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Commander Fury

CCFURY
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Everything posted by Commander Fury

  1. 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
  2. World to the West is right around the corner! Before it launches this week on PS4, we thought we’d take some time to talk to two of the driving forces behind our new game about its characters and the design choices behind them. Peter Wingaard Meldahl, Lead Gameplay Designer: Here at Rain, there are always at least 2 sides to every discussion and creation. With something as important as the main characters, we build them from the visual and gameplay side at the same time. Representing the gameplay side is me; I put together the larger plots and storylines. Ole Ivar Rudi, Art Director: Also there’s me, the art director — this generally involves drafting up concepts for how to make things in the game look like what they are supposed to look like, while still keeping a coherent feel throughout. In character creation, it means drawing out the characteristics of each character to the surface in a way that makes them come together as distinct personalities visually. The game takes place in the same world as our previous game, Teslagrad (which is also on PS4! What, you haven’t played it? You really should!), further exploring the universe introduced in that game. It’s a standalone sequel, so having played Teslagrad isn’t a prerequisite for enjoying World To The West, but there are are a few fun easter eggs for those who are fans of the first game. Setting the game in a pre-existing universe has been very useful when it comes to making character design choices – we knew that there are four dominant countries in this universe, and we knew how the cultures differ from each other in terms of philosophy, culture and technological achievements. Peter: Some time has passed in our world from the events of Teslagrad and to the story in World to the West. I felt like rather than bringing over our unnamed protagonist from Teslagrad, it would be interesting to give one of his children the spotlight this time around. Now, World to the West has character dialog, and is a departure from the silent, visually based storytelling of Teslagrad. This time we would have a character with a name. We didn’t want it to be some sort of carbon copy of the father either, but an individual in their own right. Enter Lumina. Ole: Lumina is in many ways defined by being a the middle child, she’s never had the opportunity to fully prove herself. Her character design reflects this in that she appears quite shy and reserved, but able to move very quickly and determinedly once she springs into action. A lot of her character design is extrapolated pretty directly from imagining what would happen in the aftermath of Teslagrad. Her outfit is a traditional folk costume from her homeland – the simple wool dress is seen as decidedly unfashionable in the rest of the world, and it probably smells a bit funky. The hooded cape is part of the traditional teslamancer garb, and doubles as protection from the rain – an absolute necessity in her homeland, as the tall mountains surrounding it leads to a near constant downpour. The teslamancer order has mastered the art of taming electricity, and she carries a lightning rod that packs quite a punch. She’s also got a couple of zippy short range teleportation boots that help her cross narrow gaps. Peter: First of the new characters is Teri. She hails from the nation of Mesmer, and I wanted to make her mechanics all about mind control. Right from the start, we experimented with making every monster in the game controllable by the player via Teri’s powers. We already had a philosophy from Teslagrad about what I called “Frenemies†– meaning that monsters would sometimes be threats, but at other times you might need them to help you progress. The same became true for World to the West. I created the concept of the mindbender’s toolbox, and every living creature that might want to eat or attack the player also got some trait or other that in the right circumstance could become really useful. A character that could control monsters directly on the fly was a concept that we hadn’t seen in a game like this before. Ole: The visual design of Teri Is inspired by a mix of references, from swashbucklers to late 1800s eastern-influenced fashion fads. The country she hails from, Mesmer, is a place defined by its dedication to the arts, from high fashion to extravagant, complexly decorated cakes. Even the weather is nice! Most would call it a paradise, if it wasn’t for the darker implications of a culture built around acceptance of the notion of mind control… As for Teri herself, she’s a fast talking adventurer for hire (read: treasure hunter/thief) who’s done her fair share of travelling before the start of this adventure. For her look, we started out with a more aviator-like look but quickly decided to incorporate some more baroque elements. She wears pants and short sleeves for practical reasons, but they’re silken, shiny pants and puffed up sleeves, and her clothes are garishly colored in expensive materials. Her mindbender’s mask is a tool of the trade, but embellished with a purely decorational ornamental design. Peter: The next character design was Clonington, a bit of a lumbering oaf mixed with a british style gentleman. While the other characters can interact with or avoid the dangerous critters of the land in different ways, I wanted to make Clonington a character that was always best suited to face every challenge head on. Clonington’s abilities are all based on his physical might in some form or another. He’s also the character that makes the most use of verticality as he is strong enough to climb steep walls, which is useful in combination with his ability to piledrive down from up high onto any monsters below. Ole: Clonington comes from the kingdom of Angloria, a royal dystopia with extreme class separation. Being part of the very upper crust of Anglorian society, Clonington isn’t malevolent per se, but he has very little understanding of how the world works outside of his personal bubble. As long as he doesn’t realize that those around him aren’t as high-born as himself (he rarely does), he can get along with just about anyone. He does like physical fitness and brawling though, considering it the most gentlemanly form of social interaction, and his general assumption is that everyone, including animals, enjoy fighting as much as he does. His visual design process sort of mirrors that of Teri, only oddly reversed – Clonington knows that a true gentleman wears cufflinks, expensively tailored pants and a bowler hat, but he’s not really aware that a gentleman’s outfit usually includes a shirt. Peter: The final character comes from a nation named Motorland, a nation all about mechanical effectiveness, big engines and factories. Home of the industrial revolution in our world, even the name of the country is purely practical and descriptive. Knaus originated with the idea of children forced to work in the coal mines during the real-world industrial revolution. Knaus is the physically weakest of the group, but he is small, nimble, and knows his way around technology. As I worked on defining Knaus’ abilities, he became all about using the terrain. Knaus has a shovel, and he is able to tunnel through any soft earth. Here he is safe from harm, so long as no strong shock knocks him up from his tunnel. In a sense, it’s a stealth mechanic, but with a somewhat clarified ruleset- whether an enemy will see you or not is often problematic to figure out in the best of stealth games. Here, a sneaky approach or an action approach is easily determined by simply looking at what kind of floor you are standing on. Knaus is also the character that can cross bodies of water. He gets a set of boots that can be used as ice skates. By pressing a button, he will “skate†in a straight line, freezing any ground or water that he skates over. This way, instead of making water the annoying part of traversing the world, it’s fast, different and fun. Ole: For the visual design of Knaus, we wanted to emphasize his weakness and lack of physical threat, so we made him tiny and scrawny, even for a child. He’s part of a children’s mining colony, so we had the design challenge of making him stand out from a quite a few similarly-sized, similarly unformed characters sourrounding him. To differentiate him, we gave him a bright green cap (think Oliver Twist), a mop of unkempt yellow hair and a backpack, all slightly oversized, giving him the look of someone in way over their head. That’s all we have space for today, but remember: World to the West launches on PS4 on May 5. We hope you will check it out. View the full article
  3. Trapped aboard a derelict space station. Hunted by a shadowy threat. Robbed of your memory. It’s just another day at the office for Morgan Yu, a survivor on Talos I and star of the upcoming sci-fi thriller Prey. Prepare to use a variety of abilities, weapons, and your wits to unravel the catastrophe aboard the Talos I space station. First-person storytelling and emergent play take centerstage in Prey, giving players complete control of their own experience, and how they piece together Morgan’s past and escape the station with their lives. