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New Bordeaux, a reimagined version of New Orleans. 1968, one of the most turbulent years in America. Lincoln Clay, an orphan, Vietnam Vet, and member of the city’s Black Mob… When I look back on the development of Mafia III, all of our efforts to make this game did not really gain traction until we had established these three elements — the city, the year, and the protagonist. So it’s probably not surprising that one of the questions I’m asked most often is “Which came first? The City, the Year, or Lincoln Clay?†The short answer: all three evolved together over time. The longer answer is a bit more interesting, though. As with most games, the path from “Let’s make Mafia III!†to the final game was not a straight line. As we searched for our setting and main character, we wandered into dead-ends and switchbacks, or spent time staring into the sun at ideas that seemed brilliant initially but ultimately proved hollow or unattainable. One early version had the main character returning to Mafia II’s Empire Bay; others took our anti-hero to a number of smaller locales rather than a single, more expansive city. At various times, the game started in 1952, shortly after the events of Mafia II, or spanned the entirety of the Sixties; and our main character was a “fixer†who could handle any mob problem or a crooked cop or a naïve low-level Mafia enforcer who just found himself in the wrong place at the wrong time. Any of our early ideas would have likely yielded a solid hard-boiled crime drama with compelling gameplay, but we didn’t feel that any of the combinations were quite right… In most development schedules, there’s a point of no return — a moment when you just have to make a decision and push ahead. For us, it came right around our “first playable†milestone, when we needed to have a number of our core gameplay systems working in concert and a more detailed schedule for all of production. We couldn’t build that schedule without knowing our setting and main character. So, every idea we’d had up to that point went through a simple filter: Is the city iconic and can it be a main character in its own right? Does the time period suggest a very different tone from previous games, and will it allow us to explore some new themes? Is the main character a protagonist whose story can only be told in this time and place? From the list of possible locations, New Orleans in 1968 jumped out at us as the perfect inspiration for our setting. But, none of our previous character ideas really felt like their stories were unique to that time and place. After weeks of additional exploration, Lincoln Clay emerged. As a member of the Black Mob, Lincoln would allow us to explore not only the themes of organized crime, but also issues of race in the South in 1968. As a Vietnam Vet, he embodies one of the most traumatic events of the era, and has the training to take on the Italian Mafia. And, as an orphan, he’s a character who is always looking for a place to belong, a surrogate family; this creates a sense of loyalty that drives him to seek revenge, and gives him the motivation to start his own criminal family. And ultimately, we discovered a character who belongs in New Bordeaux. His journey through the city begins soon… I can’t wait for you all to experience and shape it with him. View the full article
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Talk Dishonored and you’ll discuss distinct art styles. Steampunk leanings. Evocative world building. A world that’s growing bigger, richer this winter as Arkane turn the sights of its sequel to the coastal city of Karnaca. The beautiful visual design remains, just reinvigorated on a new engine. And as with the original’s Dunwall, the studio found inspiration in real world locales and problems when crafting this sprawling fantasy metropolis. It penned intricate histories on the city’s creation, the multi-generational lives of its inhabitants. There’s a chronicle of struggle ingrained on every street corner, a lifetime of growing despair hinted at in every overheard conversation. There’s the sense of a wider city breathing, living beyond the boundaries of your immediate mission. That even when your story comes to an end, Karnaca’s will continue. A few hours prior to his Developer Session at this year’s EGX, Dishonored 2’s Art Director Sebastien Mitton sat down with us to talk playing architect and world builder for the first person sci-fi sequel. Was anything of Dishonored 2 born out of the original’s production cycle? Sebastien Mitton: The very first discussion I had with Harvey Smith, the creative director, was when we were still on the first game and thinking about the DLC. I wanted to move to the edge of the world. My wish was to create a journey from Dunwall to another city, to create contrast, to make people feel they’ve travelled. Was there a key image that symbolized what you wanted? Mitton: I remember a discussion I had with Victor Antonov [Dishonored’s designer]. We talked about Los Angeles. He’d lived there for eight years and said it is was a city of madness. That’s what I brought to Karnaca. So [in Dishonored 2] people from Morley came to that location, started clearing the forest to make space for a city. Soon people from other countries, eager for easy money, trekked to the silver mines. But they realized they weren’t being paid enough, but couldn’t leave. They had to continue mining. So yeah, it’s about the visual. Visual of the city, but also its people. So even if we won’t see it in the game, you have a map, a breakdown of each neighborhood? Mitton: Exactly. The city exists. And then we say, okay, we want to play here because it’s super cool. Do you have an in-house bible that covers the city’s history and lore? Does that produce any difficulty in limiting you from creating a gameplay or story beat somewhere if it’s counter to what your own fictional history dictates? Mitton: We try and adapt. We’re really agile at Arkane. We have the lore, a timeline written by Harvey and Sachka Duval. You can go back thousands of years. We’ve 3D files [of the city] that have everything there. I have lots of information. Example: Karnaca has this giant canyon. The island’s split in two; there’s some reference from Panama. People from [Dunwall’s capital city] Gristol hunt whales here. But how do they bring them back home? It’s a long trip round. So we have gates in the canyon, and boats travel through a dry dock system. You don’t see that in the game. You see that on the map. We have lots of things like that. Visible, but not visitable. Fashion. You moved the story forward a decade. How do you reflect that in clothing styles? Mitton: The time gap we honestly haven’t focused on, because we’ve moved to Karnaca. Karnaca is lighter fabrics, brighter colours and tones. So that’s what we’ve changed. Some people have no sleeves, letting you see tan lines when their shirt’s removed. But it’s not just clothes, or even tattoos. We’ve also focused on the body language. It’s how they stand, their posture. You can read someone’s history at a glance. Mitton: And it’s important, to help decide your tactics. If you can tell just by looking at them, their mannerisms, then it’s this fast [snaps fingers]. We don’t have to paint them red or blue for you to understand who they are. It’s finer than that. Do you have a favorite location or artwork from the game? Mitton: I have a lot. But there’s one rather simple image. You’re on a boat and you see the bay. You see Karnaca. Like a postcard, but not. Because a postcard means “I want to travel there for my holidaysâ€. So the challenge was — okay, it’s a postcard, it’s a city, but it’s still strange. You see the sun, yet it’s raining at the same time. You see this dust coming from the peak, through the canyon. It’s mysterious. Like mixing King Kong and Los Angeles. You don’t quite know if it’s safe or not. That was the intention. How much research did you do? Mitton: When we created Dunwall we spent a lot of time in London. This time I went with the team to Long Beach three times, because of the lighting there. It’s really different than any other place. Comparable to India. Though I’ve never been there, I’ve seen photos from people that have, and the sun, the atmosphere, was really… “wow.†We shot a lot of photos. It really impacts the look of Karnaca. View the full article
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GTA Online: Bikers opens up an entirely new part of the criminal underbelly of GTA Online, bringing proper Motorcycle Clubs to the roadways and ever-evolving illicit markets of Blaine County and Los Santos. Motorcycle ClubsLife in an MC is more than just a fleet of shiny new rides and impressive leather cuts. Bikers brings a range of new ways for clubs of up to eight players to earn their keep, battling rival MC’s and other criminal factions. Enterprising players can form and be the President of their own MC, while anyone seeking MC life can join as a Prospect. As newcomers prove their worth, Presidents can promote Prospects to meaningful roles within the club’s structure including Vice President, Road Captain, Sergeant-at-Arms, and Enforcer. Each MC role comes with its own unique abilities to help themselves and the larger MC, from dropping Body Armor and calling in Hit Squads to setting MC riding formations and starting MC Challenges. ClubhousesYour MC’s Clubhouse is the base of operations. Choose from 12 available locations across the salty shores of Paleto Bay to the streets of Rancho, and make your purchase via the new Maze Bank Foreclosures website. Each Clubhouse comes complete with its own bar, activities like Darts and Arm Wrestling, various murals, and the option to upgrade to your own in-house Custom Bike Shop. Each Clubhouse includes a meeting room; Presidents can use the Contracts Wall to launch new Clubhouse Contracts — a range of new Freemode missions for you and your MC members to earn some tidy GTA$ and RP through a range of noble deeds — from the forceful liberation of your falsely incarcerated allies to good old-fashioned gunrunning. Gangs will also work against other factions in Los Santos, including opportunistic rivals seeking to exploit your MC’s honest work for their own gains. BusinessesThe open road isn’t just a stretch of Chumash pavement anymore; log in to the nefarious Open Road online network to launch a new (non San Andreas Board of Commerce sanctioned) business. Choose how your MC is going to earn its money, as Open Road clients offer opportunities in document forgery and cash counterfeiting as well as large scale narcotics distribution. Small business owners will set up their operation with supplies before beginning production. Once your business is off the ground, build them further with risky resupply runs, and stay on the lookout for other factions who might take an interest in any unsecured operations. When you’re ready, trade your goods for a profit and use your gains to reinvest in your businesses with available security, staffing, and equipment upgrades. Thirteen New VehiclesThirteen new impressive rides from sport bikes to choppers are ready to hit the road, giving you a full suite of wheels to fill the Clubhouse Garage of your petrol-fueled dreams. From the sleek, neon-accented Nightblade and the charismatic, three-wheeled Chimera, to the classic, rusted lines of the Rat Bike, there are options for every kind of rider available at Southern San Andreas Super Autos and Legendary Motorsports. The bike you choose to ride the most will become your favorite bike, which will provide boosts to health regeneration (including total health regeneration) and damage. New Weapons and MeleeWith Bikers comes the ability to melee opponents from the seat of your bike and Ammu-Nation is stocking the new Battle Axe, Pool Cue, and Pipe Wrench to help take down rivals quickly. Also available to knock opponents out of their seats with blistering power are the new automatic Sweeper Shotgun and Compact Grenade Launcher. New Clothes and TattoosWhatever kind of MC you roll with, there’s an extensive wardrobe of new styles to represent your affiliation including a wide selection of Jackets, Cuts, Helmets, and of course plenty of leathers and denim to choose from. Complement and trim your Biker’s look with a selection of new Hairstyles and Tattoos. And for MC members, Presidents can set their gang’s style and pick from a variety of Emblems (or their very own Crew Emblem), then each member of the gang can choose their own outfit. The Emblem creator has also been updated to make Emblem creation easier. New Adversary Mode: SlipstreamStick together to hit checkpoints at the same time as teams of riders vie to be first over the finish line in Slipstream, the new Adversary Mode available today as part of GTA Online: Bikers. As teams jockey for lead position, taking full and clever advantage of the other players’ slipstreams for speed boosts — and using well timed attacks to melee opponents off their bikes — can be vital in this contest to the bitter end. Seven maps are ready to race today. Bikers Bonus WeekKicking off today and through to Monday, October 10 is a Bonus Week lined with unlockable rewards and discounts. Log in this week and automatically receive a crisp, white Western Logo Tee and Nagasaki Hoodie added to your wardrobe. And for collectors, get the black Western Logo Tee when you pick up the new Western Nightblade. Keep your MC armed and loaded with discounts on Body Armor and Ammo — and pack an extra punch with 25% off high-capacity Drum and Box Magazines. Or add to your MC’s flair with discounts on Weapon Tints. View the full article
