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By now you’ve probably heard the big news out of the annual Game Developers Conference — PlayStation VR launches this October for $399 U.S. dollars. We’ve spent the better part of a year talking about PlayStation VR from a largely technical perspective. But as cool as the technology is, it’s always going to be about the games. And that’s what has so many of us at PlayStation excited about the VR revolution. Because VR is going to change everything that we know about games, and even entertainment, on a fundamental level. Everywhere I go I’m surrounded by veteran developers who are dazzled by the potential offered by PlayStation VR. I’ve invited some of them to provide their own perspective here: “At Media Molecule we spend most of our effort making imaginary worlds that we want people to explore and, for a while, believe in. However there still remains a feeling that we stand on one side of the TV screen and these worlds are trapped on the other side, achingly out of reach. “PlayStation VR lets us dissolve this barrier. The worlds we make then stop being something that you witness but something you experience.†–David Smith, Dreams, Media Molecule “For me, one of the most powerful aspects of PlayStation VR is the personal emotional connection we can create with game characters. Whether they are realistic or fantasy-looking, characters can look at you in the eyes, follow your movements, and react to your proximity in believable ways. That alone is mind-blowing and a huge evolution from traditional video games.†–Nicolas Doucet, The Playroom VR, Japan Studio “PlayStation VR is so inspiring for us as creators because it allows us to bring the experience of Until Dawn: Rush of Blood into the player’s personal space. Surrounding and immersing them completely in it and amplifying the emotion and intensity, especially for horror, way beyond what is possible via a TV screen. We can remove the barriers of interaction mechanics — this allows us to dissolve away pressing buttons and moving sticks and morph them into natural and intuitive actions for the player.†–Simon Harris, Until Dawn: Rush of Blood, Supermassive Games “Day by day we are looking at original mechanics and concepts that force us to redefine many of our fundamental design philosophies. As gamers, PlayStation VR is providing us with new ways of both engaging and interacting with the medium and is fundamentally breaking the experiential barrier we’re conditioned to. “We’re at an amazing moment in development charting new territory. We don’t really know where the limitations are and we’re probably only just seeing the tip of the iceberg in terms of opportunities.†–Piers Jackson, RIGS: Mechanized Combat, Guerrilla Cambridge Our third-party development partners are equally excited about the possibilities of VR game development and its potential to transform the DNA of gaming forever. “VR allows developers, for the first time, to empower players to become actors inside of the experience. This sense of presence — combined with unique mechanics that VR hardware like PlayStation VR allows us to create — will lead to new gaming experiences that were previously either not practical, or simply not possible. “At Red Storm we’ve focused our games on the concept of shared presence. When a group of players see each other’s real world movements reflected in real-time, they truly feel like they are playing right next to each other, even though in reality they may be half a world apart.†–David Votypka, Werewolves Within, Red Storm Studio, Ubisoft “For me, it’s that look people get after they try PlayStation VR for the first time. You can see the thrill in their eyes, still marveling at what they just saw. And on top of that there’s also this… it’s like a sense of wonder, of awe at the possibilities… It’s that look — and helping make that experience possible — that’s what inspires me as a creator.†–Tetsuya Mizuguchi, Rez Infinite, Enhance Games “Creating environments for games is about lighting, it’s about composition and leading the eye. You move this rock here and that column there until, you know… until it feels right. But in VR, you don’t have a frame, there’s no TV to frame the view. “In VR the world is all around you, you can look anywhere and it all has to look composed and beautiful… so you have to get creative. You have to go back to real world architecture and design spaces that make sense to someone walking through them.†–Vic DeLeon, Golem, Highwire Games “In a way, virtual reality is a total reset for developers. A typical, run-of-the-mill shooter set-piece — let’s say firing a tank turret while it drives off a cliff into an exploding blimp — would never work in VR. It’d be a cacophony, totally overwhelming, you wouldn’t be able to process it as anything but noise. “But in VR even walking through an empty basement can be intense… on a TV that would be nothing, but when you are there… your skin starts to crawl, and when floorboard creaks behind you, your adrenal glands kick in, your fight-or-flight response takes over… it’s scary. As a designer, you have to recalibrate your expectations.†–Jaime Griesemer, Golem, Highwire Games “At CCP our goal has always been to create the most meaningful virtual worlds. With the PlayStation VR we now have a fantastic tool to accomplish that goal in a way never before possible. When you play EVE: Valkyrie you are no longer a gamer staring at a television; you are a space fighter pilot. You are there, it is real.†–Hilmar Veigar Pétursson, EVE: Valkyrie, CCP Games Thank you for joining us on the first step on our historic journey as a company and an industry. View the full article
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Hello PlayStation fans, Dominic Matthews here from Ninja Theory. Today I’m very happy to be sharing with you a scene from our upcoming PS4 game Hellblade: Senua’s Sacrifice. In this scene we are revealing a new look for Senua based on our aim to make her one of the most believable characters ever seen in a video game. Senua is a Celtic Warrior who journeys into Viking heartland while struggling with trauma and psychosis. It is important for us to portray the physical, emotional, and mental trials of her quest in both the character model and the representation of her reality. An example of this is the voices that Senua hears in the scene. These voices have been recorded binaurally which means that if you listen to them with headphones on they will sound as if they are in the 3D space around you. But there’s more to this scene than meets the eye. We are showcasing a world-first: a new technology that allows our actress to perform the scene live and in real-time directly within the game world. As far as we know no one has done this with a character of such fidelity before. Hellblade: Senua’s Sacrifice is our first independently developed and self-published title. We have a small team of 16 people creating the game, but we believe that independence has given us the freedom to try to push our creative ideas and technology further than we ever have before. The creation of Hellblade: Senua’s Sacrifice continues at full pace, with exciting developments taking place in many areas, which you can catch up on in our development diaries. You can look forward to new diaries in the coming months covering our new combat system, how we’re building out Hellblade’s world, and our continued work with representing Senua’s visions. Thanks for your support so far! View the full article
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There are abnormal levels of excitement in the Boneloaf office as we get closer to finishing work on Gang Beasts, the silly multiplayer party game we are making with Double Fine Presents for PS4. Gang Beasts is a silly party game that has groups of surly gelatinous characters fighting in a series of playfully hazardous locations including a flaming incinerator room, an industrial fan hall, a neglected Ferris Wheel, and suspended window cleaning gondolas. Since making the announcement that Gang Beasts will be coming to PS4, we have been working furiously with sound specialists Robert Larder and Adam “doseone†Drucker and developers from Coatsink, Ruce, and SuperGenius to fill the game with a glut of gelatinous fun! And we can now officially confirm that we are working to support online and PlayStation VR game modes for the PS4 version! We are also working on finishing the single and cooperative multiplayer game modes, the character customization system, and new content for the full game launch later this year — with PlayStation VR support and story mode content coming as free updates after the initial release. For information on the development of Gang Beasts read the FAQ and blog posts at our official site. View the full article
