was something I really wanted in the game. So this was something that you really didn’t want to give up on even with the constraints on production time and cost. Kouno: I really wanted to avoid points where the player would feel that something was strange. Even if they notice one small thing, they will be taken out of the immersion. It is a similar idea to a theme park: the customers want to be deceived into thinking it is real even if it’s not. With that, I was always worried about people thinking that there is something missing with an interaction. On top of this, I thought that this music was something no one has done before, and I wanted to take on that challenge. There’re great musical variety, as well. Kouno: I had the music produced by picking up genres that would be liked by people from all over the world. To do this, I wanted to have the lyrics sung in the LocoRoco language, which is just something I came up with so the words won’t mean anything to anyone, no matter where they come from. In other words, it is equal to all, no matter what language they speak. On top of this, I made the lyrics so that people would want to try to remember and sing them as well. I noticed when I was making it, by adding breaks and starts as well as sounds like ‘ton’ and ‘tan’ at the end of the words, the songs had a kind of instrumental feel to them. It felt more like switching out the sound of instruments for words more than writing lyrics. The new PS4 Remasters being released for LocoRoco, PaRappa the Rapper, and Patapon all have their own unique musical style. What do you think about the role and importance of music in games? “I actually think that music is more important than graphics in games.†Kouno: I actually think that music is more important than graphics in games, so I put a lot of effort into the sound. Whether it’s a full song or just background music, I didn’t want to just have the same kind of music that’s in other games. Tsuchiya: This isn’t a title that focuses on music as its main element, but it does have a very high quality feel to it. Kouno: When making the game, I was thinking about the fact that Japanese music and films do not really become popular in other parts of the world. So I thought that if I use a game, then maybe I can introduce Japanese music to other countries along with it. The Best Way to Enjoy LocoRoco LocoRoco received really good reviews both domestically and internationally. What do you think contributed to this? Kouno: Maybe it’s the bright atmosphere, design, music, and intuitiveness? I think it’s because I managed to get across what I was aiming to do. Tsuchiya: I noticed recently when I was playing the PS4 version, even the title logos for the mini games have been translated into 16 different languages. Even now, I believe we have managed to get across our wish of having people who use all the different languages to play and enjoy our game. Kouno: I wanted to support as many languages as we could, and to try to make every effort we could to achieve this goal. Is there anything you want people to look at in the PS4 version? Tsuchiya: We focused on trying not to ruin the feel of the PSP version when making the PS4 one, so it is hard for me to answer what I want people to look at on the remaster. On the PSP version, there was a battle between staff who wanted to focus on the gameplay of the title and staff who wanted to focus on its visuals and characters. The staff that wanted to focus on the ease of gameplay wanted to have the camera pulled back so that the user could see a larger amount of the stage. However, the staff who wanted to focus on the visuals was worried that if the player was far away from the LocoRocos, they would lose their emotional connection with them. In other words they wanted to have the camera in closer to the LocoRocos. We ended up having the design in which the camera zooms in on the LocoRocos when the controls aren’t pressed, but if the graphical resolution isn’t high enough, the image will become blurred. We were always torn between not wanting the image to be blurry even when being told there was no spare data available while still wanting the camera to be close to the LocoRocos. On the PS4, however, we don’t have to worry about using massive textures. (laughs) How do you feel playing the game again on PS4? Tsuchiya: It’s weird for me to say this, but I thought, “This game is really well made.†(laughs) Kouno: I thought “Why did I put a spike here?!†(laughs) Even though I made it I thought, “These spikes have been put in mean places.†Did it feel strange using a controller to play the game? Tsuchiya: I was actually worried that people might get motion sick due to the big screen slanting back and forth, but I didn’t experience this. You can also use the PS4 motion controls to play the game instead of the normal L and R button controls on the PS4 version. While this control is not as precise, it was nice to find a new way to experience the game. It was fun to see players tilt their bodies to match the ground in the PSP version. Did you expereince anything similar on PS4? Tsuchiya: Yeah, I tilted my body with the game as I usually do. (laughs) Kouno: Even though it’s my game, I ended up shouting at the screen without realizing it, even though there were other people around me. (laughs) What do you want people who are playing LocoRoco for the first time on PS4 to experience? Kouno: I want them to learn the songs and sing along. Tsuchiya: I want lots of kids to try out the game I think. Kouno: It feels like there are a lot less games kids can play compared to when LocoRoco was released on PSP. Tsuchiya: I hope that younger grade school children laugh and have fun while playing the game. Finally, do you have any message you want to give to all those players looking forward to the PS4 remaster? Tsuchiya: While this small world seen on PSP was fun, it’s also great to play and see the world of LocoRoco on a big screen. While the game is over ten years old now and in 2D, I think it still feels really fresh and new. Kouno: I think there are a lot of people who haven’t had the chance to play LocoRoco yet. I really hope that kids who weren’t even born when the game first came out get a chance to enjoy it. I also hope to see people sing along and upload their videos to YouTube. (laughs) There are lots of videos already made by people from all over the world, but I always love to see people making mistakes with the lyrics and trying their best to sing the songs. This is want I want to see the most. I really hope to see more kids from all over the world singing along on the PS4 version. Thank you for reading. LocoRoco Remastered is now available on PS4. View the full article
  10. Spoiler warning: This post contains story details from throughout the Hunter’s Lodge sidequest in Horizon Zero Dawn. Deep in Carja territory stalks a machine that strikes fear into the heart of every hunter. The legendary Redmaw. A mechanical beast of such strength and ferocity that it has killed everyone who has crossed its path. And you can bet you’ll be the one to finally bring it down. Redmaw’s story threads throughout the Hunter’s Lodge quest line in Horizon Zero Dawn. Tales of its victims mark your entry into this old-fashioned club of big machine hunters, and tales of the glory its killer will receive accompany your ascent through its ranks. It’s a carefully planned setup that eventually sees you travelling deep into a remote region for an encounter that will have repercussions not only for lead character Aloy but also the Hunter’s Lodge itself. But Redmaw has roots far away from its jungle home. In fact, you can trace them right back to a decision an artist made in the early days of the game’s development to put a posed Thunderjaw statue inside a building in the main city of Meridian. Horizon Zero Dawn | PlayStation.com “I was immediately struck by how cool it looked,†says Lead Quest Designer David Ford. This dramatic figure immediately made him think that it could be the