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! New Releases: Week of May 2, 2017 ACA NeoGeo Last Resort PS4 — Digital Last Resort is a shoot ’em up from SNK launched in 1992. Players use lasers, homing shots, and grenades to win the war between robots and humanity. AFL Evolution PS4 — Digital (Out 5/5) AFL Evolution brings you the most intense and feature packed AFL. Revolutionary new gameplay system designed to capture the thrills, skills, and excitement of modern AFL. The Caligula Effect PS Vita — Digital Featuring a story written by Persona veteran Tadashi Satomi, The Caligula Effect takes you inside a digital prison filled with brainwashed high school students, evil musicians, and an all-powerful virtual idol. Dreamfall Chapters PS4 — Digital (Out 5/5) Set in parallel worlds — one a dark cyberpunk vision of our future, the other a magical fantasy realm — Dreamfall Chapters follows two unlikely heroes on their journeys across worlds to save the very fabric of reality from falling apart. FlatOut 4: Total Insanity PS4 — Digital (Out 5/4) Flatout 4: Total Insanity elevates the level of hard hitting, fast paced action in the demolition derby style racing genre. Fans will rejoice as the celebrated series offers bigger, louder, better, and more outrageous stunts and collisions. Gnog PS4 — Digital Gnog is a tactile 3D puzzle game about exploring whimsical monster heads that hide secret worlds inside them. Filled with eye-catching designs, lively interactions, and a rich, reactive soundtrack, the hand-crafted heads come to life as you grab, poke, spin, pull, and play with each uniquely charming contraption. Marvel’s Guardians of the Galaxy: The Telltale Series PS4 — Retail Marvel’s Guardians of the Galaxy: The Telltale Series delivers a brand new story of the universe’s unlikeliest heroes, the rag-tag band of outlaws who go by the names Star-Lord, Gamora, Drax, Rocket, and Groot. Prey PS4 — Digital, Retail (Out 5/5) In Prey, you are the subject of an experiment but things have gone terribly wrong. Your ability to survive a hostile alien onslaught will depend on your wits, weapons, and newfound abilities. Super Rude Bear Resurrection PS4 — Digital Super Rude Bear Resurrection is an ultra-tight, masocore platformer that anyone can beat! Every time you die, your previous bodies stack up and you can jump on them, push them around and use them as shields. Each death makes the game slightly easier, but it’s possible to beat the whole game without dying at all! TumbleSeed PS4 — Digital TumbleSeed is a deceptively deep roguelike about balancing a seed up a dangerous and ever-changing mountain. Avoid holes and defeat corrupted creatures in this dual-stick action adventure. World to the West PS4 — Digital (5/5) A teleportation-mishap, a broken contract, a mysterious tree, and a foolhardy expedition set the stage for our four heroes. Follow Lumina, Teri, Knaus, and Clonington on a rip-roaring adventure full of twists and turns through the World to the West! Gorillaz – Humanz Wale – SHINE Cashmere Cat – 9 Resident Evil: The Final Chapter (plus bonus features) xXx: Return Of Xander Cage (plus Bonus Features) Breakthrough- May 2 at 10/9c (National Geographic) Property Brothers- May 3 at 9/8c (HGTV) Impractical Jokers- May 4 at 10/9c (truTV) The information above is subject to change without notice. View the full article
  4. Hi there! I’m Thomas; Knuist from Knuist & Perzik. Or Perzik. Or maybe we are both Knuist, and we are yet to find out who Perzik really is. Anyways, let’s talk about Wuppo! Wuppo is our passion project that we’ve worked on for a quite some time now. It started out as a small and fun hobby project, but things kind of got out of hand as the entire project took seven years to complete. Today we’re finally announcing release of Wuppo on PS4! So, in Wuppo you play as this ‘Wum’ who gets kicked out of its apartment for spilling ice cream in the hallway and is now looking for a new place to live. Your little Wum sets out to explore the world on its own from then and encounters all kinds of strange creatures like Fnakkers and Splenkhakkers. Alright, so you’re probably wondering what kind of game this is. Well, it’s a 2D Narrative Action Adventure Platformer with RPG elements that contains a lot of humour, doodly art and will put a smile on your face. Have you ever seen a game that combined all that? Yes you have. Once. It’s called Wuppo. What I personally love most about Wuppo are the many different unique places to explore, like a thriving underground city, a seaside theme park, a vertically travelling train and the ruins of a long lost musical civilization. Every corner of Wuppo’s world is filled with hilarious characters, fun activities and unique backstories. So if you’re hyped for this wumtastic adventure, make sure you keep your eyes open for Wuppo’s PlayStation 4 release this Summer! Thanks for the read, see ya! View the full article
  5. It’s finally arrived… ‘release week’ is now upon us. That thing developers look forward to and dread in equal measure. Today, you’re free to lock yourselves away, with the lights off and the curtains drawn, and bathe in the primary colours and warm, cuddly characters of our lovely new game, Little Nightmares! It’s been over half a year now since we last spoke about the game here, so I thought it might be nice to talk a bit more about how the game has evolved since its inception and how this evolution has informed our approach. Before we do, here is a nice treat introducing the graceful Lady — the ruler of The Maw and the biggest threat to Six’s survival. As you may already know, Little Nightmares was actually born under a different name – Hunger – a name that was designed to reflect the themes that we would be exploring. These things are of course still present, but the game naturally evolved over time, turning into more of an exploration of childhood, primal fears, and how it feels to try to survive in a world that was built and run for others. Little Nightmares | PlayStation.com One of the ways we’ve tried to encapsulate this feeling is through the dialogue — or rather, the complete lack of it. Sure, it’s required a new way of thinking in the way Little Nightmares’ story is conveyed, but it was also integral to creating and maintaining that total sense of detachment and isolation you feel when taken out of your comfort zone. If the monstrous residents of The Maw could talk, and if Six could understand them, she is instantly less out-of-place. There is a comfort in communication that we wanted to withhold, because Six is not welcome here, she doesn’t belong here, and this was a perfect way to convey that. But of course, there is a great deal you can do with visual storytelling too, especially when you have an Art team that never fails to impress with their talent and imagination! The art style of the game has rightly drawn attention as one of the game’s standout features, but it’s not just there to look pretty (alright, “pretty†isn’t quite the word, hopefully you get my meaning). The visual language of Six and the residents is just one example of how we’ve tried to convey these ideas I spoke about earlier. There is a clear contrast between Six – with her stark colour, small frame, and clean, simple shapes – and the rest of this world, which is not only outsized, but also more organic in shape, and presented in a totally different colour palette. And, of course, let’s not forget the audio design, which in my opinion has done a magnificent job in making you feel as lost and alone as Six does. The, thoughtful subtle touches from Tobias and Christian, our Audio wizards, have done so much to underpin the story of Six and The Maw. Something as simple as the light slap of her bare feet fighting to be heard amidst the heavy, industrial machinery of The Maw, can speak volumes about the scale of the task lying ahead. As is always the case with games, if you don’t shout everything from the rooftops, there’s a worry that some things may be misunderstood, or missed completely; but our hope is that it will slip past your eyes and ears and go directly for your subconscious! Little Nightmares is out today on PS4. You can download it here. View the full article
  6. Justin has Nier: Automata on the brain after finishing multiple playthroughs of its unique sci-fi story. But the hosts keep spoiler talk to a minimum, don’t worry! And that’s just the start. Also on the plate: Call of Duty: WWII, Prey, and our favorite side characters. Enjoy the show! Subscribe via iTunes, Google or RSS, or download here Stuff We Talked About NieR:Automata Call of Duty: WWII Best side-characters in gaming Prey Super Rude Bear Resurrection Recent Episodes 246: Nothing But Star Wars 245: Two Guys, A Robo Dino, and a Pizza Place 244: Nachos vs. Pierogies Infinite The Cast Justin Massongill – Social Media Manager, SIEA Ryan Clements – Sr. Social Media Specialist, 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
  7. We’re excited to showcase our upcoming DLC for Nioh, Dragon of the North, coming to PlayStation 4 next week. I’m sure many of you samurai have been hungry for more adventures and challenges. This new chapter picks up after William’s valiant victory in restoring peace to Japan. In keeping with the tradition of our inspiration through Japanese history and mythology, the central character for this new chapter is based on Lord Masamune Date, the ruler of the Sendai feudal domain in the Keicho Era (about 400 years ago). In our opinion, his personality and exploits in history lend himself to become a key player to contend with in the story. Masamune is a well-known historical figure who is both brilliant and ruthless. Although he was an exceptional leader; his ambition and lust for power blinded him to all else. He was known for being an impulsive leader who was wildly arrogant of his abilities — believing he was superior to most men, yet at the same time greatly devoted to the his land and subjects. We found this disparity in his personality to be something that we could utilize to create a memorable character and a formidable adversary for William. Dragon of the North will take place in the Oshu region and introduce the ambitious ruler, Masamune Date, also known as the “One-Eyed Dragonâ€. Just when you thought that peace was finally restored in Japan, we’ve now begun to hear troubling rumors that the One-Eyed Dragon is secretly gathering spirit stones, setting a stage for more unrest and mayhem to take hold. Prepare to defy death once again as you will face a variety of new Yokai and imposing enemies set in exciting new stages. But rest assured, we will provide you with some formidable ammunition of your own to negotiate your battles. With new Guardian Spirits, armor, ninja skills, magic and a brand new weapon called the Odachi, you should be well prepared to take on your foes. Last but not least, we are proud to introduce the long awaited PvP feature (PS Plus subscription required), which will provide an exhilarating new element to the experience. We hope you are up for the challenge and enjoy the Dragon of the North DLC. Sharpen your blades and good luck! View the full article