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As a young kid I was inspired by both my grandfathers and my father. They showed me the beautiful worlds of mathematics, science, physics, and technology. I remember endless conversations with them about how things work, why and how they can be used. How can we understand the world of nature and use it in engineering? I owe them all those inspirations that affected my future. I dreamt of being a scientist or an engineer, developing new technology or conducting scientific research. I learned to read very early on and as a kid I was a geek — reading everything I could get my hands on. It was lots of literature and history books, but also popular science — especially about physics and technology. I remember reading in some of those books about Silicon Valley and imagining California as a mythical, perfect land where everything important in culture, movies, and technology happens. When my father got a PC at home I grew fascinated by how this single, mysterious machine could do almost anything it was instructed to. Guided and inspired by my father, I started to use it. And when I hit the first limitations of computer software, I immediately wanted to learn programming. I never had a specific vision of what kind of programmer I wanted to be. However when I first started programming in Logo and then Turbo Pascal my first programs were simple visual scenes as well as games. For a long time I didn’t think of being a game programmer — to be honest I didn’t even realize it was a possible career choice (“What do you mean you can get paid to make games?â€). However as I kept learning more advanced programming languages like assembler, C, and C++ I kept coming back to games and my initially small projects ended up being simple games, visual effects, audio effects, sound synthesis, and later shaders. It went along with my fascination with photography, art, music, and graphics in general. I even had some adventures and attempts at doing digital 3D modelling to get some content for my game development experiments. I think one of the defining moments when I first thought “Wow, this is something I could really do†was when I was 18 years old. Straight after high school I got hired for a summer job as an IT intern. My first job was at CD Projekt when it was still “only†a game publisher. Working inside, I learned that they started a game production team called “CD Projekt RED†and were working on “The Witcher†— a game based on one of the best Polish fantasy novel series. It was an extremely ambitious project and working there seemed out of my reach. I think this drove me to learn even more about programming, and four years later after the university I applied to work there. I got accepted and was so lucky to have an opportunity to work on some of the best Polish games ever made and with the best, most inspiring people. I had dreams and ambitions of travelling, getting to know other cultures, living among people of different nationalities and learning from them. With support of my then girlfriend and now wife, I made the very difficult decision to start a new adventure and a new chapter in my life. We decided to move to Montreal and both of us started working at Ubisoft Montreal. (She is a programmer, too!) It was a two-year, amazing adventure. I learned a lot and met welcoming and extremely talented people. I matured and grew a lot, not only as a programmer, but also in life. Working in a first-party studio is a dream of many programmers and was also my dream. If you are a single-platform developer you can focus on that platform’s hardware and totally master it. You gain lots of knowledge with help from the great engineers working on hardware, SDK, and firmware. You not only get a good understanding of your platform, but also an opportunity to use its unique and powerful features and impact development of SDKs and system libraries. Working in a fixed environment with low-level access to a platform is truly empowering — you can use 99.9% of hardware capabilities and not even think about any limitations or constraints that other platforms would have. Santa Monica Studio was always for me one of those studios that guarantee absolute quality. I remember watching God of War 3 developer diaries and thinking “Wow, they are 100% serious about what they are doing — totally redefining what I thought was technically possible in games.†Then playing the game and seeing epic, unparalleled fight scenes with titans or unique puzzles mimicking Escher-style perspective in Hera’s garden… It was very inspiring and pushed game technology boundaries. I wanted to work with such creative and dedicated people. Seeing that Sony Santa Monica Studio was hiring I couldn’t miss the opportunity to fulfill many of my dreams at once: the dream of Southern California, the dream of being an engineer and working with the best, and the dream of developing a first-party game. Getting here was a rough, fast ride (Looks really crazy from the retrospective!), but now I’m here and I’m ready to do my best to help shape the future of PlayStation! Santa Monica Studio Creatives Episode 3 will debut next week. Please visit sms.playstation.com/creatives or follow @SonySantaMonica to learn more. Santa Monica Studio Creatives is a series focusing on four unique individuals of our family whose journey to our studio is as inspiring as their creative talents within. While their stories are candid, raw, and anything but normal, their expert crafts and collaboration within our creative walls hit the heart of what matters most to our studio culture — the team is everything. View the full article
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Hi guys, Petr from Grip Digital here. GDC is in full swing and I would like to show you our brand new game, which we showed for the first time this week. Together with a young and ambitious studio from Sweden, Right Nice Games, we are announcing Skylar & Plux: Adventure on Clover Island, a single-player action platformer coming to PS4 this year. Skylar & Plux: Adventure on Clover Island follows the best traditions of the third-person platformer genre. The game sets two unlikely heroes on an adventure to prevent the villainous CRT from conquering their home and turning it into a wasteland. Skylar was designed by CRT and turned into his most potent weapon — wielding a powerful mechanical arm augmentation. But now she must become a heroine against her will to defy this destiny. And Plux is the goofy sidekick that every good action platformer needs to have. Together, they will explore lush beaches, burning volcanoes, freezing mountains, and merciless desert. They will fight an army of CRT’s henchmen, collect powerful upgrades like the Magnetic Glove or the Jetpack, and challenge CRT’s plans — and their destinies — before it’s too late. If you enjoy the classic 3D platformers like Crash Bandicoot or the Jak & Daxter series, you will instantly fall in love with Skylar & Plux. Humor, colorful characters, and hours of great gameplay. Skylar & Plux: Adventure on Clover Island will launch later this year on PS4. I look forward to showing you more stuff in the coming months! View the full article
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With all the PlayStation VR news coming out of GDC this week, we thought it was the perfect opportunity to give you a little insight into how we’re approaching development of our upcoming PS VR arena shooter RIGS: Mechanized Combat League. It’s a real honor to be at the vanguard of VR game development, but being first to the plate has not been without its challenges! Read on to learn about some of the surprising things we’ve learned about making video games for virtual reality… 1.) New RulesEarly on, we found out that you can’t just take existing elements, put them in VR, and expect them to work well. You need to build the experience from the ground up and most of the time apply design techniques that haven’t even been written yet. Simple 2D menus, for instance, simply don’t work in VR. So how do you present information to the player in VR? That was quite a challenge for us and in the end we created some very nifty ways in which the player can not only navigate the game but also interact. For example, with traditional 2D screens everything is flat and you don’t have to refocus when you switch between gameplay and HUD elements. In VR the sense of depth is so much greater that switching requires you to refocus your vision. The more details on the HUD, the more information you need to process. So, for example, we are using a charge bar for ammo instead of a counter. 2.) Being ThereRIGS is a game where you pilot six-meter tall RIGs, but how do we make sure you actually feel like you are piloting one of these huge machines around the arena? One of the ways we tell you that you’re actually inside a RIG is that you don’t start the game inside your RIG. You start in the garage looking up at your RIG towering above you. The other example is that once you are inside the RIG, you will see your teammates being lifted inside their respective RIGs. It all comes down to the sense of presence and that is a key element of developing for PlayStation VR. 3.) SoundTalking about presence and how important it is that you feel like you are controlling a six-meter tall RIG, a major component of that is sound. With PlayStation VR we can use 3D positional audio to help. This allows us to let you hear where the danger is coming from. Not only will you be able to hear a missile approaching, you will hear where it is coming from and have an idea of how far it is away from you. This helps the immersion and the gameplay of RIGS. 4.) ComfortRIGS is a fast-paced multiplayer arena shooter in which it is vital that you are able to react quickly to what is happening around you. PlayStation VR has no noticeable latency, so movement is fluid when looking around. This is very important to us and really benefits the experience. Another plus is that PlayStation VR sits very comfortably. After playing for a few minutes you hardly notice that you are wearing it, which is a huge boost to immersion. When playing RIGS we want you to have the most comfortable experience possible. 5.) Playing is BelievingOne thing we found out early on is that the best way to explain VR is to actually experience it. We’ve taken RIGS around the world and been to as many game shows as possible to give people a hands-on experience. In the end, there really is no substitute for getting hands on and trying PS VR for yourself. Be sure to keep an eye on our Twitter account to get the latest info on where we will be next showing RIGS: Mechanized Combat League. View the full article