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Welcome to your official resource hub for information on PlayStation VR. We’re covering everything, from the setup requirements to the technical specifications and beyond. If you have a question about PS VR, this guide should have an answer. And if it doesn’t have what you are looking for, just leave us a note in the comments below. We’ll do our best to update this continually before, during, and after launch. Now… on to the Ultimate FAQ! PlayStation VR: The Basics Q: What is PlayStation VR? How much does it cost? PlayStation VR is our virtual reality system for PlayStation 4 available October 13. The core product includes the PS VR system which includes the PS VR system, headphones and all cabling required with a suggested retail price of $399.99 USD / $549.99 CAD. The PlayStation VR Launch Bundle was available to customers that pre-ordered for a suggested retail price of $499.99 USD / $699.99 CAD. It includes the PS VR system, PlayStation Camera, two PlayStation Move Motion Controllers, and a copy of PlayStation VR Worlds. Both versions include a demo disc (which will also be available on PS Store after the product launches) and The Playroom VR will be available as a free download from PlayStation Store to all PS VR owners. Q: What do I need to own to experience PS VR? PlayStation VR allows you to experience the future of gaming through virtual reality with a PS VR system, your PS4 and PS Camera. Most games utilize the DualShock 4 Wireless Controller. Many PS VR games give you an option to enhance your experience through the use of two PlayStation Move motion controllers, while there are a limited number of games that require two PlayStation Move motion controllers. The PS VR exclusive sci-fi FPS game, Farpoint, utilizes the PS VR Aim Controller to offer a realistic and precise way to control the game. Q: What are the weight and measurements of PS VR? It is approximately 1.3lb (excluding cable) and approximately 7.4 x 7.3 x 10.9 inches (width × height × length, excludes largest projection, headband at the shortest) Q: What is VR? VR stands for Virtual Reality, which is a simulation of another reality created by designers and programmers. Currently the PS VR system delivers a virtual reality experience for your eyes and ears through the combination of the 360-degree 1:1 tracking of your head, wide field of view, stereoscopic images delivered with a high refresh rate at 120Hz, and binaural 3D audio. These combine to make your brain think you’ve been transported to another world. This feeling is often referred to as a “sense of presence.†Q: Will I be able to play non-VR games and watch video content on PS VR? PS VR has a feature called Cinematic Mode, which lets users enjoy content in 2D, including PS4 games and movies, on a giant virtual screen while wearing the VR headset. The PS Camera is required for initial setup, but not when actually using Cinematic Mode. Q: Where can I try PS VR before I decide to buy?​ In North America, hundreds of retail stores are conducting hands-on demos of PlayStation VR. You can find the closest store to you right here. Q: When can I buy PS VR? In North America, PlayStation VR preorders opened in March and have sold out. But there will be units available at participating retailers nationwide on launch day, October 13, 2016. Click here to learn more. Q: How can I pre-order PS VR? Our three separate waves of pre-orders for PS VR have concluded. If you were not able to pre-order, we are planning to have units available to purchase at retailers nationwide once the device is available on October 13, 2016. Q: When I’m using PS VR, will other people in the room be able to experience what I’m seeing? Yes, PlayStation VR displays what you’re seeing in VR or a completely different image as a 2D image on your TV screen via a feature we call “Social Screen.†This allows others to observe and, in some cases, play alongside you. For example, the free launch game The Playroom VR offers several experiences where players are working with, and against, one person wearing the PS VR headset. Q: Is there a particular age I should be at to use PS VR? Age 12 and up. PS VR: Hardware Specifications Q: How does PS VR work? PlayStation VR (PS VR) is a headset that displays a stereoscopic (a different image is in each eye) view of Virtual Reality (VR) content generated by the PS4 system. The headset contains blue LED tracking lights and motion sensors that are used in conjunction with the PS Camera to track the position and orientation of your head in real-time. VR games and applications use this tracking of your head to render immersive 3D visuals and audio that put you into a virtual world. The PS4 and PS Camera also track DualShock 4, PlayStation Move motion controller, and PlayStation VR Aim controller to allow you to interact with this virtual world. PlayStation Move controller and PlayStation VR Aim controller offer a more realistic and precise way to control games, and provide an unbelievable sense of presence in the virtual world. Q: What are the specs on PS VR’s screen? PS VR uses a single 5.7†1920 x 1080 resolution full-color OLED RGB display, also known as “1920 x RGB x 1080.†Unlike other VR displays, the PS VR display uses full Red, Green and Blue sub-pixels to produce a full color pixel. There are 1920 Red, Green and Blue sub pixels for each of the 1080 lines of pixels, so this is referred to as 1920 x RGB x 1080. This provides enables PS VR to further immerse the player and deliver a strong sense of presence. Q: What is PS VR’s latency? Low latency is critical to delivering an engaging and comfortable VR experience, and PS VR’s latency comes in at less than 18ms (0.018 seconds). *Recent research in VR has deemed 20ms as being the highest acceptable latency before people notice the lag in VR. Q: What is the refresh rate of the PS VR display? The PS VR OLED display can refresh at 90Hz (90 times per second) or at 120Hz (120 times per second) depending on the VR game or application. Q: How can a game run at 60 frames per second, but we see it at 120Hz in PS VR? PS VR games and applications utilize a feature called “reprojection.†This technique takes the last output image at 60Hz and creates a new image at 120Hz based on the latest head movements made by the user. This is not the same as video frame interpolation and does not introduce any lag in the images being presented by the PS VR OLED screen. Q: Will we see PS VR games running natively at 90fps and 120fps? Yes. There are already games in development that run natively at 90fps and in the future we may potentially see some games running natively at 120fps as developers become more experienced with creating games for PS VR. Q: What is the Processor Unit and what does it do? The Processor Unit is a small box that comes with your PS VR, and connects your PS VR to your PS4 and TV and provides HDMI cable management, enabling Social Screen TV output, 3D audio processing, and Cinematic mode. FrontA ) Status indicator – White: Powered on – Red: Rest mode B ) AUX port C ) HDMI output port RearA ) HDMI TV port B ) HDMI PS4 port C ) USB port D ) DC IN 12V connector E ) Vent Q: What do you mean by “HDMI cable management� The Processor Unit acts as an HDMI splitter, providing images to PS VR and to your TV. When the PS VR headset is off or in the system User Interface, the TV will show the normal PS4 output. When a PS VR game or application is launched, the TV will show the Social Screen output image. Q: Does the Processor Unit provide extra processing power to PS4? No. The Processor Unit only assists the PS4 with 3D audio processing, HDMI cable management, Cinematic Mode, and the Social Screen TV output. Q: How big is the Processor Unit, and how much does it weigh? It is approximately 12.9oz in weight and approximately 5.6 x 1.4 x 5.6 inches (width × height × length, excludes largest projection) Q: Does the Processor Unit support 4K and HDR pass through? The PS VR Processor Unit (PU) supports video pass through so that you can enjoy regular non-VR content on your TV when you have the PS4 connected to the TV via the PU and the PU is connected to power via the AC adapter and the PS VR headset is not in use. This pass through support works for regular 1080p signals and also supports 2160p (UHD or ‘4K’) content in YUV 420 color format at up to 60 Hz from a PlayStation Pro. However, HDR signals are not supported for pass through by the PU. This applies to both 1080p and 2160p HDR. If you have a HDR capable TV and want to view PS4 content in HDR, it is necessary to cable the PS4 directly to the TV. PS VR Games Q: How many games are currently in development for PS VR? Hundreds of developers are currently working on games and experiences for PS VR, with approximately 50 titles slated to launch before the end of 2016. Stay tuned to PlayStation.Blog for more information on games and experiences in development. Q: What types of games are available for PS VR? PlayStation VR is a brand new medium for playing games and experiencing media, and its game lineup spans across genres including shooters (RIGS Mechanized Combat League, Until Dawn: Rush of Blood), puzzle (SuperHyperCube), racing (Driveclub VR), horror (Resident Evil 7 biohazard, due out 2017) and more. However, given the massive leap in interactivity and engagement that PlayStation VR provides, we are eagerly anticipating the creation of all-new gaming genres and entertainment experiences. Q: How will I know what games are PS VR-compatible? Whether on PlayStation Store or in your local retailer, you will see prominent branding elements that will indicate PlayStation VR support and whether peripherals such as the PlayStation Move Motion Controller is required. See below for an example. Q: Will there be a specific section on PlayStation Store for PS VR games? Yes. PlayStation Store will feature a PlayStation VR-specific category. Q: Can I play PS VR games without the headset? You’ll need to wear the headset to experience VR. However, certain titles such as The PlayRoom VR will support local multiplayer modes that allow a PS VR user and other players to play together using PS VR’s Social Screen. In addition, there are PS4 games like Bound and Resident Evil 7 biohazard that are PS VR compatible, which gives players the option to play in or out of VR. To play these games in VR, you must wear the headset. Q: Are any games included when I buy a PS VR headset? The PlayRoom VR will be a free download for all PS VR owners. Both PS VR packages (core and Launch Bundle) will come with a free demo disc featuring a wide variety of playable demos. The PlayStation VR Launch Bundle includes a copy of PlayStation VR Worlds, in addition to a PS Camera and two PlayStation Move Motion Controllers. Q: What games are on the demo disc that comes with the headset? The included PS VR Demo Disc will feature a number of playable demos spanning across many different games. Click here to see the full list. Q: What is The PlayRoom VR? The