  8. Hey folks, It’s been a long journey for us but Gnog is finally coming out next week on May 2! You can pre-order it and get a bonus free dynamic theme. To celebrate we also created three level teasers that show off some art and music from the game. We get a lot of really positive feedback about the game’s music, and since audio in general is such an important part of the game, we thought we’d take this opportunity to discuss the process of working with musician Marskye and bringing the game’s environments to life. Marskye’s initial prototypes were much darker and moodier, matching the game’s darker early visuals. Stylistically, we liked both, but felt the overall mood was too intense for the style of game we were making. As we evolved our asset pipeline to bring out the brighter, simpler shapes, however, the soundtrack evolved alongside it. The music became more melodic and varied, and we often found ourselves grooving to the new tracks Marskye sent our way. We began to realize that the evolving soundscapes could be their own reward, and worked with Marskye to work that mechanically into each level. The dynamic layering really drives each level forward, and lets the player feel like they’re not just solving puzzles, but playing a part in an evolving jam session. After splitting the music layers themselves into layers that stack and evolve, we worked with the level audio as well to harmonize with the evolving soundtrack. For instance, in FRGY, an early level in the game, each major step of solving the Gnog’s puzzle subtly unlocks a new layer in the music. Here’s how it all breaks down. When you start, you’re treated to an ambient track Then a subtle dreamy musical layer with more ambience… A new synth and some voices gets introduced as you interact with the puzzle A new melody overlays the track The main melody of the song after you solve the interior puzzle The final musical layer as you near the end of the level And finally, this is what it sounds like when you play the level in full When you finish the level, each layer comes together in a final flourish (which we won’t spoil here) – and completes the composition that you had a part in creating. It’s our favorite part of each level, and something we’re really proud to have been able to build into the game. Some levels are more upbeat while others are more low-key, and each Gnog is an opportunity to try something new – visually, mechanically, and musically. You may have already heard some of these tracks remixed into the teasers and trailers we’ve released, and we’re absolutely planning to release an official soundtrack after the game comes out. We’re really proud and excited for people to experience the dynamic layered soundtrack that Marskye has been composing. Music and sound effects are really critical to creating the tactile, dreamlike experience that we’ve been crafting, and have gone through so many iterations since we began working on Gnog three years ago. We really hope you enjoy the results, and of course we hope you all enjoy Gnog when it comes out next week! View the full article
  9. In true Arkane fashion, the world of Prey is littered with world-building secrets and delights. With the ability to go anywhere on the Talos I research facility at any time (provided you can find a way to get there), you’ll be amply rewarded for paying attention to your surroundings and exploring everything. You can also open up a host of options in the beginning of the game, but you have to be willing to do some hunting, and face off against the Typhon aliens as you make your way through Talos I. Here are five things to look out for while you’re playing through the Prey Demo: Opening Hour, out today on the PlayStation Store. Feel the PowerWhen you track down your very first Neuromod, you’ll have a few options. You could install some sweet hacker skills, allowing you to bypass security on doors, safes, and turrets. You could go with the Leverage skill and hoist heavy items out of your way (or use those heavy items as projectiles against enemies). Or maybe you’re more interested in fixing rather than destroying. By installing the Repair ability, you can patch up busted turrets, grav lifts, and Operator bots to help you navigate the station. These are just a couple of the early abilities you’ll have access to in the demo. “We want to encourage different playstyles,†says Creative Director Raphael Colantonio. “If you really are the weapons guy then it’s possible to play through just using weapons and gadgets. You can fabricate ammo for yourself and just be that player. However, we also want to encourage players to be a little more indirect and explore with powers and different ways to solve problems.†Location, Location, LocationIf you’re up for a little digging, you’ll be able to hack, wiggle, and GLOO your way into a few choice locations that wouldn’t necessarily be open to a casual player in the first hour of the game. From traveling through tight maintenance shafts to bypass security doors, to snooping through employee emails for the codes to various department doors, Talos I is your oyster. Even without the ability to hack your way past security measures, you can use the GLOO Gun to create new pathways to higher levels. In the same lobby area where you get your first Neuromod, you can install the Repair ability to fix a nearby grav lift and access the second floor, or you can use your newly acquired GLOO Gun to create a makeshift pathway. Either way, you’ll want to head up to the second level and take a good look around. There are definitely some secrets to discover up there (including a fun new tool to experiment with). “One of our artists measured the station and it’s more than 700 meters long, so it’s this huge edifice floating in space,†says Lead Designer Ricardo Bare. “We didn’t want to fall into the trap that a lot of space stations do, where they feel cramped. There are some small corridors, sure, but we wanted some really open spaces for the players to feel a lot of freedom in movement.†“There’s a whole world on Talos I,†adds Colantonio. “There’s are entire ecology. People live there. There are the labs and offices, but there are also recreation areas and natural parks on the station. We went pretty far into portraying the luxury of those mega-corporations, but through the lens of space.†Tune UpGames feel incomplete without a stellar soundtrack, and with incredible tracks by Prey’s Creative Director Raphael Colantonio and composer Mick Gordon (the mastermind behind DOOM’s award-winning soundtrack), the music of Prey sets the tone for the game immediately. From the opening moments of when you awaken to the synth-wave beats of Colantonio’s “Mind Game†playing on the radio, to the menacing ambient arpeggiated riffs that accompany your tense exploration of the station, the diverse soundtrack creates the perfect atmosphere for this sci-fi psychological thriller. Life in SpaceIn the beginning of Prey, you’re exploring Talos I immediately after chaos has taken hold. When the Typhon break containment, their takeover is swift. And you come in just hours later. You’ll learn about the events that transpired through employee TranScribe messages and emails, and you may even learn how to track down said employees. Alex Yu. Patricia Varma. January. These are just a few of the people you’ll meet (and voices you’ll hear) in the first hour of Prey. There are many others still on Talos I, fighting to survive. Whether or not you choose to help them, ignore them, or even kill them is completely up to you. “Occasionally you’ll find characters who know who you are when you run into them,†says Bare. “They know things about you that Morgan can’t remember, and they can fill in some of those gaps for you. They play a prominent role in the story, and the overall evolution of the world. When you run into these characters, how you treat them, how you deal with them, has consequences that ripple through the game, and have a big effect on the ending. You could technically kill anyone you meet in the game. If they’re in the same room as you, they are killable.†Of course, Talos I is a character as well. In fact, it’s up there with Morgan in terms of main characters. “It’s fair to say we put as much or more thought into the station itself as we did any of the main characters,†Bare explains. “The space station has a rich history. It has a birthday and a lifespan.†Fight the Invasion, Save the WorldThe hunt is on aboard Talos I. Typhon stalk the halls, constantly multiplying and growing stronger. From the sneaky Mimics, which can take the form of innocuous items on the station, to the massive and terrifying Nightmare, there aren’t a lot of places on Talos I where you’ll be safe. You’ll need to get creative and save up your resources if you’re going to save the world. “It’s up to you as the player to figure out: How did I get here? What’s going on? How do I survive? And how do I get off this space station?†Bare says. “You’ll need to use your wits, the tools that you can scrounge, the weapons that you can find, and ultimately the powers that you acquire.†You may start off with just a wrench and a will to survive, but with a little time (and a lot of dead Typhon) you’ll eventually become a powerhouse of your own design. Whether you choose to go full-throttle with crazy alien-based powers, or you put all your stock into building up your skills with weapons and the many tools you find on the station, you’ll be humanity’s last hope in the face of annihilation. Because if even a single Typhon makes its way to Earth, it’s over. View the full article
  10. Today Activision and Sledgehammer Games provided the first glimpse of the title that’s taking Call of Duty back to its roots – Call of Duty: WWII. We’re talking boots-on-the-ground gameplay delivering a visceral and immersive gameplay experience unlike anything we’ve seen before. In addition to watching the worldwide reveal stream today, we also met with Sledgehammer Games Co-Founders and Studio Heads, Michael Condrey and Glen Schofield for added insights on what’s to come in the new game. They explained to us that Call of Duty: WWII is a very personal journey for the team, as they have been hard at work on this project for the last two and a half years. “This is based on one of the most monumental moments in human history, and we get to honor and respect that global sacrifice, to honor the men and women who fought for freedom on all fronts, on a global scale,†said Condrey. Schofield added that the team named the main character after his father, who passed away during production. “The story Call of Duty: WWII follows a global and diverse cast, but for me it honors my father Ronald “Red†Daniels and his squad, and not just what they went through from a global perspective, but what they went through personally. We like to tell a story within a story, and this is no different.†Both Condrey and Schofield underscored the fact that Call of Duty: WWII is about a squad’s remarkable journey of personal growth and heroism across Europe in World War II, and is a story about common men and women doing uncommon things to preserve freedom. Welcome to the Fighting FirstNo mission too difficult. No sacrifice too great. Duty first! Call of Duty: WWII focuses on the actions of a squad from 1944 to 1945, but will also touch on events from 1940 to 1944 to help set the stage for the narrative and establish the characters. It takes place in the European theater of conflict, at a time when the Allied forces were finally starting to gather strength on their march into Germany. You and your squad will fight your way through occupied France, Belgium, and across the Rhine into Germany. The Front Lines and BeyondHighlighting the diverse ensemble cast, players will also encounter the French resistance movement, featuring strong and vibrant characters who were fighting for their homeland even after all seemed lost. The game takes players from the beaches of Normandy to the liberation of Paris and beyond, across a variety of heart-racing engagements and epic battles. To complement today’s gameplay reveal trailer and touch on more of the action that is coming in Call of Duty: WWII, here’s a few insights on two of the missions from the Campaign: Hürtgen Forest: An old-growth forest on the German border where Allied forces engage in devastating encounters. In the heat of battle, the German Army uses tree burst bombs that detonate at treetop level, showering soldiers with wooden shrapnel. When your unit is zeroed-in-on by hostile artillery, the forest explodes around you as debris rains down. Normandy: From inside a Higgins landing boat, your squad will storm Omaha Beach in a visceral audiovisual experience unlike any D-Day landing experienced in a game to date. You and your fellow soldiers must overcome the enemy defenses to serve as the tip of the spear for the Allied invasion. Pre-order Call of Duty: WWII Call of Duty: WWII will be released on November 3, 2017. Pre-orders at participating retailers include access to the Private Beta, available first on PlayStation 4, scheduled for later this year. For more intel about Call of Duty: WWII, visit CallofDuty.com/WWII and follow @CallofDuty and @SHGames on Twitter. View the full article