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PlayStation Store is taking a bite out of prices on Naughty Dog titles and Jurassic Park movies in this week’s franchise sale. Now through Monday, March 21, save up to 75% on select Naughty Dog games, DLC, and Jurassic Park films. PlayStation Plus members save even more with discounts up to 85%. Experience Naughty Dog’s continued legacy of excellence across three of their most celebrated franchises – Uncharted, The Last of Us, and Jak and Daxter. Among other Naughty Dog favorites, you can pick up Uncharted: The Nathan Drake Collection to get up to speed with the series before Uncharted 4: A Thief’s End hits PS4 on May 10, 2016. Games PlatformTitleSale PricePlus PriceOriginal PricePS4The Last of Us Remastered$29.99$19.99$49.99PS4The Last of Us Remastered – Bygones Bundle (Cross-Buy)$5.39$3.59$8.99PS4The Last of Us Remastered – Gesture 2 Bundle (Cross-Buy)$1.49$0.99$2.49PS4The Last of Us Remastered – Gesture 3 Bundle (Cross-Buy)$1.49$0.99$2.49PS4The Last of Us Remastered – Gesture Bundle (Cross-Buy)$1.49$0.99$2.49PS4The Last of Us Remastered – Government Issue Bundle (Cross-Buy)$5.39$3.59$8.99PS4The Last of Us Remastered – Grit And Gear Bundle (Cross-Buy)$4.19$2.79$6.99PS4The Last of Us Remastered – Killer Bundle (Cross-Buy)$4.79$3.19$7.99PS4The Last of Us Remastered – Misfit Bundle (Cross-Buy)$4.19$2.79$6.99PS4The Last of Us Remastered – Nightmare Bundle (Cross-Buy)$5.39$3.59$8.99PS4The Last of Us Remastered – Professional Sports (Cross-Buy)$4.79$3.19$7.99PS4The Last of Us Remastered – Rally Bundle (Cross-Buy)$5.39$3.59$8.99PS4The Last of Us Remastered – Risk Management Survival Skills (Cross-Buy)$2.39$1.59$3.99PS4The Last of Us Remastered – Scoped Weapons Bundle (Cross-Buy)$1.79$1.19$2.99PS4The Last of Us Remastered – Survivalist Weapon Bundle (Cross-Buy)$3.59$2.39$5.99PS4The Last of Us Remastered – Tactical Weapons Bundle (Cross-Buy)$1.79$1.19$2.99PS4The Last of Us: Left Behind Stand Alone$5.99$3.99$9.99PS4The Last of Us: Professional Survivor Skills Bundle (Cross-Buy)$2.39$1.59$3.99PS4Uncharted The Nathan Drake Collection$35.99$29.99$59.99PS3Jak and Daxter: The Precursor Legacy$2.39$1.59$7.99PS3The Last of Us$9.99$5.99$19.99PS3The Last of Us – Gesture Bundle (Cross-Buy)$1.49$0.99$2.49PS3The Last of Us – Gestures 2 Bundle (Cross-Buy)$1.49$0.99$2.49PS3The Last of Us – Gestures 3 Bundle (Cross-Buy)$1.49$0.99$2.49PS3The Last of Us – Grit And Gear Bundle (Cross-Buy)$4.19$2.79$6.99PS3The Last of Us – Grounded Bundle$4.99$2.99$9.99PS3The Last of Us – Killer Bundle (Cross-Buy)$4.79$3.19$7.99PS3The Last of Us – Misfit Bundle (Cross-Buy)$4.19$2.79$6.99PS3The Last of Us – Professional Sports Bundle (Cross-Buy)$4.79$3.19$7.99PS3The Last of Us – Risk Management Survival Skills Bundle (Cross-Buy)$2.39$1.59$3.99PS3The Last of Us – Tactical Weapons Bundle (Cross-Buy)$1.79$1.19$2.99PS3The Last of Us Bygones Bundle$5.39$3.59$8.99PS3The Last of Us Professional Survival Skills Bundle$2.39$1.59$3.99PS3The Last of Us Scoped Weapons Bundle (Cross-Buy)$1.79$1.19$2.99PS3The Last of Us Situational Survival Skills Bundle$1.99$1.19$3.99PS3The Last of Us Survivalist Weapon Bundle$3.59$2.39$5.99PS3The Last of Us Government Issue Bundle$5.39$3.59$8.99PS3The Last of Us Nightmare Bundle$5.39$3.59$8.99PS3The Last of Us Online Pass$4.99$2.99$9.99PS3The Last of Us Rally Bundle$5.39$3.59$8.99PS3Uncharted 2: Among Thieves GOTY Edition$4.49$2.99$14.99PS3Uncharted 3: Drake’s Deception Game Of The Year Digital Edition$5.99$3.99$19.99PS3Uncharted 3: Drake’s Deception: Uncharted 3: Drake’s Deception Online Pass$2.49$1.49$9.99PS3Uncharted: Drake’s Fortune$4.49$2.99$14.99PS VitaJak and Daxter Collection$10.79$8.09$26.99Hold on to your butts – the entire Jurassic Park movie series is available at a discounted price! Don’t wait to snag your favorite dinosaur movie series from PlayStation Store; this deal will go extinct soon. Movies TitleSD Original PriceSD Sale PriceHD Original PriceHD Sale PriceJurassic ParkN/AN/A$12.99$8.99Jurassic Park Collection$39.99$29.99$39.99$29.99Jurassic Park IIIN/AN/A$12.99$8.99The Lost World: Jurassic ParkN/AN/A$12.99$8.99Check back on the PlayStation Blog next Tuesday for week four of the Franchise Sale series, featuring Call of Duty and Planet of the Apes. View the full article
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PS4 Games Aegis of Earth: Protonovus Assault $39.99 Arcade Archives Bubble Bobble $7.99 Candlelight $14.99 D/Generation HD $12.99 EA Sports UFC 2 $59.99 Joe Dever’s Lone Wolf Console Edition (Out 3/16) $14.99 Paragon Early Access (Out on 3/18 for Founders) Starting at $19.99 Salt And Sanctuary $17.99 Samurai Warriors 4 Empires $49.99 Senran Kagura Estival Versus $49.99 Sheltered $14.99 Tetrobot and Co. $7.99 PS3 Games Aegis of Earth: Protonovus Assault $29.99 Samurai Warriors 4 Empires $39.99 PS Vita Games Aegis of Earth: Protonovus Assault $29.99 Murasaki Mist: Akara’s Journey $9.99 Samurai Warriors 4 Empires $39.99 Senran Kagura: Estival Versus $39.99 Pre-Orders Battleborn Digital Deluxe – PS4 $74.99 (Pre-order opens 3/16) BundlesConsoleBundlePricePS4Grand Theft Auto V & Great White Shark Card Bundle$75.99PS4Grand Theft Auto V & Megalodon Shark Card Bundle$135.99PS4Grand Theft Auto V & Whale Shark Card Bundle$98.99PS4Paragon Challenger Founder’s Pack$59.99PS4Paragon Master Founder’s Pack$99.99PS4Paragon Founder’s Pack$19.99PS3Grand Theft Auto V & Great White Shark Card Bundle$75.99PS3Grand Theft Auto V And Megalodon Shark Card Bundle$135.99PS3Grand Theft Auto V And Whale Shark Card Bundle$98.99 See this month’s full PS Plus lineup Sales PlatformTitleSale PriceOriginal PricePS4Assassin’s Creed Syndicate – Steampunk Pack$2.99$4.99PS4Battlefield Hardline – Enforcer Shortcut$3.49$6.99PS4Battlefield Hardline – Gear Shortcut$3.49$6.99PS4Battlefield Hardline – Mechanic Shortcut$3.49$6.99PS4Battlefield Hardline – Operator Shortcut$3.49$6.99PS4Battlefield Hardline – Player Shortcut Bundle$12.49$24.99PS4Battlefield Hardline – Professional Shortcut$3.49$6.99PS4Battlefield Hardline – Ultimate Shortcut Bundle$24.99$49.99PS4Battlefield Hardline – Vehicle Shortcut$12.49$24.99PS4Battlefield Hardline 5 X Gold Battlepacks$5.99$11.99PS4Battlefield Hardline Bronze Battlepack$0.49$0.99PS4Battlefield Hardline Gold Battlepack$1.49$2.99PS4Battlefield Hardline Premium$37.49$49.99PS4Battlefield Hardline Silver Battlepack$0.99$1.99PS4Klaus$14.99$19.99PS4The Last of Us: Left Behind Stand Alone$5.99$9.99PS4Tembo The Badass Elephant$5.99$14.99PS4The Last of Us Remastered$29.99$49.99PS4The Last of Us Remastered – Bygones Bundle (Cross-Buy)$5.39$8.99PS4The Last of Us Remastered – Gesture 2 Bundle (Cross-Buy)$1.49$2.49PS4The Last of Us Remastered – Gesture 3 Bundle (Cross-Buy)$1.49$2.49PS4The Last of Us Remastered – Gesture Bundle (Cross-Buy)$1.49$2.49PS4The Last of Us Remastered – Government Issue Bundle (Cross-Buy)$5.39$8.99PS4The Last of Us Remastered – Grit And Gear Bundle (Cross-Buy)$4.19$6.99PS4The Last of Us Remastered – Killer Bundle (Cross-Buy)$4.79$7.99PS4The Last of Us Remastered – Misfit Bundle (Cross-Buy)$4.19$6.99PS4The Last of Us Remastered – Nightmare Bundle (Cross-Buy)$5.39$8.99PS4The Last of Us Remastered – Professional Sports (Cross-Buy)$4.79$7.99PS4The Last of Us Remastered – Rally Bundle (Cross-Buy)$5.39$8.99PS4The Last of Us Remastered – Risk Management Survival Skills (Cross-Buy)$2.39$3.99PS4The Last of Us Remastered – Scoped Weapons Bundle (Cross-Buy)$1.79$2.99PS4The Last of Us Remastered – Survivalist Weapon Bundle (Cross-Buy)$3.59$5.99PS4The Last of Us Remastered – Tactical Weapons Bundle (Cross-Buy)$1.79$2.99PS4The Last of Us: Professional Survivor Skills Bundle (Cross-Buy)$2.39$3.99PS4Uncharted The Nathan Drake Collection$35.99$59.99PS3Demon’s Souls$9.99$19.99PS3Jak and Daxter: The Precursor Legacy$2.39$7.99PS3The Last of Us$9.99$19.99PS3The Last of Us – Gesture Bundle (Cross-Buy)$1.49$2.49PS3The Last of Us – Gestures 2 Bundle (Cross-Buy)$1.49$2.49PS3The Last of Us – Gestures 3 Bundle (Cross-Buy)$1.49$2.49PS3The Last of Us – Grit And Gear Bundle (Cross-Buy)$4.19$6.99PS3The Last of Us – Grounded