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Commander Fury

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Posts posted by Commander Fury

  1. Hey y’all! We here at Idea Factory International are super excited for the North American PS4 launch on February 19 of Death end re;Quest, the glitched out JRPG! We got some exclusive, behind-the-scenes look with the President of Compile Heart and Producer, Norihisa Kochiwa, as well as the lead artist, Kei Nanameda, and their take on the creation of the world of Death end re;Quest. The game will be available next week, including an awesome digital Deluxe Bundle now available for preorder at PlayStation Store.

    The Story So Far

    Before our special talk with Kochiwa-san and Nanameda-san, let’s take a look at the story of Death end re;Quest. The story begins with one of the main protagonists, Shina Ninomiya, who is stricken with a bad case of amnesia. Unbeknownst to Shina, she is trapped in a virtual reality MMORPG designed by Enigma Games, a leading company known for creating a vast, multi-terrained gaming landscape, World’s Odyssey. Shina and the lead programmer, Arata Mizunashi, were in charge of developing World’s Odyssey, but the project was unfortunately halted after her disappearance.

    One year later, Arata receives a mysterious email and realizes the email came from his long-lost friend. Scrambling through the lines of code, Arata realizes that Shina herself is trapped in World’s Odyssey and finds that the only way for Shina to escape is to complete the good ending of the game – a task that has a success rate of 1%. Arata slowly realizes that not only are these forces wreaking havoc in World’s Odyssey, but also on the other side of the computer screen. What a mystery wrapped in an enigma!

    Death end re;Quest

    Now Entering… World’s Odyssey

    The captivating story of Death end re;Quest is one thing, but the gameplay also explores exciting mechanics that JRPG fans will find familiar and unique! At will, players can switch between visual novel investigations with Arata in the real world and jumping into the World’s Odyssey where Shina and her friends duke it out against dastardly bugs. During the visual novel gameplay, players meet a myriad of game developers that assist Arata in figuring out these mysterious forces that caused Shina to disappear. Change the visual novel perspective as players jump into the World’s Odyssey, where players can control Shina and her band of friends in a JRPG-esque fashion.

    Death end re;Quest

    Bask in the glory of the Godot Ruins

    And while this game does deliver your classic Compile Heart JRPG battle systems, the game also turns everything you know about RPGs upside-down. Each character will need to punch in three attacks or skills known as the Triact System. Characters will also have the possibility of learning new skills, notified by a light bulb, depending on the combination players choose within the Triact System. This system is called Flash Drive. Once you set the Triact commands, characters will have the ability to launch enemies with the Knockback System, allowing players to strategically angle and combo attacks toward other enemies, walls, and even other party members for more devastating damage!

    Death end re;Quest

    Choose from 3 attacks and/or skills in the Triact System

    Another system feature players will need to keep a watchful eye for are Field Bugs! Field Bugs are rampant in every battle field and players must be aware of the positive or negative effects it can have on your character. Each Field Bug also varies in the amount of Corruption it can place on a character, which brings us to our next system, Glitch Mode — a system that transform your party member into an unstoppable force. The Glitch Mode transformation can be reached as soon as a party member’s Corruption Level reaches 80%. Once in Glitch Mode, players can also access special attacks that can be extremely useful in any tough battle. However, players will need to keep a close eye on each character’s Corruption Level. If it is too high, it can have severe consequences!

    Death end re;Quest

    Shina deploying her special Glitch Mode Attack

    Need some extra power-ups and buffs during battle? Because Arata is unable to physically fight alongside with Shina, he uses his programming skills to strengthen the party and change the tide of battle! With Arata’s Battle Jack System, he can deploy three different skills to help out during Shina’s battle. As soon as players eliminate 50% of Field Bugs on the battle field, players can use the three available skills in the Battle Jack System: Code Jack, Summon, and Install Genre. Code Jack allows Arata to apply cheat codes during battle, which can buff party members or debuff enemies. The Summon features gives the ability to summon captured Entoma Queens, which are the bosses players will run across throughout World’s Odyssey. And lastly, we have Install Genre, which alters the game mechanics and turns the battle into a fighter, shooter, puzzle, billiards, and even slot!

    Death end re;Quest

    Looks like a Jackpot to me!