centrepiece of the headquarters of some kind of hunter’s guild, and he began to work with Lead Writer Ben McCaw to develop the idea. They imagined a hierarchy in which position is claimed through killing bigger and bigger game, and they found a place within it for Talanah, a character who was featured in one of the game’s early prototypes. “We wanted to work our way up to this legendary Thunderjaw that people have been going after for years, and through luck and power it’s killed every one,†says Ford. Because Redmaw is a Thunderjaw, a huge, bipedal machine that roams Carja territory and looks like a Tyrannosaurus rex. The Thunderjaw is all about offensive power. “As Aloy is so incredibly agile, the player most of the time tries to stay away from the machines while the machines try and get close,†says Machine Design Lead Dennis Zopfi. But Thunderjaws can dominate their prey at every range. They can bite and smash with their tails, shoot lasers and machine guns, and they have two disc launchers, which send a drone-like warhead up into the air which seeks Aloy before diving down on her. By the time you find the Hunter’s Lodge you’ll have seen Thunderjaws. You may have given them a wide berth or have attempted to go up against one, but either way, you’ll have a sense of their power. So when you start hearing about the Lodge’s long campaign against Redmaw, you know it’s something to fear. But first, you’ll need to join them, and that’s when you meet Ahsis, its leader, and are reminded about how much of an outsider Aloy is in this city. As a follower of the tyrannical old Sun-King, Ahsis can’t stand the idea of a Nora becoming part of his tradition-obsessed organisation. “He’s not evil but he’s prejudiced, very vain, and he’s willing to do whatever it takes to maintain his status at the top of the organisation,†says Ford, explaining that the quest line gave Guerrilla a chance to explore the rift the new Sun-King has driven through rich Carja society. “In the earliest planning stages for this quest line we wanted to have a jerk leader of this organisation and you’re working with somebody who wants to supplant him and install themselves as a more benevolent, more even-handed leader,†says Ford. Because on your side is Talanah, who sets you a task: to prove yourself by taking on hunting challenges so she will agree to sponsor your membership in spite of Ahsis’ discrimination. The tension between the two characters drives the final chapter of the quest line, as they race to slay Redmaw first. But Ahsis plays dirty, hiring mercenaries to kill Talanah. Saving her is down to you, and then you help her face Redmaw itself. There’s a real sense of urgency in the sequence — a result of a number of design techniques. You have the running figure of Talanah to follow through the forest, and then, when she loses the trail, you must take the lead. “That’s another thing that motivates people to move quickly,†says Ford. “And there’s music, and then another thing we did was to create a literal path of destruction that Redmaw has created through the jungle, knocking down trees, trampling vegetation, destroying rocks.†You arrive just in time to see Redmaw tail-swiping Ahsis into a rock, and then your own fight is on. Redmaw bears the marks from its many battles. Hunters’ spears protrude from its chest, it has holes in its armoured plating, and one of its disc launchers is missing. Having been warned for so long about just how tough this beast is, with tales of its tail killing hunters in a single swipe, it’s a formidable encounter, not least because of where it’s set, in a large, open area on the western edge of the map. Here, Redmaw can smash trees down so there’s no cover from its ranged attacks. And with only one disc launcher, it means that you’ll only get one chance to deal it major damage by dislodging and using its own weapons against it. Talanah helps, of course, but Guerrilla are careful to ensure this fight is yours. “We reduce her damage as Redmaw’s health gets lower,†explains Ford. “So eventually Talanah won’t be doing any damage against it, so she isn’t doing all the work for you and stealing the fun.†Redmaw has more health than a standard Thunderjaw, but its behaviour, capabilities and damage dealing are otherwise exactly the same. “It’s a placebo effect of everything leading up to the moment,†says Zopfi. “It’s all fed by dialogue and visuals.†The mix of urgency, the sweep of the storyline, Redmaw’s appearance, and the open setting: they make the fight intense and distinctive as you’re exposed to barrages of its laser fire and struggle to dive clear of its tail. Even if you’ve taken down many Thunderjaws before Redmaw, finally defeating it is absolutely a moment worthy of diving into Photo Mode to remember. This machine is a prime example of Horizon Zero Dawn’s tight lacing together of story, environment design and combat; a battle with consequence and challenge that makes you feel like the finest machine hunter. View the full article
  11. Hello! I’m Antony, co-founder and director at Paw Print Games. We’re an independent development studio based in Chester, UK, and last year we teamed up with VR publisher nDreams who created The Assembly and relaxation experience Perfect. Today I’m very excited to announce that Bloody Zombies, a brand new co-op brawler, is coming to PS4 and PlayStation VR later this year. In Bloody Zombies the city has fallen to the undead and all that remains are four lone survivors: Teller, Rei, Mick, and Eddie. These misfits must form an alliance to save the day and bash every brain that gets in their way. There are loads of deadly zombies and bosses, who will use claws, self-destruct, and wield deadly weapons to tear you apart. You’ll need to change your tactics, customize your character’s skills, and perfect your freeform combat to survive! You can play with up to three other friends, online and locally, to take on the plague of zombies and take back the streets. Work together to beat each level, and compete for the highest score to be the reigning zombie-slaying champion. If you have a PlayStation VR headset, you can also immerse yourself in all-out brawl with an enhanced viewpoint designed specifically for the VR player. This enables you to lean in and look around each level like never before. Discover unlockable weapons, provide tactical support, and watch over the gore as the battle rages on beneath you. For that extra kick, we’re exploring PS4 Pro support to enhance your zombie-slaying experience. We can’t wait to unveil more details closer to launch. If you’d like to find out more about Bloody Zombies, or if you have any questions, leave a comment below. View the full article
  12. Subscribe via iTunes, Google or RSS, or download here The band’s back together this week, and everybody’s ready for Prey. Arkane’s latest has something for everyone: an abandoned space station, mind-bending powers, eye injections… sign us up! Don’t miss our big interview with Arkane themselves about halfway through the show! Bonus: Sid discovers an underappreciated new PS4 gem and encourages the gang to give it a shot. Stuff We Talked About Prey Nier: Automata Gnog What Remains of Edith Finch Learning to love Dark Souls Recent Episodes 247: I, Automata 246: Nothing But Star Wars 245: Two Guys, A Robo Dino, and a Pizza Place The Cast Sid Shuman – Director of Social Media, SIEA Justin Massongill – Social Media Manager, SIEA Ryan Clements – Sr. Social Media Specialist, SIEA Zac Minor – Sr. Social Media Manager, SIEA Send us questions and tips! blogcast@sony.com Leave us a voicemail! (650) 288-6706 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
