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Commander Fury

CCFURY
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Everything posted by Commander Fury

  1. Assassin’s Creed Odyssey is a huge game, and after it arrives on PS4 on October 5, it’s going to keep growing. Post-launch content for Season Pass owners will include two major new story arcs told across multiple episodes, with each episode releasing approximately six weeks apart. Between the releases of the larger episodes, The Lost Tales of Greece will bring a series of new story quests that will be free to all players, and they’ll be joined by free in-game events, including daily and weekly mercenary contracts. The first major arc, Legacy of the First Blade, launches in December, and introduces players to the early predecessors of the Assassins, including the first person to use a Hidden Blade. In Spring 2019, The Fate of Atlantis confronts players with creatures straight out of Greek myth and challenges them to discover the secrets of the sunken city. Additionally, Season Pass owners will get Assassin’s Creed III Remastered, which includes all of the original game’s content, plus Assassin’s Creed Liberation Remastered. Both games will support 4K and HDR on PS4 Pro, and sport higher-resolution textures, improved lighting, and other visual enhancements. Before the first post-launch content arrives, Assassin’s Creed Odyssey will deliver an epic adventure across Ancient Greece, in which you’ll match wits with historical figures and mythical monsters. To find out more about what’s ahead when the game launches on October 5, we chatted with Jonathan Dumont, Creative Director for Assassin’s Creed Odyssey. How familiar were you with Ancient Greece when you started developing Assassin’s Creed Odyssey? Do you find you’ve learned a lot during development? Jonathan Dumont: We learned quite a bit (laughs). We’re not historians; we share a passion for history, but when we pick a setting, we do research up front, and we research a few settings. Then, when we lock in a good setting, we do quite a bit more research. The full team researches through books, literature, movies, anything we can find. In the case of our game, because Ancient Greece has something like 5,000 years of history, we brought in a specialist on our team, a historian. We always have a historian on our team, but now we brought in somebody that has a PhD in Ancient Greek history, so that we could know as much as we can. She’s able to read Ancient Greek, so she would go back into Herodotus’ texts and things like that, so we would get information directly from the primary source. The fun thing about Greece is, it’s a familiar setting for many people. So we know a lot of those legends and myths, we know a lot of history and historical characters, we know about Socrates – but we don’t know. We know about it, but we don’t know all the details, so we go through that same process where we start out knowing some of it, and we’re interested by it, and it’s a relatable world. Just as an example, you go around Attika, one of the regions in our world, and there’s an area called Marathon. That’s where the word comes from. And why is it called that? Because some dude ran 42 kilometers [or 26 miles, the length of a marathon] to warn Athens. So you start digging into terminology or concepts that you already know, that we’ve already been using for 2,000 years, and then you can label them; “oh, that’s why it’s called that,” or “oh, that’s why we do this now!” So it’s very interesting to see where we come from. We dive into it like students; there are experts on this somewhere else that know a lot more than we do, but we try to know as much as we can. You recently showed off the mythical side of Odyssey by revealing a high-level encounter with Medusa, which seems like the kind of thing that might ordinarily be kept under wraps until after launch. Why reveal her before launch? JD: I think it shows the things you’re going to be doing in the game; it’s not just Medusa that’s in the game. We have other mythical creatures that could be there, so we picked one that we said, “this should be a fun challenge.” We also wanted to show what the endgame content can look like as well, and what it feels like to have level-50 abilities, so people can say, “OK, that’s where it’s going to go.” I think it’s an interesting way to show progression. If you’ve played before, you might have played the E3 demo, which is maybe 20 levels in. So you get a little taste of progression there, but seeing a little bit of the final results – not final-final, but toward the end of the game – shows the promise that the game is different, the game is about the First Civilization as well. I think it’s cool to let people see things about a game, and not hide it until the end. There’s also quite a bit of stuff we’re not talking about yet, so we’re not burning everything. As we’ve seen in previous Assassin’s Creed games, technology left behind by the ancient First Civilization enables fantastical things to happen in a relatively realistic universe; is it creatively freeing to work with those elements? JD: Most of the game is pretty much historically accurate. We try to depict the Peloponnesian war, we go to Athens during the plague. We meet a ton of historical characters, and spend a lot of time getting to know them as well. What was important to us was to say, “all right, those are the facts that came out, how history was recorded” – but we also do something interesting in most of our games toward the end, where somebody picks up an artifact and burns people up or something. So what would happen if you had an artifact like that [from the start], and what would be the perceptions of the people living in that world about their gods and their mythology? Tapping into that, and trying to tie it to the First Civilization to make it credible in that universe, was interesting and very challenging, but opens it up to different things. It’s not like Medusa’s in the middle of Athens. These are found in secluded places in the world, so they’re mysteries. If you’re looking at the map of where you found Medusa, it is in one of the most remote places in the corner of the map, in this forest hidden behind the mountains. It’s not something that’s in your face; it’s some secret of that world that you will discover. I think [the First Civilization focus] gives us a little bit of flexibility; the theme that you have an artifact in your hands opens some doors for us to explore. After Assassin’s Creed Origins, which had the elephants and the Trials of the Gods, did you see more demand for big endgame challenges (like Medusa) for high-level players to pursue? JD: Well, while building an RPG, the challenge needs to go up; sometimes it’s hard to keep it on natural characters, like a humanoid character. In this case, I think it’s an interesting scale-up; if you were playing the game and you started with that, obviously it would be a little weird. For a game that you’re going to spend a lot of time in, having these challenges that are a little bigger than life are interesting. If you take a look at Origins, with the elephants for example, those elephants are pretty big. They feel like they’re elephants, but almost magical elephants. I think it goes with progression scaling, I think it helps actually measure yourself against the game and tap into that fantasy of exploring myths and legends. I don’t think that’s mandatory, that we were pushed into that, but it felt natural to do it with an RPG. What are you most excited for people to discover in Assassin’s Creed Odyssey? JD: I think it’s interesting to see some of the visual diversity we have. The Greek islands, more in the north, have more forest areas. There are always choices at the heart of the game, so there’s a lot of possibilities for you to exercise them not only in quests, but also in play style. What I’m excited about is that you can choose to play the game fully in stealth; you can go in forts and play it stealthy. Assassin’s Creed is over 10 years old, and through the years we’ve introduced different mechanics, so we all play a different way. I think our game caters to the way you want to play; if you say, “I just want to shoot people with a bow and arrow, because I’m a ranged guy,” you can actually do it, and if you want to stealth most of the game, you can do that. And if you just want to fight and kick people off ledges, you can do that as well. I’m actually pretty excited that the way people want to play Assassin’s Creed will be available to them, and a viable option. View the full article
  2. Hey, True Believers! Now that Marvel’s Spider-Man has swung on to PlayStation 4 systems around the world, we thought you’d like to score extra nerd points on your friends by schooling them on the comic books that inspired the game’s creators and collaborators. So which comics am I talking about? Glad you asked! (And if you’d like to read these for yourself, you can check them out in a special Marvel Unlimited curation featuring the comics below.) AMAZING FANTASY (1962) #15 A legend is born! Our game doesn’t retell the famous origin of Spider-Man that writer Stan Lee and artist Steve Ditko did so masterfully here, but at the heart of our story beats the famous “With great power there must also come great responsibility” mantra that first saw print in this historic issue. AMAZING SPIDER-MAN (1963) #1 – #38 The blueprint for everything Spider-Man can be found in these trailblazing issues by the legendary team of Lee and Ditko. From the introduction of Spider-Man’s sprawling supporting cast to the formation of his infamous rogue’s gallery, this is where Stan and Steve unleashed the magic and revealed that the best Spidey stories happen when the civilian world of Peter Parker collides with the superhuman world of Spider-Man. ULTIMATE SPIDER-MAN (2000) #1 Not only did writer Brian Michael Bendis and artist Mark Bagley reimagine Spider-Man’s famous origin for an all-new, modern audience, but they did it in an innovative way that kept readers guessing what was going to happen next! This series inspired Insomniac Games to mix familiar faces and situations into unexpected and thrilling combinations. AMAZING SPIDER-MAN (1999) #546 This kick-off of the “Brand New Day” era not only featured the beginning of Dan Slott’s historic run as solo writer on Amazing Spider-Man, but it also featured the first appearance of Martin Li, a.k.a. Mister Negative, his Inner Demons and the F.E.A.S.T. Center! Fun