Bundle$4.99$9.99PS3The Last of Us – Killer Bundle (Cross-Buy)$4.79$7.99PS3The Last of Us – Misfit Bundle (Cross-Buy)$4.19$6.99PS3The Last of Us – Professional Sports Bundle (Cross-Buy)$4.79$7.99PS3The Last of 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With the annual Game Developers Conference in full swing, I’m pleased to give you an exciting update on PlayStation VR. Today, we are announcing that the PlayStation VR headset will launch in October of this year for a suggested retail price of USD $399 / CAD $549. That is a bit later than the timeframe we previously stated, and I want to thank everyone for their patience and continued support. PlayStation VR represents a transformative experience in gaming, and we wanted to take the time needed to launch with a broad variety of content and a sufficient supply of hardware. We are beyond excited to deliver to consumers the amazing experience that PS VR offers. I’m also pleased to reveal the final consumer version of PS VR, including all of the contents that will come in the package. Today more than 230 developers are building content for PlayStation VR, from smaller independent teams to larger studios at the industry’s top publishers. We expect to have more than 50 games available from launch in October 2016 until the end of the year. Of course, the full promise of PlayStation VR will continue to grow over time as talented developers create new experiences and new genres that wouldn’t be possible outside of VR. The future looks bright indeed. Additionally, The Playroom VR, from our very own Japan Studio, will be available as a free download from PlayStation Store for all PS VR owners at launch. The Playroom VR will include six games that can be enjoyed with friends and family, demonstrating why we believe VR can also be an impactful experience when it’s shared. With PlayStation VR, the future of gaming is almost here. We’re excited to share more with you as we head into launch later this year. View the full article
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Hello there. London Studio is extremely excited to finally announce our new game, PlayStation VR Worlds. We are pleased to have this opportunity to tell you a bit more about it. PS 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. When we started out to make this game we wanted to create the very best collection of varied experiences, each to showcase VR in different ways and show how incredible VR can be as a media. In PlayStation VR Worlds you will be treated to incredible visuals as your dive beneath the waves, tackle 360 combat as you fight off alien hordes from all around you, or end up in a face-to-face interrogation with a deranged and furious mobster. All brought to you with the immersion that makes VR so unique. You may have seen snapshots of some of these experiences before as demos, others are being revealed for the very first time. So what are these five experiences that make up the game? The London Heist puts you straight into a gritty gangland thriller where you get to unleash your inner gangster. The London Heist is best controlled by dual PS Move controllers but you can also play with a DualShock 4 instead with intuitive controls that make it surprisingly easy to pick up and play. You will feel highly immersed as you undertake an audacious robbery and then try to make your escape. Into The Deep (working title) puts you to work as a deep sea salvor. It’s an emotional underwater roller coaster. Not only do you get to see fantastic marine life all around you but as you descend through the ocean layers to the inky depths you will experience the true terror of something going horribly wrong. VR Luge lets you step into the jumpsuit of an illegal street racer. Thunder down a beautiful Californian hillside, only inches off the ground in a position that only VR can put you in. You will truly feel the exhilaration as you dodge cars coming at you with horns blaring or when you slide underneath a massive 18-wheel truck. Danger Ball is a futuristic sport where you must win or die. Use your head to strike and spin the ball in this intense, fast paced, game. Each rival has unique abilities to use against you as you make your way through the tournament to become champion. Finally we have Scavenger’s Odyssey. In this cab based sci-fi adventure you play an alien treasure hunter. With your agile craft you can leap huge distances, climb walls, hurl debris with your Scavenger beam, and pummel alien critters with your twin pulse cannons. With your unique vehicle you will be able to make your way through a dangerous, infested environment of giant ravaged ships, smashing asteroids to reach an ancient and legendary artifact. There is more to reveal about the game and each experience within it. We look forward to coming back in the future to tell you more about PlayStation VR Worlds. View the full article
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Hi there, I’m Simon Harris. I’m an Executive Producer at Supermassive Games responsible for our PlayStation VR titles. Today, following our announcement last October of Until Dawn: Rush of Blood, I am very happy to reveal another of our VR titles in development, Tumble VR, exclusively for PlayStation VR. Tumble VR is an accessible, fun, engaging, and immersive puzzle game. When you pull the PlayStation VR headset on it places you in a virtual arena specifically designed to test your physical dexterity and mental skills. Working your way through a gauntlet of tests from simply building a tower to creating bridges, or even working out fiendish puzzles, Tumble VR will push your skills and brainpower to the limit. Taking the original, much loved PS3 game, the team at Supermassive has rebuilt it from the ground up for PlayStation VR. We’ve designed a load of new levels to make best use of the VR environment and have added some great new modes as well. Alongside the new levels and visuals for Tumble VR, we have also added new cooperative and competitive modes using the PlayStation VR Social Screen feature that allows a second player not using a PlayStation VR headset to play together with the VR player. We’re excited to talk about this more in the future as it’s great to see how VR gaming can also be a social experience. View the full article
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Starting today, we’re launching a new PlayStation Video app for Android phones and tablets that will let you stream previously purchased video content from PlayStation Store to your Android device. With the app, you can also purchase your favorite movies and TV shows, including PlayStation original content like Powers, straight from your phone or tablet. Also be sure to check out The Hateful Eight, Concussion, and Point Break, which will be available for purchase later today! We hope you enjoy the PS Video app on your Android device and remember to check the app regularly for upcoming promotions on movies and TV shows. View the full article
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Hello, my name is Tom. I’ve been playing games for almost all of my life, and I started writing my own when I was a kid. I spent 11 years at Pixar making characters for animated films (Finding Nemo, Cars, Up, and a few more), and then four years at Bungie making characters and cinematics for Destiny. And now I’ve started a Virtual Reality company to take two things that I love — movies and games — and blend them into something new. At GDC this year we’re showing Gary the Gull — a Virtual Reality “interactive movie.†It tells a story like a movie, but it’s interactive like a game. You start on a beach with a cooler full of tasty food in front of you, and because it’s in Virtual Reality it looks and feels like you’re actually there. Then a seagull lands next to you — and starts talking! You can respond to him — you can talk back, answer his questions by nodding or shaking your head, or just ignore him. He tries to distract you by making you look away, and if you lean in too close he’ll jump back. Because Virtual Reality makes him like he’s there in front of you, it feels natural and fun to be part of his story just like he is part of yours. Gary the Gull was particularly fun for us to make because we didn’t do it alone! We partnered with our friends at Motional, a VR creative company founded by Mark Walsh — an ex-Pixar writer-director/animation supervisor who made movies for 18 years at Pixar and directed the Partysaurus Rex Pixar short film. We want as many people building great Virtual Reality content for PS VR, so we’re making the interactive character technology used in Gary the Gull available to other game developers through our Limitless VR Creative Environment, built by a team of ex-Pixar and ex-Bungie devs. We’d love for you to meet Gary in person! We’re showcasing for the very first time in the VR Lounge at GDC running on Playstation VR. And if you can’t make it to the conference, we’re excited to release it on PS VR later so you can enjoy it on your PS4 at home. This is our first step in making characters in VR games feel engaging and real. We’re excited to hear what you think and what we can do to make the next set of games and interactive movies even better! View the full article