  13. Most platforming heroes are agile. Strong. They leap across harrowing chasms and sprint through crumbling vistas. In LocoRoco, things are a little different. Our heroes are adorable, and they love to sing. But that’s about it! Your job is to help them save the world in LocoRoco Remastered on PS4. Originally released in 2006 on PlayStation Portable, LocoRoco charmed PlayStation gamers with colorful art, heart-warming music, and a unique world-tilting mechanic that helped the LocoRocos get around. LocoRoco Remastered brings that charm back into the spotlight with enhanced visuals and controls. If you’re new to LocoRoco, or you’ve been rolling through life ever since the original launch, this remaster is for you. For a full list of new games coming to PlayStation, read on. And enjoy The Drop! New Releases: Week of May 9, 2017 ACA NeoGeo The King of Fighters ’95 PS4 — Digital (Out 5/11) The King of Fighters ’95 is a fighting game released by SNK in 1995. In addition to fan-favorite fighters from Fatal Fury and the Art of Fighting, Yagamian joins the battle as the rival of main character Kyo Kusanagi. Birthdays the Beginning PS4 — Digital, Retail (Out 5/9) From legendary creator Mr. Yasuhiro Wada comes Birthdays the Beginning — a sandbox game where you shape the world and give rise to diverse and unique lifeforms. Experiment as you please and witness the birth of an entire ecosystem! Blade & Bones PS4 — Digital A combat-driven metroidvania experience. Discover a tale long lost in our past. Seven swords need to be found in this world where you will discover ancient secrets and fight with an intense combat system that rewards players for their skills and knowledge. Bloons TD 5 PS4 — Digital Five-star tower defense with unrivaled depth and replayability. The Bloons are back and this time they mean business! Build awesome towers, choose your favorite upgrades, hire cool new Special Agents, and pop every last invading Bloon. Butcher PS4 — Digital Butcher is a fast-paced 2D shooter and love letter to the cult classics of the genre. As a cyborg programmed to eradicate the last remnants of humanity, your sole purpose is to annihilate anything that moves. Demon’s Crystals PS4 — Digital (Out 5/12) Demon’s Crystals is a frenetic twin stick shooter where you guide the Urican demons through countless hazards in order to restore peace to the world. The Urican have always been at the top of the food pyramid, but one day three mysterious beings arrived causing the once peaceful inhabitants of the world to become aggressive and destructive. Elliot Quest PS4 — Digital Elliot can’t die — but he’s still running out of time. In Elliot Quest, the victim of a rare curse must find a cure before he’s transformed into a demon. Harvest Moon: Save the Homeland (PS2) PS4 — Digital Your goal is to successfully save your family’s farm and the surrounding village from being turned into a resort. Constructions begins in a year, so you have your work cut out for you! But don’t worry, if you earn the friendship and trust of the villagers they will be sure to lend a helping hand. Human: Fall Flat PS4 — Digital Human: Fall Flat is a quirky, open-ended physics-based puzzle and exploration game set in floating dreamscapes. Your goal is to escape these surreal dreams by solving puzzles with nothing but your wits and physics. Last Stitch Goodnight PS4 — Digital After surviving a near-death, out-of-body experience, you are kidnapped by a doctor who is experimenting on people who satisfy certain… criteria. Escaping the doctor’s laboratory will require new weapons, new powers, and a strong stomach for facing science gone bad. Lethal League PS4 — Digital Lethal League is a competitive projectile fighting game where you have to hit an anti-gravity ball into the face of your opponent to win. The ball speeds up with every strike, up to explosively extreme velocities. Play locally or battle it out online. LocoRoco Remastered PS4 — Digital The peaceful world of the LocoRoco are under attack by the not-so-nice Moja Corps! These evil outer space creatures have come to take the LocoRoco from their land of blowing flowers, lively creatures, and pastel scenery. You must move the LocoRoco through more than 40 levels of slippery slopes, teetering platforms, and maze-like passages. Moonshot Galaxy PS VR — Digital Moonshot Galaxy is a VR game like no other. Play your way through planetary challenges in exotic branches of the galaxy at your own pace. Designed for comfort, anyone can pick it up and play — though reaching the top of the leaderboards will put your skills to the test. NBA Playgrounds PS4 — Digital Classic NBA arcade action is back! Take your “A†game to the playground and beat the best in high-flying two-on-two basketball action. Practice your skills offline, play with up to three others on your PS4, or take your talents online to posterize your opponents with acrobatic jams and ridiculous displays of skill. Polybius PS VR — Digital Polybius is the latest trance-shooter from the creators of Tempest 2000 and TxK, Llamasoft. Resident Evil Code: Veronica X (PS2) PS4 — Digital Raccoon City was just the beginning. Claire and Chris Redfield’s nightmare continues as the siblings fight to survive against zombies and other monstrosities within Umbrella’s deadly facilities. Explore the mysterious Rockfort Island facility and the freezing Antarctic Base for clues exposing the Umbrella Corporation’s sordid goals and the truth behind the mysterious and unsettling Ashford twins. Revenant Saga PS4, PS3, PS Vita — Digital Become a Revenant and find the truth beyond revenge in this gothic fantasy RPG with stunning 3D battles! After being turned into an immortal being known as a Revenant and learning of the existence of a demon within him, Albert sets out on a journey to make the person who did this to him pay with their very life. Strafe PS4 — Digital Strafe is a roguelike first-person shooter pushing the limits of computer-generated photorealism and hardcore sci-fi action into unimaginable territory. Logic – Everybody At The Drive In – in·ter a·li·a Kasabian – For Crying Out Loud Get Out (plus bonus features) The Great Wall Better Call Saul- May 8 at 10/9c (AMC) Guerrilla- May 14 at 9/8c (Showtime) United Shades of America- May 14 at 10/9c (CNN) The information above is subject to change without notice. View the full article
  14. The Go-Home Club isn’t the name of a boring high-school extra-curricular group. Oh no. They’re a group of kids who’ve realized that their entire reality is actually a digital construct ruled by the scintillating virtual idol μ. Get ready to fight your way through rabid high-schoolers and malicious music producers, because The Caligula Effect is out now in the Americas exclusively for PS Vita! It’s available as a digital deluxe bundle that includes the game, a PS Vita theme featuring µ and various characters, 19 avatars, and a swimsuit costume DLC pack for $39.99/CA$53.49. With 500+ NPCs to build relationships with, a rewarding battle system called “Imaginary Chain,†original songs by Japanese producers such as (Oster project, 40mP, 164, cosMo@Bousou-P, and more), and a dark story about inner-traumas from Persona series veteran Tadashi Satomi, The Caligula Effect is the perfect escape for those craving a JRPG adventure on the go. Oh, and we don’t want to send you fighting for your freedom without a little help, so check out some helpful tips below: Avoiding Enemies Enemies tend to cluster as the story progresses, putting a halt to your journey. It may help to avoid the enemy’s line of sight to get back on track. Sticking to the walls of the dungeons will be a useful strategy and possibly a lifesaving one! Utilizing the Perception Effect If a Digihead cluster is difficult to avoid, tackling one enemy at a time may be your only option. When approaching a cluster, press the X button to draw the attention of a specific enemy. Not only is the Perception Effect useful when dealing with a blockade, if used successfully, it acts as a preemptive strike, starting the battle with more Risk. Dive Deeper Progressing the Go-Home Club’s individual stories gives you a deeper understanding of who they are outside of the world of Mobius. To advance Character Episodes, increase your Affinity with the Go-Home Club members or progress the storyline. μ also has her own Character Episodes in the form of