fact: Writer Dan Slott, Stephen Wacker (who edited this issue) and Nick Lowe (current Spider-Man editor), all participated in the all-day brainstorming session held at the offices of Insomniac Games that laid the groundwork for our game’s story! DARK REIGN: MISTER NEGATIVE (2009) #1 & AMAZING SPIDER-MAN (2015) #6 The first tale, by writer Fred Van Lente and artist Gianluca Gigliotta, delves deep into the divided worlds of Martin Li and Mister Negative, showing us how far Li is willing to go to protect his empire. The second story, by Dan Slott and Matteo Buffagni, includes ingenious expressions of Mister Negative corruptive abilities. AMAZING SPIDER-MAN (1999) #659 In the “Infested, Stage 1: Bug Time” back-up story, writer Dan Slott showed off his tremendous talent for taking wild ideas to their extreme. In this case, the ordinary citizens of Manhattan all gain the spider-powers of Peter Parker, kicking off the “Spider Island” saga that ran until Amazing Spider-Man #665. While our story doesn’t tell that exact story, when you play the game you’ll see how the web-slinger must save the city from a different but equally deadly infection. SPIDER-MAN/FANTASTIC FOUR (2010) #1 & AMAZING SPIDER-MAN (1991) #661 Two terrific tales which display scripting stylings of Christos Gage, who brought his titanic talents to the game’s writing team! While I was an editor at Marvel, I was lucky enough to work with Christos on several projects, most notably Avengers Academy, which you should also check out to see just how skillfully he weaves together the trademark Spider-Man ingredients of drama, action and humor. And that’s just a portion of the cool comics that in many ways inspired everything from gameplay and environments to poses and costumes. Everyone at Insomniac Games, Marvel Games, and PlayStation salutes the colossal creators who told these tales, paving the way and inspiring us all to Be Greater. Your Mann At Marvel, Bill Rosemann Exec. Creative Director, Marvel Games View the full article
  3. Hi guys, Shabs here, Game Director at First Contact Entertainment. We’re the developers behind Firewall Zero Hour — the multiplayer FPS that just launched exclusively for PS VR! Here’s our launch trailer, in case you missed it: First up, we’ve been so excited to see the overwhelmingly positive feedback from the Firewall Zero Hour community since launch last week! We have loved seeing all of your posts, comments, and livestreams. Thank you, everyone, from the bottom of our hearts. We wanted to reconvene, and get a tip sheet ready for those who are just now learning about the game. Here are some tips for how to get started in Firewall Zero Hour, straight from the devs: If you’re new to PS VR, you can play the game with a PS VR headset and either a DualShock controller or Aim Controller. Firewall Zero Hour is also currently available as a game bundle with the Aim Controller, so it’s the perfect opportunity to get both, if you don’t have them yet. Say you’ve just got the game. Awesome! If you’re new to VR in general, once you fire up Firewall Zero Hour, it’s great to experiment with the different comfort settings available for VR locomotion. In the game menu settings, you can toggle between smooth turning and snap turning. You can also change the “vignette” settings, where you toggle on/off blinders for sprinting. Stepping into the game. On your first outing, try out the Tutorial, then try out Solo Training for a few different maps. In Solo Training* you’ll go up against AI, and get a feel for what it’s like to be an Attacker or Defender. You can also experiment with different default loadouts and their weaponry (Assault, CQB, Support). Once you get the hang of different game mechanics, you’re ready try out Multiplayer Training.** You and your teammates will play co-op, going up against AI and learning the value of teamwork by communication. Try out different Contractors in this mode and see how their Primary skills play out. Now you’re ready for Multiplayer Contracts mode — the creamy center of Firewall Zero Hour. In this mode, teams of 4v4 go head to head in public PVP, and the stage is set for unpredictable outcomes. You’ll experience what it’s like to play as an Attacker, and a Defender, as your role switches after every round. Strategize together in the lobby and throughout the match. Who’s staying together? Who’s going to flank? Who’s going to place mines by the laptop? Who’s bringing the revive pistol? Vocal communication with your teammates is crucial to your success. Experiment with different default loadouts. As a Defender, try the Support loadout, and lay your mines strategically around the laptop. Backs of chairs, tops of tables, and all around doors are fair game when it comes to mine placement locations. As an Attacker, the Assault loadout is great for a variety of maps, thanks to its mid-range assault rifle and powerful frag grenades. So you’ve been playing lots of Contracts, gaining XP and Crypto along the way. What are some other ways you can gain XP and Crypto in the game? Look carefully in maps — each match has an Intel pickup that any player can obtain for bonus XP, as well as stacks of Crypto coins scattered around the map. Weapon and equipment challenges are another great way to improve your skills and earn XP. Every time you activate an Access Point, revive a teammate, or take out an enemy with C4, you are earning XP and leveling up. On that note–did you know you can revive your teammates from afar? Just equip a Revive Pistol as a secondary weapon, unlocked at level 26. Once you’ve reached level 4, you can start experimenting with customizing your loadout in the menu. What to spend your Crypto on first? Try experimenting with different weapon attachments. How about a Red Laser Sight, a Suppressor, or a Grip? Perhaps you’re saving up for a whole new weapon entirely. The Kruger assault rifle is a favorite for long-range maps, like Docks and Warehouse. Continue to progress and keep leveling up. Unlock new Contractors. Suit them up to your liking, with camo, facepaint, and a weapon trinket. Is being quick-on-your feet is of utmost importance? Try playing as Diaz (unlocked at level 15), his Primary skill of “Double Time” allows for faster movement speed–or, try equipping his skill as the Secondary skill of one of your other Contractors. Are you ‘nades, ‘nades, grenades all day? The “Bang Bang” skill gives you an extra frag grenade. Is frantically looking for signal modifiers making you short on time to hack the laptop? Try equipping your Contractor with the Hacker skill as their Secondary skill, which allows you to initiate the laptop hack faster. There are a vast number of things you can do to personalize the way you want to play in Firewall Zero Hour. Community Update We wanted to reiterate that we’ve been reading and listening to all the community feedback. Thanks for all the messages you’ve been sending us! We wanted to acknowledge some early questions and concerns from the community, and let you know we are working on various bug fixes and improvements to the game. Every patch has to undergo rigorous testing to make sure we don’t add to a problem, or create new bugs. This can take time. Here are some of the items that we are currently working on: Setting up a squad with squadmates: We’re continuing to evaluate and improving squad handling. We are aware that players who join as squads are having issues with their lobbies, and we are working hard on a fix that addresses this. Host performance: We currently use a peer-to-peer format, so please be aware that it is possible that quitting early may affect everyone else’s game. We are working on improved in-game messaging and a way to protect the loss of progression (Crypto and XP) for players when this happens. Lastly, we wanted you to know we are reading all the feedback we can, and our goal is to continue to improve the game so that it’s a great experience for everyone. We wanted to note that we are focused on supporting the game post-launch with additional new content, and will have more to share about that soon! Thanks again for playing the game and making the launch such an amazing experience. We can’t wait to play with you online in PS VR! *An internet connection is required for all modes of Firewall Zero Hour, including Single Player Training Mode. **PS Plus is required for Multiplayer Training and Multiplayer Contract modes. View the full article
  4. Hi everyone! After five years of part-time development and four years of full-time work, Timespinner is finally coming out on PS4 and PS Vita on September 25, at the price of $19.99. Hurray! Timespinner is a story-driven adventure inspired by classic 2D platformers from the 90s. The game’s story follows Lunais, a young woman who travels through time in order to seek revenge on the empire that killed her family. If you’re a fan of the “Metroidvania” genre, Timespinner will make you feel right at home. In addition, the game also has several features that make it feel fresh and new. Time-Stop Time-Stop is the game’s signature ability and namesake. To put it simply, the time-stop freezes all enemies in the room, at the cost of Sand for each moment that time is frozen. While time is stopped, you can use enemies as platforms or simply choose a more advantageous position in battle. About to be crushed by a boss’s attack? Stop time and side step! Feeling swarmed by enemies? Stop time, get behind them, charge a spell, and unleash it right when time is unfrozen! Orb System The heart of combat in Timespinner revolves around equipping orbs: crystal balls composed of condensed magic. Throughout your adventure, you will find many different orbs (be it from defeating bosses, delving deep inside dark dungeons, or simply given to you as a gift!). Each orb has three unique aspects: a melee attack, a spell attack, and an always-on passive. An orb’s melee attack is often a short-ranged ability that is free to use. Since you can equip two melee orbs at once, you can mix and match different melee orbs (although I always prefer to use two of the same type — I like symmetry!). By taking a new orb to an Alchemist, you unlock both its spell and passive. Spells are powerful attacks that cost Aura, a form of MP which slowly recovers on its own. You can level up orbs by defeating enemies with its spell or melee attacks. The higher an orbs level is, the more powerful its melee, spell, and passive will become. An orb’s passive is a unique always-on buff. Passives can augment your melee attacks, offer protection, or even help you find hidden passages! Be sure to pick a passive that complements your playstyle! Story The story of Timespinner is much more complex than most platformers. As the game’s plot spans multiple planets, rebellions, a war, and more, there is a lot to take in. I’ve actually been developing the universe of Timespinner since I was in grade school, making fabric figures of each character and cataloguing their adventures and storylines in notebooks, so it’s amazing to see it all fully fleshed out in video game now! This large amount of lore can cause a timing problem for an action based game, so we decided to spread out the story into several different methods of delivery: Skippable cutscenes Collectable “Memories” which detail important events of a specific character. Collectable “Letters” which contain multiple viewpoints concerning a historical war. Collectable “Downloads” which act as encyclopedic knowledge of people, planets, and more. Optional character quests with unique rewards. Time Travel The game takes place on Lachiem, the desolate homeworld of the evil empire. As the story progresses, you’ll gain the ability to travel far into Lachiem’s luscious past. Once there, actions you take can change the world in the present. However, some of these changes may not pan out as exactly as you’d expect… It’s been a long time coming, but I’m super excited to show Timespinner to the world! Yay! View the full article