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Xing: The Land Beyond is the PlayStation VR game that will make you never* want to take off your headset.** Xing: The Land Beyond in Virtual RealityIn our previous PlayStation.Blog post, we outlined how Xing: The Land Beyond is a go-at-your-own-pace puzzle-adventure game. This play style works great in VR, as you can really take your time to soak everything in. We are always designing with VR in mind: from the way players interact with objects, to the scale and atmosphere of each level, to the overall menu construction. Each of the puzzles is thoughtfully integrated into the environment surrounding it, which helps to make everything flow nicely together. Why did we choose to support PlayStation VR?Our trip to PlayStation Experience last year proved to us that Xing has a home on PlayStation, and it’s nice to know that supporting PlayStation VR will let players experience something new within an environment they love. Our team is having a great time developing for PSVR, and is continually amazed at the potential VR brings to video games. Plus, the PlayStation VR headset is very comfortable to wear and looks totally rad. We are mainly excited that it will allow more people to be able to experience Xing in VR, and explore the detailed and vibrant world we have created in a whole new way. PlayStation MoveSpeaking of a whole new way — we are also excited to announce PlayStation Move controller support in conjunction with PSVR! In addition to natural object interaction and throwing mechanics, we’ve implemented the use of these versatile motion controllers to move around the game. Either way, you will have the option of using a DualShock 4 or using Move controllers — whichever you prefer! Our priority is, and has always been, to create a magical and entertaining experience. With PSVR and Move support, we hope to give players who are interested in the cutting edge a fantastic new way to play. Thanks for reading and please feel free to leave us any comments or questions you have about the development of Xing: The Land Beyond and PlayStation VR. *You will actually need to take off your headset. **No seriously, you will have to go back and face reality eventually. View the full article
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With Spring right around the corner and Opening Day approaching we couldn’t be happier to announce that R.B.I. Baseball is back on PS4 for its 3rd installment, and for the first time ever you will be able to purchase the game at participating retailers in US and Canada. You can download your digital copy on March 29th or pick up your physical retail copy on April 5th. You may have heard back in January that Boston Red Sox outfielder Mookie Betts will be the cover athlete for R.B.I. Baseball 16. Today we are announcing that exclusively in Canada, Toronto Blue Jays pitcher Marcus Stroman will be featured on the game’s cover. We are also stoked that R.B.I. 16 will make its digital download debut in more than double the regions including in European countries such as the United Kingdom, Germany, France, Spain, Italy and the Netherlands. So what can you expect this year besides fun, fast paced classic baseball gameplay? Feel the action more than ever with new fielding moves like dives, wall catches, fake throws, and more! Take control of your season with the ability to play the entire season or sim to the crucial games. Modify your lineup with complete MLB rosters including more than 1,100 MLBPA players and use substitution strategies like double switches. We’ve also enhanced your gameplay experience by making improvements to our lighting and graphics, batting engine, and pitching strategy. In the United States, for the third straight year the game will be available for $19.99. So get ready to play ball and have a blast with your favorite Player 2 online or in your living room! View the full article
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A failed mission of peace and a shipwrecked sailor. An island, shrouded in fog, conceals the horrors that dwell below. A field of corpses crunch underneath the footsteps of a hulking goliath. Salt and Sanctuary launches today, and what a journey it has been. Salt and Sanctuary began with a pretty simple idea: how would Dark Souls play if it was reimagined in our 2D hand-drawn action style? It’s not an uncommon idea. In fact, half a dozen other indie studios are working on their own visions for Indie Souls, and they all look fantastic (Shoutout to Eitr, Death’s Gambit, Darkmaus, and Ghost Song!). There’s just something about Dark Souls that triggers a special nerve in the indie dev brain — the delicious obscurity, the interplay between crunchy stats and unflinchingly precise action. Coming from a background of 2D combat-heavy platforming, Salt and Sanctuary became an absolute joy to create. It also became an insane challenge. A roughly scrawled world map I made while trapped on a plane became the game’s world layout bible, but every bit of fleshing out required more details, more monsters, more bosses, more traps. Every weapon moveset ballooned in content: light attacks, heavy attacks, airborne light and heavy attacks, chaining light to heavy to light, chaining attacks to offhand, and doing it all twice for 1- and 2-handed movesets. I had started with swords, tried out bows for ranged attacks, worked in staffs for spellcasting, then started chucking in everything in between: maces, great hammers, scythes, halberds, bardiches, whips, spears, greatswords, flintlocks, and a lot more. So what began as simple ideas sketched on paper became a massive world with more than 20 unique bosses, 100 enemies, 600 items, and a player model boasting nearly 5000 frames of animation, all meticulously done by hand. Every weapon and piece of armor needed a story. Every new area needed its own denizens, traps, lore, and bosses. And every new boss concept involved at least three main attacks, but those could be chained, variations could be added, chains and variations could be tied to heat up mechanics, and so on. And it was all a blast. A core design challenge of Salt and Sanctuary was merging build diversity with action-centric gameplay. I’ve been a longtime fan of games that force nimble reaction over button mashing, as anyone who’s played our Dishwasher games can attest (ahem: i-frames). Combining precision combat with incredibly deep character build diversity is an interesting challenge. I’ve played with tradeoffs of weapon ranges, attack speeds, and movesets in past games, but what about mobility? Pure spellcasting? How viable is a veritable wall of steel compared to a barely-armored, dagger-wielding trickster? Does peppering enemies at range using spells, arrows, and crossbow bolts feel as challenging and rewarding as getting up close with sword and board? Salt and Sanctuary is a story of your ascension through impossible danger. You embarked from humble beginnings. You might have been a soldier, sailor, or mercenary, or maybe even a cook. Brought on for a mission of diplomacy, you met horrible calamity and were wrecked on an uncharted island. And you will face certain death, but in time, you’ll drop your rusty spatha for a glimmering battleaxe, you’ll doff your salt-crusted mail for an enchanted cuirass, you’ll find powers beyond your understanding — both from the gods above and from the ethereal fabric of Fire and Sky all around. And you’ll parry, dodge, cast, and attack more masterfully than every sad soul that has succumbed to the island before you. We wanted Salt and Sanctuary to tell your story of rising out of despair to overcome impossible odds. The island is a salt-sodden prison, every dark corner of it crafted to hold as much diabolical danger as we could imagine, but it is a prison that is yours to conquer. Launch Party is our annual celebration of fine digital games (you may remember it by its former name, Spring Fever). Pre-order any (or all) of these games to save 10%. Enjoy! View the full article