PlayRoom VR is a brand new collection of six VR games especially created for use with the PlayStation VR headset. Players can use their VR headset while up to four friends can join in on the multiplayer fun in the same room on the TV. Every game in The PlayRoom VR offers a unique experience and is the perfect introduction to the magic of VR. VR Bots is a welcome lobby that places the user inside a room filled with adorable interactive robots. Monster Escape is a competitive party game for up to five players (1 VR player vs 4 players on TV). The player in the PS VR headset becomes a huge monster destroying a miniature city. One to four additional players use their DualShock 4 controllers to fight the Monster in a fun and epic battle. Cat and Mouse is a competitive party game for up to five players (1 VR player vs 4 players on TV). The player in the PS VR headset becomes a cat ready to pounce to protect his kitchen from the mice players controlled with the DualShock 4 on the screen. Ghost House is a cooperative communication game where players must work together to clear a haunted house from the ghosts within a time limit. The player in the PS VR headset uses the DualShock 4 to shine a flashlight and shoot ghosts, which aren’t visible to him. He must rely on the players watching the TV for instructions as to where to aim and shoot. WANTED! is a cooperative communication game set in the wild west, where players enter a saloon and can see several characters sitting around drinking. One of them is the bad guy, but which one? Platformer is a cooperative communication game, where two players (1 VR player and 1 player on TV) work together to fight their way through enemies to rescue stranded VR bots. The player in the PS VR headset takes control of a VR bot jumping, punching and using a grappling hook to rescue his lost VR Bots comrades. The TV player gets a different viewpoint on the action, flying a UFO and giving air support to the VR player. Q: What is PlayStation VR Worlds? PlayStation VR Worlds is a collection of five different VR experiences that have all been built from the ground up exclusively for the PS VR headset. PS VR Worlds is included with the PS VR Launch Bundle, and is available separately for $39.99. Developed by SIE Worldwide Studios London Studio, VR Worlds presents a collection of varied experiences, each designed to showcase VR in different ways. Check out detail about each experience in the PS VR Worlds collection here. Q: How much will PS VR games cost, on average? This will be up to the individual developer and publisher, but we expect a wide range of prices and experiences from the publishing community. Some smaller, digital-only titles may be free or cost considerably less, and titles such as RIGS: Mechanized Combat League will be $49.99 USD at launch. Q. Do you have plans to offer PS VR games on PlayStation Plus? We have nothing to share at this point in time, but we are looking into it. Cinematic Mode Q: What is PS VR Cinematic mode? This is a mode to view the PS4 system UI and all non-VR games and applications on a virtual screen. This screen has varying sizes from Small (117 inches), Medium (163 inches) and Large (226 inches), placed virtually at 6 – 10 feet away (the size of the screen may feel different depending on the individual). Q: Will my existing, non-VR PS4 games work with the PS VR headset? Yes, PS4 games will work using Cinematic Mode, which is used to view the PS4 system interface and non-VR games and applications on a virtual screen. Non-VR games which use the PS Camera like the original non-VR PlayRoom and Tearaway Unfolded are not supported by PS VR Cinematic mode. Q. Can I use the SHARE button when playing non-VR PS4 games during Cinematic mode? Yes. All SHARE features will be available for non-VR PS4 games during Cinematic mode, as long as it is supported by the game. Q: What is the resolution of PS VR’s Cinematic mode? PS VR presents images from a single 1920 x 1080 display split between both eyes, so the content can have a maximum resolution of 960×1080 in stereoscopic 3D. The actual resolution of the Cinematic Mode screen depends on the screen size and the resolution of the content being displayed. Q: Does Cinematic Mode impact the framerate performance of non-VR games? No. Cinematic Mode is provided by the PS VR’s Processor Unit and does not impact the performance of PS4 games and applications in any way. Q: Can I change the backgrounds in Cinematic Mode to watch movies in different virtual settings? No. The current Cinematic Mode is a virtual screen floating in a black space, like being in a dark movie theater. Q: Will PS VR display 3D content in Cinematic Mode? No. In Cinematic Mode, PS VR will display 3D games and films in 2D when playing on a 3D-compatible TV. When playing with non 3D-campatible TVs or without a TV, PS4 won’t play 3D games and films. Q: In the future will PS VR support 3D content in Cinematic Mode? We have nothing to announce at this point in time. PS VR Social Screen Q: What is the Social Screen? The term Social Screen is what we refer to as the 2D image being shown on the TV when running a VR game or application. This output allows users who are not wearing the PS VR headset to see what the PS VR player is seeing, or to play alongside the VR player in certain games by having completely separate audio and image outputted to the TV, like The PlayRoom VR. Q: Why is the Social Screen image displayed on the TV in 2D? The Social Screen image displayed on the TV is a 2D, undistorted and cropped version of the right eye image that would be displayed in the PS VR headset. PS VR outputs a standard 2D image as this is supported by most TVs and no other accessories are required, so everyone in the room can enjoy it. PS VR: Health and Safety Q: How long can people safely wear PS VR? PS VR has been designed to be the most comfortable VR headset on the market, and it can be worn for extended periods of time. However, due to the intensity of some of the VR experiences, we recommend you to take 15 minute breaks every hour when using PS VR. Q: Is PS VR safe for my eyes? Yes. But as with all display devices (TVs, mobile phones, tablets, etc), we recommend taking 15 minute breaks every hour. Q: The PS VR display is very close to my eyes, will I become nearsighted with prolonged use? No. Actually the focal distance of the images presented by PS VR is at a distance of about 8 feet. This is similar to the optimal viewing distance required to view a 60†TV. Again, we recommend taking 15 minute breaks every hour when using PS VR, just like when viewing other display devices. Q: Can I wear my glasses inside of the headset? Yes, the PS VR headset is designed to accommodate users that wear glasses. You can telescope the lens closer to, and farther away from, your face to get the optimal fit. Q: I’m nearsighted, so can I use PS VR without my glasses? This depends on the prescription of your glasses. The focal distance of the images presented by PS VR is at a distance of about 8 feet, so if you require glasses while driving or seeing your TV, you will most likely need to wear your glasses to see PS VR images clearly. However, some very wide or unusually shaped glasses may not fit. Q: Can I walk around while wearing PS VR? Walking is not advised. We recommend that users play PS VR games while seated for the most comfortable and safest VR experience. Q: My head is larger than average – will the PS VR headset fit? PS VR can adjust to comfortably accommodate a wide range of head sizes. That said, it’s a good idea to visit a local retailer to try it out for yourself! Q: Will PlayStation VR make me feel nauseous while playing? Players’ responses to VR gameplay can differ, but generally, user testing indicates that the vast majority of gamers have no trouble adjusting to PlayStation VR gameplay. Make sure to try the PS VR demo disc to get a sense of the games and experiences you prefer. In many cases, initial discomfort experienced can fade as you acclimate to VR gameplay. We recommend taking 15 minute breaks every hour when using PS VR, and if you experience any discomfort, discontinue playing. Q: How much physical space will I need to play? The recommended play space measures approximately 9.8 feet by 6.2 feet total, with the user in VR sitting about 5 feet in front of the PlayStation Camera / TV. Make sure that no walls, furniture, or objects can impede your VR play space. PS VR: Entertainment & Media Q: Will there be VR experiences beyond games? Yes, there will be several non-game VR experiences coming to PS VR, including VR storytelling experiences from Penrose Studios and others. Further details of these VR experiences will be released at a later date. Q: Will PS VR support VR entertainment apps? In the weeks and months ahead, there will be a variety of VR experiences and media applications coming to PS VR, including those such as Hulu (in the US only), Allumette (Penrose), Invasion! (Baobab), Kismet (PsyOp), Within, LittlStar, Vrideo, and The Martian (Fox). Q: Can I watch movies, YouTube videos and other media through the PS VR headset? Yes, you can watch all your existing media in Cinematic Mode using PS VR. There will also be media applications designed to support PS VR. PS VR: Controls & Peripherals Q: What is the PS Move motion controller? The PS Move motion controller is a single hand controller first introduced on the PlayStation 3 system, providing accurate 1:1 hand tracking. For supported PS VR games, the PS Move motion controller can be used in each hand, allowing you to interact with the VR worlds intuitively. In VR, the PS Move motion controller can be a representation of your own hands, a sword, a flashlight, or anything developers can imagine. The position and orientation of the PS Move motion controllers are tracked by the same PS Camera that also tracks the PS VR headset and the DualShock 4. Q: Do I need a PS Move motion controller to play PS VR games? The vast majority of PS VR games support DualShock 4, while offering PlayStation Move as an option for an enhanced experience. There are a limited number of titles that require the use of two PS Move motion controllers. Please check the requirements of individual games from the descriptions on the front of the PS VR software packaging or from PlayStation Store. Q: Can I use my DualShock 4 wireless controller with PS VR? Yes, and in some PS VR games you will see DualShock 4 with you inside the PS VR experience for even more immersion. PS Camera can track the light bar on DualShock 4, just like tracking lights on the PS VR headset. Q: What is the PS VR Aim Controller? The PS VR Aim Controller is a new two-handed controller designed for PS VR first-person shooter games. It will be launched at the same time as the PS VR exclusive sci-fi FPS game Farpoint. For more information about the PS VR Aim Controller, see here. Visit here for more information on the PlayStation VR exclusive, Farpoint. Q: What is 3D audio? 