  5. Hello Prospects and Absolvers! The team at Sloclap has been unusually quiet these last few months but that’s all due to the work on Absolver: Downfall – the new, free expansion for Absolver which we’re happy to announce will be coming on September 25. The expansion is rather robust with something for both the PvE and PvP players in our community that might have been playing from the start last year or just started their journey to absolution last month when Absolver was featured as a PS Plus title. The most prominent new element in Absolver: Downfall is the new Downfall game mode that takes players in solo or cooperative runs down the Adalian Mines, on a quest to battle Arcell and his corrupted Prospects. Players will collect Gleam from infected Prospects and transform it into rewards in the form of experience and gear. The more Gleam you capture, the more powerful you become in your struggle to defeat the Corrupted, and eventually Arcell himself. Each run through the Mines and Temples is a unique path through a variety of challenges and situations, facing upgraded enemies with improved AI, and three epic boss fights. The other headline piece of the expansion is the Faejin combat style, taking its inspiration from Bruce Lee’s famous Jeet Kune Do. This new combat style is more complex than others and experienced Absolvers will need to balance the fluidly powered offense with different defensive abilities that shift with your stance. Faejin will feature three dozen different attacks for bare hands, wargloves, and sword combat. Absolver: Downfall rounds out the expansion content with the introduction of School Challenges. School Challenges will include reworked School Leaderboards, which will allow School members to compete with each other through rankings updated at the end of each Season, and up to three specific reward for each ranking category! The expansion will also feature new equipment sets, as well as two prestige variants of existing sets, all found in the Essence Shop and unlockable with Gleam and Fragments, both of which will be looted in the Downfall game mode. Fantastic new masks, weapons, emotes and PvP intros can all be found in the new expansion when it hits on September 25! View the full article
  6. Save big on some of our favorite titles during the second annual PlayStation Store Picks Sale. Enjoy up to 50 percent off Borderlands: The Handsome Collection, Battlefield 1, Detroit: Become Human, and other games hand-selected by our Store team! Check out the full lineup below, then head over to PS Store, this sale ends September 18 at 8 a.m. PT. Games <-- Swipe left on mobile for full table Platform Title Sale Price PS Plus Price Original Price PS4 -KLAUS- $7.99 $4.99 $19.99 PS4 101 WAYS TO DIE $4.99 $3.99 $9.99 PS4 ACE BANANA (VR) $7.49 $5.99 $14.99 PS4 ADAM’S VENTURE: ORIGINS $3.74 $1.49 $14.99 PS4 ADK TAMASHII (PS2) $7.49 $5.99 $14.99 PS4 AER – MEMORIES OF OLD $7.49 $5.99 $14.99 PS4 ALCHEMIC JOUSTS $4.49 $3.59 $8.99 PS4 ALEKHINE’S GUN $11.99 $7.49 $29.99 PS4 AMNESIA: COLLECTION $14.99 $11.99 $29.99 PS4 ARCHANGEL (VR) $20.99 $11.99 $29.99 PS4 ARMAGALLANT: DECKS OF DESTINY $7.99 $4.99 $19.99 PS4 BARD’S GOLD $1.74 $1.24 $4.99 PS4 BATTLEFIELD 1 $11.99 $5.19 $39.99 PS4 BATTLEFIELD 1 – REVOLUTION $19.79 $10.19 $59.99 PS4 BATTLEFIELD 1 & TITANFALL 2 – ULTIMATE BUNDLE $26.39 $19.99 $79.99 PS4 BATTLEFIELD ANNIVERSARY BUNDLE $49.99 $39.99 $99.99 PS4 BEACH BUGGY RACING $4.99 $3.99 $9.99 PS4 BEDLAM: THE GAME BY CHRISTOPHER BROOKMYRE $4.99 $3.99 $9.99 PS4 BIOSHOCK: THE COLLECTION $25.79 $19.79 $59.99 PS4 BLACKWOOD CROSSING $11.19 $9.59 $15.99 PS4 BLEED 2 $7.49 $5.99 $14.99 PS4 BOILING BOLT $5.99 $4.79 $11.99 PS4 BORDERLANDS: THE HANDSOME COLLECTION $25.79 $19.79 $59.99 PS4 BOUND BY FLAME $9.99 $4.99 $19.99 PS4 BULB BOY $5.39 $4.49 $8.99 PS4 BURNOUT PARADISE REMASTERED $17.99 $14.99 $29.99 PS4 CARTOON NETWORK: BATTLE CRASHERS $11.99 $9.99 $19.99 PS4 CATLATERAL DAMAGE $4.99 $3.99 $9.99 PS4 CEL DAMAGE HD $3.49 $2.49 $9.99 PS4 CHAOS ON DEPONIA $9.99 $7.99 $19.99 PS4 CLAIRE $5.99 $3.74 $14.99 PS4 CRYPT OF THE NECRODANCER $4.49 $2.99 $14.99 PS4 DEADCORE $3.99 $3.19 $7.99 PS4 DEER HUNTER 2017 $11.99 $9.99 $19.99 PS4 DEER SIMULATOR $5.99 $4.99 $9.99 PS4 DEPONIA $9.99 $7.99 $19.99 PS4 DETROIT: BECOME HUMAN $39.59 $35.99 $59.99 PS4 DETROIT: BECOME HUMAN DIGITAL DELUXE EDITION $46.19 $41.99 $69.99 PS4 DEUS EX: MANKIND DIVIDED $8.99 $5.99 $29.99 PS4 DEUS EX: MANKIND DIVIDED – DIGITAL DELUXE EDITION $13.49 $8.99 $44.99 PS4 DIABLO III: ETERNAL COLLECTION $35.99 $29.99 $59.99 PS4 DIABLO III: RISE OF THE NECROMANCER $10.49 $8.99 $14.99 PS4 DIRT 4 $38.39 $16.79 $59.99 PS4 DIRT RALLY $23.99 $7.99 $39.99 PS4 DIRT RALLY PLAYSTATION VR UPGRADE DLC ADD-ON $9.09 $5.19 $12.99 PS4 DIRT RALLY PLUS PLAYSTATION VR BUNDLE $29.99 $9.99 $49.99 PS4 DIVINITY: ORIGINAL SIN – ENHANCED EDITION $13.99 $9.99 $39.99 PS4 DRAGON’S LAIR TRILOGY $11.99 $9.99 $19.99 PS4 DYING: REBORN $9.99 $7.99 $19.99 PS4 DYING: REBORN (VR) $4.99 $3.99 $9.99 PS4 DYING: REBORN ULTIMATE BUNDLE $12.49 $9.99 $24.99 PS4 EA SPORTS UFC 3 CHAMPION EDITION $47.99 $39.99 $79.99 PS4 EA SPORTS UFC 3 STANDARD EDITION $35.99 $29.99 $59.99 PS4 EAGLE FLIGHT (VR) $11.99 $9.99 $19.99 PS4 EARTHLOCK $20.99 $17.99 $29.99 PS4 END SPACE (VR) $9.99 $7.99 $19.99 PS4 EVE: VALKYRIE (VR) $14.99 $11.99 $29.99 PS4 F1 2017 $38.39 $16.79 $59.99 PS4 FAR CRY 5 GOLD EDITION $62.99 $53.99 $89.99 PS4 FORCED: SLIGHTLY BETTER EDITION $7.49 $5.99 $14.99 PS4 FORGOTTON ANNE $15.99 $14.99 $19.99 PS4 FOUR SIDED FANTASY $3.99 $2.99 $9.99 PS4 FROST $9.09 $7.79 $12.99 PS4 FUTURE TONE BUNDLE $37.79 $32.39 $53.99 PS4 GALAK-Z $6.59 $4.99 $19.99 PS4 GRAVEL $19.99 $14.99 $49.99 PS4 GRAVEL SPECIAL EDITION $27.99 $20.99 $69.99 PS4 GUILTY GEAR XRD -REVELATOR- $9.99 $7.99 $19.99 PS4 HAS BEEN HEROES $7.99 $5.99 $19.99 PS4 HASBRO FAMILY FUN PACK – CONQUEST EDITION $19.99 $15.99 $39.99 PS4 HATSUNE MIKU: PROJECT DIVA FUTURE TONE COLORFUL TONE $20.99 $17.99 $29.99 PS4 HATSUNE MIKU: PROJECT DIVA FUTURE TONE EXTRA ENCORE PACK $5.59 $4.79 $7.99 PS4 HATSUNE MIKU: PROJECT DIVA FUTURE TONE SEASON PASS $17.49 $14.99 $24.99 PS4 HATSUNE MIKU: PROJECT DIVA FUTURE TONE COLORFUL TONE $20.99 $17.99 $29.99 PS4 HATSUNE MIKU: VR FUTURE LIVE SEASON PASS $23.99 $19.99 $39.99 PS4 HIDDEN DRAGON LEGEND: SHADOW TRACE $9.99 $7.99 $19.99 PS4 HONOR AND DUTY: ARCADE EDITION $3.49 $2.79 $6.99 PS4 HUE $5.99 $4.49 $14.99 PS4 HUMAN: FALL FLAT $7.49 $5.99 $14.99 PS4 HUMAN: FALL FLAT TOTAL BOB BUNDLE $7.49 $5.99 $14.99 PS4 HUNGRY SHARK WORLD $8.99 $7.99 $9.99 PS4 HUNTER’S LEGACY $3.49 $2.79 $6.99 PS4 INDIE BUNDLE: SHINESS 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SOLID 2: SONS OF LIBERTY $5.24 $3.74 $14.99 PS VITA METAL GEAR SOLID 3: SNAKE EATER – HD EDITION $5.24 $3.74 $14.99 PS VITA METAL GEAR SOLID: HD COLLECTION $10.49 $7.49 $29.99 PS VITA MURAMASA REBIRTH COMPLETE COLLECTION $17.49 $13.99 $34.99 PS VITA ODIN SPHERE LEIFTHRASIR $19.99 $15.99 $39.99 PS VITA PURE CHESS COMPLETE BUNDLE $7.49 $4.49 $14.99 PS VITA REVERIE $9.09 $7.79 $12.99 PS VITA ROGUE ACES DIGITAL $7.79 $6.49 $12.99 PS VITA SEVERED $5.24 $3.74 $14.99 PS VITA SIRALIM $4.99 $3.99 $9.99 PS VITA SIRALIM 2 $7.49 $5.99 $14.99 PS VITA THE BRIDGE $4.99 $2.39 $9.99 PS VITA THE LEGEND OF HEROES: TRAILS OF COLD STEEL $23.99 $19.99 $39.99 PS VITA THE LEGEND OF HEROES: TRAILS OF COLD STEEL II $27.99 $23.99 $39.99 PS VITA TIME RECOIL $5.59 $4.19 $13.99 PS VITA Z-RUN $4.49 $3.59 $8.99 Note: All pricing is for U.S. only and subject to change. View the full article
  7. Hey gang! Team Cherry here. We’re hugely excited to reveal the new Hollow Knight: Voidheart Edition, arriving for PS4 users September 25! Descend into the world of Hollow Knight, the award-winning action-adventure through a world of insects and heroes. Explore twisting caverns, ancient cities and deadly wastes. Battle tainted creatures and befriend bizarre bugs. Uncover ancient history and solve the mysteries buried at the kingdom’s heart. So what’s packed in with Hollow Knight: Voidheart Edition? The original action-adventure. Journey through vast lands. Defeat over 150 deadly foes, including over 40 epic bosses. Power up with startling new skills and abilities. 4 giant Content Packs, built in at launch, expanding the game with all new quests, terrifying boss fights and striking new abilities. That’s Hidden Dreams, The Grimm Troupe, Lifeblood and the enormous Godmaster. Hours of additional content, additional challenges and additional bugs (the insect kind!). Hollow Knight: Voidheart Edition’s release is only two weeks away! To celebrate, pre-orders will begin on September 14, with a 20% discount for all PlayStation Plus members. That’s it, gang! We’re keeping it short and sharp. Get your adventuring skills honed and ready. Hollow Knight: Voidheart Edition is almost here! – Ari Gibson & William Pellen View the full article