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Well hello there! My name is Jaycee Salinas. I’m the Creative Director of Ask An Enemy Studios based out of El Paso, Texas. Yes, you read that right. El Paso, Texas. The city that brought you the recently reunited At The Drive-In. We’ve proven El Paso can export some rad music — now let’s see if we can deliver on the video game radness front. I’m currently working on bringing A Duel Hand Disaster: Trackher to your PS4 and PS Vita this year. Yup, go ahead and let the Kinda Funny guys know that Ask An Enemy Studios fully supports and loves Playstation Vita! Risk, Reward, Focus, Oh Lord!ADHD is an arcade-like score chasing shooter centered on two themes: risk and focus. The challenge comes not only from controlling two ships simultaneously but from the player’s ability to focus on his score and deciding if it’s best to stay in and risk losing everything or leave with the score at hand. If his ship is destroyed any score he had becomes a big whopping zero. So let’s get into how this all works. Your mission takes place on the planet of Zastrus. The screen is split in half. On the left side we have the HR-D Assault Vessel defending the entrance to Zastrus’ Core while the DF-R Reclaimer is inside recovering resources. The HR-D will not take damage but you must manage your fuel consumption. The DF-R will take damage and if it’s destroyed the result is mission failed and zero score. Amidst the chaos the DF-R can sacrifice Material to refuel the HR-D. “Parts†are the resource that enable the DF-R’s defenses and you must have at least 4 in your inventory to leave the planet safely and — most importantly — with your score intact. Your final score is multiplied but how much Material you were able to retrieve during your mission. The tagline here is “your score is meaningless unless you exit.†Live LeaderboardsI love leaderboards, but leaderboards hate me. How about we shake things up a bit? On every new run you will wager part or all of your previous score towards your new score. Your wager is irrelevant until you have reached your previous score. From that point on it’s up to you whether to risk it all or leave with your score and wagered bonus. Your position on the leaderboard will reflect your decision and yes you will go from the top of the leaderboard straight to the bottom. How far you fall though is all up to you. Community Boss ModeFrom the beginning I set out to design a game where Twitch streamers can allow the community to interact with their game. I’ll expand on this one at a later date but it will be one of the final features I’ll be adding to the game. Ask An Enemy StudiosAt the risk of disappointing someone in the industry who made one of my all-time favorite video games, it must be said that I’ve come this far without the need of a piece of paper on my wall that “confirms†my abilities. Abilities I did not know I even possessed until I started this endeavor. I have no prior programming experience or game design background — I simply had the desire to learn, dropped out of a school, and carried on. I’ve fallen on my face plenty so far, and “plenty†is an understatement. There’s a huge possibility I can still fail but it must be said because I know there are tons of you out there lacking direction, conviction, or focus. The only thing I can tell you is if you truly want to make a game don’t sit around and think about it. Do it. Thanks for your time folks. I’ll be back with updates soon. If you happen to be in San Francisco tonight at 7:00 PM Pacific you can stop by The Mix and try out an early build — or stop by booth 11089 at PAX East 2016 and say hello. I’d love to talk video games with you guys. View the full article
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So who’s sitting with baited breath eagerly awaiting the PlayStation’s VR event tomorrow? I know we are! From the reveal of Project Morpheus to the unveiling of PlayStation VR, we feel like virtual reality has been in the news for a while (We announced Battlezone nearly 10 months ago — I can’t believe it!), but only now are players starting to see what kind of complete game experiences they’ll be getting in virtual reality. And now it’s Battlezone’s turn to show what it’s made of! We’ve chatted about it a little before on PlayStation.Blog, but it’s probably worth repeating that yes, there’s a sizeable single-player campaign at the heart of the Battlezone, but there’s also something a little bit different going on underneath… Today we’re showing off a new campaign trailer that gives you lovely, sweeping views of some new levels we’ve been working on, including a stunning night-time arena, glowing industrial environments, windswept ice wastes, and a heavily updated version of the “neon†level seen in the game’s original teaser. Oh, and don’t forget to check out the completely redesigned cockpit packed with cool new details and panels! As a player, you’ll experience explosive vehicle tank combat across all these different environments — and more — but what’s most exciting is that once you’ve completed the campaign, your next playthrough will be very different. The campaign map where you pick missions is structured across a series of interlocking “hexes†that need to be completed to progress to the finale, and it’s up to you to forge a path through the campaign of your own choosing. However, if you restart the campaign at any time, the hex map is re-generated procedurally, and dozens of environments, levels, and mission types are blended together in a different combination. So each hex is now completely different from what it was before! With each playthrough you’ll unlock more of the complete arsenal, increasing the pool of weapons and special equipment you’ll be offered as you progress. This means that no two campaign playthroughs will be ever be the same as maps, missions, and the weapons at your command change radically with each attempt. Obviously we’re hoping that Battlezone will be one of the first PlayStation VR games players buy, but we’re also designing it to be the one you return to time and time again… once VR has taken over the world, of course! Anyway, that’s probably enough from me — look out for more Battlezone news and previews all this week from GDC! View the full article
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Many of you have been patiently waiting for PlayStation Vue to come to your city, and today we’re pleased to announce that PlayStation Vue is making its nationwide debut. We’re expanding the service to the rest of the U.S. to give our fans a better way to watch popular live and on-demand TV from top networks like AMC, ESPN, Comedy Central, Cartoon Network, and more, using PlayStation Vue’s unique streaming features. We’re kicking off this launch with our new Slim multi-channel plans that are available in the 203 newly launched markets. Here are the prices for these new plans — all are offered with a free seven-day trial. Access Slim: 55+ channels, including live cable TV, movies, and sports channels for $29.99 per month. Core Slim: 70+ channels, including all the channels from Access Slim with the addition of national and regional sports networks for $34.99 per month. Elite Slim: 100+ channels, featuring all the channels from Core Slim with the addition of more top movie and entertainment channels for $44.99 per month. With an Internet connection and a PlayStation Vue TV-connected device, there are no hidden fees or long-term contracts for PlayStation Vue. Some of you may be wondering, what’s the difference between Slim and our standard multi-channel plans available in previously launched cities (New York, Los Angeles, Chicago, Philadelphia, Dallas, San Francisco, and Miami)? Slim plans are only available in the newly launched markets and will offer all of the same live cable channels as the standard PlayStation Vue plans. However, ABC, FOX and NBC will offer video-on-demand (VOD)-only content. This means you’ll be able to access top network content, including primetime shows, from the three broadcast networks. Most on-demand content will be available within 24 hours after airing. CBS live and on-demand programming will also be added to select cities at a later date. We’re working to add local broadcast stations to your city, which will add live, local programing to the channel lineup. You can find more information on plans in your city here: www.psvue.com Users can take advantage of PlayStation Vue’s unique TV streaming features, including the following: Cloud DVR — PlayStation Vue’s unmatched cloud DVR allows users to record hundreds of shows at once and store thousands of hours of content. Simultaneous Streaming — a single PlayStation Vue subscription allows users to simultaneously stream content across different devices. Powerful Interface — this seamlessly blends live and on-demand content to put top programming front and center, with innovative search and discovery tools. You can also “catch up†on many popular programming within the past three days from a show’s first live airing. In addition, users can also access programming from more than 60 network mobile apps or websites, simply by logging in with their PlayStation Network ID. The mobile apps and websites are developed by network programmers and are a separate offering from PlayStation Vue, but can be used at no additional cost. Users can access PlayStation Vue through PS4, PS3, Amazon Fire TV, and Fire TV Stick, as well as iPad and iPhone through the PlayStation Vue mobile app. Google Chromecast is also supported via compatible iOS devices. We’re excited about this expansion, and can’t wait to share more news about our future plans for PlayStation Vue. View the full article