3D audio simulates the effect of audio arriving at your ears from different directions and distances to more closely mimic the behavior of sound in real life. Not only does PS VR create sounds coming from front, behind, left and right, but also above and below. This type of audio greatly enhances the feeling of immersion and presence in VR over traditional audio systems like 7.1 surround sound. Q: Do I need new headphones to experience 3D audio? No, any wired stereo headphones or wired earbuds can support 3D audio. Stereo headphones are included with PS VR, but you can also use your preferred audio headsets if they feature a standard 3.5mm male connector. Q: Are surround sound headphones better for PS VR? No, any surround sound generated by the headphones themselves will interfere with the 3D audio from the PS VR headset. It is recommended to turn off surround sound mode or use standard wired stereo headphones that do not use surround sound. Q: Can I use my PULSE wireless headset or other wireless headsets with PS VR? Yes, but you should connect the wireless headset using a standard 3.5mm wired cable. A wireless audio connection will not work with PS VR. PS VR: Multiplayer and SHARE Q: Can I play online games with PS VR? Yes, developers can support online multiplayer features in PS VR titles. Examples include RIGS Mechanized Combat League from Guerrilla Games, EVE Valkyrie from CCP Games, and Eagle Flight from Ubisoft. Q: Can two people using PS VR headsets play together on one PS4 console? No. PS4 only supports one PS VR headset at a time. Q: Can I use game and system voice chat with PS VR? Yes the PS VR has a built in microphone that can be used for multiplayer voice chat. Q: Does the SHARE button work when playing PS VR games? Yes, you can capture photos and videos using the SHARE button. The resulting capture will be similar to the image presented on the Social Screen. Q: Can I broadcast / live stream PS VR gameplay? Yes, you can broadcast your PS VR experiences via Twitch, YouTube, or other streaming video services using the SHARE button located on DualShock 4. The resulting video feed will be similar to what users experience on the Social Screen. Q: Can I capture or live stream my PS VR gameplay session? Yes, in the same way you can stream or capture your standard PS4 gameplay, the PS VR streaming works the same way. The stream view will be the same view as the Social Screen mentioned above. Other Questions Q: Do I need to be connected to the internet to play PS VR games? An internet connection is not required, unless you plan to play an online multiplayer-enabled title or want to download a title from PlayStation Store. Q: Do I need a TV to play PS VR? You will need a TV for certain system settings, and also for certain local multiplayer games that require other users to see content on the TV using the Social Screen feature. Q: Can someone else change the channel on my TV, or turn it off, while I play PS VR? Yes, you can change the channel or inputs without affecting a PS VR user. Q: Can I use PS VR with my PC or Mac? No, PS VR is designed to work with PS4. Q: Do I need a PS Camera to use PS VR? Yes, you will need the PS Camera to use PS VR. It’s available separately, or as part of the $499.99 USD Launch Bundle. Q: Do I need the new PS Camera for PS VR? Are there any features that will only work with the new camera? No, the redesigned PS Camera will work just the same as the older design. Q: Can I use PS VR that was purchased outside of the US and Canada? PlayStation recommends that all users purchase PS VR at the region of their residence to fulfill safety regulations of the product and to guarantee the best customer service. View the full article
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Hey folks! It’s been awhile since we last updated you all on the PS Blog, but now we’re super thrilled to announce that as of next week you can pre-order GNOG! While we always wanted to be a PlayStation VR launch title, we ultimately decided it was worth it to take a few extra months to work on the game (more on that below). We’ll be releasing GNOG in early 2017. For those that can’t wait, the pre-order not only saves you 10%, but also gets you a beautiful new PS4 Theme as an immediate pre-order bonus! We’ve been getting better and better at explaining GNOG’s curious design, and we’re hoping our new trailer goes a long way toward introducing new players to the game. For this video, we knew we needed to showcase the cursor — the player’s point of contact with the game world — and how it’s used to grab and operate all the little widgets we’ve hidden in each level. It’s a reimagining of point-and-click gameplay that’s tailored for DualShock 4, and we spent a long time perfecting the cursor’s look and feel. It’s been extremely satisfying to hear so many people at playtests and festivals commenting on the great feel of the cursor; it gives the game the physical, tactile quality we always wanted. PlayStation VR and Demo DiscWe’re also really excited to note that every PlayStation VR headset ships with a demo disc, which features an exclusive VR demo of GNOG. For our part, we strongly believe that virtual reality is the best way to experience GNOG. Every level is designed from the ground up to recall physical, real-world toys. That vision really comes to life in virtual reality. Allowing players to stand up and explore each world — peeking behind bookshelves, looking in drawers, or just getting up close with some of the details — really makes the levels feel like interactive sculptures. We expanded our backdrops to fully surround the player, which both grounds the experience and gives us the opportunity to hide hints and subtle winks. While the game can be played without a PlayStation VR headset, we feel that playing GNOG in virtual reality is a wonderfully unique experience. What’s Next?While the news is super exciting for all of us here at KO_OP, there’s still plenty of work to do. The full game loop of GNOG is complete, but we want to make sure we have time to make it as polished and as beautiful as possible. That means smoothing out animations, packing each level with extra detail and flourish, improving the flow and feedback of our puzzles, and so on (and so on and so on…) We’re also taking the time to revisit all of the audio work in the game with our musician & sound designer Marskye, fully realising every level’s dynamic soundscape — keep an eye out for the soundtrack when the game is released! For now you can check out the full version of the song from the trailer: All in all, it’s arduous work, but it’s been amazing seeing the levels themselves come together, as well as watching players understand and enjoy the game more and more with every layer of polish we add. It’s coming together beautifully, and for us it’s like seeing the game with fresh eyes for the first time — we’re just really excited to get GNOG into your hands! We’ll be showing more of the game in the next few months with a fun and somewhat unique series of videos, so stay tuned for updates as we work towards releasing GNOG in early 2017. Until then, we’d love to hear what you think, and what you’d like to hear more about, either here in the comments or over on our Twitter. View the full article
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Greetings to all the Hatsune Miku fans out there in PlayStation land. It’s Sam Mullen, the North American producer for the Project Diva series and resident knower of all things Miku. We know you guys are still coming down off your high from playing Hatsune Miku: Project Diva X which launched for PS4 and PS Vita a couple of weeks ago, but here we are again ready to talk about a totally new experience: Hatsune Miku in concert as you’ve never seen her before! It’s not easy to put the Hatsune Miku: VR Future Live experience into words, and video pales in comparison. But when you don your PS VR headset and put on those headphones, you get transported to Miku’s world. Surrounded by thousands of screaming fans, you raise up your glowstick, swinging in time to the music. As you get more into the concert, waving your controller and singing along out loud, the concert reacts to you, showering the stage in light and effects that exceed the constraints of our boring old physical world. Each Stage is comprised of a setlist of three songs, and you’ll have the option to choose between two songs for each set. And if everything goes just right, you will be transported to a special solo performance by Miku, just for you! So, what songs can you choose from? Here are the tracks available in the first Stage. Love Trial by 40mP 1/6 – out of the gravity – by noa Satisfaction by kz Weekender Girl by kz & Hachioji P 39 by DECO*27 & sasakure.UK Cute Medley – Idol Sounds by Mitchie M Love Song by Lamaze-P Plus, there are tons of little things hidden in the concerts for you, such as special places you can call out and have special effects appear — but that’s all part of the experience, so try lots of things! Oh, and PS VR and Miku doesn’t stop here. If you picked up Hatsune Miku: Project Diva X, be sure to check out the VR-enabling patch, which will be released alongside PS VR, that will enable you to view concerts you created using the Concert Editor in VR! While not the full VR Future Live experience, it will give you a small taste of what Miku + VR can be! And if you aren’t convinced, be sure to check out the trial version of Hatsune Miku: VR Future Live, being released at the same time, which features a single song for you to try. I’m super excited about Hatsune Miku coming to PS VR on October 13, and I hope you guys check it out! View the full article
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New Bordeaux, 1968. Vietnam veteran Lincoln Clay returns from war and is met with betrayal and bloodshed. Now it’s time to build an underground empire and claim revenge. Mafia III is out October 7 on PS4. Fueled by a phenomenal soundtrack, gorgeous visuals, and a city rife with criminal dealings, Mafia III tells Lincoln’s story in a violent open-world. Build Lincoln’s empire piece by piece, uniting rival crime bosses against the criminals that betrayed him. Use a variety of weapons, cars, and conversations to take over New Bordeaux and settle a score. For the full list of new games coming to PlayStation this week, read on. And enjoy the Drop. New Releases: Week of October 4, 2016 A Bastard’s Tale PS4 — Digital Deep gameplay. Adapt to how the enemy attacks and defends with a huge variation in enemy types. If you enjoy the satisfaction of triumphing over a difficult foe, this is the game for you. Aragami PS4 — Digital You are Aragami, a vengeful spirit with the power to control the shadows. You’ve been summoned by Yamiko, a girl imprisoned in the city fortress of Kyuryu. Embark on a dark journey full of blood and secrets to discover the truth. Atari Flashback Classics: Volume 1 PS4 — Digital Relive the golden age of video games. Combat, Centipede, Swordquest, Star Raiders, and more! Atari Flashback Classics brings the iconic games of yesteryear to the powerful machines of today with all new features, including online multiplayer, leaderboards and more. Atari Flashback Classics: Volume 2 PS4 — Digital Flash back to greatness. Asteroids, Haunted House, Adventure, Major Havoc, and many more! Atari Flashback Classics brings the iconic games of yesteryear to the powerful machines of today with all new features, including online multiplayer, leaderboards and more. Dead Synchronicity: Tomorrow Comes Today PS4 — Digital Dead Synchronicity: Tomorrow Comes Today tells the story of Michael, a man who must recover his identity and decode the two events that brought the world to the edge of collapse. The first one is the so-called “Great Wave,†an inexplicable chain of natural disasters. The second is a pandemic that turned humans into “the Dissolved,†infected beings that eventually dissolve into blood. Mafia III PS4 — Digital, Retail (10/7) 1968. New Bordeaux. After years of combat in Vietnam, Lincoln Clay knows this truth: family isn’t who you’re born with, it’s who you die for. When his surrogate family, the black mob, is wiped out by the Italian Mafia, Lincoln builds a new family and blazes a path of military-grade revenge through the Mafioso responsible. Rogue Stormers PS4 — Digital Rogue Stormers combines classic run ‘n’ gun gameplay with a modern twin stick shooter configuration, roguelike and RPG elements, crazy 3D graphics, and co-op multiplayer for one to four players. Space Hulk Ascension PS4 — Digital Space Hulk: Ascension is a turn-based strategy game which builds upon the classic board game experience. It adds new RPG style mechanics, additional weapons, enemy types, an all-new chapter, and loads of other new features. Tropico 5 Complete Collection PS4 — Digital The time has come for a very special game collection: The Tropico 5 — Complete Collection offers both newcomers and seasoned fans the ultimate collection with all DLC-Packs and Add-Ons. With a total of three extensive campaigns, 40 paradisiacal islands, over 125 buildings, and 10 additional scenarios, this collection will give you a great deal more than 100 hours of gaming fun. Make sure you have it in your cigar case. Viking Squad PS4 — Digital Grab your trusty sword, strap on a fearsome helmet, and plunge into the chaotic fray of Viking Squad! As a member of this ragtag group you must put a stop to the wildly mischievous Loki and reopen the gates to Valhalla. Work together to unleash massive attacks on foes and expand your arsenal in this three player co-op brawler. Warhammer: End Times — Vermintide PS4 — Digital, Retail The world is ending… though few believe it. The once proud city of Ubersreik now lays in ruin at the hands of the loathsome Skaven. Few have survived their ruthless invasion. Team up with three friends and work together to thin out the ratmen’s forces and drive them out of the city. Assume the role of one of five heroes, and hack, slash, smash, burn, and pierce the vile Skaven using a multitude of weapons. Prepare for a desperate struggle and a grand last stand. Only you can stem the Vermintide. Wheels of Aurelia PS4 — Digital A narrative road trip game set in the roaring Italian 70s, it tells the story of Lella, a restless woman driving on the roads of the western coast of Italy, the famous “Via Aurelia.†This is an interactive fiction game in the shape of an isometric racer and with a focus on replayability: every playthorugh lasts about fifteen minutes and there are sixteen different endings to discover. Green Day – Revolution Radio OneRepublic- Oh My My Alter Bridge – The Last Hero Star Trek Beyond (plus bonus content) The Flash | Season 3 Westworld- October 2 at 9/8c (HBO) The Vice Presidential Debate- October 4 at 9/8c (CNN) Mighty Magiswords- October 6 at 6:30/5:30c (Cartoon Network) The information above is subject to change without notice. View the full article