  11. Today Activision and Sledgehammer Games provided the first glimpse of the title that’s taking Call of Duty back to its roots – Call of Duty: WWII. We’re talking boots-on-the-ground gameplay delivering a visceral and immersive gameplay experience unlike anything we’ve seen before. In addition to watching the worldwide reveal stream today, we also met with Sledgehammer Games Co-Founders and Studio Heads, Michael Condrey and Glen Schofield for added insights on what’s to come in the new game. They explained to us that Call of Duty: WWII is a very personal journey for the team, as they have been hard at work on this project for the last two and a half years. “This is based on one of the most monumental moments in human history, and we get to honor and respect that global sacrifice, to honor the men and women who fought for freedom on all fronts, on a global scale,†said Condrey. Schofield added that the team named the main character after his father, who passed away during production. “The story Call of Duty: WWII follows a global and diverse cast, but for me it honors my father Ronald “Red†Daniels and his squad, and not just what they went through from a global perspective, but what they went through personally. We like to tell a story within a story, and this is no different.†Both Condrey and Schofield underscored the fact that Call of Duty: WWII is about a squad’s remarkable journey of personal growth and heroism across Europe in World War II, and is a story about common men and women doing uncommon things to preserve freedom. Welcome to the Fighting FirstNo mission too difficult. No sacrifice too great. Duty first! Call of Duty: WWII focuses on the actions of a squad from 1944 to 1945, but will also touch on events from 1940 to 1944 to help set the stage for the narrative and establish the characters. It takes place in the European theater of conflict, at a time when the Allied forces were finally starting to gather strength on their march into Germany. You and your squad will fight your way through occupied France, Belgium, and across the Rhine into Germany. The Front Lines and BeyondHighlighting the diverse ensemble cast, players will also encounter the French resistance movement, featuring strong and vibrant characters who were fighting for their homeland even after all seemed lost. The game takes players from the beaches of Normandy to the liberation of Paris and beyond, across a variety of heart-racing engagements and epic battles. To complement today’s gameplay reveal trailer and touch on more of the action that is coming in Call of Duty: WWII, here’s a few insights on two of the missions from the Campaign: Hürtgen Forest: An old-growth forest on the German border where Allied forces engage in devastating encounters. In the heat of battle, the German Army uses tree burst bombs that detonate at treetop level, showering soldiers with wooden shrapnel. When your unit is zeroed-in-on by hostile artillery, the forest explodes around you as debris rains down. Normandy: From inside a Higgins landing boat, your squad will storm Omaha Beach in a visceral audiovisual experience unlike any D-Day landing experienced in a game to date. You and your fellow soldiers must overcome the enemy defenses to serve as the tip of the spear for the Allied invasion. Pre-order Call of Duty: WWII Call of Duty: WWII will be released on November 3, 2017. Pre-orders at participating retailers include access to the Private Beta, available first on PlayStation 4, scheduled for later this year. For more intel about Call of Duty: WWII, visit CallofDuty.com/WWII and follow @CallofDuty and @SHGames on Twitter. View the full article
  12. Greetings, PlayStation Nation! The free PS Plus games for May are upon us, and we have something special for everyone. This month we have Tales from the Borderlands and Abzu on PS4. First up: Tales from the Borderlands, a five-part episodic series from the experts at Telltale Games. Set in the unforgiving world of Pandora after the events of Borderlands 2, follow the journey of Rhys and Fiona as they are thrown together to recover a fortune they both believe is theirs. From there, put your feet (Flippers?) up and relax with Abzu. Immerse yourself in an ocean full of life and wonder. Feeling stressed? This is the relief you’re looking for. Full Lineup Tales from the Borderlands, PS4 Abzu, PS4 Blood Knights, PS3 Port Royale 3: Pirates and Merchants, PS3 Laser Disco Defenders, PS Vita (Cross Buy with PS4) Type:Rider, PS Vita (Cross Buy on PS4) Enjoy these games, and see you next time! View the full article
  13. Greetings, PlayStation Nation! The free PS Plus games for May are upon us, and we have something special for everyone. This month we have Tales from the Borderlands and Abzu on PS4. First up: Tales from the Borderlands, a five-part episodic series from the experts at Telltale Games. Set in the unforgiving world of Pandora after the events of Borderlands 2, follow the journey of Rhys and Fiona as they are thrown together to recover a fortune they both believe is theirs. From there, put your feet (Flippers?) up and relax with Abzu. Immerse yourself in an ocean full of life and wonder. Feeling stressed? This is the relief you’re looking for. Full Lineup Tales from the Borderlands, PS4 Abzu, PS4 Blood Knights, PS3 Port Royale 3: Pirates and Merchants, PS3 Laser Disco Defenders, PS Vita (Cross Buy with PS4) Type:Rider, PS Vita (Cross Buy on PS4) Enjoy these games, and see you next time! View the full article
  14. Brawlhalla is coming to PlayStation, and we’re finally ready to ask the community to help us polish the final product. Sign up and reserve your spot in the closed beta starting soon. We are very excited! If you aren’t familiar with Brawlhalla, imagine a classic platform fighting game – you pick a character, and then run, jump, dodge and hit until you knock your opponent off the stage. (Or you get knocked off yourself – it happens.) Next, imagine you can pick up weapons that completely change your playstyle mid-match. Now imagine this is happening in Valhalla, a golden hall filled with the greatest warriors from every time and place, where Odin has created the Grand Tournament in a vain attempt to keep these warriors from tearing the place apart. Now imagine you have triple jump, you didn’t pay anything for the game, and you’re having tons of fun fighting with three friends on the couch, and four more online. Now imagine it all in glorious, hand-drawn 2D. Brawlhalla | PlayStation.com We built Brawlhalla from the ground up to play great online, to be very easy to pick up and play, and to be free-to-play — not pay-to-win. Then we put in playable vikings, ninjas, aliens, pirates, cowboys, werewolves, knights, androids, superheroes and much more. So we think you’ll really like it. Casual Brawlhalla is fun, but competitive Brawlhalla is where things get really good. Be like me, and join the ranked queues and climb from Tin rank all the way up to high Silver. Maybe low Gold. Or be like everybody else at Blue Mammoth Games and reach Platinum or even Diamond rank. Tournaments, both online or offline, are going on every weekend. The biggest tournament of the year is the Brawlhalla World Championship. For the second year in a row, the best Brawlhalla players will gather from all over the world in Atlanta to settle who is the best of the best. Of the best. So please join us in the closed beta starting soon by signing up now. As a special thanks, at launch everyone who participated in the Brawlhalla beta will get an exclusive “I was in the beta†in-game avatar, and a free character unlock. And look for Brawlhalla’s full release this summer. We can’t wait! View the full article
  15. Brawlhalla is coming to PlayStation, and we’re finally ready to ask the community to help us polish the final product. Sign up and reserve your spot in the closed beta starting soon. We are very excited! If you aren’t familiar with Brawlhalla, imagine a classic platform fighting game – you pick a character, and then run, jump, dodge and hit until you knock your opponent off the stage. (Or you get knocked off yourself – it happens.) Next, imagine you can pick up weapons that completely change your playstyle mid-match. Now imagine this is happening in Valhalla, a golden hall filled with the greatest warriors from every time and place, where Odin has created the Grand Tournament in a vain attempt to keep these warriors from tearing the place apart. Now imagine you have triple jump, you didn’t pay anything for the game, and you’re having tons of fun fighting with three friends on the couch, and four more online. Now imagine it all in glorious, hand-drawn 2D. Brawlhalla | PlayStation.com We built Brawlhalla from the ground up to play great online, to be very easy to pick up and play, and to be free-to-play — not pay-to-win. Then we put in playable vikings, ninjas, aliens, pirates, cowboys, werewolves, knights, androids, superheroes and much more. So we think you’ll really like it. Casual Brawlhalla is fun, but competitive Brawlhalla is where things get really good. Be like me, and join the ranked queues and climb from Tin rank all the way up to high Silver. Maybe low Gold. Or be like everybody else at Blue Mammoth Games and reach Platinum or even Diamond rank. Tournaments, both online or offline, are going on every weekend. The biggest tournament of the year is the Brawlhalla World Championship. For the second year in a row, the best Brawlhalla players will gather from all over the world in Atlanta to settle who is the best of the best. Of the best. So please join us in the closed beta starting soon by signing up now. As a special thanks, at launch everyone who participated in the Brawlhalla beta will get an exclusive “I was in the beta†in-game avatar, and a free character unlock. And look for Brawlhalla’s full release this summer. We can’t wait! View the full article