  8. Download the FIFA 19 demo for PS4 on September 13 and be the first to experience the refreshed Kick-Off mode, the final chapter of The Journey, improved gameplay, and more. The UEFA Champions League, the most prestigious club competition in the world, is also fully integrated into FIFA 19—and you’ll be able to see how in the demo. Pick from a selection of 10 of the biggest clubs in the world and lead the team into an authentic Champions League match, reveling in the updated visuals, broadcast package, and commentary. Here are the available clubs: Manchester City Manchester United PSG Bayern Munich Borussia Dortmund Spurs Juventus Real Madrid Atletico Madrid Roma I’m playing as Real Madrid, but you could go another route. No matter who you pick, not only can you sample all realistic visuals for FIFA 19, you can also try your hand at the latest gameplay innovations: Timed Finishing, Active Touch, Dynamic Tactics, and 50/50 Battles. Whether you want to get an extra advantage when taking a shot on goal or you’re looking for ways to prepare your team for a match, these added features let you control the pitch in exciting ways. The FIFA 19 demo has the first look at the final chapter in the dramatic saga of Alex Hunter and friends in The Journey: Champions, too. Your favorite features from The Journey: Hunter Returns are back, including character customization, dialogue choices, and more. After a rollercoaster of a journey to MLS and back to Europe, Alex is heading to one of the most famous clubs in the world, Real Madrid, where he will meet and be mentored by teammates like Luka Modric, Gareth Bale, and more. He’ll even interact with more of the world’s biggest footballers, including Manchester City’s Kevin De Bruyne, Juventus’ Paulo Dybala, and PSG’s Neymar Jr. For the first time in the series, Alex isn’t the only character with a playable story. You can also play the full-length of Alex’s half-sister Kim and his best friend Danny Williams. All three players are about to reach one of the biggest moments of their careers, and you can get a first look at the highly-anticipated finale, only in the FIFA 19 demo. View the full article
  9. Almost 10 years ago, Square Enix released The Last Remnant worldwide for a global audience receiving praise for its refreshing take on JRPGs and its unique gameplay mechanics. Today, Square Enix announces that The Last Remnant is being remastered for new and old fans to enjoy! Set in a fictional world, protagonist Rush Sykes is far-removed from the struggle for Remnants until he is pulled into the fray. The Last Remnant featured a unique turn-based battle system, in-game systems called Quests and Guilds, and a memorable cast of characters. We had the chance to sit down with the original director of The Last Remnant, Takai-san, and director of the The Last Remnant Remastered, Sakamoto-san, to get insight on the inspiration, development, and differences between both versions. Takai-san, as the director of The Last Remnant, what was inspiration behind creating the Last Remnant? Takai: Each time a command is entered, not just one, but multiple characters move, allowing you to control a group as you battle. You control situations that aren’t based on any sort of numbers that you might be able to calculate once you grasp the battle mechanics. We started with these proposed elements. In essence, we initially approached this game through the combat system. The battle system for this game is quite unique from other games, can you explain in detail, how the basic unit per battle (Union) works? Takai: Organize each character (Union) and create several units with up to five people each. Then, you can organize up to five of those units, create a formation for your troops, and use them to fight difficult enemies. Those are the basics. It’s difficult to explain with words. To sum it up, you make teams consisting of one to five characters of your choosing, and then you choose five of these teams that you’d like to bring into battle. How did you come up with the idea of Unions instead of commanding individual characters? Takai: I’ve been involved in creating a number of RPGs in the past, and I was beginning to feel bored about controlling just a few chosen characters, so at the beginning of this project, we proposed having group battles. When we initially incorporated these elements in the system, we realized that it wasn’t very realistic to issue commands to all of the characters, for example, if you had 50 characters appear in one battle. Instead, we took the approach of having standard, RPG-like commands, but with countless characters onscreen, and we eventually arrived at issuing commands per unit. What was the inspiration behind coming up with a morale system for battles and does morale have any influence in swaying the course of battle? Takai: Of course morale influences battle. It’s advantageous to keep the morale high throughout battle. The concept itself of morale was proposed by the executive producer, Akitoshi Kawazu. It came from a place of wanting to create a parameter that was born, almost like a living creature, out of a battle flow that couldn’t be controlled easily by players. Quests are special requests that may allow the player to keep the guest that joins the party. Are there any special guests that you favor? Takai: I would say Wyngale, a character who is of the Sovani race. This is a character that joins the party only if you can clear a quest with very high difficulty. The boss battle for this particular quest also happens to be my favorite boss battle in the game. Sakamoto-san, as the director of the remastered version, why have you decided to remaster The Last Remnant now? Sakamoto: Back then, although we had announced we were making a PS3 version, we were unable to release it due to internal factors at our company. However, we had been waiting for an opportunity for a port or remaster. This time, with the cooperation of the development company involved, we were able to confirm the feasibility of the remaster, and that’s how we were able to take that step forward toward creating the PS4 version. I’m glad we were able to release it during the tenth anniversary. What was the process like working together on the The Last Remnant Remastered? Sakamoto: Even though I was at Square Enix, I wasn’t involved in the development of the original title, and at the time I enjoyed it as a player. I wanted to have the opportunity to port this title, so I feel very happy that I was able to make this hope a reality. I also feel like maybe destiny had something to do with the fact that we are able to release the Remastered version just as we reach the tenth anniversary of the original release. Will there be any new content added to The Last Remnant Remastered? Sakamoto: There is no new content. It includes all of the elements that were added when it was ported to the PC version. On top of that, we’ve enabled high-speed movement in the field. Also, we’ve increased the number of save data slots. I think both of these will be helpful during gameplay. Do you have a message for fans of the original title? Sakamoto: We’ve changed the rendering engine for this remaster (from Unreal Engine 3 to Unreal Engine 4), and we’ve made adjustments to things like how light is portrayed, effects, etc. Also, we’ve implemented some improvements in areas of details, like changing fonts and redrawing all of the character icons in battle. I hope everyone will enjoy this title after its rebirth. Anything you want to share for players to look forward to in this game? Sakamoto: The Last Remnant has a system that even now, could be considered revolutionary. Furthermore, its deep storyline, and consequently, I believe it’s a title that has easily stood the test of time. I would love it if the RPG lovers out there would try playing this. Whether fans are rediscovering the magic or hoping to enjoy this classic JRPG for the first time, The Last Remnant Remastered will be digitally available on December 6, exclusively at PlayStation Store. View the full article
  10. Recently, we got our first in-depth look at Call of Duty: Black Ops 4’s new Blackout mode, a Black Ops-infused take on the popular battle royale genre. With Blackout’s PS4 private beta hitting later today, I sat down with Blackout design director David Vonderhaar to learn more about Treyarch’s plans for one of the biggest gameplay shakeups in Call of Duty history. PlayStation.Blog: Okay, about those wingsuits… David Vonderhaar, design director, Blackout: The franchise has actually done wingsuits before… this is our homage. You have a lot of control. You have flat-fly, air braking. You can dive as hard and as fast as you can, and pull back… you feel like a badass. You can also base jump. You can go to any tall place, like the Dam, and base jump off it. PSB: There is a machinegun of references woven throughout the entire trailer, many from Treyarch history. Is this a love letter to Black Ops history? DV: We’re making a giant map. We want to create a bunch of new experiences. We’ve never seen engagement ranges this long before. And, when you get to locations on the map, it’s nice to draw on things players love from the Multiplayer experience or the Zombies experience. “You can go to any tall place, like the Dam, and base jump off it.” One example: if you go inside Estates (the location in Blackout, based on the multiplayer maps Raid and Stronghold from previous Black Ops games) it’s like being in Raid, but it’s part of a bigger world. Now there’s stuff located outside of Raid. You can go on the roofs, which weren’t even shown [in the original Multiplayer map]. It’s like a more complete version of Raid in many ways than before. It’s a lot more expansive, and just one part of a giant map. PSB: Almost a director’s-director’s-director’s cut… DV: You go to Nuketown Island. Nuketown has always had bunkers. In game developer terms, the bunker was a way to provide cover. So we looked at those bunkers and said… “what if you could open the door? What if you could go into the bunkers?” So we’ve got Nuketown, but it’s not just Nuketown. PSB: How is Treyarch building out the open-world map? Does the team start by dropping in the original Multiplayer maps? DV: We pay homage to that stuff. There’s no world where we pick up a multiplayer map and drop it into a giant map [Blackout] that’s 1500 times bigger than Nuketown and have it be the same thing. You can’t just copy and paste maps from earlier games —there have been so many improvements to support Blackout. But hey, I wish it was that easy. We’d be done by now! PSB: What was the first thing you built in the Blackout map? DV: The scale of the world from left to right, up to down. Basically it was a giant terrain map using a new tool we