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The PlayStation.Blog team can’t wait for October 13. With the launch of PlayStation VR in North America, we’re entering a new era of gaming — one that places players directly into the worlds that developers so lovingly create. To prepare for this amazing next chapter in PlayStation history, we all donned that PlayStation VR headset and sampled a bevy of upcoming PlayStation VR titles. Sampling Here They Lie is a tall order — it means embracing the fear and uncertainty of stepping into a strange, terrifying world quite unlike our own. Developed by industry veterans with a wide range of expertise, Here They Lie drops players into a bleak city with the only hope being the soft voice and bright dress of a woman named Dana. What did we think of this visually immense first-person horror? Read on. As an aficionado of all things that go bump in the night, I can’t help but feel that Tangentlemen crafted Here They Lie specifically for my own macabre enjoyment. It’s unquestionably one of my favorite PS VR launch titles, partly because it combines so many horror elements I cherish: surreal cityscapes, weird internet urban legends, H.P. Lovecraft. From a game perspective, Here They Lie is a riveting tour through a desolate, eerie city populated by mysterious entities. I felt like I was trapped in a strange fever dream or, as the game’s senior art director put it in our interview, a “digital hallucination.†The game’s use of PS VR’s 3D audio capabilities meant that I encountered trails of sonic breadcrumbs, creepy audio cues that lead me, hesitantly, to the next scare. This is one to watch if you’ve got PS VR on day one. –Sid Shuman Here They Lie has a brilliant understanding of its own atmosphere. Meticulously decorated and hauntingly dressed, the world of Here They Lie is both terrifying and beautiful. A strange, sick city with a glimmer of hope taking shape in a woman named “Dana.†With PS VR, the dream-like effects — a rush of strange papers, the ghostly tapping of a typewriter — take on a new degree of realism totally unfelt on a traditional display. The developers at Tangentlemen are taking bold steps in this space, and you can feel it in their footprints. –Ryan Clements I really don’t like scary things. Movies, games, campfire stories… it’s all a bit much for me. That said, horror VR is an experience quite unlike the ones afforded by more traditional media. Especially with PlayStation VR’s Social Screen feature, I see Here They Lie (and, by extension, VR horror titles in general) as a perfect experience to share with my significant other. I’ll play for 15 minutes or so, probably get freaked out, my girlfriend will laugh at me, then I’ll make her play and see how she fares. I might not be much of a horror connoisseur, but virtual reality and PS VR’s Social Screen could be just what I need to finally delve into a genre I otherwise tend to shy away from. –Justin Massongill View the full article
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Hi, everyone! We’re proud to announce that Viking Squad arrives on PS4 on October 4! As a member of Viking Squad, you must put a stop to the wildly mischievous Loki and reopen the gates to Asgard. Work together to take on massive foes and expand your arsenal in this three player co-op brawler. Choose between four different characters, each specializing in a different weapon and playstyle. Take on enemies from afar as the archer, go on the defensive with the shield, get up in your enemies’ faces as the dual axe berserker, or beat them to a pulp as the hammer maiden. Each weapon gives characters access to special attacks that can be used to mix up their combos and assist allies — experiment with them all to see which suits your tastes. It wouldn’t be a viking game without some pillaging! Through your adventures, collect treasure to level up, unlock moves, and purchase new equipment to fend off Loki’s corrupt minions. You never know when you’ve found something of value, so get creative and experiment with your haul — it may pay off in the end! Development on Viking Squad has been a labor of love. The team grew up playing arcade brawlers and wanted to pay homage to one of our favourite genres. Our goal was to make a game that does justice to the beat-em-ups of the 90s while incorporating many of the key pillars that make today’s games so great: tight controls, fast and frenetic gameplay, a difficulty you can test your skills against, and a fun cast of characters drawn by our very own Jesse ‘Jouste’ Turner. We want to meld the difficulty and camaraderie found in those games into something that fits the precision and excitement of modern games. One of the questions we get most often is “Why the decision for a maximum of three players?†It fit our design so well. First, it cut down on the amount of cheap deaths by streamlining the chaos on screen. With three players, each can focus on a target without having to worry about being sideswiped by incoming attacks from their partners’ foes. It also reduced the amount of network traffic our game requires, allowing for a smoother online experience. Finally, it let us test a lot more thoroughly; since we are a team of three, we could all hop in and test the game throughout its entire development. With that being said, the game can still get pretty hectic at times, especially with three players. You can’t take out all the chaos since that’s half the fun! We hope you enjoy it! Happy brawling! View the full article
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The End Times are near — the team has been hard at work to deliver our slice of the Warhammer fantasy world to the PS4. I’m Leo, Community Manager at Fatshark, and let me tell you that we’re really excited to finally bring the highly anticipated cooperative first-person melee shooter Warhammer: The End Times – Vermintide to your PS4 on October 4. Vermintide is known for being particularly challenging, so I’m here to bring you some tips to get you started in your quest to restore order to the gothic streets of Ubersreik and repel the Skaven invasion — or at least try to. Get to know your tools.Each of the five unique heroes have various types of weapon, capable of dealing damage to the vile rat-men in their own special ways: from huge cleaving strikes to direct assaults against one foe. Try different combinations of ranged and melee equipment, and be sure to coordinate with your group over which benefits you are bringing to the party to ensure maximum efficiency. Blocking isn’t for the weak.It’s for winners! Always be mindful of your surroundings and be sure to never have the block button out of reach. Some of the smaller enemies in Vermintide can be pushed – so if things get too spicy you can get some breathing space by shoving the Skaven away. Dodge. Dodge. Dodge.Some of the bigger guys can’t be pushed or blocked entirely, and this is where becoming artful at dodging comes in handy. Dodging heavy attacks or special attacks is a must and is a skill well worth having in your arsenal. Stay together or die alone.Don’t get brave — going lone wolf isn’t a good idea! Stick with your group and work as a team. The most common cause of being overrun comes from the group splitting up. It just takes one hero headed in a different direction to bring everything crashing down and ultimately getting the group killed. Don’t be that hero! Watch that friendly fire!This shouldn’t be a too big of an issue when you start out as the easier difficulties have friendly fire disabled, but over time you’ll become familiar with this as you ramp up the difficulty. We find it’s best to always expect friendly fire to be on, just in case you join a match with the those difficulty settings. Practice also makes perfect (or so we have heard). Thanks for checking out our tips for Warhammer Vermintide. Rest assured, the Old World will fall, so why not be there with your friends when it happens? For more information on Vermintide, follow the game on Twitter. View the full article
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Hi everyone! Welcome again for more on The Playroom VR, a totally free pack-in game for all PlayStation VR owners out there. After dipping into multiplayer, character creation, the fun of performing as a virtual reality player, and a look at our early prototypes, how about we look at some of the secrets and features you might not yet know about The Playroom VR? 1.) The Playroom VR was created in Japan Studio by the same team that brought you The Playroom on PS4. The team is mostly made up of members who worked on games as varied as EyeToy, Ape Escape, EyePet, Gravity Rush, The Last Guardian, and WipEout. But for the remaining team members, The Playroom was their very first title! 2.) The name of the team who developed The Playroom is called Asobi! Team. “Asobi†in Japanese means “play.†The team picked that name so they would always put the fun of “play†at the heart of their games. 3.) The iconic floating robot in The Playroom VR has a printed serial number: A5081, which also could be read as Asobi! 4.) All you need to get going with multiplayer in The Playroom VR are: a single PS VR headset and a single DualShock 4 (and a friend, obviously). 5.) Monster Escape and Cat & Mouse both use the microphone built into the headset to change the voice of the VR player. And in Mini Bots, you can blow into the mic to make the little green helicopter take off. Maybe you’ll get a reward for keeping it airborne? 6.) Most games in The Playroom VR are built for multiplayer but two of them can also be played solo: Robots Rescue and Mini Bots. The latter is more of a chill experience than a game, and the perfect introduction to VR for your friends and family. 7.) One of the Trophies in The Playroom VR requires you to stare at a bird in the sky and get pooped on by it. Life is harsh in VR… 8.) Mini Bots has many references to the PlayStation family. Among others, you’ll find an arcade cabinet called Bot of War! 9.) The Playroom VR was the first game to showcase a PS VR demo running at a targeted 120 frames per second at GDC 2015 in San Francisco. It was quite a surprise back then! 10.) As of today, the team’s best score in the endless mode of Wanted! is 78 kills. Gento (the game designer) and Nicolas (the creative director) had to develop a special communication technique to achieve this score! 11.) Before focusing on the final six games for The Playroom VR, the team developed more than 40 unique prototypes. They say they have enough ideas left to last another 10 years! 12.) Both Ghost House and Wanted feature four stages each to clear, so you and your friends can come back for more. 13.) At the end of every mini-game, you get to take a celebration photo. It will then appear as a slideshow in that mini-game’s title screen. Remember to smile! 14.) Playing mini-games in The Playroom VR allows you to earn coins. These can be used in the Mini Bots grabbing machine to unlock up to 60 new toys. 15.) Though it is a full party game, The Playroom VR is only a little more than 2GB. 16.) While playing The Playroom VR, there are almost no noticeable loading times. This is because the team members themselves are impatient… 17.) Getting a PS VR with a PlayStation Camera also lets you play the entirety of The Playroom (the original PS3 AR version). Give it a try! 18.) The team developed an 8-VS-1 version of Cat & Mouse where each of the four in-game DualShock 4 controllers can be shared by two players. It was a lot of fun but the team ran out of time to put it in the final game. 19.) One of the programmers (Kazu) had a baby during the production. We dedicated the game to him. 20.) The Playroom’s iconic AR Bots were created because the team wanted not one but many little characters scampering on the floor. They chose robots because it was the simplest way to make a character look good (no skin and eyes to animate). 21.) It took 18 people and 18 months in total to create The Playroom VR. 22.) The Playroom VR is an international collaboration, with team members hailing from UK, Germany, France, and — of course — Japan! 23.) The Playroom VR team attends Japan Studio’s happy hour the most frequently. On one occasion, the entire team ended up at the bar at the same time… 24.) Both Nico and Takumi from Asobi! Team had their family members try the game during the Sony family day, more than one year before release. What a privilege! 25.) Asobi! Team is always keen to hear the ideas of the community for their next game. So if you have cool ideas and want to share them, get in touch! View the full article