    And now that you know the story and gameplay, let’s talk with Norihisa Kochiwa and Kei Nanameda, and get some sweet tidbits in the creative process of Death end re;Quest! Below also shows some sketches done by Kei Nanameda!

    What is your name and what was your involvement with Death end re;Quest?

    Norihisa Kochiwa: I am Norihisa Kochiwa, President of Compile Heart and the producer for Death end re;Quest.

    Death end re;Quest

    Kei Nanameda: I am Kei Nanameda, Lead Character Designer at Compile Heart. For Death end re;Quest, I was in charge of character-related areas, such as character designs, standing portraits, and event CGs.

    Death end re;Quest

    Death end re;Quest is a refreshing take on JRPGs. When you were first introduced to Death end re;Quest, were you taken aback by the concept of the game? Any first thoughts when you were pitched the game?

    Kochiwa: The project began as a dark fantasy-type RPG. As I gathered the team for it, we were able to combine the efforts of several talented creators like Kedouin-san for the scenario, Nanamedakei, and huke.

    Nanameda: When I became involved with the project, the only thing they had were concepts, such as “dark world,” “bugs,” and a “game world setting,” so I thought, “Wow! This is really interesting!”

    At the same time though, I had to think, “How am I going to reflect these themes in the characters?”

    Is there a particular character in Death end re;Quest you really enjoyed and/or empathized with? Any characters that you completely despised?

    Kochiwa: I like all of the characters, but I especially like Shina. I admire her positivity through the various harsh obstacles she has to overcome.

    Nanameda: My favorite character is Shina. Even in design terms, all of my favorite things are packed into her appearance. In the actual game, her character undergoes several trials, so I hope people root for her! A character I despised? I can’t think of one. Whether they are allies or enemies, each one stands out to me, so from a creator’s standpoint, I am attached to all of them.

    However, from the players’ perspectives, I may feel a certain distaste for a specific enemy character…

    Death end re;Quest

    Nanameda’s early sketches of Shina

    What kind of obstacles did you face when creating/writing? Did you find these obstacles much different on other Sony titles you’ve worked in the past?

    Kochiwa: There were many story elements, so it was difficult to connect them all. Of all the titles we’ve worked on thus far, this one had the most bad endings.

    As for the battle system, we had double the features than in our previous titles, which presented another challenge. One such feature is the Knockback feature, but we also included a Summon and Install Genre feature to make it more akin to an RPG. Thanks to the staff’s hard work, everything integrated together well, making for a deep, strategic system.

    Death end re;Quest

    Round 1, FIGHT!

    Nanameda: I touched on this briefly in the second question, but I struggled most with how to implement the “bug” theme in the character design. Because it pertained to the kind of bugs that exist in the game world, I wanted to include some digital details in their appearance.

    Some of our titles have aspects of the game world inside of them, such as the Neptunia series, so I wanted to set it apart from those games. I wanted to honor what makes Death end unique, so it took some time for me to come up with a solid idea.

    In the end, I overcame the obstacle by thinking of bugs not only as the computer bugs, but as literal insects. That set the tone for me. Whenever I do character designs, there is always a moment where everything comes together, which motivates me to think, “I can do it!” Until then, all I can do is keep pushing until the breakthrough comes.

    Death end re;Quest

    Shina displays her wide range of attacks

    Let’s say you were in Arata’s or Shina’s position. How would you have reacted (as Arata) in finding out that Shina, your best friend, is stuck in a defunct video game for over a year? And vice versa. How would you have reacted (as Shina) in finding out that you’re stuck in a video game?

    Death end re;Quest

    Nanameda’s early sketches of Arata

    Kochiwa: If I were Arata or Shina, trapped inside of a cancelled game I had been working on, I would likely ask a debug company to identify the source of the bug. Then I’d ask all of the programmers to fix the game to save her (laughs).

    Nanameda: If I were Arata, then I am sure I would feel compelled to save her somehow, to try and explore all options, but I know sometime through the middle, I may get to the point of giving up. It’s a testament to how strong and heroic Arata is.
    As for Shina, I think I would be so enthralled that I was inside of the world I had developed that I would never progress the story. I would be too interested in speaking with the NPCs.

    Death end re;Quest

    Working as a game developer has gotten more complicated than ever…

    As director/an artist, you are constantly influenced by the things around you (subconsciously or consciously) during the time of your work process. Were there any particular things (video games, art, music, etc.) that influenced your creation process?