  16. Today our game is available on PS4! We’ve spent 4 years working on it but I still have trouble describing it. The short version is easy. What Remains of Edith Finch is a collection of playable short stories, each following a different member of the Finch family at the moment of their death. The long version is… complicated. Originally, we were trying to make a game about awe, about what it feels like to see something that’s simultaneously astonishing and overwhelming. Like being at the bottom of the ocean or in the middle of a dark forest. But awe is tricky. It’s personal. Seeing a gorgeous sunset in person might fill you with awe but a picture of a sunset just feels like a cheesy greeting card. So instead of a game about awe we made a game about the experience of awe. Rather than trying to evoke awe directly, we’ve made a collection of stories about people being overwhelmed and given players a chance to see the world through their eyes. Since it’s easier to evoke a sense of awe when it’s something you’ve never seen before, we’ve tried hard to make each story unique. For characters that meant adding lots of little details (often pulled from our own personal lives) to help them feel like real human beings. For game mechanics we focused on controls that were unlike anything we ourselves had ever seen before (but that were also easy to pick up, which was hard). All of which is to say, we spent 4 years with everyone on the team (sometimes as many as 15 people), cramming in bits of themselves and at the same time trying to make this all feel somewhat cohesive. It helps that families and houses are inherently chaotic so the work of many hands actually added a believable sense of life and the passage of time. Somehow the game evolved into an exploration of death, family, stories, childhood, history, and many other elements I’m only dimly aware of. But hearing players talk about their experience after they finish the game it sounds like they played the thing we were trying to make. I don’t understand how it all works, but it does. It’s eerily similar to what happened on our previous game, The Unfinished Swan. When you’re making something, assuming it’s going well, there’s a point where you can feel things starting to come together. Often that comes after a long phase when it seemed like none of this was ever going to work so the joy of seeing it gel is mixed with a lot of relief that it’s working at all. After the initial rush dies down then the whole team spend months (or years!) fixing and polishing it, giving it to playtesters to try, then polishing it some more based on their feedback. Then something weird happens. You look up and realize that every corner of the world is covered in tiny, wonderful details. Sometimes it’s as subtle as the angle a rocking chair is turned so that it subconsciously guides players to see a photograph they otherwise would have missed, and sometimes it’s as obvious as a room-filling mural that inspires just the right tone of confusion and wonder. When I look at our game now I’m not just immensely proud of it, I’m intimidated by it. I see how much energy and discussion and thought went into this world and I think, “Man, we are so incredibly lucky this came together so well. I’ll never be able to make something like this again.†Now that it’s over, I can’t pretend to understand our game any more than I could hope to fully understand the people who made it. All I know is that I sincerely appreciate how much everyone gave to make this game what it is. Whatever that is. I hope it’s an experience you’ll never forget and one you’ll have as much trouble describing as I do. View the full article
  17. Today our game is available on PS4! We’ve spent 4 years working on it but I still have trouble describing it. The short version is easy. What Remains of Edith Finch is a collection of playable short stories, each following a different member of the Finch family at the moment of their death. The long version is… complicated. Originally, we were trying to make a game about awe, about what it feels like to see something that’s simultaneously astonishing and overwhelming. Like being at the bottom of the ocean or in the middle of a dark forest. But awe is tricky. It’s personal. Seeing a gorgeous sunset in person might fill you with awe but a picture of a sunset just feels like a cheesy greeting card. So instead of a game about awe we made a game about the experience of awe. Rather than trying to evoke awe directly, we’ve made a collection of stories about people being overwhelmed and given players a chance to see the world through their eyes. Since it’s easier to evoke a sense of awe when it’s something you’ve never seen before, we’ve tried hard to make each story unique. For characters that meant adding lots of little details (often pulled from our own personal lives) to help them feel like real human beings. For game mechanics we focused on controls that were unlike anything we ourselves had ever seen before (but that were also easy to pick up, which was hard). All of which is to say, we spent 4 years with everyone on the team (sometimes as many as 15 people), cramming in bits of themselves and at the same time trying to make this all feel somewhat cohesive. It helps that families and houses are inherently chaotic so the work of many hands actually added a believable sense of life and the passage of time. Somehow the game evolved into an exploration of death, family, stories, childhood, history, and many other elements I’m only dimly aware of. But hearing players talk about their experience after they finish the game it sounds like they played the thing we were trying to make. I don’t understand how it all works, but it does. It’s eerily similar to what happened on our previous game, The Unfinished Swan. When you’re making something, assuming it’s going well, there’s a point where you can feel things starting to come together. Often that comes after a long phase when it seemed like none of this was ever going to work so the joy of seeing it gel is mixed with a lot of relief that it’s working at all. After the initial rush dies down then the whole team spend months (or years!) fixing and polishing it, giving it to playtesters to try, then polishing it some more based on their feedback. Then something weird happens. You look up and realize that every corner of the world is covered in tiny, wonderful details. Sometimes it’s as subtle as the angle a rocking chair is turned so that it subconsciously guides players to see a photograph they otherwise would have missed, and sometimes it’s as obvious as a room-filling mural that inspires just the right tone of confusion and wonder. When I look at our game now I’m not just immensely proud of it, I’m intimidated by it. I see how much energy and discussion and thought went into this world and I think, “Man, we are so incredibly lucky this came together so well. I’ll never be able to make something like this again.†Now that it’s over, I can’t pretend to understand our game any more than I could hope to fully understand the people who made it. All I know is that I sincerely appreciate how much everyone gave to make this game what it is. Whatever that is. I hope it’s an experience you’ll never forget and one you’ll have as much trouble describing as I do. View the full article
  18. As exciting as our prior Marvel vs. Capcom fighting games have been, we’ve never seen a true fusion of the two iconic universes. Yes, heroes and villains crossed the stream, so to speak, but did we ever really see the worlds collide? In Marvel vs. Capcom: Infinite, not only will combatants from both sides be hurled into chaos, but they’ll also be hounded by the game’s titanic new threat — Ultron Sigma, a fusion of two of the most menacing mechanoids from the Marvel and Capcom universes. Ultron. Sigma. Infinity Stones. Marvel and Capcom locations fused together. What more do you need? Marvel vs. Capcom: Infinite will officially launch on September 19, 2017. And once you’ve (Presumably!) saved the universe in Story Mode, you’ll still have Arcade, Training, and Mission modes to consider, plus various multiplayer offerings, naturally. Marvel vs. Capcom: Infinite | PlayStation.com And who’s fighting to save the day? We’re pleased to announce the following additions to the Infinite roster: Ultron Hulk Thor Hawkeye Rocket Raccoon Chun-Li Strider Hiryu Chris Redfield Pre-orders begin today, and there are three different ways to join the fight against Ultron Sigma. Standard Edition ($59.99 MSRP) Pre-order the Standard Edition and receive Warrior Thor and Evil Ryu Premium Costumes. Oh, and the game, obviously. Deluxe Edition ($89.99 MSRP) Pre-order the Deluxe Edition and receive the main game, the two aforementioned costumes (Warrior Thor and Evil Ryu), and two additional costumes — Gladiator Hulk and Command Mission X! The Deluxe Edition also includes the 2017 Character Pass, which gives you access to six post-launch characters — the first one being Sigma himself! Collector’s Edition ($199.99 MSRP) Pre-order this bad boy and you’re gonna be the proud new owner of four detailed, interlinking dioramas from TriForce, plus LED-powered Infinity Stones and the Deluxe Edition of the game. Make some room on your desk before you pre-order! Check with your individual retailers for details in Europe and Australia, as some offers may vary. View the full article
  19. As exciting as our prior Marvel vs. Capcom fighting games have been, we’ve never seen a true fusion of the two iconic universes. Yes, heroes and villains crossed the stream, so to speak, but did we ever really see the worlds collide? In Marvel vs. Capcom: Infinite, not only will combatants from both sides be hurled into chaos, but they’ll also be hounded by the game’s titanic new threat — Ultron Sigma, a fusion of two of the most menacing mechanoids from the Marvel and Capcom universes. Ultron. Sigma. Infinity Stones. Marvel and Capcom locations fused together. What more do you need? Marvel vs. Capcom: Infinite will officially launch on September 19, 2017. And once you’ve (Presumably!) saved the universe in Story Mode, you’ll still have Arcade, Training, and Mission modes to consider, plus various multiplayer offerings, naturally. Marvel vs. Capcom: Infinite | PlayStation.com And who’s fighting to save the day? We’re pleased to announce the following additions to the Infinite roster: Ultron Hulk Thor Hawkeye Rocket Raccoon Chun-Li Strider Hiryu Chris Redfield Pre-orders begin today, and there are three different ways to join the fight against Ultron Sigma. Standard Edition ($59.99 MSRP) Pre-order the Standard Edition and receive Warrior Thor and Evil Ryu Premium Costumes. Oh, and the game, obviously. Deluxe Edition ($89.99 MSRP) Pre-order the Deluxe Edition and receive the main game, the two aforementioned costumes (Warrior Thor and Evil Ryu), and two additional costumes — Gladiator Hulk and Command Mission X! The Deluxe Edition also includes the 2017 Character Pass, which gives you access to six post-launch characters — the first one being Sigma himself! Collector’s Edition ($199.99 MSRP) Pre-order this bad boy and you’re gonna be the proud new owner of four detailed, interlinking dioramas from TriForce, plus LED-powered Infinity Stones and the Deluxe Edition of the game. Make some room on your desk before you pre-order! Check with your individual retailers for details in Europe and Australia, as some offers may vary. View the full article