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Paladins: Champions of the Realm, the new team-based shooter from SMITE developer Hi-Rez Studios, is coming to PS4 — and you can sign up for the Closed Beta right now! Never heard of Paladins? It’s the new free-to-play fantasy-themed first-person shooter that’s taken the PC gaming community by storm. In its first ten days of open beta on PC, more than 1 million people played Paladins. What’s so awesome about Paladins that millions of people are clamoring to play it? 1 — It’s Not Another Sci-Fi ShooterPaladins is set in a fantasy world of ancient technology. Here, you’ll fight your way through the Realm — a world of enchanted forests, ancient temples, medieval castles, and frozen keeps. It’s just like your favorite fantasy books… with a little twist. 2 — There’s a Champion Perfect for YouDo you see yourself as a bad-ass sniper? Or are you more of a mech-riding goblin? Or perhaps you’d rather be a mystical elf, a jetpack-clad dragon, or a bomb golem? As of this writing, you can pick from one of 17 Champions in every match you play. And new Champions are added to Paladins regularly, so there are always new Champions to try in the Realm. 3 — You Can Play How You Want to PlayEver played a game where you kinda liked one of the characters, but he’d be so much cooler if you could tweak his abilities just a tiny bit? Us too. That’s why we implemented Paladins’ unique collectible card system. You can build your own deck of cards to amplify and augment each Champion’s core set of abilities, so he or she becomes exactly the Champion that you want to play. Quick example: Androxus is a creepy demon dude with a revolver. He can be a pure gunslinger, dashing into close range and unloading rapid-fire shots. He can be an elusive airborne sniper, hovering above the Realm. He can be a counter-puncher, using an enemy’s own bullets against them. Or he can be something else entirely — whatever you come up with! 4 — It’s Perfect for ConsoleFrom day one of development, Paladins was designed with console in mind. We’ve enlisted some big-name console gamers to make sure the control scheme feels just right. Name any big-time multiplayer shooter that you enjoy most on PS4. Paladins stands right there alongside them, with one major difference… 5 — It’s free!Here’s the deal: Paladins is free, because it sucks to not be able to play video games with your friends. We know that not everyone can afford a $60 video game, so at Hi-Rez Studios, we make our games free. We just want you and your friends to have fun together. And don’t worry: Paladins uses a fair free-to-play model, similar to Smite. If you like Paladins, you can unlock every Champion (those released now and any we ever release in the future) for just $20 with the Founder’s Pack. Or you can unlock them for free, just by playing the game and having fun. So what are you waiting for? Paladins Closed Beta starts soon, and the signups start today! You can sign up for the beta here. We’ll see you in the Realm soon, Champions. View the full article
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Arkane Studios’ Dishonored 2 is destined to be one of my favorite games of 2016, and not just because I loved the 2012 original. This stealth-action sequel is upping the ante on its predecessor in seemingly every way, pitting a pair of supernatural assassins against treacherous usurpers in a violent, vivid world. Based on my hands-on experiences this week, the game is, quite simply, a bigger, better take on the original. Where Dishonored had one playable character, the sequel has two — papa Corvo and daughter Emily — each blessed with unique supernatural abilities thanks to the touch of the mysterious Outsider. These supernatural abilities can alter the core action and stealth gameplay in some startlingly inventive ways. Sure, Corvo can instantly Blink past threats, even Possess a rat or fish to evade detection. But Emily can use Domino to invisibly bind multiple foes together, then take them all out with one blow, or use Shadow Walk to melt into the darkness. Overall, the game’s scope feels bigger, more ambitious, and more varied than before. I played through a full mission set in the ominous Clockwork Mansion, an ornate death trap where walls and floors can shift and rotate like blocks in a murderous Rubix Cube. I was sent in to rescue a hostage and terminate (or compromise) mad inventor Kirin Jindosh before he finalizes an army of lethal Clockwork Soldiers. True to Dishonored 2 form, I instead chose to remove Jindosh as a threat without killing him — I dosed him with a tranquilizer dart, then zapped away his intelligence using an experimental machine located in his laboratory. How merciful! The choice between using lethal or nonlethal means to deal with your targets is central to the Dishonored experience, and I was pleased to learn that Dishonored 2 offers a larger arsenal of nonlethal takedown options. As before, Dishonored 2 features a “Chaos†system that introduces consequences if the player racks up the body count, and which can ultimately alter the game’s ending. At the event, Creative Director Harvey Smith indicated that Dishonored 2 would feature a wider array of ending “permutations†as a response to fan feedback from the first game. What’s more, Smith indicated that the consequences for slaying evil NPCs will be less severe — empowering morality-minded players to police the thoughts of Dunwell natives using the Heart, a mystical artifact that reads minds and reveals secrets. This revenge tale takes place in the deliciously morose, macabre city of Dunwell, which is as much a character as Corvo or Emily. The levels are positively riddled with fiction — notes, book excerpts, paintings, and audio recordings create a snackable narrative that I found endlessly fascinating. The Arkane team continues to design some of the most detailed, most interactive levels seen in modern game design, and I applaud them for it. Seemingly no detail has been ignored. New character animations help the combat and traversal feel more grounded, more physical, in a way I’ve not seen outside of games like Mirror’s Edge. Thus far, Dishonored 2 is shaping up to be one hell of a love letter to fans of this genre — it’s due out this November for PS4. Leave any questions in the comments! View the full article
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Subscribe via iTunes, Google or RSS, or download here Stuff We Talked About Call of Duty: Modern Warfare Remastered Here They Lie on PlayStation VR Destiny: Rise of Iron XCOM 2 Our favorite PS VR games PlayStation Experience 2016 Mafia III Final Fantasy XIV Patch 3.4 And, of course, next week’s new releases Recent Episodes 223: To Infinity and Beyond 222: The Professionals 221: Alone With Clements The Cast Sid Shuman – Director of Social Media, SIEA Justin Massongill – Social Media Manager, SIEA Ryan Clements – Sr. Social Media Specialist, SIEA Send us questions and tips! blogcast@playstation.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
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Now that we’re just two weeks away from the nationwide launch of PlayStation VR, I wanted to give you a look at what’s inside the Core package. In the U.S. and Canada, the Core bundle will come with the PS VR headset and processor unit, wired stereo headphones, all required cabling and the PS VR Demo Disc, which contains 18 sweet demos — some of my favorites include Here They Lie and Battlezone, but try ‘em all and let me know your top pick. If you missed out on pre-orders, the PS VR Core package will be also available at participating retailers nationwide on launch day, October 13. Until then, you can always try out PS VR for yourself at hundreds of retail stores. Click here for the closest retailer near you. Be sure to let us know what you think in the comments! View the full article
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Are you a fan of Game of Thrones, Silicon Valley, or Ballers? Starting today, HBO and Cinemax will be available on PlayStation Vue, so you’ll be able to catch up on all the original series and tune in live for the highly anticipated series premiere of Westworld — where western meets science fiction. Additionally, we’re also excited to share that a new PlayStation Vue plan, Ultra, will be available to users starting today. Ultra includes HBO and Showtime, plus all the 100+ channels from Elite available for $64.99 or $74.99 per month depending on location. Here are all the plans available on PlayStation Vue starting today. With a compatible TV-connected device and an internet connection, there are no additional fees, such as set-top box fees, or long-term contracts. AccessCoreEliteUltra55+ channels, including live cable TV, movies and sports channels.70+ channels, including all the channels from Access with the addition of live national and regional sports networks.100+ channels, featuring all the channels from Core with the addition of top movie and entertainment channels.HBO and Showtime, plus all the 100+ channels from Elite.$29.99 per month, $39.99 in cities with most major live local broadcast stations*$34.99 per month, $44.99 in cities with most major live local broadcast stations*$44.99 per month, $54.99 in cities with most major live local broadcast stations*$64.99 per month, $74.99 in cities with most major live local broadcast stations*As we previously announced, you’ll also have the option to subscribe to HBO and Cinemax as standalone channels via PlayStation Vue. HBO and Cinemax are available for $15 each per month. We’re pleased to be the first internet-based pay-TV service to offer HBO and Cinemax’s live programming as standalone offerings without a bundle subscription. If you subscribe to HBO through PlayStation Vue using any of the available options, you’ll get access to the live HBO feed through PlayStation Vue, as well as access to the HBO Now service on all supported devices at no extra charge. The HBO Now app is also launching today on PS4 and PS3. We wanted to provide flexibility to our users by giving you multiple options to catch your favorite shows, and we hope you enjoy these new additions to PlayStation Vue. For more information, please visit www.psvue.com. *Cities with most major live local broadcast stations: New York, Los Angeles, Chicago, Philadelphia, Dallas, San Francisco, and Miami View the full article