memory remnants manifested throughout Mobius. Listen to what she has to say! Get Help from Wire With a multitude of enemies to fight, students to befriend, and traumas to resolve, many things can be happening all at once. To help you get back to the main storyline, utilize the Go-Home Club’s chat room! Aria will be able to give you some advice to lead you out of the dark. Green World Wonders Scattered throughout the world of Mobius lie green sparkles called world wonders. Observing these tiny glimmers will reward you with points needed to learn powerful skills. Some also serve as a resolution point to Trauma Quests, so keep a note on where specific world wonders will benefit you on your journey. Be sure to find them all — some may even lead to a World Reward! The Enigma of World Reward Accessing World Reward content may sound like a daunting task, with some words having a one-in-ten-thousand chance of being acquired. Though an intimidating effort on its own, with the help of other players and the magic of the internet, you will be able to enjoy the hidden areas of Mobius. Hoarding Stigma There are three types of Stigma: Manifestos which act as your weapons, Core Beliefs which provide defense, and accessories in the form of Traumatic Memories. Each Stigma provides a variety of beneficial effects or special skills, allowing you to enhance your party in unique ways. They may also be a key in solving Trauma Quests, so collect as many as you can! Recruiting Powerful Friends Speaking to and befriending 500 NPCs has its rewards. You can invite them on your journey and fight alongside allies that may be equal if not more powerful than the Go-Home Club members. Use items that grant the hidden stat “Charm†to accelerate your Affinity progression. Causality Link and its Rewards Solving Trauma Quests rewards you with powerful passive skills you can access on the Causality Link window. Many of the skills are unique to both the Hero and Go-Home Club party members so accumulate them to help against powerful enemies! Utilizing the Causality Link can act as a map to assist in solving difficult Trauma Quests and can also guide you on your Trophy quest! Dashing through Battles Going all out on the offensive can be a good strategy for some battles, but by appropriating an evasive style of combat, a perfect 1 Turn Defeat can be achieved. This can be managed by exploiting Dash on the Affection Effect skill reel. It’s not as big of a waste of a move if it means you get to complete your Chain Bind! View the full article
  15. Can’t say I’m surprised this month! The long-awaited Persona 5 rocked the PlayStation 4 charts with a stellar debut last month, followed by long-standing fan favorite Grand Theft Auto V and Uncharted: The Nathan Drake Collection. That hot new Rocket League x Fate of the Furious DLC shot to the top of the PS4 add-ons list, while newcomer Mortal Blitz debuted at #1 for PlayStation VR. If you missed out on any of these games, head on over to PlayStation Store to pick ’em up! I’ll vouch for Persona. PS4 Games 1 Persona 5 2 Grand Theft Auto V 3 UNCHARTED The Nathan Drake Collection 4 The Last Of Us Remastered 5 MLB The Show 17 6 Rocket League 7 Minecraft: PlayStation 4 Edition 8 Outlast 2 9 Tom Clancy’s Ghost Recon Wildlands 10 ARK: Survivor’s Pack 11 KINGDOM HEARTS HD 1.5 +2.5 ReMIX 12 Tom Clancy’s Rainbow Six Siege 13 Horizon Zero Dawn 14 The Elder Scrolls Online: Tamriel Unlimited 15 Mass Effect: Andromeda 16 Middle-earth: Shadow of Mordor – Game of the Year Edition 17 Dishonored Definitive Edition 18 Need for Speed 19 EA SPORTS FIFA 17 20 EA SPORTS UFC 2 PS3 Games 1 Grand Theft Auto V 2 The King of Fighters XIII 3 Persona 5 4 Minecraft: PlayStation 3 Edition 5 The Last Of Us 6 Pro Evolution Soccer 2017 7 Plants vs. Zombies Garden Warfare 8 Devil May Cry HD Collection 9 Fight Night Champion 10 Need for Speed Rivals: Complete Edition 11 EA SPORTS FIFA 17 12 Need for Speed Most Wanted 13 MLB The Show 16 14 Okami HD 15 LittleBigPlanet 3 16 Resident Evil 4 17 Prince Of Persia Classic Trilogy HD 18 NBA JAM: On Fire Edition 19 Sonic Adventure 20 Super Street Fighter II Turbo HD Remix PS4 Add-ons 1 Rocket League – The Fate of the Furious Ice Charger 2 Call of Duty: Infinite Warfare – DLC2 Continuum 3 The Elder Scrolls Online: Tamriel Unlimited – ESO Plus 4 Persona 5: Izanagi & Izanagi Picaro Set 5 Persona 5: Orpheus & Orpheus Picaro Set 6 Battlefield 1 They Shall Not Pass 7 Call of Duty: MWR Variety Map Pack 8 Persona 5: Thanatos & Thanatos Picaro Set 9 Battlefield 1 Premium Pass 10 Persona 5: Magatsu Izanagi & Magatsu Izanagi Picaro Set PS VR Games 1 Mortal Blitz 2 Job Simulator 3 EVE: Valkyrie (Incl. Founder’s Pack) 4 Gunjack 5 Statik 6 Virry VR 7 Ghostbusters is Hiring: Firehouse 8 Fruit Ninja VR 9 VR Invaders – Complete Edition 10 Batman: Arkham VR PS Vita Games 1 Salt and Sanctuary 2 Adventure Time: The Secret of the Nameless Kingdom 3 God of War: Collection PS Vita 4 Minecraft: PlayStation Vita Edition 5 Persona 4 Golden 6 Grand Theft Auto PS Vita Collection 7 Need for Speed Most Wanted 8 Crypt of the NecroDancer 9 Oddworld: Stranger’s Wrath HD 10 Skullgirls 2nd Encore PS Classics 1 Grand Theft Auto: San Andreas 2 PaRappa The Rapper 2 3 Bully 4 Grand Theft Auto: The Trilogy 5 Psychonauts 6 Ape Escape 2 7 Dark Cloud 2 8 Dark Cloud 9 Harvest Moon: A Wonderful Life Special Edition 10 Resident Evil 3: Nemesis View the full article
  16. Hi everyone! I’m William David, game designer at Swing Swing Submarine. I’m excited to say that our hand-painted puzzle-adventure game Seasons After Fall comes to PlayStation 4 on May 16! As a wild fox, you are sent on a perilous journey aided only by your ability to change the seasons at will. Pounce through a wondrous land governed by magic and nature, dancing with the elements as you dynamically switch between the seasons. Winter freezes waterfalls, while the rain from Spring raises water levels. Switching to Summer causes plants to grow and extend, while Fall brings mushrooms to bloom, creating new platforms to climb! Switching between seasons offers a constantly changing, fresh aesthetic, visually altering the charming hand-drawn world around you. It also has a meaningful impact on gameplay, opening up unique new ways to explore the forest and uncover the truth about the Guardians. Artwork from Seasons After Fall Enhancing the captivating atmosphere of Seasons After Fall are the enchanting sounds of the live string quartet that accompanies you on your journey. This unique soundtrack was composed and recorded just for our game, and it’s one of the features we’re most proud of! Each of the seasons drastically alters the environment: it will be up to you to change the world and open new paths. The forest of Seasons After Fall is overflowing with secrets – can you discover them all? View the full article