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Fallout 4’s first add-on, Automatron, is coming to PS4 on March 22nd, and we’re excited to let you preview the new content with an all-new trailer! The mysterious Mechanist has unleashed a horde of evil robots into the Commonwealth, including the devious Robobrain. Hunt them down and harvest their parts to build and mod your own custom robot companions. Choose from hundreds of mods — mixing limbs, armor, abilities and weapons, like the all-new lightning chain gun. You can even customize their paint schemes and choose their voices. (For characters level 15 or higher.) In April, we’re expanding the capabilities of settlements with the second add-on, Wasteland Workshop, and in May, travel beyond the Commonwealth to Maine for Far Harbor — the largest landmass Bethesda Game Studios has ever created for post-release content. And that’s just the beginning, with even more add-ons coming later in 2016. Stay tuned for more details on free updates like Survival Mode and the Creation Kit, which will allow you to create mods on the PC and then share and play them across all platforms, including PS4. This week a select group of PS4 players will be receiving invites to beta test Automatron. If you registered for the beta through Bethesda.net, keep an eye on your inbox this week to see if you got in. View the full article
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Buy a Founder’s Pack today and be among the first to play in Paragon‘s Early Access Season, starting Friday, March 18th. From the start, our team at Epic Games set out to create a competitive MOBA in partnership with our players. As early as possible we invited passionate gamers to join us in playing Paragon each week and share their thoughts and ideas. We’ve worked hard to be responsive, make changes, and implement improvements with each weekly build. Now with the beginning of Early Access we’re taking the next step in opening up the game to more people. Players who want to get a head start in playing with a small, enthusiastic community and help shape the evolution of the game can join us by buying a Founder’s Pack. Paragon will be in free Open Beta this summer, so if you’d rather wait, we’d love for you to play then. If you want to support Paragon and be a part of the community from the start, we want to give you an amazing value for the money you spend. In addition to game access, each Founder’s Pack includes skins, Hero Master Challenges (which unlock Master Skins and emotes as you level up), and boosts at an enormous discount to regular prices. The Challenger and Master Pack also include an exclusive Founder’s Skin, and a free Founder’s Pack to give to a friend. You can learn more about Founder’s Packs at Paragon.com. For those of you who would prefer to buy a Founder’s Pack in the store, we’re excited to announce that, in partnership with Sony, we’ll be launching a Paragon: Essentials Edition. We approached the Paragon: Essentials Edition the same way we did the digital founder’s packs — it’s a great value, with Hero Master Challenges, skins, boosts, and more at a huge discount as our way of saying thanks for getting in early and supporting Paragon. The Essentials Edition is available for pre-order today, and will be in stores June 7th. Paragon is designed so that all players can compete and win without ever spending money. All heroes are free, and cards are earned through gameplay. To learn more about Paragon, read Ryan’s post here. Thanks for your support, and see you in the fight! View the full article
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This week, we welcome developers from all over the world to San Francisco to attend Game Developers Conference 2016. This is an industry-only event, but since we know PlayStation has a diverse, far-reaching audience we wanted to put all of the info for our panel discussions in one easily-accessible place for those who might find it useful. Going to be at GDC this week? Stop by the main booth (1202) where we’ll have games, tools, tech and more. Interested in a career with PlayStation? Stop by the PlayStation Lounge at the Career Center (booth CC2300) to grab some coffee, play games, and strike up a conversation with recruiters and hiring managers. Check here for more info about the panels and events we’ll be hosting at GDC 2016. PlayStation VR: Development and Innovations (presented by Sony)Date: Wednesday, March 16th Time: 11:00 AM – 12:00 PM Location: West Hall, Room 3009 Speaker: Chris Norden – Senior Staff Developer Support Engineer, SCEA Synopsis: Join us as we enter the world of PlayStation VR and explore new features, development concepts and design innovations. We will be discussing the latest hardware and software, exploring features to help developers make better VR titles, and giving a long-awaited update on the future of the consumer product. There will also be some exciting new information from “The PLAYROOM VR†team as well as a surprise live multiplayer VR demo on stage! 2016: A Pivotal Year for F2P on PlayStation (presented by Sony)Date: Wednesday, March 16 Time: 12:30 PM – 1:30 PM Location: Room 3022, West Hall Speakers: Wes Phillips – Global Brand Manager (Epic Games) Sarah Thomson – Sr Account Executive (F2P, Sony Computer Entertainment America) Erik Whiteford – Director of Marketing (Wargaming.net) Todd Harris – COO (HI-REZ Studios) Ivan Sulic – VP of Marketing (Digital Extremes) Laura Naviaux – Chief Publishing Officer (Daybreak Games) Synopsis: F2P is no longer a modest, nascent business model on PlayStation. With success stories such as DCUO and Warframe, larger F2P PC Publishers have now entered into console. AAA F2P games have launched on the platform, taking the F2P business vertical to new heights. Our panel of seasoned F2P partners delve into their PlayStation debut, how they built their strategy and what PlayStation gamers expect from their games. Hear from top publishers such as Wargaming, Epic Games and HI-REZ Studios speak to their challenges and triumphs on console while leveraging their pedigree and knowhow from PC. How to Grow your Online Community on PS4 (presented by Sony)Date: Wednesday, March 16th Time: 2:00 PM – 3:00 PM Location: West Hall, Room 3022 Speakers: Zev Solomon – Senior Developer Support Engineer (Sony Computer Entertainment America, Developer Services and Support) Jon Webb – Senior Manager (Sony Computer Entertainment Inc., Product Strategy) Synopsis: This sponsored session will give attendees an overview of the various GPU debugging and optimization tools offered to PS4 developers. Platform Engineering Disciplines at PlayStation: A Fireside Chat (presented by Sony Computer Entertainment America)Date: Wednesday, March 16 Time: 2:00 PM – 3:00 PM Location: Career Center Theater, Career Center, North Hall Speakers: Peter Paquette | Technical Account Manager, PlayStation Steven Osman | Senior Staff Software Engineer, PlayStation Synopsis: Come chat with Peter Paquette and Steven Osman about their roles and respective departments at PlayStation. If you have questions about what it is like to work within Research and Development or everything that our Developer Support teams do (Hint: they are not a call center) then please join them for a short presentation followed by a question and answer session. Creating Greatness at Santa Monica Studio (presented by Sony Computer Entertainment America)Date: Thursday, March 17 Time: 10:00 AM – 11:00 AM Location: Career Center Theater, Career Center, North Hall Speakers: David Hewitt | Sr. Manager Game Design, Santa Monica Studio Koray Hagen | Programmer, Santa Monica Studio Synopsis: This session will introduce the unique creative culture of Sony’s Santa Monica Studio, with its combination of AAA internal development and incubation and partnerships with some of the industry’s most innovative independent teams. We’ll cover what we look for in new team members, how we work together, how we grow and develop one another, and what it really means to put quality (and the player!) first. We’ll look at the studio from both a technical and a creative perspective, and will be open to questions from audience members who want to know more about our studio and the people who work there. 3D Audio (presented by Sony)Location: Room 3009, West Hall Date: Thursday, March 17 Time: 11:30 AM – 12:30 PM Speakers: Victoria Dorn – Software Engineer, Sony Computer Entertainment America Frederick Umminger – Sr. Manager, Engineering, Sony Computer Entertainment America Jennifer Kwan – Product Manager – Audio, Sony Computer Entertainment America Synopsis: 3D audio: The next generation audio standard after 7.1 surround sound – How to implement for PS4 games and PlayStation audio products. PlayStation University: How to Become a PlayStation Intern (presented by Sony Computer Entertainment America)Date: Friday March 18 Time: 10:00 AM – 11:00 AM Location: Career Center Theater, Career Center, North Hall Speakers: Darchele Smith | Sr. Recruiter, PlayStation Leesa Dreo | Lead Recruiter University Relations, PlayStation Synopsis: How do I get my foot in the door with PlayStation? Be mentored by game industry leaders? What makes them the “best place to work and play� Come learn what it takes to make the first step towards the greatness that awaits you as a PlayStation intern. We are committed to developing the next generation of industry leaders and mentoring your talent to unexpected levels. In our session, learn about our 12-week internship program in multiple locations, which encompasses all facets of our business from corporate to game development. Learn what makes us different from our competitors and how you can help us to define the next 20 years of game play. View the full article