    Kochiwa: For Death end re;Quest, since there a central bug theme, I researched cheats and debug commands from older games (think ↑↑,↓↓, →←,→←, B, A, Select, Start). Older games employed those features more, which I took into consideration for this game.

    Death end re;Quest

    Access Arata’s computer and investigate all the clues!

    Nanameda: For Death end re;Quest, I was influenced by Huke, who was in charge of the Ludens’ character designs, and Kedouin, the scenario writer. Additionally, I visited the Art section at a bookstore, and also drew inspiration from characters and illustrations I see on Pixiv and Twitter.

    Death end re;Quest

    Nanameda’s early sketches of Arata’s Avatar in World’s Odyssey

    Deadlines can be intimidating for any creator. What did you do to keep yourself grounded when working?

    Kochiwa: When producing games, you must always be mindful of deadlines. Especially when developing for the PS4. We have to be very specific, down to the minute detail, so that our staff can use all of their time to make the game happen. Part of that includes making hints to progress the game, and implementing bad endings that trigger when players reach certain locations or make certain choices. If we had no deadline to make this game, then we would have included more bad endings. However, more of those don’t necessarily make a better game, so I think what we ended up with had the best balance.

    Nanameda: I try not to get worked up over one thing. It’s important, of course, to be persistent in your work, and I do spend time on things when I have to, but I make sure not to focus on little details so much as look at the bigger picture. I have to draw a line in myself.

    Especially in the game production field, my job doesn’t end solely with character design. Beyond that, I have to consider the 3D-rendering, standing art motion creation, UI, and various assets. I have to take all of that into consideration.

    Death end re;Quest

    Go Shina! It’s yo’ birthday!

    Do you have any PlayStation releases (past or present) that you admire? Why are these games so close to your heart?

    Kochiwa: Spider-Man. They replicated the true vastness of New York City, and Spider-Man’s movement is inspirational from a design standpoint. Playing it is so fun.

    Nanameda: I love character designs for fighting games. I am especially influenced by the Guilty Gear series. The silhouettes and unique designs excite me. They’re absolutely wonderful. I also like the Disgaea and DanganRonpa series. It’s hard to explain, but they both have unique-looking characters who possess a certain venom. I appreciate works like that.

    Lastly, do you have anything else to add with the upcoming launch of Death end re;Quest?

    Kochiwa: Death end re;Quest is a fusion of cute characters that Compile Heart excels at, dark fantasy themes, and horror elements, all in one game. We put our hearts into this game. By making the bugs the central theme, we were able to tie in several twists and turns to excite our players, so please buy a copy and see for yourself!

    Nanameda: For Death end, not only are the character designs influenced by the “bug” concept, but so are the scenario, system, monsters, and maps. The bug motif is everywhere, so I think people will find it distinctive and enjoyable.

    Additionally, the story is enthralling. There are numerous bad endings, some are quite shocking, but I hope players stay determined to make it to the end.

    It would make me happy for you to not only love the game, but love the characters too!

    And there you have it everyone! A special thanks to Norihisa Kochiwa and Kei Nanameda for taking the time to talk with us! Death end re;Quest will be pluggin’ into your PS4 world this February 19 in physical and digital format. And remember, before the game launches next week, you can still preorder the Deluxe Bundle and save 10% if you are a PS+ member! Hope everyone can check it out!


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  2. Hi folks – first, some exciting news. We’re close to launching a major update to PlayStation.Blog that will bring some (long-overdue) UX and functionality updates. Expect to see it in the coming weeks — knock on wood!

    In the meantime, we’ll be temporarily taking a few systems offline for maintenance including login and commenting functionality. These will return after the launch of the new UX and design.

    Can’t wait for you to see it! More details to share soon.


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  3. Hello! I’m Noriyoshi Fujimoto, the producer of Dragon Quest Builders 2. We are excited to announce Dragon Quest Builders 2 will be released on PS4 on July 12!

    The game takes place in a world made of blocks, meaning that players can create freely in a sandbox environment while also enjoying the DQ series’ story-based RPG elements. It’s a genre we like to call “Block-Building RPG.”

    Dragon Quest Builders 2Dragon Quest Builders 2

    The protagonist can build houses and towns, items used in daily life, and even weapons or traps. These can all be used as the player sees fit, and everything leads up to the grander story of facing down a vile cult that worships destruction.