  20. Finally! Games of Glory is launching on PS4 and is free to play! Games of Glory is an intense, competitive, multiplayer top-down team shooter. Two teams will confront one another in the futuristic arenas of the Synarchy. The Synarch, the mysterious leader of the intergalactic empire, organizes the Games of Glory. The outcome of these games will influence the future of the universe. Games of Glory | PlayStation.com ClonesAs a Clone controller, your role is to take the helm controlling the Clone of a legendary fighter. Each Clone possesses three unique skills, which you, the controller, will unlock and upgrade throughout the course of a match as you accumulate experience. Clones can be grouped into five major classes: CarryThe role of a Carry is to inflict heavy damage over time, with ranged weapons across long distances. The carry compensates for its feeble defenses with heavy damage and adept use of weaponry. Good choice for beginners: Pinto AssassinThe Assassin is a solitary creature, forever seeking isolated targets with few remaining hitpoints to inflict a maximum amount of damage in a minimum amount of time. Good choice for beginners: Shih TankMassive and slow, the Tank will use his body to block incoming shots as well as hinder the team’s adversaries, all the while absorbing a maximum amount of damage to protect the rest of his team. Good choice for beginners: Deadball ScoutThe speediest of the five classes, the Scout can advance rapidly into enemy territory to place traps, capture objectives, or prevent stragglers still making their escape from reaching safe cover. Good choice for beginners: Saga SupportA Support’s abilities, which will often include healing, makes him a vital aide to his team and a nightmare to his adversaries. No team is truly balanced without a Support Clone. A Support will maximize the efficiency of all of the classes cited above. Good choice for beginners: Grejan Weapons In addition to the use of their abilities, each Clone can equip up to two weapons at once – one melee and one ranged – which can be selected from among a wide range available in the shop. Weapons are bought at the beginning of a match. Once purchased, weapons can be upgraded in two ways throughout the course of the match: Pure damage upgrades – as named, these upgrades will purely increase a weapon’s base damage output, both attack speed and damage per hit. Modifications – Modifications, or ‘mods’ add various effects to your weapons. You can select one of two modifications per tier before moving onto the next one. Weapons are not Clone-specific, so it is up to you to decide which combination suits your style! For example, Deadball, an inmate from the asteroid prison known as the Dead-End, can use a modified hammer weapon to slow his adversaries and make up for his reduced speed, coupled with a shotgun that will pull adversaries hoping to escape right back towards him. Or, why not play him with some laser knuckle-dusters to destroy the adversaries’ armor, followed by sizzling rapid fire from the flamethrower. The choice is yours! Arkashan Arkashan is a city-planet, capital of the Synarchy. Its arena, where the Games of Glory are held, are located within the Synarch’s own gardens. The goal of the Arkashan arena is to destroy the enemy’s energy core. But first, your team will need to deactivate the force field guarding the enemy base. This is done by capturing and holding the three Victory Points placed along the middle of the map. Each point captured will do damage to the enemy force field. A few points of advice to keep in mind on this map: Teamwork is key. Without a tank to protect your Carrys, they will not be able to be efficient. Inversely, without a Carry to do the brunt of the damage, the combats will not turn in your favor. Don’t forget about the credit points. In addition to the victory points, capture two credit points by standing on them to increase your team’s income, meaning sooner weapons upgrades that could make the difference between loss and victory. Split up to capture points, but regroup for battle! Watch for ping messages sent by your teammates to communicate the overall strategy. Teleporters will allow you to reach different parts of the map. Teleporting is faster and safer than regular travel; but beware of the enemies you might meet on the other side! Our second map, Svandia’s Foundry, is available through the custom game menu, but is discouraged for new and/or beginning players. Clubs and Personalization Clubs are teams that allow Controllers from across the galaxy to unite underneath the same banner. Any player can join a Club! Once you have reached level 5, you can even create your own. It’s a great way to play together with friends. As a member of a Club, you will proudly carry its colors as you fight in the arena. Equipping your Club colors is simple. Once you are a member of a Club and own a league skin, equip that skin in the lobby and it will automatically take on the colors and even the custom logo of your Club! Only Club administrators can set Club colors and logo. If you are not yet part of a Club, not to worry! Mavericks are welcome here too. You can always personalize your Clones by choosing a skin and an accessory to dress him up. Be unique! That’s all for now Clone controllers. We hope this guide has been helpful — see you in the arena! View the full article
  21. Finally! Games of Glory is launching on PS4 and is free to play! Games of Glory is an intense, competitive, multiplayer top-down team shooter. Two teams will confront one another in the futuristic arenas of the Synarchy. The Synarch, the mysterious leader of the intergalactic empire, organizes the Games of Glory. The outcome of these games will influence the future of the universe. Games of Glory | PlayStation.com ClonesAs a Clone controller, your role is to take the helm controlling the Clone of a legendary fighter. Each Clone possesses three unique skills, which you, the controller, will unlock and upgrade throughout the course of a match as you accumulate experience. Clones can be grouped into five major classes: CarryThe role of a Carry is to inflict heavy damage over time, with ranged weapons across long distances. The carry compensates for its feeble defenses with heavy damage and adept use of weaponry. Good choice for beginners: Pinto AssassinThe Assassin is a solitary creature, forever seeking isolated targets with few remaining hitpoints to inflict a maximum amount of damage in a minimum amount of time. Good choice for beginners: Shih TankMassive and slow, the Tank will use his body to block incoming shots as well as hinder the team’s adversaries, all the while absorbing a maximum amount of damage to protect the rest of his team. Good choice for beginners: Deadball ScoutThe speediest of the five classes, the Scout can advance rapidly into enemy territory to place traps, capture objectives, or prevent stragglers still making their escape from reaching safe cover. Good choice for beginners: Saga SupportA Support’s abilities, which will often include healing, makes him a vital aide to his team and a nightmare to his adversaries. No team is truly balanced without a Support Clone. A Support will maximize the efficiency of all of the classes cited above. Good choice for beginners: Grejan Weapons In addition to the use of their abilities, each Clone can equip up to two weapons at once – one melee and one ranged – which can be selected from among a wide range available in the shop. Weapons are bought at the beginning of a match. Once purchased, weapons can be upgraded in two ways throughout the course of the match: Pure damage upgrades – as named, these upgrades will purely increase a weapon’s base damage output, both attack speed and damage per hit. Modifications – Modifications, or ‘mods’ add various effects to your weapons. You can select one of two modifications per tier before moving onto the next one. Weapons are not Clone-specific, so it is up to you to decide which combination suits your style! For example, Deadball, an inmate from the asteroid prison known as the Dead-End, can use a modified hammer weapon to slow his adversaries and make up for his reduced speed, coupled with a shotgun that will pull adversaries hoping to escape right back towards him. Or, why not play him with some laser knuckle-dusters to destroy the adversaries’ armor, followed by sizzling rapid fire from the flamethrower. The choice is yours! Arkashan Arkashan is a city-planet, capital of the Synarchy. Its arena, where the Games of Glory are held, are located within the Synarch’s own gardens. The goal of the Arkashan arena is to destroy the enemy’s energy core. But first, your team will need to deactivate the force field guarding the enemy base. This is done by capturing and holding the three Victory Points placed along the middle of the map. Each point captured will do damage to the enemy force field. A few points of advice to keep in mind on this map: Teamwork is key. Without a tank to protect your Carrys, they will not be able to be efficient. Inversely, without a Carry to do the brunt of the damage, the combats will not turn in your favor. Don’t forget about the credit points. In addition to the victory points, capture two credit points by standing on them to increase your team’s income, meaning sooner weapons upgrades that could make the difference between loss and victory. Split up to capture points, but regroup for battle! Watch for ping messages sent by your teammates to communicate the overall strategy. Teleporters will allow you to reach different parts of the map. Teleporting is faster and safer than regular travel; but beware of the enemies you might meet on the other side! Our second map, Svandia’s Foundry, is available through the custom game menu, but is discouraged for new and/or beginning players. Clubs and Personalization Clubs are teams that allow Controllers from across the galaxy to unite underneath the same banner. Any player can join a Club! Once you have reached level 5, you can even create your own. It’s a great way to play together with friends. As a member of a Club, you will proudly carry its colors as you fight in the arena. Equipping your Club colors is simple. Once you are a member of a Club and own a league skin, equip that skin in the lobby and it will automatically take on the colors and even the custom logo of your Club! Only Club administrators can set Club colors and logo. If you are not yet part of a Club, not to worry! Mavericks are welcome here too. You can always personalize your Clones by choosing a skin and an accessory to dress him up. Be unique! That’s all for now Clone controllers. We hope this guide has been helpful — see you in the arena! View the full article