  17. I’m thrilled to announce that on August 1, we’re bringing the exploration-survival experience, The Long Dark, to PlayStation players worldwide. This is a huge milestone for our small independent studio! About five years ago, The Long Dark was only a dream. I’d been working for years in the “triple-A†games industry, working on blockbuster entertainment experiences that were exciting, but not personal. I wanted to create an experience that would channel the best wilderness survival literature and films, and also explore a post-disaster setting that was distinctly Canadian, like me. I was fortunate enough to be able to attract other like-minded game developers to this endeavour, and it’s incredible to us that after all this time, it’s finally happening! The Long Dark is really two experiences. Survivor Mode is a non-narrative, open-world survival sandbox where the only goal is to survive for as long as you can. Our gameplay philosophy is to not hold your hand — we don’t give you anything. You have to earn your survival. You have to figure everything out yourself, just as you would if you were really dropped into the middle of the savage Canadian wilderness. You’ll struggle to manage your resources — food, fuel, your clothing and tools, and all your own physical properties like fatigue and dehydration — to constantly push yourself forward in search of better shelter, better gear, and the hope to see another sunrise. The world is nearly 50 square kilometres (about 20 square miles) of deep forest, frozen hills, cliffs and mountain tops, and all the abandoned man-made structures you’d expect to find: fishing cabins, lighthouses, forestry lookouts, and the occasional remnant of pre-disaster industry. Nothing electrical works, so humans have been knocked down a few links in the food chain. Between blizzards, starvation, bears, and dysentery, you’ll need all your wits and a blend of quick-thinking and long-term planning if you have any hope of surviving. Inspired by stories like Cormac McCarthy’s The Road, Wintermute is our narrative mode. It’s a five-episode story about bush pilot Will Mackenzie, who along with Dr. Astrid Greenwood, crashes in the middle of the Canadian wilderness in the aftermath of a mysterious geomagnetic disaster. Wintermute builds on our core survival gameplay from Survivor Mode by adding a rich storyline and cast of characters whose trust you’ll need to earn if you want to survive. We’re launching the first two episodes on August 1 — Episode One: “Do Not Go Gentle,†and Episode Two: “Luminance Fugue,†with the remaining three Wintermute episodes arriving throughout the rest of 2017 and part of 2018. At least, that’s our current plan! In the first two episodes, you play Mackenzie, but you’ll also get the opportunity to experience the story as Dr. Greenwood in future episodes. Each episode is about five hours of gameplay, so between Survival Mode and Wintermute, there’s a lot of great gaming to be had in The Long Dark! We’ve poured our hearts and souls into crafting this experience for you, and we’re thrilled to finally be able to share it with PlayStation players all around the world. We hope you enjoy our thoughtful — and hopefully, thought-provoking — take on post-disaster wilderness survival fiction and gameplay. Best of luck surviving the Quiet Apocalypse! View the full article
  18. When WipEout Omega Collection hits PS4 on June 6, you’ll be able to take your pick from the full range of classic WipEout teams: Feisar, Auricom, Mirage, Pirahana. Today, we’re really excited to unveil a brand new additional vehicle making its WipEout debut – the Tigron K-VSR. See it in action in the brand new trailer at the top of this post. Here’s a little background on what you can expect from the Tigron K-VSR: “The design philosophy of the Tigron K-VSR is ‘sheer brute force’. It eschews advanced tech and handling in favour of high speed and pure aggression. “The shape and layout of the craft consists of a central chassis and cockpit with two longer outer arms that have two design functions. They allow for aggressive ramming and shunting while keeping the central chassis and pilot safe from collisions. This design feature makes the ship very heavy, hindering its acceleration and handling but does work in its favor when it reaches higher speeds, turning it into a juggernaut. “Due to the size and weight of the craft, it needs a very large engine to push the ship to the desired speed. Having a pulse ram jet of this size proved to be highly unstable, so the design team got around this by using one large turbo pump that that feeds the thrust into four smaller chambers, allowing for a safer distribution of force and also giving it its distinctive ‘cluster thruster’ design. “The armour plating takes it cues from sloped armour; angled faces act like deflectors, causing kinetic energy penetrators like rockets and gun fire to glance off the plating and away from the centre of the craft.†Sound like your kind of ride? Let us know your thoughts in the comments below. WipEout Omega Collection launches for PS4 on June 6 and includes: Standard Game New Van Uber Ship 4 PS4 Avatars (Feisar, Quirex, Auricom, AG-Sys) Pre-order now from local retailers and at PlayStation Store. Look out for more on the classic anti-gravity racing franchise’s return to the track in the coming weeks. View the full article
  19. Download full-resolution image As a developer, I’m very happy to hear that Persona 5 is being played by so many people overseas. To be honest, it’s really hard to gauge its popularity in the West when our team’s in Japan; we’re not able to see everyone’s comments and discussions. It’d be great to interact with the fans abroad, but sadly, I’m stuck in the development room slurping instant ramen (laugh). Persona 5 is a very “Japanese†story with some political aspects to it, so I couldn’t imagine how Western players would react to it. I did know, however, that Persona 5 was highly anticipated by gamers overseas even back when we were developing the game, so I was curious to see how its story would be received. I’m going off on a tangent here, but I think that traditional Japanese superhero stories tend to be about fighting off invaders from outside their society, while Western ones focus on fighting against villains and misfits that come from within it. There’s a sense of society being responsible for creating this evil, and such a setting lets the audience’s imagination run wild, like “it could’ve been me.†For instance, doesn’t the Joker from Batman make some valid points that resonate with you? Persona 5 is also a superhero story in which you fight villains that are born from within society, so I thought that it might be received differently than the previous entries. Of course, it could’ve missed the mark completely and been criticized for it, so my anticipation and anxiety were split half and half. Since the game just launched in the West, I’d like to look back on it at a later time, once I receive feedback from the Western audience—how their gameplay experiences were, what kind of things they felt, etc. I hope that the tale of Persona 5 will leave a lasting impression on everyone who plays it. No matter what kind of project I take on going forward, I love creating RPGs that are both moving and relatable regardless of cultural differences—in fact, I’m most interested in strengthening those aspects right now. Last year, with the milestone of the Persona series’ 20th anniversary, I handed off the series development to my successors and announced the start of my new RPG project that takes place in a fantasy world. Be it a game set in modern day, like the Persona and Shin Megami Tensei series, or a game set in a new fantasy world, I aim to create games that provide an invaluable experience of reflecting on oneself through a journey, while roleplaying as characters that players can deeply relate to. These efforts are only made possible thanks to the positive reception we receive from fans—not just in Japan, but worldwide—of the Persona series and Atlus RPGs in general. I appreciate all your support for the newest entry in the Persona series, and I hope that everyone will enjoy the new Atlus RPGs to come. View the full article