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Dear PlayStation fans, This is Oleg Shpudeiko. I’m a music composer who works under the Heinali moniker and who recently wrote music for Bound. Today I’m excited to announce the release of the soundtrack. When I was first contacted by Plastic, I knew they were up to something special. After some time, as I got to know the game’s themes, it became very personal for me. After a year and a half of work, I hope I could carry this feeling through the music. Bound is a rare case when the game writes music itself. You just have to pay attention to what you see and how it makes you feel and then write everything down. It works that way because the game’s world is abstract and minimal, but in a good way — it challenges your imagination. Like a good book, it leaves room for you to construct your own impressions and make your own sense. The score is a blend between minimalist piano and electronics. Most of the original score was composed of layers, so it could be integrated into the game’s world and respond to event triggers. To make a separate release as the official soundtrack, I had to re-work the layers into traditional compositions. Some of them underwent small changes during the process to bring them all together as an album. As one big adventure. I started my work on Bound both terrified and excited. Terrified because it was my first ever game score. And the level of responsibility and trust was high. Excited because the gamer in me couldn’t believe his luck. Back in my teens, when I spent most of my time playing games, I couldn’t even dream of composing a score for one. I worked hard, together with Plastic and Sony Santa Monica and I hope you will enjoy this release! The Bound Original Soundtrack will be available in both digital and vinyl editions (More on that soon!). Today, the digital edition is available and features all the music from the game, plus two bonus tracks — the Bound PlayStation Dynamic Theme music and the first draft track, from which the musical journey began.You can hear a preview of the album and download a free track here. Michal Staniszewski here — creative director of Bound. The team and I would like to take this opportunity to thank Oleg for the wonderful soundtrack that he has made for our game. We would also like to thank all of our fans who became modern art photographers during their not-so-short trip in Bound. We wanted to showcase the hundreds of fantastic photos that you have shared, and that is why we have created a small soundtrack announcement video that features your work. Thank you again! View the full article
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Hi everyone! Following last month’s announcement about the impending arrival of Driveclub VR and seeing the great response from fans who managed to get hands-on at Gamescom, we didn’t want to keep you waiting around much longer for a release date. We’re proud to announce that Driveclub VR will be available exclusively for PlayStation VR on October 13 this year. The game will be available as both a physical Blu-ray release and a digital download via PlayStation Store. The digital download via PlayStation Store will be priced at $39.99. Because Driveclub is and always has been about the community that surrounds it, we’ve also included a digital upgrade for existing Season Pass owners as of September 28, 2016, priced at $19.99. We’d also like to take this opportunity to thank everyone out there for their continued feedback and support. There has understandably been a lot of questions about how Driveclub VR was developed and there’s clearly a lot of respect for the development team at Evolution, so I’d like to clarify how we made the game. Recreating Driveclub as a standalone VR title was a huge task. As you know, Driveclub had a vast amount of content, so reengineering the game to render everything in stereoscopic 3D, natively at 60Hz and then adding the head tracking with 120Hz visuals took a long time. In addition, the team added several VR-specific features and made the game look every bit as amazing as you would expect. The majority of the game was completed by Evolution, with the remainder carried out by a dedicated team comprised of Evolution Studio veterans, several of which now are also members of the WWS Immersive Technology Group — so you can be assured that Driveclub VR is in safe hands. Once again I’d like to thank everyone for their passion and support and express how humbled and grateful we are for the dedication you’ve all shown to Driveclub. For more information on Driveclub VR, head over to the official game page. View the full article
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Hey, PlayStation Nation. We’d like to introduce you to the latest Hero for our MOBA Paragon. We call this sword-wielding fighter… Kwang. You’ll be able to play Kwang starting Tuesday, October 4. Get your first look at Kwang below. Kwang is a durable fighter that excels at initiating. A master swordsman, Kwang can utilize his Legendary Blade to change how and where he uses his abilities. Light of the Heavens — Beams of light strike Kwang’s sword, dealing AoE damage around it and giving him Physical and Energy Armor. Judgement of the Heavens — Kwang throws his sword to the heavens. When it lands, it deals damage and tethers enemies to it. The sword remains planted in the ground forever, until retriggered or the next basic attack. Gift of the Heavens — Passive: Kwang’s sword bursts with light, creating an aura around it that grants lifesteal to both Kwang and allies around him. Fury of the Heavens — Kwang spins his blade around him in an AoE, damaging and slowing enemies. If his sword has been thrown and is out in the world he will teleport to it before attacking. As always, all Heroes in Paragon are free, so jump in as Kwang on Tuesday. If you can’t wait to get your Paragon fix, you don’t have to — Paragon is in free open beta, so you can download and play today. See you on the battlefield! Good luck, have fun. View the full article
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Hello again. I’m Nicolas Doucet, creative director and producer of The Playroom VR. Today I’d like to talk lightly about how we went about prototyping new ways to play in virtual reality. We decided early on that our game would be targeted at as wide an audience as possible, meaning that it had to be simple to pick up and play. The richness and fun would come from surprising situations and importantly, a good dose of humor. So we started trying out lots and lots of gameplay mechanics using simple inputs. At first, we tried head interactions. We found out that looking at things in VR was a solid base for some interaction. For example, to make selections, a normal game would use a combination of left stick and buttons but we found that this could be simplified just by making the player look at the game they wanted to play. Character interactions could also be made simpler and more reactive. In Mini Bots, the back of the room is packed with VR Bots who react if you look at them. What’s also critical is for those virtual characters to make eye contact, following you as you move around. This is something unique to VR and extremely powerful to create emotional connections. We also tried many new interactions using the DualShock 4. Like the headset, the controller can be tracked by the PlayStation Camera thanks to the light bar, and appear in VR, moving exactly like it does in the real world. A simple test we did was to overlay instructions on the DualShock 4, a sort of VR-based tutorial. This was really useful, especially since the VR players cannot see their hands. And because it’s The Playroom, we also added a pair of eyes on the controller that look at you and giggle if you shake it. We used the DualShock 4 touchpad a lot, too. One of our popular demos allowed the player to throw ninja stars out of the light bar. Seeing them come out perfectly in sync with a finger flick felt really good. It also created a tangible connection with the real world. In Robots Rescue, the controller becomes a grappling hook gadget that the player flicks via the touchpad to attach into the environment and cross ravines. And at the end of the game, the touchpad becomes a slingshot you use to hit a target. Plugging the DualShock 4 into things in-game also proved to be a fun mechanic. For example, in Mini Bots, there is a crane machine that we call The Grabber, which is activated by inserting the controller inside of it. The motion sensor was also a great starting point as it requires no understanding of buttons. By simply tilting the controller and using one button, we could create all sorts of fun vehicles. We fashioned both a bike demo and a flying demo which both had a lot of appeal but unfortunately proved be a bit too intense as a first introduction to VR. So we’re keeping those for another day. There were many more prototypes we created to get to the final product (over 40 in total) but that’s all we have time for today. The best way for you to see how we tried to innovate is to play the game. It’s 100% free to all PS VR users worldwide, so give it a try! And if you have cool ideas for new innovative gameplay mechanics in VR, please drop them in the comments window, we read all of them! Sayonara, friends! View the full article
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Hello from the SportsBarVR dev team! During the development of SportsBarVR, something that has surprised and delighted us is discovering just how social VR can be, and how mixing that social feeling with insane, bottle throwing, chair smashing fights is pretty much the best thing ever. We are super excited to announce SportsBarVR, co-developed by Cherry Pop Games & Perilous Orbit. We’re bringing an awesome set of bar games, an incredible pool simulation, and a sports bar overflowing with fun and silly interactivity to PlayStation VR this fall. You may know us from our past title Pool Nation VR, and we’re excited to bring everything great about that game, plus a whole new truckload of features into SportsBarVR. We have the same great pool physics, but now we’ve added six-player, multiplayer VR hangouts and more than seven pub games in the bar with more to come in future updates. We’ve had some intense air hockey matches around the office, and while I’ve lost every time, it’s nice to be able to relax and play a game of chess in VR with a friend in a quiet corner of the bar. One thing we keep finding again and again is how entirely wonderful it is just to be able to hang out in a virtual bar doing “real things.†And since the virtual drinks are free and the janitor seems to not mind cleaning up countless shards of broken glass, it’s all good fun. In both single- and multiplayer, there’s something awesome about having your own carefree, grounded, and immersive VR space (even if the floor’s a bit sticky). Having a full range of games in the bar really lets you explore a lot of VR interactions and levels of gameplay intensity. Focused turn-based games like chess, checkers, and our staple, pool, let you take a calm but still physical approach to VR gaming,while games like Air Hockey provide fast back and forth fun. At launch date we have: Pool Darts Air Hockey Skeeball Shuffleboard Chess Checkers With more to come after launch! During development, it’s been awesome to see players and testers invent new games inside SportsBarVR… from impromptu baseball (by swinging at bottles with pool cues), to tower building competitions with books, chairs, and dominoes. It’s been awesome to rapidly react to what we see players wanting, and we’re so excited to continue learning from our players and improving SportsBarVR post-release as we have our previous game. Seeing six players all in a fiercely precise game of darts, or everyone heckling one another in a heated match of skeeball just continues to show us the power of social VR and how one player’s fun brings up the level of enjoyment for everyone around them! We’re proud and crazy excited to be a part of the first wave of PS VR titles when we launch on October 13 and can’t wait for you to try out SportsBarVR! View the full article