had…. [in terms of the first location], it might have been the Fracking Tower. PSB: We see driveable ATVs, helicopters, boats… why was this the right time to add driveable vehicles to Call of Duty? DV: On the Multiplayer side, we’ve had small vehicles, or Scorestreaks where the player can remotely control it. But you’re not usually piloting vehicles. Blackout allows us to give that experience – people like flying helicopters and driving ATVs. And Blackout is the perfect place due to the size of the experience. What we’ve shown in the trailer is an ATV, which is small, fast, and fits two people. We’ve got a cargo truck, which fits multiple people – maybe four or five people total… more, really, if you want to stack people in. I’m sure we’re going to see some fun clown cars. Then we have a helicopter, which can sit four people on the edges, plus the pilot. And we have a boat, a two-person tactical river boat with an outboard motor. That’s the starting ground. I think we’re just getting started with the vehicles – we want to get the right ones, in the right order. There are a lot of places we could go with vehicles. I think we could do some amazing things in the future here. PSB: Tell us a bit about sniping in Blackout. DV: In our community, there’s this class of sniper in Call of Duty who are really good at close-range sniping. But traditionally, Multiplayer maps haven’t really had you at long enough engagement ranges where you had to actually snipe at long ranges. Blackout has ballistics, which are tied to the caliber of the bullet. Speed, trajectory, and distance, and the power of that bullet [all factor in]. We saw a glimpse of a Monkey Bomb, the Asylum… how much Zombies lore will be present in Blackout? DV: In Blackout, we don’t drive you to the narrative of the new Zombies universe – that’s what Black Ops 4’s Zombies experiences is for. We do draw on 10 years of Zombies experiences… if you made the most classic Zombies from all the games, that’s the type of feel we’re creating in Blackout. We pay homage to the lore, including things like Mystery Boxes. Zombies fans will notice the references. I saw a lot of recognizable weapons in the trailer… DV: Most of the weapons in Blackout are from Black Ops 4 Multiplayer. There are some very classic weapons from our past coming to Blackout as well. And, there may be some Zombie-referenced weapons too… we took a little liberty with the rulesets. PSB: Will functionality of the weapons will be in generally the same ballpark as Multiplayer? DV: Good question! The attachments in Blackout do work differently than they do in Multiplayer. The core weapon, its core principles, are identical to the rest of the game. But the attachments, and what value they add, are not the same as Multiplayer. “Not everything is created equal… And you gotta find the good stuff.” In Multiplayer, everything has to be equal value – the ACOG scope has to be as good as the Red Dot scope, and so on. But that’s not true in Blackout. There are two types of magazines for weapons, two types of barrels, two types of body parts – not all weapons have all those parts. And desirable attachments are always good: suppressors are always good, ACOG, 6x or 4x scopes are always good. Because of our long-range battles, not everything is created equal. And you gotta find the good stuff. What was your philosophy in designing the different destinations? DV: Every destination is different, and has its own strengths and weaknesses. If you’re good at being enclosed and having ranged battles, you might like Turbine. You can run down the line and grab items quickly, but you’re very exposed because you’re in a giant warehouse. Or you can loot in peace out on the turbines. If you go to Firing Range, there are more weapon-related items there, but it’s in the dead center of the map so everyone’s gonna be there. Zombies locations may have zombies… construction sites have verticality. You’re going to have spots you like to drop into, but when you want to change up your gameplay, you’ll drop in a different spot. If you need a break, if you keep dying early, you might decide to go to the Lighthouse. It’s off the beaten path, but nobody else will be around. The destinations are about mixing up your experiences. We always ask ourselves: what can we do to allow players to choose how they engage in this world? The Blackout private beta hits PS4 later today. Pre-order the game to get access. View the full article
  11. Hi, this is Masaaki Yamagiwa, the producer on Déraciné at Japan Studio. We are pleased to announce that our new collaboration with FromSoftware will be released in North America on November 6. Déraciné is a classic adventure game brought to life by VR technology. It is a virtual adventure that allows you to explore a quiet world brimming with mysteries and recall the joy of discovery. Players take the role of an unseen faerie who appears in an old secluded boarding school where six boys and girls and their aging headmaster live. As you explore a world where time stands still, you will gather a great number of hints, and a story will emerge as you put these fragments of information together. Then this story will deepen, and elements that you initially thought were simple will take on greater meaning. The core of this experience is found in the small epiphanies – the moments when the dots connect and you learn something new. Déraciné is priced at $29.99 MRSP and the digital version will be sold at PlayStation Store and the disc version will be sold exclusively at GameStop. Starting today, if you pre-order the disc or digital version, you’ll get the following: Déraciné Dynamic Theme – Classroom (theme for PS4) Déraciné Avatar Set (6 PSN avatars) We were very excited to announce the title at E3 and we can’t wait until you’re able to play it for yourselves on November 6! Soon, you’ll be able to find some of the pieces that come together to weave a narrative – the very elements that make Déraciné unique. View the full article
  12. What’s your favorite memory from Kingdom Hearts? Mine takes me back to my childhood, when I first saw a Kingdom Hearts commercial on TV. I was entranced by the beautiful music playing in the background! Fast forward to 2018 — we have some great news to share: Square Enix and Disney have announced Kingdom Hearts: VR Experience for PlayStation VR! Kingdom Hearts fans can relive some of their favorite memories from the storied franchise with this special, immersive experience. This holiday, gather your friends and family to enjoy a free 10-minute interactive video featuring the series’ iconic, breathtaking music. While we won’t spoil exactly what you’ll experience, we can confirm that you will also be able to unlock new content as you keep playing! Kingdom Hearts: VR Experience will be available this holiday as a free download from PlayStation Store. We’ll have more details to share in the future, but for now here are some screenshots as a sneak preview. Let us know what you think! View the full article
  13. Email us at blogcast@sony.com! Subscribe via iTunes, Spotify, Google or RSS, or download here Join Sid and Justin for a look at next week’s new PlayStation games, first impressions of Destiny 2: Forsaken, and a special interview with SCUF Gaming CEO, Co-founder, and Coolest Name of All-Time Award Recipient (as voted by Sid and Justin) Duncan Ironmonger. Enjoy the show! Stuff We Talked About SCUF Vantage interview with Duncan Ironmonger Destiny 2: Forsaken Dead Cells Your picks for single-sitting games The Cast Sid Shuman – Director of Social Media, SIEA Justin Massongill – Social Media Manager, SIEA 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
  14. In Shadow of the Tomb Raider, after making a series of hasty decisions that set off a chain of cataclysmic events, Lara Croft must race to save the world while wrestling with a heavy conscience. Make your way through treacherous tombs, get hunted by jaguars, and immerse yourself in the perilous jungles of Peru as Lara is forged into the Tomb Raider. Pre-order the Croft Edition or the Digital Deluxe Edition from PlayStation Store to start playing 48 hours early. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! Black Clover: Quartet Knights PS4 — Digital, Retail (Out 9/14) In this magic battle action game, take part in 4-on-4 team battles and cast an array of magic spells to defeat the opposing team. Use your role and spells to the best possible effect, and cooperate with your teammates to win the battle! Boundless PS4 — Digital In a Boundless universe of connected worlds, you can open portals to travel seamlessly and expand your adventure across the universe. Forge your destiny and sculpt your world in this epic voxel sandbox MMO built on endless possibility. Claws Of Furry PS4 — Digital Claws of Furry is a beat ’em up style co-op action game, where up to four players can take on the roles of vigilante ninja-cats on a mission to rescue their master from the evil claws of an unknown boss. Construction Simulator 2 US – Console Edition PS4 — Digital (Out 9/12) The mobile hit Construction Simulator 2 is now available for your PS4. Take a trip to the USA, complete road construction with purpose-built machines and enjoy an even more varied day at work on the construction site. Fossil Hunters PS4 — Digital (Out 9/12) You are an adventuring Fossil Hunter who has traveled to a remote, mysterious dig site to discover the most incredible fossils the world has ever seen! Discover and assemble fossil creations as you avoid cave-ins, monsters, and traps. Marble Duel PS4 — Digital (Out 9/13) Magic duels are the way to solve any dispute in a kingdom conquered by the cruel witch and her minions. Master and improve the destructive power of the spheres and you will become the most fearsome mage ever! NBA 2K19 PS4 — Digital, Retail NBA 2K celebrates 20 years of redefining what sports gaming can be, from best-in-class graphics & gameplay to groundbreaking game modes and an immersive open-world “Neighborhood.” Nefarious PS4 — Digital Tired of playing the hero? Nefarious is a 2D action platformer where you get to be the villain! Step into the wily shoes of Crow, an evil genius on an epic quest to steal princesses for his royalty-powered, world-conquering death ray. Neonwall PS VR — Digital (Out 9/14) Escape your way out of Neonwall by solving puzzles and overcoming a variety of challenging levels. Over the course of the game you will need a combination of skill, concentration and precision to be victorious. NHL 19 PS4 — Digital, Retail (Out 9/14) Play on outdoor rinks and journey from the ponds to the pros in new and returning modes. New gameplay tech delivers explosive-edge skating with more acceleration, speed and responsiveness. Shadow Of The Tomb Raider (Out 9/14) PS4 — Digital, Retail Experience Lara Croft’s defining moment as she becomes the Tomb Raider. In Shadow of the Tomb Raider, Lara must master a deadly jungle, overcome terrifying tombs, and persevere through her darkest hour. Stay PS4, PS Vita — Digital (Out 9/12) When Quinn wakes up alone in a locked room with nothing of note save for a computer hooked up to an internet chat room in which you’re present, you become his single ray of hope. Super Street: The Game PS4 — Digital Start from the bottom with nothing but scrap as you build your dream ride part by part, and use it to tear up asphalt in a wealth of different game modes and environments for automotive tuning culture. Trickster VR: Co-op Dungeon Crawler PS VR — Digital (Out 9/14) A procedurally generated fantasy adventure, starring floating islands, epic loot and a horde of orcs! Try your skills against Orc combat expertise, ancient magic and ragtag airships! V-Rally 4 PS4 — Digital, Retail Enjoy an extreme off-road racing experience while becoming an expert in a demanding simulation. Take on the challenges of rallies, rallycross, drifts, buggies and hill climbs, and set off on a spectacular journey across every continent. The information above is subject to change without notice. Iron Fist Season 2 – Score Soundtrack Suicide Boys – I’d Like to Die In New Orleans Paul McCartney – Egypt Station Susanne Bartsch: On Top Starts this Sunday, September 9 live on NBC. Series Premiere Sunday, September 9 at 8PM on FOX. Starts Monday, September 10 live on ESPN. Season 8 Premiere Wednesday, September 12 at 10PM on FX. PlayStation Vue has your favorite sports, news and must-watch shows. View the full article
  15. Last week, we asked you to turn up the heat and share fiery moments from the game of your choice using #PS4share and #PSBlog. After looking through your blazing shares, here are this week’s highlights: Aloy rears back through an inferno in this shot from Horizon Zero Dawn by @fox_virtual_ @J_Bologna shared this fiery standoff from Hellblade: Senua’s Sacrifice. @Vexx663 shared this torch-lit shot of Bayek making his way into a tomb in Assassin’s Creed Origins. @SupaCoolGMan2 shared Rachel and Chloe making a big mistake in Life Is Strange: Before The Storm. Mad Max brings fire everywhere he drives in this shot shared by @dascalvin1. @christophermaurel shared Avery’s ship aflame in Uncharted 4. Search #PS4Share and #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in next week’s Share of the Week? Theme: Marvel’s Spider-Man Share by: 9am Pacific on Wednesday, September 12 Get your web-slingers ready, because next week’s theme is Marvel’s Spider-Man. While swinging through Marvel’s New York and taking down bad guys, share your amazing Spidey moments using #PS4share and #PSBlog for a chance to be featured. View the full article
  16. I didn’t expect it to be so hard to type, “Marvel’s Spider-Man is launching worldwide!” The process of bringing our unique interpretation of Peter Parker’s world to life has been so consuming for us at Insomniac Games, it feels almost strange to see the game released into the wild. We’re excited, proud, and yes, a little nervous too. The nerves are merely a reflection of how much we’ve loved collaborating with Marvel Games and our longtime friends at PlayStation on such a beloved character as Spider-Man. We can’t wait to hear what you think about the game! During our development odyssey, the team has written countless lines of dialogue and code, and we’ve traveled across the globe spanning nearly every continent promoting the game. Several Insomniacs brought new children into the world during game production and have since lovingly taught them about Spider-Man’s virtues, introducing an entirely new generation of fans to the web-crawler. And speaking of parents, during this process we were so fortunate to be able to meet and spend time with one of the fathers of Spider-Man, the one-and-only Mr. Stan Lee! The last few weeks leading up to launch have been such a wonderful ride, and it all culminated last night with two spectacular events. The first being our TV spot that aired on NBC during the kickoff of the 2018 NFL season. As a huge gridiron fan, it was surreal to hear the legendary sports announcer Al Michaels introduce Marvel’s Spider-Man. The second was our “Countdown to Launch” livestream, which was an absolute blast. There were a ton of interviews with so many amazing people that worked on the game, plus some new content, including this behind-the-scenes look at the music from the TV commercial. The music from our composer John Paesano is a giant piece of what brings the heard of this game to life, and we’re excited to show you a glimpse of how it comes together. If you want to catch the full livestream, it’s archived here: Finally, I must mention this adorable iOS sticker pack that is based on the stickers you can access in our in-game Photo Mode* – which is SO MUCH FUN! We hope you check out both and send us your best selfies from high atop Marvel’s Manhattan. To access the sticker pack, you can download the Marvel Stickers app, or find the Spider-Man Game Stickers app separately on the iTunes Store. Either of these two apps will enable you to use the stickers. You’ll need iOS10 or later to use this app. That’s enough from me! On behalf of EVERYONE at Insomniac Games, thank you for joining us on this amazing, spectacular journey developing Marvel’s Spider-Man these last few years. The reason we make games and have done so for nearly 25 years is to create positive and lasting impressions in people’s lives. We hope we accomplished that for you. Peace! *Photo Mode available via patch version 1.04 and later. Internet connection required for update. View the full article
  17. Yesterday we revealed further details on the Van der Linde Gang, a group of outlaws, renegades and misfits, bonded together under the charismatic and idealistic Dutch van der Linde. Check out some of the new character illustrations featuring members of Dutch van der Linde’s gang below, then head over to the official Red Dead Redemption 2 website to be introduced to the full Van der Linde Gang. View the full article
  18. Welcome back! First Contact Entertainment’s tactical PS VR team shooter Firewall Zero Hour debuted at the top of the PlayStation VR downloads chart for August 2018. On the PS4 side, Madden NFL 19 took the top spot, followed by Guerrilla’s open-world masterpiece Horizon Zero Dawn and our old pal Grand Theft Auto V. The prophecy foretells that GTA V will continue to sell decades from now, long after the sun has imploded and left our galaxy a cold, lifeless void. If you want to play any of these games before that happens, head on over to PlayStation Store to pick ’em up. Have a lovely day! PS4 Games 1 Madden NFL 19 2 Horizon Zero Dawn: Complete Edition 3 Grand Theft Auto V 4 TOM CLANCY’S RAINBOW SIX SIEGE 5 God of War 6 Battlefield 1 7 Minecraft: PlayStation 4 Edition 8 The Walking Dead: The Final Season 9 Battlefield 4 10 Rocket League PS VR Games 1 Firewall Zero Hour 2 Job Simulator 3 Surgeon Simulator: Experience Reality 4 SUPERHOT VR 5 Killing Floor: Incursion 6 Rick and Morty: Virtual Rick-ality 7 Arizona Sunshine 8 Electronauts 9 Until Dawn: Rush of Blood 10 PlayStation VR Worlds Free-to-Play Games 1 Fortnite Battle Royale 2 H1Z1: Battle Royale 3 Brawlhalla 4 Warframe 5 Defiance 2050 6 Paladins 7 DC Universe Online Free-to-Play 8 PRO EVOLUTION SOCCER 2018 LITE 9 Fallout Shelter 10 World of Tanks: Mercenaries PS Vita Games 1 God of War: Collection PS Vita 2 Stardew Valley 3 Danganronpa 2: Goodbye Despair 4 Danganronpa: Trigger Happy Havoc 5 Chasm 6 Minecraft: PlayStation Vita Edition 7 Monster Monpiece 8 Criminal Girls 2: Party Favors 9 Jak and Daxter Collection 10 Oceanhorn – Monster of Uncharted Seas PS4 Themes 1 Legacy Dashboard Theme 2 Mega Man X Legacy Collection ORIGINAL Theme 1 3 Monster Hunter: World – Theme 4 Mega Man X Legacy Collection ORIGINAL Theme 2 5 $1 Call of Duty Endowment Donation + Gift 6 Amazing Aquarium 3D HiQ Dynamic Theme 7 Sky Lantern Bay HiQ Dynamic Theme 8 Welcome to Cyber City HiQ Dynamic Theme 9 Cat of Apocalypse HiQ Dynamic Theme 10 Friday the 13th: The Game Theme PS Classics 1 Grand Theft Auto: San Andreas 2 Bully 3 Grand Theft Auto: Vice City 4 The Warriors 5 Destroy All Humans! 2 6 Grand Theft Auto: The Trilogy 7 Destroy All Humans! 8 Castlevania: Symphony of the Night 9 Red Dead Revolver 10 Resident Evil 2 View the full article
  19. September 7 has come, and that means that SNK Heroines: Tag Team Frenzy is here! For those of you who aren’t familiar with the company SNK, think The King of Fighters, Fatal Fury, and Samurai Shodown. Ring a bell? Good! Because in SNK Heroines, we’ve gathered SNK’s top female fighters into a single party fighting game that can be enjoyed by fighting and non-fighting game fans alike! SNK Heroines: Tag Team Frenzy’s title says it all: play alone or with up to four friends in tag team matches. Choose from SNK’s top-tier ladies like Athena, Kula, Shermie, and many more, customize their appearance to your liking, and unleash crazy hits that will knock your opponent off their feet! Combos and special attacks have been made very accessible with “one-button specials” and simplified controls. It’s a quick-to-learn tag team fighting game from round start to Dream Finish! Considered a “party fighting game,” SNK Heroines allows gamers from all walks of life and genres to participate in a round (or two, three, or fifty…) of competitive friendlies. In addition, the game offers a unique win condition: once your opponent’s HP drops to a dangerous low, you will need to use your Dream Finish move to win the match! With mechanics similar to a certain very popular crossover fighting game, you’ll be racking up points with each win to further customize your favorite heroines, and enjoy a fun-filled story during single player mode. And what’s a party without some special guest characters!? SNK has you covered, starting with Thief Arthur from Million Arthur: Arcana Blood arriving on September 13! Her quick punches will render any opponent helpless as she swipes away their treasure. In addition to her, even more characters will be coming your way. But who they are will remain a mystery…for now! View the full article