  20. When we put on VR headsets for the first time back in 2015, we knew the world was about to change and that we needed to be a part of it. We started building Smashbox Arena as a way to explore spaces together. We added multiplayer support, started shooting each other, and then added a swarm of flying fish and people chasing us around a penthouse suite trying to shoot us. It seems like a strange origin story for Smashbox Arena, but it’s what started us along the journey to making the game, which, with the help of our fellow developers at Archiact, is finally coming to PlayStation VR in Summer 2017! We’ve spent months growing and engaging with one of the most fun-loving and tight-knit community of players in VR yet. Together we’ve clocked well over 43,000 hours of gameplay, over 2 million knockouts and even set records at VR arcades as the #1 played game with close to 1,000 hours a month of gameplay. Smashbox Arena is already one of the top 5 highest rated VR multiplayer games with a fun, fast learning and competitive community! One thing always remained: it’s a group of people who love to play games and are all about making the community stronger and more engaged. Smashbox Arena | PlayStation.com Smashbox Arena is team-based action game with insane physics-driven power-ups. Shoot, duck behind cover, and coordinate with teammates… all in glorious VR! You can play in single-player story mode or compete with the best in online multiplayer. However you choose to play, you’ll find fun and challenging gameplay! Dodge Shots From Other PlayersView post on imgur.com Knock Out Players With Energy BallsView post on imgur.com Compete In Large Maps with Endless OptionsView post on imgur.com We’re excited to be able to grow the community to include PlayStation VR users and we can’t wait to see how you play. We think there will be a whole new world of options once the best PlayStation VR players get a hold of Smashbox! We’ve asked our community to share some of their favorite stories from the game: “Smashbox Arena is my goto multiplayer VR game. The game is very polished and fun to play. Easy to learn with a lot of strategy to master. The community is amazing as well, always helping new players and organizing group tournaments and league play. I have lost 18 pounds in 3 months playing SBA due to all of the physical movement in the gameplay (dodging bullets and such.)†-Taoman “After 200 hours of dodging sniper rifle shots, sidestepping boulders, and mastering off the wall ricochets, I can confidently say Smashbox is VR’s killer app. Smashbox has an incredible community and game play complexity that makes me beg for one more chance to vanquish my enemies in glorious arena combat!†-Bygrace “…I am 48 years old and have had every game system known to man! But they wind up on a shelf collecting dust. Smashbox in VR has transformed me into a true video game player, the guys in the community are awesome, they treat my young one when he plays just the same. I have never laughed, sweat, been serious and not serious in a game like this one. Best game in my 48 years of videogames, that includes the arcades in the 80’s. Love it. Volman and Volman junior say thanks.†-volman13n0 We’ve spent quite a long time building Smashbox Arena, so both we and Archiact are excited to see you join the community and show us what you’ve got in Summer 2017. Smashbox Arena will be coming to North America, Europe, and Japan, so we’ll see you all in the Arena! View post on imgur.com View the full article
  21. Join 8.5 million players in Paladins, now officially in Open Beta on PS4! Just log into the PlayStation Store to download and play Paladins, absolutely free. New to Paladins? It’s the fantasy team-based shooter that’s sweeping the globe. Pick your Champion from a roster of flamethrower-wielding knights, goblins in mechanized armor, and lawmen with magical pistols. Then make that Champion your own with our card-based loadout system. Specialize in the abilities you like, and the playstyle you find fun. There’s more to Paladins than you might expect. We want to thank the hundreds of thousands of PS4 gamers who have already entered the realm. We’re celebrating Paladins Open Beta with a brand new Cinematic Trailer! Watch to get a taste of Paladins’ lighthearted humor… and the epic Champions who populate the Realm. There’s no better time to start playing Paladins than right now. We’re kicking off Open Beta with a Double Gold weekend — earn twice the Gold when you play until May 7! And if you’re loving your time with Paladins, the Founder’s Pack instantly unlocks all 24 Champions currently in Paladins for just $20. Even better, you’ll get some bonus goodies and every future champion we ever release, forever. That includes Seris, Oracle of the Abyss, a mystical healer who will enter the Realm in the next few weeks. Want to prove you’re the best in the world? Visit our esports blog to learn more about Paladins console esports and how you could take part in DreamHack in Valencia, Spain. Thanks for helping us make Paladins possible. See you in the Realm, Champion! View the full article
  22. Since the launch of Horizon Zero Dawn we have seen an enormous amount of fan activity. Not only in the form of fan art but also in the shape of screens captured via Photo Mode. Over at Guerrilla we enjoy scrolling through our Twitter timeline seeing all of the beautiful pictures the fans have been sharing, and we want to give something back. The sheer beauty of the photos you have been sharing has been a huge compliment for us. We asked Roderick van der Steen, our lead lighting artist and in-house photographer, to select a few of his favorites and add some details on what makes these stand out. Photo by @Ladydriven ‘This is a lovely composition with an almost duotone color palette, giving the screenshot an almost illustrative “cover art†look.’ Photo by @adxvent ‘This is a great example of a very realistic and cinematic shot using depth of field to eliminate any distractions and leaving the eye to focus on Aloy.’ Photo by @Sistoska ‘Night time was designed as having a “long exposure†look, this image shows this off very well with a lot of range in lighting in combination with a great composition.’ Photo by @hadiruto ‘This is a very striking and dynamic image. Everything feels in motion and the sparks add to the feeling of this being a split second of action.’ Photo by @Solid_Alexei ‘The Cauldrons, an almost alien environment as this image shows clearly. This is a great Iconic picture that fills you with a feeling of foreboding.’ Photo by @duncanbirnie ‘Aloy responds to weather in a natural way, and as this image shows if can fill you with a feeling of wonder. Beautiful use of depth of field, and the right time of day for the lighting.’ We would like to thank you all for these amazing images, so we’re adding more ways for you to express your artistry. We’re very happy to share that our upcoming 1.20 patch, currently scheduled for release next week, will include an update for Photo Mode. We are adding three new filters, the ability to show a grid, an option to add ‘greetings from’ to the image, the ability to select different poses for Aloy, select a facial expression and make her look into the camera. We already created some images for you to get an idea of what we are adding and we cannot wait to see what you can do with these new additions. Horizon Zero Dawn | PlayStation.com These added Photo Mode features are just a small portion of the enhancements we have made to the game. Over at Guerrilla we feel that is very important to listen to the community, so the patch will also include a lot of feature requests straight from the community. Version 1.20 will include a slider that will adjust the camera/aim sensitivity, supports a Map legend where you are able to filter on icons, more HUD customization options (hide enemy stats, quest markers and tutorial tips), the ability to hide head gear and more. 1.20 also adds Spanish language support for North American copies of the game. Spanish subtitles can now be enabled, and Spanish audio is also now supported via a Spanish VO pack that can be downloaded from the North American PlayStation Store*. For a detailed list of patch notes please follow this link.We will keep listening to all your requests as we feel it is important that you have the best possible experience when playing Horizon Zero Dawn. *Spanish VO pack must be downloaded from PlayStation Store to enable Spanish audio support. Spanish VO pack download only applies to North American copies of the game. View the full article