  22. Valiant warriors! Grand adventures! Tons of slimes! Today marks the launch of Dragon Quest Heroes II. It’s the second chapter of the spin-off series that fuses the colorful characters and rich RPG mechanics of Dragon Quest with the crowd-clearing combat that Omega Force is known for. To celebrate the launch, we corresponded with Producer Ryota Aomi about how the game is geared towards newcomers, hero balance, multiplayer, and — of course — his favorite slime. If you’ve never played a Dragon Quest game before, can you jump right into this one as a beginner? Ryota Aomi: The Dragon Quest Heroes series is designed for those who haven’t played Dragon Quest. When people hear the name “Dragon Quest,†command-based battles may come to mind, but this particular series is action oriented, with more intuitive controls. We hope everyone will get to know the charm of Dragon Quest after playing this game! What’s the one thing a player should know before getting starting? Ryota Aomi: Dragon Quest Heroes II follows a fundamental design philosophy in the series: even players who struggle with games can reach the end by leveling up with experience points and improving their weapons. Furthermore, Dragon Quest Heroes II features a system that enables other online players to assist you with story battles. This system will make it easier to defeat bosses or complete stages that were previously difficult to overcome. As a side note, Yuji Horii — the father of Dragon Quest and the general director of this title — is the one who came up with the idea for this system. He wanted people to be able to help one another more easily. How does the story of Dragon Quest Heroes II differ from the original? Ryota Aomi: It’s actually quite simple. We created a completely different story so that those who haven’t played the previous game will also be able to enjoy this one. Furthermore, as you can see from the other games in the Dragon Quest series, each and every title is an independent experience. This game takes on that same rule. Additionally, there was also a desire to refresh the main characters, starting with the protagonists. Dragon Quest Heroes II boasts character designs by manga artist Akira Toriyama. Who wouldn’t want to see new characters from Toriyama? I’m extremely keen on seeing his new designs (laughs)! Who do you like to play as, and why? Do you have any recommendations for newcomers? Ryota Aomi: We set up each character to be as well balanced as possible. There isn’t a particular character we recommend for beginners; if anything, we would like players to start by selecting a character based on their own preference, whether it be visual appearance, weapons, or skills. Cesar is cool, and Maribel is super cute (laughs). If I had to choose, I’d say that Terry’s sword actions feel extremely good. If you master them, the other characters who wield swords will be easier to use. Who have you played the new online multiplayer mode with? Ryota Aomi: I, of course, played this mode repeatedly with the development staff before the game debuted in Japan, but I also matched up and played with people I’ve never met before after it launched. I’m sure the other person had no idea he/she was being paired with the producer (laughs). Players can enjoy this mode with friends, or match up with other people they don’t know without hesitation, so we’d love to see everyone take a moment to enjoy this mode as they progress through the story. What are you especially proud of in Dragon Quest Heroes II? Ryota Aomi: We’re proud of the fact that we were able to launch this game within a year of its predecessor without having to keep everyone waiting. Looking at recent console games, there are many titles that take several years to develop, but we were able to develop in a short amount of time due to the efforts of the Omega Force (ω-Force) development team at Koei Tecmo Games. We often get questions like “How are you able to develop so fast?†Because everyone on the development team loves Dragon Quest! In all seriousness, because we love the franchise so much, our aim and goals were clearly defined, so we were able to proceed without straying off course. What did you learn from the original Dragon Quest Heroes that you could apply to the sequel? Any feedback from players? Ryota Aomi: There’s truly so much fan feedback we used in Dragon Quest Heroes II! We started development of this game by gathering every piece of feedback possible. The overall volume was overwhelming, but the development team discussed it all and honed in on select points of focus. For example, things like a more adventurous battlefield, multiplayer, changes in vocation, and overall gameplay improvements. In fact, a lot of the feedback aligned with what the developers wanted for the project, too. This is extremely important when developing a game, but oftentimes extremely hard to achieve. But we were able to do it with Dragon Quest Heroes II! Were there any other games, movies, or books that inspired you while you worked? Ryota Aomi: We weren’t necessarily conscious of this when developing the game so there isn’t something in particular that comes to mind (laughs). I’m a Star Wars enthusiast (laughs). Perhaps we were inspired by various games or books unconsciously. If I had to name something, I’d say we wanted the multiplayer to be as accessible as possible, so we did a lot of research when it came to the matchmaking design and flow of multiplayer shooters. Do you have any memorable stories from during the production? Ryota Aomi: A healslime monster named Healix appears as a mascot in this game following its appearance in the first installment. Just as we were getting ready to record the English voiceover, the boy who had taken on the role of Healix went through a voice change (laughs). The recording took place almost a year after the previous title, but a child’s growth was faster than any of us had imagined. That said, we were extremely happy for his growth since it felt like he leveled up and acquired a new skill. We hastily asked another boy with a similar voice to take on the role. I encourage you to listen and compare Healix’s voice between the two games! Last but not least: what’s your favorite slime? Ryota Aomi: This is the most difficult question! This is extremely agonizing (laughs). If I had to choose, I’d go with metal slime, liquid metal slime, or… no, perhaps the metal king slime for experience points! But my favorite is the healslime, which happens to be the mascot character of this game. I’ve become extremely attached to the character as I’ve spent the most time with it. I also sleep with a Healix plush every night. I’m joking (laughs)! Healix is an important character we’d like to continue to develop, so please look forward to it! View the full article
  23. Valiant warriors! Grand adventures! Tons of slimes! Today marks the launch of Dragon Quest Heroes II. It’s the second chapter of the spin-off series that fuses the colorful characters and rich RPG mechanics of Dragon Quest with the crowd-clearing combat that Omega Force is known for. To celebrate the launch, we corresponded with Producer Ryota Aomi about how the game is geared towards newcomers, hero balance, multiplayer, and — of course — his favorite slime. If you’ve never played a Dragon Quest game before, can you jump right into this one as a beginner? Ryota Aomi: The Dragon Quest Heroes series is designed for those who haven’t played Dragon Quest. When people hear the name “Dragon Quest,†command-based battles may come to mind, but this particular series is action oriented, with more intuitive controls. We hope everyone will get to know the charm of Dragon Quest after playing this game! What’s the one thing a player should know before getting starting? Ryota Aomi: Dragon Quest Heroes II follows a fundamental design philosophy in the series: even players who struggle with games can reach the end by leveling up with experience points and improving their weapons. Furthermore, Dragon Quest Heroes II features a system that enables other online players to assist you with story battles. This system will make it easier to defeat bosses or complete stages that were previously difficult to overcome. As a side note, Yuji Horii — the father of Dragon Quest and the general director of this title — is the one who came up with the idea for this system. He wanted people to be able to help one another more easily. How does the story of Dragon Quest Heroes II differ from the original? Ryota Aomi: It’s actually quite simple. We created a completely different story so that those who haven’t played the previous game will also be able to enjoy this one. Furthermore, as you can see from the other games in the Dragon Quest series, each and every title is an independent experience. This game takes on that same rule. Additionally, there was also a desire to refresh the main characters, starting with the protagonists. Dragon Quest Heroes II boasts character designs by manga artist Akira Toriyama. Who wouldn’t want to see new characters from Toriyama? I’m extremely keen on seeing his new designs (laughs)! Who do you like to play as, and why? Do you have any recommendations for newcomers? Ryota Aomi: We set up each character to be as well balanced as possible. There isn’t a particular character we recommend for beginners; if anything, we would like players to start by selecting a character based on their own preference, whether it be visual appearance, weapons, or skills. Cesar is cool, and Maribel is super cute (laughs). If I had to choose, I’d say that Terry’s sword actions feel extremely good. If you master them, the other characters who wield swords will be easier to use. Who have you played the new online multiplayer mode with? Ryota Aomi: I, of course, played this mode repeatedly with the development staff before the game debuted in Japan, but I also matched up and played with people I’ve never met before after it launched. I’m sure the other person had no idea he/she was being paired with the producer (laughs). Players can enjoy this mode with friends, or match up with other people they don’t know without hesitation, so we’d love to see everyone take a moment to enjoy this mode as they progress through the story. What are you especially proud of in Dragon Quest Heroes II? Ryota Aomi: We’re proud of the fact that we were able to launch this game within a year of its predecessor without having to keep everyone waiting. Looking at recent console games, there are many titles that take several years to develop, but we were able to develop in a short amount of time due to the efforts of the Omega Force (ω-Force) development team at Koei Tecmo Games. We often get questions like “How are you able to develop so fast?