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Hi everyone! I’m Philippe Moreau, Vampyr’s game director. Today, I’ll be running through the combat system we have in our new game, Vampyr. For the uninitiated, Vampyr is our upcoming action RPG set in the flu-ridden streets of London, 1918. All manner of dangers prowl London during a bout of the lethal Spanish Flu. From Vampire hunters to mutated abominations, Jonathan Reid will face foes as well as friends on his mission to discover the truth behind his new affliction and the origin of the deadly plague. Armed with an array of conventional melee and ranged weaponry, attack and dodge enemies to fill up Jonathan’s Blood Gauge, required to unleash powerful vampire attacks. From impaling enemies on a spike to draining them of blood at a distance, as Jonathan’s Blood Gauge fills during a combat situation, his Vampire affliction will start to overtake his more human side, unleashing destructive spells and abilities against those who try to stop him. A nonlinear skill tree will unlock through experience gained and will open up more powerful attacks and abilities. Jonathan is able to equip these abilities in any order, effectively allowing you to create your own archetypes to match your play style. Play aggressively and deal greater damage, or more securely, focusing on crowd-control and keeping enemies at bay. Skills can be evolved two different ways. For example, Spring, a skill that allows you to rush instantly to a distant enemy, can be developed to either deal area-of-effect damage or grant temporary invincibility. The choice is yours! Combat difficulty can be affected by player actions out of combat. Feeding on civilians provides a huge XP boost, which will make combat situations easier — but that comes with caveats; an increased danger on the streets, and narrative consequences for the world’s citizens, to name a few. Full brawls are not the only options open to Doctor Reid — he can also stalk his prey, or even utilize his vampire speed and agility to avoid combat entirely. Players will have to investigate and determine who to feed from, and who to spare, conscious of their need to increase their strength. Jonathan’s Vampire impulses will always be working against his human side. Take up the plight of Jonathan Reid when Vampyr launches on PS4 next year. View the full article
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Hey PS Plus members, let’s get in the Halloween spirit with this month’s free games lineup for October, 2016. First up, we have Resident Evil. What better way to get excited for the holiday and the upcoming Resident Evil VII than by going back to the start of it all? This year Capcom is celebrating the 20th anniversary of the franchise, and this remastered HD version is the perfect way to enjoy the game. So whether you’re reacquainting with old friends Chris Redfield and Jill Valentine, or meeting them for the first time, get ready to learn the secrets of the mansion that lies on the outskirts of Raccoon City. Next up is Transformers: Devastation. Drawing on the talents from the original Transformers TV series for the story and voice work, the game should feel pleasantly familiar to fans. Fabled developer PlatinumGames also delivers a fun and rewarding combat system with their signature fast-paced action. With your choice of five Autobots, get in there and battle against the Decepticons and Insecticons to save earth from Megatron’s evil plans. Full Lineup Resident Evil, PS4 Transformers: Devastation, PS4 Mad Riders, PS3 From Dust, PS3 Code: Realize ~Guardian of Rebirth~, PS Vita Actual Sunlight, PS Vita We’ll see you in the comments section. Enjoy. View the full article
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For long time franchise fans, there’s something special about hearing the latest Final Fantasy score for the first time. Be that in-game or, as was the case a few short weeks ago, hearing it performed live. The London Philharmonic Orchestra took to the iconic Abbey Road Studios in London to play select tracks from the upcoming Final Fantasy XV for both attendees and those watching worldwide via livestream, offering an exciting glimpse at just some of the music that players will enjoy during their adventures with Noctis and his friends. In attendance was the game’s composer, Yoko Shimomura. She’s a newcomer to the Final Fantasy series, but not video game music. Shimomura is revered for her long and celebrated history composing rich scores for memorable games. Across two decades of work she’s penned instantly iconic music for the likes of Street Fighter II, and is loved by fans for her compositions in both Legend of Mana and the Kingdom Hearts series. A few hours prior to the concert, we had the chance to sit down with Shimomura to discuss her approach to composing for the legendary series and her own favorite moments from the franchise. You’ve an impressive resume covering so many iconic titles. But this is your first Final Fantasy. How does it feel stepping into such a big franchise? Is there pressure to follow in the footsteps of other Final Fantasy composers? Yoko Shimomura: It’s very interesting with XV actually because in some ways, it feels like I’ve been asked to do two projects! At the time the game was Final Fantasy Versus XIII, and it wasn’t part of the mainline series. I was on that project from the start, and because it wasn’t a numbered Final Fantasy, I felt like I could approach it a little more freely. Had the development started as XV, I would probably have felt a lot more pressure from the beginning, but when this shift happened I had already worked on the project for a while, made a number of songs and had a clear idea of the concept and direction that I wanted to go with for the score. It made it a lot easier for me to continue doing that. The game has been in development for 10 years — when in these 10 years did you start writing music for it? Has the music evolved or changed direction during this time span? Shimomura: The first song I actually created for the whole project was right at the start, 10 years ago! It was the song Somnus, and this song is still in the game today. I think the overall direction of the music has been fairly consistent since the beginning of the project. There was music we knew we wanted to add specifically when the game became XV, so a lot of new things were added then, but it was because new things were being added to the game — things that needed to be supported by music. Final Fantasy XV has been described as a lot darker and more realistic than the previous entries to the Final Fantasy series. There are themes of brotherhood, bonds, and emotional realism. How does this transfer to the soundtrack? Shimomura: It comes down to how to express realism in music. From my personal perspective, I was brought up with classical music so, to me, that’s very immediate and very real, but I know that it depends on individuals and the kinds of music they are used to. It’s a very difficult thing to pin down. The other thing with the idea of realism is that it’s an abstract concept. Music itself is abstract; it’s not as solid as other forms of art. Trying to depict something abstract on an abstract medium… well, that’s challenging! I really felt like I was better suited to approaching it by looking at the world of Final Fantasy XV, and I created what I felt fitted with each individual aspect. This is how the bond between comrades is presented in XV, with music that I felt suited that theme. For the battles, I pictured music suited for battles and then specific visions with the scenery. I tried to get the best music to fit with each individual aspect rather than thinking about the bigger abstract concepts. Final Fantasy XV’s gameplay is innovative for the franchise. Additions include the day-night cycle as well as the emphasis on real-time action and weapon switching during combat. Do you take those gameplay aspects into account when you compose music, or do have a more classic approach? Shimomura: There certainly are a number of ways with which we tie the music into the gameplay, as well as certain conditions that govern the changes in the music. For example, with the day-night cycle we’ve got music changes covering early morning, day, mid-day, evenings, and nights. In battles too, there are specific trigger points that spark changes in the music. When you’re dealing the final blow to an enemy the music will finish in the right way and cut off when you need it to. There are little points like this there where the gameplay helps govern changes in the music. Final Fantasy XV is a big cross-media project and you are composing music for both Kingsglaive and XV. Are there any differences in your process when you compose for the game versus for the movie? Shimomura: I worked on some of the songs for the movie Kingslaive, but I didn’t create the whole soundtrack myself. I was given requests for a number of songs, so in that sense it wasn’t much different to how I usually approach music for games. If I had been asked from the start to make the whole soundtrack for the movie then I would have had to approach it a lot differently. Do you have a favorite Final Fantasy? Shimomura: *Chuckles* This is such a difficult one to answer! I think the ones I played the most were II and V. I really liked these two specifically because of how the gameplay and different mechanics fitted together. And your favorite Final Fantasy track composed by someone else? Shimomura: Once again, picking just one is too hard! There are so many pieces I like from Final Fantasy. Of course there are the ones that are present in the whole series — the prelude and the main Final Fantasy theme. I used those and rearranged them slightly for XV, but honestly every time I hear them I always think to myself — these are really, really great songs. They still bring a tear to my eye. View the full article
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Hello again. I’m Nicolas Doucet, creative director and producer of The Playroom VR. Today, we’ll talk a bit about something unexpected that emerged while our team experimented in virtual reality and that was carried into the final game: the aspect of performance. As you know, PS VR wasn’t designed only for single-player experiences; there are games that make use of the TV screen as a second display as well. Utilizing the TV screen means that TV players are able to see the VR player inside the game from a totally different viewpoint. In an earlier post this week, we looked at how we approached the design of these VR characters to have a certain presence on the television screen. Today I would like to dig a little into an observation we made while playtesting. We noticed that some players, when they knew they were being watched on the TV, began acting differently in the game, often exaggerating their body language for the purpose of comedy. And since the tracking of the headset is so accurate, even the most subtle of head movements are accurately transposed and this can create some really funny situations. For example, in Cat & Mouse, some VR players pretended to be a puzzled cat, sniffing objects franticly in the room. In Monster Escape, you can add drama by coming nose-to-nose with the TV heroes with a menacing look or peek behind a building and come out screaming “Peekaboo!†(which earns you a Trophy, by the way). It instantly adds a fun and theatrical dimension to the way these CG characters move. The player becomes an actor or a puppet master, of sorts. We also noticed that people who enjoyed performing in such ways had a tendency to make a lot of noise! So we made sure we used the on-board microphone located under the front of the headset, so the voice of the VR player could be captured, distorted, and played back on the television in a silly way. That added a fun aural dimension to the acting. We made sure we pitched the voice up so they sound really silly, too. Of course, we also made the mouth of our VR characters move roughly in sync with the voice of the players, for added comedy. The interesting conclusion to this discovery is that, while VR would normally be seen as a very personal immersion, looking at someone goofing around inside a “virtual character costume†is also part of the immersion, one where the VR player and their VR costume become one of the benefits to their audience. The Playroom VR could be considered as a VR party game, where the dimension of performance is no longer limited to what happens in the digital world, but also to what happens in the room. A different way of breaking the fourth wall in future games, perhaps? So, when you try The Playroom VR, be sure to give your best performance! Don’t hesitate to drop us your ideas for funny multiplayer VR situations in the comments below — we will read and discuss them all with the team. Thank you for reading! View the full article