  23. Golden Week is in full swing and we’re celebrating Japan’s national holiday week with up to 70 percent off games, movies, and shows inspired by the land of the rising sun. PlayStation Plus members save up to 80 percent. Starting right now, pick up games like Gravity Rush 2, Digimon World: Next Order and Dragon Quest Builders, as well as video titles like Akira, The Last: Naruto the Movie and Cowboy Bebop. Check out the full line-up below, then head over to PS Store through the weekend – our Golden Week Sale ends Tuesday, May 9 at 9:00 a.m. Pacific. ã©ã†ãžãŠæ¥½ã—ã¿ãã ã•ã„ï¼ Games PlatformTitleSale PricePS Plus PriceOriginal Price PS4 ADK TAMASHII (PS2) $10.49 $8.99 $14.99 PS4 ASSAULT SUIT LEYNOS $9.99 $7.99 $19.99 PS4 ASTEBREED $11.99 $9.99 $19.99 PS4 ATELIER SOPHIE ~THE ALCHEMIST OF THE MYSTERIOUS BOOK~ $35.99 $23.99 $59.99 PS4 BLADESTORM: NIGHTMARE $35.99 $23.99 $59.99 PS4 BLAZBLUE: CENTRAL FICTION $29.99 $23.99 $59.99 PS4 BLAZBLUE: CHRONO PHANTASMA EXTEND $24.99 $14.99 $49.99 PS4 BLUE RIDER $5.99 $3.99 $9.99 PS4 CHAMBARA $5.99 $3.99 $9.99 PS4 CHRONICLES OF TEDDY: HARMONY OF EXIDUS $5.99 $4.49 $14.99 PS4 CROIXLEUR SIGMA (CROSS-BUY) $10.49 $8.99 $14.99 PS4 CRYPT OF THE NECRODANCER (CROSS-BUY) $5.24 $3.74 $14.99 PS4 DEAD OR ALIVE 5 LAST ROUND $23.99 $15.99 $39.99 PS4 DECEPTION IV: THE NIGHTMARE PRINCESS $29.99 $19.99 $49.99 PS4 DIGIMON WORLD CYBER SLEUTH $29.99 $23.99 $59.99 PS4 DIGIMON WORLD NEXT ORDER $41.99 $38.99 $59.99 PS4 DRAGON BALL XENOVERSE $15.99 $11.99 $39.99 PS4 DRAGON BALL XENOVERSE + SEASON PASS BUNDLE $25.99 $19.49 $64.99 PS4 DRAGON BALL XENOVERSE 2 $41.99 $35.99 $59.99 PS4 DRAGON BALL XENOVERSE 2: DELUXE EDITION $62.99 $53.99 $89.99 PS4 DRAGON BALL XENOVERSE SUPER BUNDLE $59.49 $50.99 $84.99 PS4 DRAGON QUEST BUILDERS $41.99 $35.99 $59.99 PS4 DRAGON QUEST HEROES DIGITAL SLIME EDITION $25.79 $21.49 $42.99 PS4 DRAGON QUEST HEROES: THE WORLD TREE’S WOE AND THE BLIGHT BELOW $23.99 $19.99 $39.99 PS4 DYNASTY WARRIORS 8 EMPIRES $29.99 $19.99 $49.99 PS4 DYNASTY WARRIORS 8:XTREME LEGENDS COMPLETE EDITION $35.99 $23.99 $59.99 PS4 EARTH’S DAWN $20.99 $17.99 $29.99 PS4 EXIST ARCHIVE: THE OTHER SIDE OF THE SKY $29.99 $17.99 $59.99 PS4 FAIRY FENCER F: ADVENT DARK FORCE $14.99 $9.99 $49.99 PS4 FATE EXTELLA: THE UMBRAL STAR $34.99 $29.99 $49.99 PS4 FINAL FANTASY XV $41.99 $35.99 $59.99 PS4 FINAL FANTASY XV DIGITAL PREMIUM EDITION $59.49 $50.99 $84.99 PS4 FURI $12.99 $10.99 $19.99 PS4 FUUUN SUPER COMBO (PS2) $8.99 $7.49 $14.99 PS4 GAL*GUN: DOUBLE PEACE PEACE $29.99 $23.99 $59.99 PS4 GALAK-Z $7.99 $4.99 $19.99 PS4 GAROU: MARK OF THE WOLVES $5.49 $4.39 $0.00 PS4 GOD EATER 2: RAGE BURST $26.99 $20.99 $59.99 PS4 GRAVITY RUSH 2 $41.99 $35.99 $59.99 PS4 GRAVITY RUSH REMASTERED $17.99 $14.99 $29.99 PS4 I AM SETSUNA $27.99 $23.99 $39.99 PS4 LEGEND OF KAY ANNIVERSARY $11.99 $8.99 $29.99 PS4 MEGADIMENSION NEPTUNIA VII $15.99 $11.99 $39.99 PS4 MITSURUGI KAMUI HIKAE $8.39 $7.19 $11.99 PS4 NARUTO SHIPPUDEN: ULTIMATE NINJA STORM 4 $23.99 $17.99 $59.99 PS4 NARUTO SHIPPUDEN: UNS4 ROAD TO BORUTO $42.49 $37.49 $49.99 PS4 NIER: AUTOMATA DAY ONE EDITION $44.99 $41.99 $59.99 PS4 NIGHTS OF AZURE $35.99 $23.99 $59.99 PS4 NINJA SENKI DX (CROSS-BUY) $1.99 $0.99 $4.99 PS4 OCEANHORN – MONSTER OF UNCHARTED SEAS $8.99 $7.49 $14.99 PS4 ODIN SPHERE LEIFTHRASIR $35.99 $29.99 $59.99 PS4 OMEGA QUINTET $8.99 $5.99 $29.99 PS4 PRISMATIC SOLID $5.99 $4.99 $9.99 PS4 RAINBOW MOON $5.99 $4.49 $14.99 PS4 RIVE $8.99 $7.49 $14.99 PS4 ROOT LETTER $29.99 $23.99 $59.99 PS4 SAINT SEIYA SOLDIERS’ SOUL $20.99 $14.99 $59.99 PS4 SAMURAI SHODOWN VI (PS2) $8.99 $7.49 $14.99 PS4 SAMURAI WARRIORS 4 EMPIRES $29.99 $19.99 $49.99 PS4 SENRAN KAGURA ESTIVAL VERSUS $21.99 $17.99 $39.99 PS4 STAR OCEAN: INTEGRITY AND FAITHLESSNESS $35.99 $29.99 $59.99 PS4 STEINSGATE 0 $29.99 $23.99 $59.99 PS4 SWORD ART ONLINE: HOLLOW REALIZATION $41.99 $35.99 $59.99 PS4 SWORD ART ONLINE: HOLLOW REALIZATION DELUXE EDITION $59.49 $50.99 $84.99 PS4 SWORD ART ONLINE: LOST SONG $17.99 $11.99 $59.99 PS4 TALES OF BERSERIA $41.99 $38.99 $59.99 PS4 TALES OF ZESTIRIA $20.99 $14.99 $59.99 PS4 THE KING OF FIGHTERS XIV $41.99 $35.99 $59.99 PS4 THE LAST BLADE 2 (CROSS-BUNDLE) $7.49 $5.99 $14.99 PS4 THE LEGEND OF KORRA $7.49 $4.94 $14.99 PS4 TORQUEL (CROSS-BUY) $4.99 $3.99 $9.99 PS4 TRANSFORMERS DEVASTATION $17.99 $13.99 $39.99 PS4 VALKYRIA CHRONICLES REMASTERED $20.99 $17.99 $29.99 PS4 VOLUME $6.99 $4.99 $19.99 PS4 WILD GUNS: RELOADED $19.49 $16.49 $29.99 PS3 AQUAPAZZA $14.99 $11.99 $29.99 PS3 ARCANA HEART 3: LOVEMAX!!!!! $7.49 $4.99 $24.99 PS3 ARMORED CORE (PSONE CLASSIC) $1.79 $1.19 $5.99 PS3 BATTLE FANTASIA $4.99 $2.99 $9.99 PS3 BLAZBLUE: CENTRAL FICTION $24.99 $19.99 $49.99 PS3 CAPCOM ARCADE CABINET: 1985-I PACK $4.99 $3.99 $9.99 PS3 CAPCOM ARCADE CABINET : 1985-II PACK $4.99 $3.99 $9.99 PS3 CAPCOM ARCADE CABINET $10.49 $7.49 $29.99 PS3 CAPCOM VS. SNK 2: MARK OF THE MILLENNIUM 2001 (PS2 CLASSIC) $3.49 $2.49 $9.99 PS3 CATHERINE $6.99 $4.99 $19.99 PS3 DRAGON’S CROWN $17.99 $14.99 $29.99 PS3 FINAL FIGHT/DOUBLE IMPACT $3.49 $2.49 $9.99 PS3 GRADIUS V (PS2 CLASSIC) $2.99 $1.99 $9.99 PS3 HAKUOKI: STORIES OF THE SHINSENGUMI $9.99 $7.99 $19.99 PS3 LOST DIMENSION $14.99 $11.99 $29.99 PS3 MAMOROKUN CURSE! $1.99 $1.49 $4.99 PS3 MEGA MAN LEGENDS (PSONE CLASSIC) $2.99 $1.99 $9.99 PS3 MEGA MAN 8 (PSONE CLASSIC) $1.79 $1.19 $5.99 PS3 ODIN SPHERE LEIFTHRASIR $32.49 $27.49 $49.99 PS3 RAIDEN IV: OVERKILL $5.99 $4.49 $14.99 PS3 RAINBOW MOON $5.99 $4.49 $14.99 PS3 RECORD OF AGAREST SERIES WAR BUNDLE $19.99 $11.99 $39.99 PS3 RECORD OF AGAREST WAR $4.99 $2.99 $9.99 PS3 RECORD OF AGAREST WAR 2 $9.99 $5.99 $19.99 PS3 RECORD OF AGAREST WAR ZERO $7.49 $4.49 $14.99 PS3 RUNE FACTORY: TIDES OF DESTINY $14.99 $8.99 $29.99 PS3 SOLDNER-X 2: FINAL PROTOTYPE COMPLETE BUNDLE $3.89 $2.59 $12.99 PS3 SOLDNER-X: HIMMELSSTURMER $1.59 $0.79 $7.99 PS3 STEINSGATE $4.99 $2.99 $19.99 PS3 SUIKODEN 3 (PS2 CLASSIC) $3.49 $2.49 $9.99 PS3 SUIKODENII (PSONE CLASSIC) $2.99 $1.99 $9.99 PS3 SUPER PUZZLE FIGHTER II TURBO HD REMIX $3.49 $2.49 $9.99 PS3 SUPER STREET FIGHTER II TURBO HD REMIX $3.49 $2.49 $9.99 PS3 TECMO’S DECEPTION: INVITATION TO DARKNESS (PSONE CLASSIC) $2.99 $2.39 $5.99 PS3 THE LEGEND OF HEROES: TRAILS OF COLD STEEL $21.99 $17.99 $39.99 PS3 THE LEGEND OF KORRA $7.49 $4.94 $14.99 PS3 THE MISADVENTURES OF TRON BONNE (PSONE CLASSIC) $2.39 $1.79 $5.99 PS3 TOKYO TWILIGHT GHOST HUNTERS DAYBREAK: SPECIAL GIGS $19.99 $11.99 $39.99 PS3 TRANSFORMERS DEVASTATION $19.99 $9.99 $39.99 PS VITA AEGIS OF EARTH: PROTONOVUS ASSAULT $11.99 $8.99 $29.99 PS VITA AMNESIA: MEMORIES $5.99 $2.99 $29.99 PS VITA ARCANA HEART 3: LOVEMAX!!!!! $7.49 $4.99 $24.99 PS VITA ATELIER ESCHA & LOGY PLUS ~ALCHEMISTS OF THE DUSK SKY~ $23.99 $15.99 $39.99 PS VITA ATELIER SOPHIE ~THE ALCHEMIST OF THE MYSTERIOUS BOOK~ $23.99 $15.99 $39.99 PS VITA BLAZBLUE: CHRONO PHANTASMA EXTEND $19.99 $11.99 $39.99 PS VITA CODE: REALIZE ~GUARDIAN OF REBIRTH~ $19.99 $11.99 $39.99 PS VITA CROIXLEUR SIGMA (CROSS-BUY) $10.49 $8.99 $14.99 PS VITA CRYPT OF THE NECRODANCER (CROSS-BUY) $5.24 $3.74 $14.99 PS VITA DECEPTION IV: THE NIGHTMARE PRINCESS $23.99 $15.99 $39.99 PS VITA DRAGON QUEST BUILDERS $27.99 $23.99 $39.99 PS VITA DRAGON’S CROWN $17.99 $14.99 $29.99 PS VITA DUNGEON TRAVELERS 2: THE ROYAL LIBRARY & THE MONSTER SEAL $14.99 $11.99 $29.99 PS VITA EXIST ARCHIVE: THE OTHER SIDE OF THE SKY $19.99 $11.99 $39.99 PS VITA FATE EXTELLA: THE UMBRAL STAR $27.99 $23.99 $39.99 PS VITA GAL*GUN: DOUBLE PEACE $19.99 $15.99 $39.99 PS VITA HYPERDIMENSION NEPTUNIA U: ACTION UNLEASHED $8.99 $5.99 $29.99 PS VITA LET’S FISH! HOOKED ON $3.19 $1.59 $7.99 PS VITA LOST DIMENSION $14.99 $11.99 $29.99 PS VITA MEGATAGMENSION BLANC + NEPTUNE VS ZOMBIES $11.99 $8.99 $29.99 PS VITA MEIQ: LABYRINTH OF DEATH $5.99 $2.99 $29.99 PS VITA MIND ZERO $12.49 $7.49 $24.99 PS VITA MURAMASA REBIRTH COMPLETE COLLECTION $17.49 $10.49 $34.99 PS VITA NINJA SENKI DX (CROSS-BUY) $1.99 $0.99 $4.99 PS VITA NORN9: VAR COMMONS $19.99 $11.99 $39.99 PS VITA ODIN SPHERE LEIFTHRASIR $25.99 $21.99 $39.99 PS VITA ORESHIKA: TAINTED BLOODLINES $9.99 $7.99 $19.99 PS VITA PERSONA 4: DANCING ALL NIGHT $27.99 $23.99 $39.99 PS VITA PERSONA 4: GOLDEN $11.99 $8.99 $29.99 PS VITA RAINBOW MOON $5.99 $4.49 $14.99 PS VITA SENRAN KAGURA: ESTIVAL VERSUS $16.49 $13.49 $29.99 PS VITA SHIREN THE WANDERER: THE TOWER OF FORTUNE AND THE DICE OF FATE $19.99 $15.99 $39.99 PS VITA SOLDNER-X 2: FINAL PROTOTYPE (CROSS-BUY) $2.99 $1.99 $9.99 PS VITA