†Because everyone on the development team loves Dragon Quest! In all seriousness, because we love the franchise so much, our aim and goals were clearly defined, so we were able to proceed without straying off course. What did you learn from the original Dragon Quest Heroes that you could apply to the sequel? Any feedback from players? Ryota Aomi: There’s truly so much fan feedback we used in Dragon Quest Heroes II! We started development of this game by gathering every piece of feedback possible. The overall volume was overwhelming, but the development team discussed it all and honed in on select points of focus. For example, things like a more adventurous battlefield, multiplayer, changes in vocation, and overall gameplay improvements. In fact, a lot of the feedback aligned with what the developers wanted for the project, too. This is extremely important when developing a game, but oftentimes extremely hard to achieve. But we were able to do it with Dragon Quest Heroes II! Were there any other games, movies, or books that inspired you while you worked? Ryota Aomi: We weren’t necessarily conscious of this when developing the game so there isn’t something in particular that comes to mind (laughs). I’m a Star Wars enthusiast (laughs). Perhaps we were inspired by various games or books unconsciously. If I had to name something, I’d say we wanted the multiplayer to be as accessible as possible, so we did a lot of research when it came to the matchmaking design and flow of multiplayer shooters. Do you have any memorable stories from during the production? Ryota Aomi: A healslime monster named Healix appears as a mascot in this game following its appearance in the first installment. Just as we were getting ready to record the English voiceover, the boy who had taken on the role of Healix went through a voice change (laughs). The recording took place almost a year after the previous title, but a child’s growth was faster than any of us had imagined. That said, we were extremely happy for his growth since it felt like he leveled up and acquired a new skill. We hastily asked another boy with a similar voice to take on the role. I encourage you to listen and compare Healix’s voice between the two games! Last but not least: what’s your favorite slime? Ryota Aomi: This is the most difficult question! This is extremely agonizing (laughs). If I had to choose, I’d go with metal slime, liquid metal slime, or… no, perhaps the metal king slime for experience points! But my favorite is the healslime, which happens to be the mascot character of this game. I’ve become extremely attached to the character as I’ve spent the most time with it. I also sleep with a Healix plush every night. I’m joking (laughs)! Healix is an important character we’d like to continue to develop, so please look forward to it! View the full article
  24. The 2017 Season of the Capcom Pro Tour is off to an incredible start this year with unbelievable events, heated rivalries, and some of the most intense Street Fighter V matches we’ve seen to date! The action is just revving up though — we have more in store for our fans this year and we’re excited to share some of our plans with you today. We’re happy to be partnering with PlayStation again this year as the presenting sponsor of the Capcom Pro Tour to help support and grow the league and the Street Fighter community as a whole. We’ll be working closely with tournament organizers and players to continue to provide bigger and better opportunities than ever before. Keep an eye on PlayStation.Blog and the official Capcom Pro Tour website for updates! Last year, with the support of our fans, we were able to provide the largest prize pool for any fighting game ever with 1st place Du “NuckleDu†Dang taking home over $230,000 for his win at Capcom Cup 2016! We want to continue to smash records this year, but we’ll need your help again! We’re excited to announce a brand-new set of Capcom Pro Tour-themed content for Street Fighter V that will be available starting today and will help support the circuit and also boost the Capcom Cup 2017 prize pool. Similar to last year, we will be offering the following in-game items: Capcom Cup Collection Costumes for Ryu and Ken Champion’s Choice Costume (to be revealed at a later date) A new Capcom Pro Tour Stage (to be revealed at a later date) We’ll also be offering something new this year: the Capcom Pro Tour 2017 Premier Pass. This is a bundle of content including not only the items above, but also 2 titles, 1 CPT-themed color for all 28 characters (PS4-exclusive) and monthly in-game targets that reward Fight Money (beginning in June). After reading the response to last year’s comments, many of you asked for more in-game events to be included with the content bundle and we’re happy to include that for the 2017 Season. Starting in June, players who purchased the CPT 2017 Premier Pass will be able to complete online targets such as winning a certain amount of Ranked Matches to redeem Fight Money. Good luck! And remember, just like last year, whether you purchase the CPT 2017 Premier Pass or individual pieces of content, you will be contributing to the growth of the CPT and giving one player at the end of the year an insane paycheck! To compliment last year’s Chun-Li and Cammy outfits, we have Ryu and Ken in their respective formal wear, representing the prestige of competing at Capcom Cup. Next up, here is the first look at the exclusive colors coming to the PlayStation 4 Capcom Pro Tour 2017 Premier Pass. Nice mix of PlayStation and Capcom blue, don’t you think? That’s all we can show off for today, but stay tuned for more details on the in-game targets, the 2017 Champion’s Choice Costume and the brand-new Capcom Pro Tour stage! Finally, below is the full pricing breakdown of the 2017 Capcom Pro Tour content: Capcom Pro Tour Costumes Additional Costume (“Capcom Pro Tourâ€): Ryu — $5.99 / € 5.99 Additional Costume (“Capcom Pro Tourâ€): Ken — $5.99 / € 5.99 Additional Costume (“Capcom Pro Tourâ€): Champion’s Choice Costume — $5.99 / € 5.99 Capcom Pro Tour StageCPT Stage — $9.99 / € 9.99Capcom Pro Tour BundleCapcom Pro Tour 2017 Premier Pass — $24.99 / € 24.99 Additional Costume (“Capcom Pro Tourâ€): Ryu Additional Costume (“Capcom Pro Tourâ€): Ken Additional Costume (“Capcom Pro Tourâ€): Champion’s Choice Costume Capcom Pro Tour Stage 1 exclusive CPT-themed color option for all 28 characters 2 Titles: “Capcom Cup 2017†and “Capcom Pro Tour 2017†Capcom Pro Tour Content FAQLike last year, we know many of you will have questions about this content. We want to be as clear and transparent as possible about the purpose of this initiative. Please review the FAQ below or shoot us a Tweet @CapcomFighters if what’s on your mind is not covered below! What percentage of the Capcom Pro Tour DLC revenue is going to the Capcom Cup 2017 prize pool?A minimum of 30% of the revenue will go to the Capcom Cup 2017 prize pool, and an additional 50% of the revenue is invested into Capcom Pro Tour production. That means that Capcom contributes more than 80% of all CPT DLC revenue directly to support Capcom Pro Tour initiatives. We’ll be providing on-going updates throughout the year so you’ll know how close we are to reaching our goal. Also, remember that we contribute a portion of our sponsorship, ad revenue, and merchandise sales into the Capcom Pro Tour and Capcom Cup prize pool as well. How long will the content be available?We plan on taking this content off of the marketplace come the end of November, before Capcom Cup 2017. This is the cut-off point so we can tally up to revenue that will go directly into the prize pool. Will last year’s Capcom Pro Tour DLC be available this year?Currently, there are no plans to re-release the content from the previous season. View the full article
  25. Hello PlayStation Fans. I’m Tomas, and I’m the developer behind Human: Fall Flat, a game that combines tough puzzles with the very real laws of physics. The only limit is your ingenuity. Human: Fall Flat is available to pre-order right now at PlayStation Store, and doing so gets you a Dynamic Theme and a whole other game for free. Head over to PS Store now. Or read on to see what kind of whacky adventures await you. Then fling yourself over to the store. Human: Fall Flat sees you controlling Bob, a man with no special powers who’s trapped in surreal dreamscapes with the task of solving challenging puzzles. There’ll be switches to flip, blocks to push, and doors to unlock. However, in the world of Human: Fall Flat, your approach to these is entirely up to you. Master the art of wobbly parkour to throw yourself over obstacles or into new areas? Check. Use any object you can carry to bridge gaps or create your own path? Check. Fire yourself out of a catapult or commandeer a speedboat to zip around whatever’s in your way? Absolutely check! The only limits in these dreamworlds are your imagination — and those pesky laws of physics. Gravity does not mess about, but learn to master it and the dreamworlds will become your oyster! Explore a medieval castle, raid an ancient temple, avoid electrocution in a power plant — each world has its own unique items and challenges. I love seeing the videos and streams players create of their antics in the game, and I hope you all share your own adventures with others around the world. It’s a great way to find new paths and hidden secrets. Of course, you don’t have to undertake Human: Fall Flat alone. You can play with a friend in local co-op and find all new solutions only possible with an extra pair of hands. However, friendship can be part of a problem. Hurling your friends, loved ones, or strangers (that you can pull in off the street with the promise of hilarious physics) off a cliff in a dumpster is a distraction that can last for hours. The same goes for running them over in vehicles or grabbing them by the head and flinging them about. Anything goes in co-op, and you can each give your Bob their own personality with a library of custom hats and outfits. With a pre-order you will also get a free copy of dexterity adventure Manual Samuel! This game tasks you (and an optional friend) with surviving 24 hours doing everything manually, from breathing and walking to driving and working with hazardous substances. Manual Samuel is the ultimate complement to your Human: Fall Flat adventure. Human: Fall Flat launches May 9 on PS4. Mark it in your diaries. View the full article

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