    I really look forward to seeing what sorts of towns and items players in North American and European regions create as they make their way through the story. I get the feeling your strategies, and the items you come up with, will be different than anything we’ve seen in Japan or Asia.

    Dragon Quest Builders 2

    We’ve also released some screenshots, two CG trailers, and a gameplay video that will give you a good idea of what the world and actual gameplay of Dragon Quest Builders 2 will be like, so make sure to check them out!

    Girl Builder Opening Movie:

    Boy Builder Opening Movie:


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  4. Think you’ve seen everything Raccoon City has to offer? Think again, as The Ghost Survivors comes to PS4 on February 15 as a free update for Resident Evil 2. This set of stories provides “what if” scenarios for characters you encounter throughout the main game, providing an alternate look at what things might have been like if they survived the horrors of Raccoon City.

    There’s a good chance you’ve seen or played The 4th Survivor, a tough-as-nails additional mode that follows Umbrella Security Services (U.S.S.) agent Hunk as he escapes from the depths of the city in order to complete his mission, or The Tofu Survivor, a non-canon gameplay mode which follows a particularly determined block of bean curd doing its best to avoid certain death (and maybe being sautéed with some vegetables and spices). The Ghost Survivors has a similar premise – escape from Raccoon City by any means necessary – but this time, you’ll be playing as three characters that never survived that fateful night:

    Resident Evil 2 - The Ghost Survivors

    No Time to Mourn features Robert Kendo, owner of the famous (and aptly named) Gun Shop Kendo. Those who have played the game may already know how his sad tale ends, but in The Ghost Survivors, he’s given a second chance when an old friend with a helicopter radios in to pick him up. Packing up what weapons he can, Kendo sets out into the streets to seek a way out from the infected city. On his way, a new type of poisonous zombie stands between him and freedom.

    Way before the events of Resident Evil 2 took place, the fate of the mayor’s daughter, Katherine, was already sealed. In Runaway, her story takes her down a very different path. Seeking to escape Raccoon City with a certain someone, Katherine Warren must navigate the streets while avoiding a strangely mutated type of zombie that can only be stopped with particularly powerful ammunition. Play carefully, and you might survive.

    Out of the shadows comes a forgotten U.S.S. agent. Thought to have been wiped out with his squad, the appropriately named Ghost makes his debut in Forgotten Soldier. Deep within the laboratory underneath the city, another soldier (besides Hunk) attempts his escape. Having to deal with hordes of monsters is bad enough, but what do you do when they’re covered in armor? This especially challenging scenario will put even The 4th Survivor veterans to the test.

    Resident Evil 2 - The Ghost Survivors

    Finish each scenario on its regular difficulty, or give them a shot in the unique Training mode. Unlike other modes, Training will lower the difficulty a bit by giving you additional items and item slots to start out with, and makes a great way to learn enemy positions and routes before you tackle each scenario on their standard, more challenging difficulty. It’s also a great way to understand some of the mechanics of The Ghost Survivors. Unlike The 4th Survivor and The Tofu Survivor, you can pick up more than the items you start with, but instead of finding items in the environment, you’ll find pickups by defeating specific zombies with backpacks, or grabbing items out of vending machines. Choose carefully, though; once you take an item from a vending machine, you’re locked out of the other two items for that run! Plan ahead, and you just might make it through.

    There’s plenty to do across these three “what if” scenarios. Alongside bragging rights for completing each scenario, you’ll also have access to fun new challenges and trophies specific to The Ghost Survivors. Completing challenges will unlock accessories to decorate your character, including a tiger mask, a cuddly raccoon that sits on your character’s head, and more! Go for the high score, the fastest time, or see how many challenges (and accessories) you can unlock.

    Three imaginative scenarios await you in The Ghost Survivors, out February 15 as a free update for Resident Evil 2 on PlayStation 4. Don’t forget to swing by the PlayStation Store to grab free ’98 Costumes for Claire and Leon, also available on the 15th. These costumes are just as polygonal as you remember from the original Resident Evil 2 on PlayStation, and make for a great nostalgia trip. See you all in Raccoon City.