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A game of powerful heroes, intense strategy, and last-minute victories. Paragon early access begins March 18th and aims to open up MOBAs to the masses. Designed by the team at Epic Games, Paragon puts a third-person twist on MOBAs with a diverse roster of heroes and tactile combat. Enter the fray and defend your base from the ever-encroaching march of the opposing team. With heart-pounding five-on-five matches, Paragon will change the way you compete on PS4. For those that simply can’t wait until Friday, Salt and Sanctuary launches this week on PS4. With brutal 2D combat and a robust item crafting system, this gothic adventure is Ska Studios’ most ambitious project to date. For a full list of news games coming to PlayStation, read on. And enjoy the Drop! New Releases: March 15th, 2016 Aegis of Earth: Protonovus Assault PS4, PS3, PS Vita — Digital, Retail Aegis of Earth: Protonovus Assault is a frenetic and explosive new spin on action strategy gaming. Plan out and build up your defenses as hordes of hulking monstrosities bombard your heavily fortified city in an attempt to wipe you off the Earth for good! Arcade Archives Bubble Bobble PS4 — Digital Bubble Bobble is an action game that was released by TAITO in 1986. Players control the twin Bubble Dragons that are called Bubblun and Bobblun, and travel through one hundred different stages. The game became popular and led to a long series of sequels and spin-offs. Candlelight PS4 — Digital After a mysterious entity extinguishes all the candles in the land, a lone surviving candle sets out on a most important adventure to bring light back to the land. D/Generation HD PS4 — Digital A virus has escaped at Genoq HQ in London, and Derrida, the lead scientist at Genoq, has asked you to help save the day. D/Generation was a popular isometric puzzle game written in 1991 by Robert Cook. D/Generation HD has been recreated from the original source code and contains all the original features and puzzles but in glorious HD. EA Sports UFC 2 PS4 — Digital, Retail EA Sports UFC 2 is the complete fighting experience you have been waiting for. With a bigger roster of fighters, stunning character visuals, and a revolutionary new Knockout Physics System, finishing the fight has never been more real and satisfying. Joe Dever’s Lone Wolf Console Edition PS4 — Digital (Out 3/16) Lone Wolf, the fantasy fiction/RPG gamebook classic by Joe Dever, is re-imagined for a new generation with a brand-new story, deep combat system, stunning graphics, and much more! Make meaningful choices and carve your own path through this epic non-linear adventure. Murasaki Mist: Akara’s Journey PS Vita — Digital Accompany Akara in a long journey that will take her to the deep bowels of Hell itself. Gameplay is fast-paced, with many monsters and demons offering a frenetic challenge while the player hacks his way through. Paragon (Early Access) PS4 — Digital (Opens March 18th for Founders) Paragon is a MOBA from Epic Games that puts you in the fight with explosive action, direct third-person control, and deep strategic choice. Salt and Sanctuary PS4 — Digital A doomed sailor is shipwrecked on an uncharted island. In fog-shrouded valleys, where grinning, mossy corpses cling to rusted arms, shambling figures begin to stir. Salt and Sanctuary combines fast, brutal 2D combat with richly developed RPG mechanics. Explore a cursed realm of forgotten cities, blood-soaked dungeons, desecrated monuments, and the fallen lords they once celebrated. Samurai Warriors 4 Empires PS4, PS3, PS Vita — Digital (PS4 Version at Retail) Samurai Warriors 4 Empires provides an alternative take on the events depicted in Samurai Warriors 4, using the historical landscape as a setting for an exciting strategy-focused game. Players have the opportunity to create their own character to serve in the lower ranks of the army, gradually rising through the ranks to eventually rule the entire land through their conquests. Sebastien Loeb Rally EVO PS4 — Digital 58 car models, from legends of the past to the modern era, more than 186 miles of real tracks, and a game mode fully dedicated to celebrating the successes of the nine-time rally champion, Sébastien Loeb. What are you waiting for? Experience real rally! Senran Kagura Estival Versus PS4, PS Vita — Digital, Retail A mystical phenomenon transports the shapely shinobi of the titular series to a parallel dimension to face off against their rivals in a new kind of battle. In this strange-but-sunny island paradise, the girls find themselves face to face with their departed loved ones. Can they bear to part from them a second time? Senran Kagura Estival Versus boasts more moves, more story, more attitude, and more destruction. Sheltered PS4 — Digital Sheltered is a deep and emotional survival and post-apocalyptic disaster management game. After a global apocalypse, a frightened family finds its way to a deserted shelter. You take on the role of protecting four family members. Their wellbeing and survival is your responsibility. One mistake, one bad decision, and a loved one is gone forever. Tetrobot and Co. PS4 — Digital Help Maya guide Psychobot through Tetrobot’s cogs and circuits: by swallowing blocks of matter and spitting them out, we can repair anything. Learn how pipes, lasers, fans, and other electronic devices work, learn how to alter the chemical properties of slime, and collect all the memory blocks that you find on the way. ILOVEMAKONNEN — Drink More Water 6 Baauer — Aa HÆLOS — Full Circle The Hateful Eight Concussion (2015) Point Break (2015) 2016 NCAA March Madness — Begins March 15 (TBS, CBS, TNT and truTV) NCIS — March 15 at 8/7c (CBS) The Americans — March 16 at 10/9c (FX) The information above is subject to change without notice. View the full article
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Subscribe via iTunes or RSS, or download here I’m honestly amazed that we made it to this point. Back in late 2011, when we took our first, shaky steps into podcasting, I would never have believed that more than four years later we would still be going strong. Hitting the 200 episode mark means that PlayStation Blogcast is officially serious business. I know I can speak for the rest of the gang when I say that we could never have reached this point without you. So: Thank you! Today’s episode is suitably momentous, with three very special guests. So… let’s listen in. Stuff We Talked About New logo! Thanks Cory. Sid vs. Colin: Ultimate Trivia Battle! 200 Episodes of Play A chat with Shawn Layden What PlayStation means to us What PlayStation means to you Our favorite industry memories Recent Episodes Episode 199: Praise the Sky Episode 198: Plants vs. Paragon Episode 197: Fightin’ Words The Cast Sid Shuman – Social Media Sr. Manager, SCEA Nick Suttner – Lead Account Manager, SCEA Justin Massongill – Social Media Manager, SCEA Ryan Clements – Social Media Specialist, SCEA Shawn Layden – President & CEO, Sony Computer Entertainment America Greg Miller – Co-founder, Kinda Funny Colin Moriarty – Co-founder, Kinda Funny PS Blogcast Episode 200 recorded! Dinner with the crew to celebrate. – Spherical Image – RICOH THETA Sorry for the bad lighting, still learning how to use this camera! -Justin Send us questions and tips! blogcast@playstation.sony.com Leave us a voicemail! (650) 288-6706 Thanks to Cory Schmitz for our beautiful (new!) 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.] Here’s to 200 more View the full article
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Agent 47 is back. The Hitman season has premiered — and we couldn’t be more excited! Today, you can download and play the first episode of Hitman on PS4. This is your first step into the world of assassination and it’s a very proud moment for everyone that has been involved with the game. In many ways, this is just the beginning of a fantastic year for Hitman. We’re giving you the weekend to experience the Prologue, start exploring Paris, and try your hand at the first Escalation Contract before we unleash more of our live content next week. Escalation Contracts have a strong focus on having fun with the game mechanics. You’ll need to complete a hit that will escalate in difficulty over five stages — pretty much anything goes in this mode. It’s more about being playful than realistic. Also next week, we’ll release the first ever Elusive Target for Hitman. This target will only be around for a limited time — and you only have one chance to take them down. You won’t want to miss them! Escalation Contracts and Elusive Targets are part of the live component of Hitman that we will keep fresh every week in between the release of each episode. For our PlayStation players, we have some exclusive content at launch; the first contract from the Sarajevo Six, The Director. This contract is available from day one (Today!) and is the first of a six-part, self-contained side-story revolving around former members of a paramilitary unit called CICADA. We’re at the start of a very exciting journey that we are going to take with you, our players. Thank you for your support so far. You need to buckle up now though, because we’ve officially invited you to enter a world of assassination. Good luck. View the full article