SOLDNER-X 2: FINAL PROTOTYPE COMPLETE BUNDLE (CROSS-BUY) $3.89 $2.59 $12.99 PS VITA SORCERY SAGA: CURSE OF THE GREAT CURRY GOD $7.49 $4.49 $14.99 PS VITA STEINSGATE $4.99 $2.99 $19.99 PS VITA STEINSGATE 0 $19.99 $15.99 $39.99 PS VITA SUPERDIMENSION NEPTUNE VS SEGA HARD GIRLS $19.99 $15.99 $39.99 PS VITA THE LEGEND OF HEROES: TRAILS OF COLD STEEL $21.99 $17.99 $39.99 PS VITA TORQUEL (CROSS-BUY) $4.99 $3.99 $9.99 PS VITA VALKYRIE DRIVE -BHIKKHUNI- $25.99 $21.99 $39.99 PS VITA XBLAZE CODE:EMBRYO $9.99 $5.99 $19.99 PS VITA XBLAZE LOST: MEMORIES $19.99 $11.99 $39.99 PS VITA YS: MEMORIES OF CELCETA $10.99 $8.99 $19.99 PS VITA Z-RUN $3.59 $2.69 $8.99 PS VITA ZERO ESCAPE: VIRTUE’S LAST REWARD $11.24 $8.74 $24.99 PS VITA ZERO ESCAPE: ZERO TIME DILEMMA $23.99 $19.99 $39.99 PSP BLAZBLUE: CONTINUUM SHIFT II $2.99 $1.99 $9.99 PSP BLAZING SOULS ACCELATE $2.39 $1.59 $7.99 PSP CAPCOM CLASSICS COLLECTION RELOADED $2.99 $1.99 $9.99 PSP CAPCOM CLASSICS COLLECTION REMIXED $4.49 $3.49 $9.99 PSP CAPCOM PUZZLE WORLD $5.49 $4.49 $9.99 PSP CHAMELEON $1.59 $1.19 $3.99 PSP CHO ANIKI ZERO $2.39 $1.79 $5.99 PSP ELMINAGE ORIGINAL $5.99 $4.49 $14.99 PSP GLADIATOR BEGINS $3.19 $2.39 $7.99 PSP GUILTY GEAR XX ACCENT CORE PLUS $3.99 $2.99 $9.99 PSP HAKUOKI: DEMON OF THE FLEETING BLOSSOM $3.99 $2.99 $9.99 PSP HAKUOKI: WARRIORS OF THE SHINSENGUMI $3.19 $2.39 $7.99 PSP JIKANDIA: THE TIMELESS LAND $4.99 $2.99 $9.99 PSP MIMANA IYAR CHRONICLE $3.99 $2.99 $9.99 PSP MONSTER HUNTER FREEDOM UNITE $5.99 $3.99 $19.99 PSP POWER STONE COLLECTION $4.99 $3.99 $9.99 PSP RAGNAROK TACTICS $3.19 $2.39 $7.99 PSP WARRIORS OF THE LOST EMPIRE $2.39 $1.79 $5.99 Movies/TV TitleSD Sale PriceSD Original PriceHD Sale PriceHD Original Price ABSOLUTE DUO $8.99 $16.99 $12.99 $24.99 AKIRA $6.99 $9.99 $8.99 $12.99 ARAKAWA UNDER THE BRIDGE SEASON 1 $4.99 $9.99 $6.99 $14.99 ARAKAWA UNDER THE BRIDGE SEASON 2 $4.99 $9.99 $6.99 $14.99 ASSASSINATION CLASSROOM SEASON 1 $8.99 $14.99 $12.99 $22.99 ASSASSINATION CLASSROOM SEASON 1, PART 2 $8.99 $14.99 $12.99 $22.99 ASSASSINATION CLASSROOM SEASON 2, PART 1 $8.99 $17.99 $12.99 $26.99 ATTACK ON TITAN (ENGLISH 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VOL. 2 $11.99 $19.99 x x NARUTO SHIPPUDEN SEASON 3 VOL. 3 $11.99 $19.99 x x NARUTO SHIPPUDEN SEASON 3 VOL. 4 $11.99 $19.99 $17.99 $28.99 NARUTO SHIPPUDEN SEASON 4 VOL. 1 $11.99 $19.99 $17.99 $28.99 NARUTO SHIPPUDEN THE MOVIE 1 $5.99 $9.99 x x NARUTO SHIPPUDEN THE MOVIE 2: BONDS $5.99 $9.99 $6.99 $12.99 NARUTO SHIPPUDEN THE MOVIE: BLOOD PRISON $5.99 $9.99 $6.99 $12.99 NARUTO SHIPPUDEN THE MOVIE: THE LOST TOWER $5.99 $9.99 $6.99 $12.99 NARUTO SHIPPUDEN THE MOVIE: THE WILL OF FIRE $5.99 $9.99 $6.99 $12.99 NARUTO THE MOVIE: GUARDIANS OF THE CRESCENT MOON KINGDOM $5.99 $9.99 x x NARUTO THE MOVIE: LEGEND OF THE STONE OF GELEL $5.99 $9.99 x x NARUTO THE MOVIE: NINJA CLASH IN THE LAND OF SNOW $5.99 $9.99 x x NORAGAMI ARAGATO $9.99 $17.99 $12.99 $26.99 PRISON SCHOOL $8.99 $16.99 $12.99 $24.99 SAMURAI CHAMPLOO $16.99 $38.99 x x STEINS;GATE – LOAD REGION OF DEJA VU $6.99 $12.99 $8.99 $14.99 THE GIRL WHO LEAPT THROUGH TIME $6.99 $12.99 $8.99 $14.99 THE LAST – NARUTO THE MOVIE $5.99 $9.99 $6.99 $12.99 WOLF’S RAIN $19.99 $41.99 $25.99 $62.99 YU YU HAKUSHO SEASON 1 $9.99 $19.99 $16.99 $29.99 YU YU HAKUSHO SEASON 2 $9.99 $19.99 $16.99 $29.99 YU YU HAKUSHO SEASON 3 $9.99 $19.99 $16.99 $29.99 YU YU HAKUSHO SEASON 4 $9.99 $19.99 $16.99 $29.99 YU-GI-OH! SEASON 1 VOLUME 1 $6.99 $14.99 x x YU-GI-OH! SEASON 1 VOLUME 2 $7.99 $17.99 x x YU-GI-OH! SEASON 2 VOLUME 1 $6.99 $14.99 x x YU-GI-OH! SEASON 2 VOLUME 2 $6.99 $14.99 x x YU-GI-OH! SEASON 3 VOLUME 1 $6.99 $14.99 x x YU-GI-OH! SEASON 4 VOLUME 1 $5.99 $12.99 x x YU-GI-OH! SEASON 4 VOLUME 2 $6.99 $14.99 x x YU-GI-OH! SEASON 5 VOLUME 1 $5.99 $12.99 x x YU-GI-OH! ZEXAL SEASON 2 VOLUME 1 $6.99 $14.99 $8.99 $19.99 YU-GI-OH! ZEXAL SEASON 2 VOLUME 2 $7.99 $17.99 $9.99 $22.99 YU-GI-OH! ZEXAL SEASON 3 VOLUME 1 $7.99 $17.99 $9.99 $22.99 YU-GI-OH! ZEXAL SEASON 3 VOLUME 2 $6.99 $14.99 $8.99 $19.99 ZATCH BELL SEASON 1 $7.99 $17.99 x x ZATCH BELL SEASON 2 $7.99 $17.99 x x Note: All pricing is for U.S. only and subject to change. View the full article
  24. Enjoy nine new games on the PlayStation Now subscription service starting today, from shooters and action games to acclaimed indie titles and hidden gems. PlayStation Now 7-day Free Trial Experience the acclaimed, third-person, tactical shooter Sniper Elite 3 (the sequel recently launched on PS4). And for hard-hitting action, dive into the world of Dark Sector and wield the deadly three-pronged “Glaive.†With a unique sci-fi story and ruthless action, Dark Sector is definitely a hidden gem in the PlayStation library. Then plan and execute huge bank heists — solo or with friends — in the acclaimed first-person shooter Payday 2. That’s not all. Experience the highly acclaimed indie adventure game Brothers: A Tale of Two Sons, with its unique gameplay and control scheme. Explore, fight, and build in the deep 2D action-adventure sandbox game Terraria. And explore the beautiful world of Atelier Shallie: Alchemists of the Dusk Sea. Here is the full list of new games joining the PlayStation Now lineup today: Sniper Elite III Dark Sector Payday 2 Brothers: A Tale of Two Sons Terraria Atelier Shallie: Alchemists of the Dusk Sea Dynasty Warriors 8 Xtreme Legends Tiny Brains How to Survive If you’re new to PS Now, the service offers access to a large and ever-expanding lineup of games for one low monthly price. Since the service is based on our cloud streaming technology, you can access the entire catalog of games, select one, and start playing quickly without needing to wait for downloads. Also, PS Now uses cloud saves, letting you start a game on PS4 and continue playing on Windows PC (or vice versa). If you haven’t given the service a try yet, we have nearly 500 PS3 games in the service and will be adding PS4 games to the lineup this year! Now’s the perfect time to give it a spin with the seven-day free trial on PlayStation 4 and Windows PC. Here’s a list of some of the most popular games on PlayStation Now last month: Star Wars: The Force Unleashed Red Dead Redemption Mortal Kombat WWE 2K15 LEGO Star Wars: The Complete Saga The Last of Us Tekken Tag Tournament 2 Injustice: Gods Among Us NBA 2K14 Mafia II View the full article
  25. The May 16 launch of Farpoint is quickly approaching, and we wanted to give you a preview of a new TV spot set to air nationwide this week. This is the latest spot in our “Two Worlds†campaign for PlayStation VR. As the name implies, this campaign brings together the real world and incredible gaming worlds — putting the player directly into the experience. If you’ve tried PlayStation VR, then you know how it can quickly transport you to another world. In the case of Farpoint, that means sending you to a distant planet filled with nasty space bugs (including giant spiders). PlayStation VR has been in high demand since launch, and we have heard from many of you that it has been a bit tricky to find on store shelves. We’ve been working to meet demand and are happy to report that PS VR is back in stock at many retailers in the U.S. and Canada. If you’ve been thinking about picking up a system, now is a great time to jump in. The library of PlayStation VR content continues to grow. Take a look at the list below for some of the exciting VR games on the horizon, and be sure to let us know what you think of the new spot! Polybius — May Gnog — May 2 Farpoint — May 16 Star Trek: Bridge Crew — May 30 Fantastic Contraption — Early summer Gran Turismo Sport (PS VR mode included) — 2017 Also, if you’re new to PlayStation VR, be sure to catch up on some of our recent favorites: Statik StarBlood Arena Psychonauts: The Rhombus of Ruin Symphony of the Machine Korix Resident Evil 7 biohazard Race The Sun Darknet I Expect You To Die Dirt: Rally How We Soar Eve: Valkyrie (new Groundrush update) Headmaster (new Party Mode update) View the full article

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