  20. In upcoming PS4 arena brawler My Hero One’s Justice, the popular Weekly Shonen Jump manga series comes to life, with players getting to experience the abilities of fan-favourite characters such as Izuku “Deku” Midoriya, Katsuki “Katchan” Bakugo, and many more. In a world where 80% of the population have manifested superpowers called “Quirks” you need to regulate how people use their abilities to avoid the world ending too soon. Utilise Quirks and call upon sidekicks to activate powerful attacks in fully destructible environments. Ahead of My Hero One’s Justice launch on 26th October, we caught up with producer Aoba Miyazaki to find out more. What attracted you to the My Hero Academia Universe, and what made you want to adapt it in the videogame format? Miyazaki: Ever since the manga began on the Weekly Jump, I was strongly attracted by the appealing heroes, villains and passionate story. This strongly motivated me to create a game that re-produces that world view, and the beliefs of both the heroes and villains. How did you approach the quirks for each character? And how did you manage to balance all the characters? Miyazaki: Bakugou, Shoto, and All Might, the characters with rather “straightforward” Quirks were easier to develop. But the characters with the trickier Quirks took a lot of trial and error. Obviously we didn’t want the power of the Quirks to be the only factor that impacts the outcome of battle, so we tried balancing out the characters by specialising them with either long range or short range strategies. This helped us strike a good balance and, at the same time, reproduce the situations of battle which occur in the manga. The strategy of battle differs depending on the sidekicks you choose, so we hope that users will find their own best combination. Who was the most challenging character to adapt to a videogame format? Miyazaki: The most challenging character was Toga. Toga is able to transform into the opponent, but we obviously didn’t want her to copy the opponent’s Quirk Attacks, as that would not be faithful to the original works. But in a VS game, visually transforming wouldn’t be much of an added value. So what we did was think of how the sidekicks would react if there were two identical characters. That’s why Toga’s attacks while transformation is focused on using the “opponent’s sidekick”, assuming that they would be tricked on which side to be on. Which is your favourite character to play as? Miyazaki: I enjoy playing with a lot of characters, but if I were to choose one, it would be Ochaco. In the game, Ochaco appears as the cute-but-strong Ochaco who has mastered the Gunhead martial arts. And I really enjoy playing with her combined battle style: Zero Gravity and Gunhead martial arts. How did you come up with the villain mode? Miyazaki: This is my personal opinion, but I believe that the origins of heroes cannot be told without villains. In a world without “Evil”, there can be no “Good”, and of course no “Heroes” either. They are like two sides of the same coin. The actions of Stain or Shigaraki are based on their beliefs and their own justice. So in order to define what justice is, and to truly reproduce the world of My Hero, I thought the Villain Mode was mandatory for the game. What did you think of the fans reactions to the announcement of the project? Miyazaki: I was simply very happy and relieved with the positive reactions we have received from the fans. We receive a lot of feedback from overseas fans every time we reveal trailers or new information, and this is definitely the biggest motivation for me and the team. We will continue to work hard to deliver to users what they are looking for. I look forward to hearing the fan’s response after the game’s release as well. If you could have one Quirk for the U-A students which one would it be? Miyazaki: The “Anivoice” of Koda Koji is quite appealing, but I would have to say Shoto’s “Half-Cold Half-Hot”. Keeping a comfortable temperature both during hot/cold days would be absolutely perfect. And it would probably make me popular at work. View the full article
  21. In Marvel’s Spider-Man, launching exclusively on PS4 tomorrow, fans will experience an action-packed narrative that lives up to the legacy of the character’s rich history while traversing an expansive open-world Marvel’s New York using a suite of tightly tuned gameplay mechanics. And, of course, a stunning graphical presentation crafted by the maestros at Insomniac Games. Whether you’re patrolling the streets of Manhattan, swinging at breakneck speeds across the city, scaling the tallest building you can find, or just mingling with citizens and being a friendly neighborhood Spider-Man, there’s a lot to appreciate. Insomniac’s attention to detail brings environments to life, while every move in Spidey’s repertoire feels both fluid and powerful. As we quickly approach September 7, we’re thrilled to have had the chance to learn more about the advanced technology behind Marvel’s Spider-Man on PlayStation 4. Here is an edited transcript of our interview with Insomniac’s Mike Fitzgerald, Director of Core, and Al Hastings, Chief Architect. PlayStation.Blog: The open-world Marvel’s New York you’ve built here is stunning — and it’s impressive to see how fluidly it renders while Spidey swings through it at breakneck speeds. How did you accomplish this from a technical perspective? Mike Fitzgerald: Like many open-world games, we have to carefully parcel up our world up into small sections, since the whole island of Manhattan would be impossible to fit into the PS4’s memory at one time. There are approximately 800 square tiles making up our version of Marvel’s New York, each 128 meters square, making the city several times larger than what we built for Sunset Overdrive. As you swing through it, we’re constantly unloading tiles behind you as well as loading tiles ahead of you—seamlessly transitioning so you’re always exposed to the highest detail level. And when Spider-Man is really pushing his top speed, we’re loading about one new tile every second. PlayStation.Blog: There’s a technical term — temporal injection — that Insomniac has used to great effect in Ratchet & Clank and now in Marvel’s Spider-Man. What is temporal injection, and how have you modified its implementation between your last PS4 Pro project and this one? Al Hastings: Temporal injection is a technique we use to create a full 4k image on the PS4 Pro without rendering every pixel on every single frame. We render slightly more than half the pixels, then “inject” them into a full-sized 4k image. By slightly jittering the locations of the rendered pixels from frame to frame, we can reconstruct a very accurate anti-aliased full 4k image over a handful of frames. There are other teams using similar techniques, but with slight variations in the implementation. Since Ratchet & Clank, we’ve made dozens of refinements to the algorithm. These serve both to make it run faster and to minimize its shortcomings, like the tendency to make the final 4k image slightly softer than it ought to be. PlayStation.Blog: One of the first things a Spider-Man game needs to get right is the swinging. How did Insomniac approach this development challenge? Can you describe the physics that go into the perfect Spidey swing? Mike Fitzgerald: Part of the fun of game development is to give the player the feel of something like swinging between buildings in Manhattan without actually making them do it. This extends to the physics behind it as well – if we perfectly simulated the dynamics of a person hanging from a rope on 34th Street, the player wouldn’t feel much like a Super Hero. But with neat effects like camera movement, field of view, and careful character animation, we can give the feel of being Spider-Man in an even more convincing way. There are some nods to realism to make it more convincing, however. For example, every web you shoot to swing from needs to be anchored to an attachment point on the edge of a building or tree. Every piece of architecture in the city is tagged with places webs can attach, and as you swing around, we find the perfect swing points to preserve your momentum and keep you flying towards your destination. PlayStation.Blog: What resolution does Marvel’s Spider-Man render at on PS4 Pro when connected to a 4K display? How does it render when connected to a 1080p display? Mike Fitzgerald: On a PS4 Pro, the game outputs to the TV at 4k. Internally, most of the frame is rendered to a 2816×1584 or 2560×1440 image (in expensive situations), then projected over time into the master output 4k image using the “temporal injection” technique mentioned above to accurately anti-alias the picture. If you’ve got a PS4 Pro attached to a 4k TV, this is going to be a beautiful way to show it off. On a base PS4 or when connected to a 1080p display, the internal representation is 1920×1080 to perfectly match the TV’s expected input. PlayStation.Blog: What details can you share about the HDR implementation for displays that support it? Any details players should watch for when playing with HDR enabled? Al Hastings: We’ve tried to find the right balance with our HDR implementation such that the medium tones and dark tones in the image look the same as they would in non-HDR, but the brightest parts of the image really pop. Swinging around the city at night or in the rain shows off HDR nicely—the bright lights of the city really stand out against the darker background. As you progress through the game and meet up with some of the more colorful villains Spidey needs to contend with, there are some gorgeous night scenes with bright effects—but you’ll have to play the game to see what I mean. PlayStation.Blog: Anything else players should keep their eyes peeled for while playing the game? Mike Fitzgerald: It’s immensely fun to swing at top speed around the city, way above the ground. But every once in a while, just go for a walk at street level and take in some of the little details that Insomniac’s amazing design and environment teams have built into our Manhattan. There are lots of little shout-outs to other Marvel characters, iconic pieces of New York City architecture to climb around, and friends to take selfies with in Times Square. When you’re done on the ground, run to the top of the tallest building you can find, perch at its highest point, listen to the murmur of the city, and take in the vista around you—especially at sunset. Give your always-busy Super Hero a quick Zen moment before jumping back into crime-fighting. PlayStation.Blog: Do you have any advice for developers who are considering developing for PS4 and PS4 Pro? Mike Fitzgerald: Insomniac has always had a hardware-centric engine development approach. If you know the strengths of the hardware you’re developing for, and you take advantage of those strengths as specifically as possible, you can really deliver something of stunning technical quality. For us on PS4 and PS4 Pro, this meant carefully structuring our memory layout to optimize data flow between the CPU and GPU, using unique features of the GPU hardware in our shader code, carefully scheduling different processes on different cores of the CPU, and much, much more. Getting to develop this title for only the PS4 family of consoles let us be incredibly ambitious with where we could push our technology. If you want to deliver the best product you can, dig into the documentation, use the profiling tools, think about the quirky bits of the PS4 design, and figure out how your game can take advantage of them. PlayStation.Blog: The story in the game is fantastic, and the cutscenes are full of detail—at times it feels like watching a Marvel movie. How did you need to push your technology to get to this point? Mike Fitzgerald: Marvel’s Spider-Man has a notably more realistic art style than our last PS4 title, Ratchet & Clank, which had a cartoon-like look and feel. Beyond changing our lighting model to more accurately reflect physical materials, we also developed specific improvements to hair, eye, and skin rendering systems. In the animation realm, we added support for large-scale destruction, which our artists put to good use to create some epic Super Hero-scale interactions. Our facial animation system can now accurately model the response of characters’ skin as they speak and emote, and it can represent the individual movement of each of the approximately 60,000 vertices in their faces. Every character has an extreme-quality model that’s used for close-ups, cutscenes, and scripted action sequences, and we built up the motion- and facial-capture processes we use for those moments to bring out the details of our actors’ performances. The final foe you face in the game is rendered with more than one million polygons—more detail than we’ve ever had for a single character in a game before! View the full article
  22. As the weather cools down, hockey fans are getting pumped for the upcoming season, and what better way to celebrate than with the new NHL 19 PS4 bundle, coming exclusively to Canada on September 14 for $379.99 CDN (MSRP). The bundle includes a 1TB PS4 system, a DualShock 4 Wireless Controller, and NHL 19. This year’s edition of one of Canada’s most popular games will allow players to take hockey back to its roots, in more ways than one. Play on all-new outdoor rinks as you journey from the pond to the pros using the revolutionary new gameplay animation technology, RPM Tech. Compete with and against over 200 of hockey’s greatest Legends, including Wayne Gretzky. Do it all with over 900 new customization options to make your unique character look, feel and play how you want. New this year is the World of CHEL, a brand-new game hub of new and returning modes united under a single reward system. Design your character and progress to earn over 900 new apparel customization options, including lifestyle clothing like hoodies, jackets, winter knits and more. View the full article
  23. Hey there, Citizens of PlayStation. We’re within a week of the launch of Boundless, with those of you who have pre-ordered the game on PS4 joining the world in Early Access tomorrow! We’re going to be fully launched next Tuesday, September 11, and we’re super excited to welcome you all to the Boundless universe. One of the coolest things about Boundless is the fact that everything in the game, except for the planets themselves, is created and run by the players. You’re free to play exactly how you want to, so let’s examine some of the ways citizens have been shaping the game so far. But first, in case you haven’t seen it yet, here’s our trailer… Building The really unique thing about Boundless is just how much of the game’s environment is player-driven. You won’t find a single NPC, dev-created structure, or specifically-designed level in the entire universe. Rather, everything you encounter will have been built from the ground up by the hard work and creativity of our players. Below are just a few of the most impressive constructions we’ve seen on our travels so far. Teamwork While we haven’t officially integrated a guild system just yet, our community is coming together in impressive fashion. We’ve seen unofficial alliances blossom, with the powerful ‘Portal Seekers’ guild dedicated to building an interstellar travel network between all planets, for example. That’s no small task, and as the universe grows, more recruits will be needed to lend their skills and resources to this massive project. Elsewhere, groups of players are coming together to build massive, impressive cities. ‘Aquatopia’ and ‘Sunken City’ are just the beginning, and it’s going to be amazing to watch new metropolises rise. We’ve also seen huge, community-organised hunts spring up. The universe of Boundless is volatile, with meteorites regularly crashing to the surface of a planet, bringing with them waves of aggressive, powerful enemies. An allied band of powerful warriors are able to withstand these assaults, giving rise to some incredible battles as they fight for survival and resources. Change the World With a whole universe of planets waiting to be explored, there are a lot of natural resources to be discovered. The first player to find a rich seam of rare gemstones could happily donate their new-found riches to good causes, or choose to stockpile the precious metal for their own needs. There’s no ‘right’ way to play, it’s entirely up to you. Players’ impacts on the environment are essentially permanent (though regeneration does occur if the area is left alone) so it’s entirely possible that we’ll see community-led terraforming efforts in the near future. Personally I’m hoping for underground cities or artificial mountains to spring up. Get your thinking caps on folks, I want to see what you can do! The Economy If you’re looking to spend some of your hard-earned coin, you won’t find NPC-manned stores to sell goods. Instead, the entire marketplace of Boundless is, once again, player-driven. If you’re looking to exchange your surfeit of rare minerals, or your collection of masterfully-forged weapons, then you are able to set up a store and let the customers come to you. We’ve started to see business empires flourish already, with powerful merchants employing gatherers, hunters, and miners to keep their stores well-stocked. This is an entire, functioning economy, with all the fluctuations and variables you’d expect to see. It’s a really exciting time for Boundless, and I can’t wait to see what you all come up with in this brand-new universe. Right, that’s enough from me — there’s a whole universe to get out there and explore. See you in there, everyone! View the full article
  24. I finally got my mitts on the new Limited Edition Marvel’s Spider-Man PS4 Pro Bundle! And I must say, it’s even more ‘Amazing’ in the flesh. To mark the occasion, I broke out my Sony a7R II, popped on a 90mm f/2.8 Macro lens, and got to work. It really is a gorgeous-looking unit, and the perfect complement to Insomniac Games’ incredible accomplishment. See for yourself below! Clad in ‘Amazing Red,’ this Limited Edition Marvel’s Spider-Man PS4 Pro is one handsome devil. Note the glossy finish; the Spider-Man emblem boasts a matte finish. Limited Edition Marvel’s Spider-Man PS4 Pro | Full Gallery The Bundle launches alongside Marvel’s Spider-Man on September 7, but quantities are limited — check in with your local retailer for more details. View the full article
  25. Great news for anyone interested in exploring VR gaming – today we’re announcing two new PlayStation VR bundles that will give you access to not just one, but two games that transport you to new worlds! PS VR Creed: Rise to Glory and Superhot VR Bundle Experience the ascent of Adonis Creed from scrappy underdog to prize fighter: train with the legendary Rocky Balboa, feel yourself become stronger, and take down opponents in boxing’s most iconic rings. Phantom Melee Technology will make your avatar feel every punch, uppercut, and flurry through situational desynchronization, including fatigue, staggering, and knockouts in Creed: Rise to Glory. Or confront the evocative, elegantly brutal world of Superhot VR – a title reimagined and redesigned from the ground up for VR and hand-tracking controllers. If you’re looking for a chance to get dropped right into the heart of action, PlayStation VR Creed: Rise to Glory and Superhot VR Bundle hits store shelves on September 25, same day as the launch of Creed: Rise to Glory, across the U.S. and Canada for $349.99 USD (MSRP) / $449.99 CAD (MSRP). The bundle includes: One PS VR system One PlayStation Camera One Demo Disc 2.0 Two PlayStation Move Motion controllers Both a Creed: Rise to Glory Blu-Ray Disc and Superhot VR digital game voucher PS VR Astro Bot Rescue Mission and Moss Bundle Astro Bot Rescue Mission is a brand-new platformer, developed exclusively for PS VR, which sends you on an epic rescue mission to save fellow crew members dispersed throughout space. Run and jump in 360 degrees and experience the thrills of classic platforming re-invented for PS VR. Meanwhile, Moss is an action-adventure puzzle game that transports you to expansive environments brimming with beguiling creatures, as you embark on a journey to help a young mouse named Quill. If you’re looking for a more casual, family-friendly experience, check out the PS VR Astro Bot Rescue Mission and Moss Bundle on October 2, the same day as the launch of Astro Bot Rescue Mission, across the U.S. and Canada for $299.99 USD (MSRP) / $379.99 CAD (MSRP). The bundle includes: One PS VR system One PS Camera One Demo Disc 2.0 Both an Astro Bot Rescue Mission Blu-Ray Disc and Moss digital game voucher PS VR currently has a robust portfolio of nearly 340 PS VR games and experiences worldwide and will continue to expand with new titles on the horizon, such as Blood & Truth, Déraciné, Ghost Giant, Star Child and more. Let us know which games you’ve loved or are looking forward to in the comments below! View the full article

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