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  5. Hey everybody! I’m Steve, Creative Director over at Pixel Maniacs. As some of you may remember, we released our puzzle shooter ChromaGun on PS4 in August 2017. A bunch of you mentioned you’d love to see the game on PS VR. At that point, we hadn’t planned on making a VR version of the game at all. But I, in my charming naiveté, told you we’d do it, if you spammed our inbox with requests.

    Well, you did. And thus began our undying love for the PS VR community, as you, and the lovely gamers over at r/PSVR began showering us with emails about bringing the game to your HMD.

    It’s been quite a ride, but I’m unbelievably happy to announce that ChromaGun VR will be dropping exclusively for PS VR on February 19.

    ChromaGun VR

    This concludes the TL;DR section of the PS Blog post. What follows, is a rendition of the pains and joys we went through to make this happen. Note that this may get a bit technical.

    You’ll probably know that VR demands far more performance from a gaming system than a regular, flat game. This is because everything needs to be rendered twice, once for each eye (which is why there’s no VR for spiders). Additionally, VR games need to achieve consistent, high frame rates, to maximize immersion and minimise the risk of motion sickness.

    Now, ChromaGun was our debut title, and we had not a clue in the world, what we were doing when we started developing it. Without going into too much detail, just imagine the game’s code as a big messy ball of spaghetti. We did get it running smoothly at 60 FPS on PS4, but just barely. On PSVR, we had to do everything twice as fast. If that doesn’t sound hard enough to you, try eating heaps of spaghetti until you’re full, and then eat the same amount of spaghetti again.* It’s like that. But less delicious.

    *Please don’t actually do that, it’s a metaphor.

    ChromaGun VR

    To get the performance we needed, we switched to baked lighting. The flat version uses dynamic lights and semi-realtime global illumination (basically simulating light bouncing off surfaces). This looks good, and allowed us to change lights while the game is running, but it’s also very performance hungry. So instead, we’re now completely pre-computing all lights. It’s not dynamic, but it’s a lot cheaper, which is what we’re looking for in VR. And with the right settings, it can look just as good.

    There’s obstacles in the game, called Color-Defiant Particle Meshes, that block the droids’ attraction to colored walls, but still allow the player to shoot through them. In the flat version, these are ceiling-high transparent walls – a huge hit on performance. So instead, in ChromaGun VR, they’re now knee-high barriers, that behave in the exact same way. They just look different.

    There are a few more things we did to enhance the effect of VR. For one, the main menu is now an entire room you can walk around, including the lamest movie theater ever, that only ever plays the credits of the game. To further enhance the depth effect, we added tiny dust particles that float around the air. They don’t change anything (and you might not even notice them), but VR feels a lot more immersive with such details.

    ChromaGun VR

    While we did resize some of the chambers to improve performance, and make gameplay more snappy in VR, we chose not to change the overall gameplay.

    There are no new chambers in ChromaGun VR. This was a touchy decision to make, because a lot of levels follow a curve, forcing players to turn around. Had we designed new levels for VR, we could’ve made them lead straight ahead, making it more comfortable to play. But in the end, we wanted players to be able to experience the original ChromaGun in VR, not some watered-down port of the game.

    What we really love about ChromaGun VR is working with the Aim Controller — there’s just something magic about that thing. Strapping on the headset, and then actually picking up the ChromaGun, is just something else. We put great detail into perfectly aligning the 3D model of the ChromaGun with the actual Aim Controller, to make sure it feels just right.

    There’s a bunch more we did to bring ChromaGun to PSVR, but this should give you a glimpse of what we’ve been doing for the past year and a half.

    If you’ve read until this point, you’re pretty familiar with the story of ChromaGun VR, and you’ll be able to appreciate my friend Andi, who was the sole programmer on the PSVR port and is responsible for the game happening.

    Thank you, Andi. You beast.

    Now, it’s time to wrap this up. We really hope you’ll enjoy ChromaGun VR. If you have any questions, feel free to ask!

    – With love from everyone at Pixel Maniacs


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  6. In a Days Gone storyline called “I Remember,” Deacon attempts to deal with his tragic past. Long before a global pandemic killed the world — turning the Pacific Northwest into a terrifying no-man’s land of Freakers, Marauders and those just struggling to survive — the Farewell Wilderness set the stage for an unlikely romance between an outlaw biker and an extraordinary young woman from Seattle.

    The wilderness is where they met, it’s where he taught her to ride, where she taught him about botany — the reason she was in the high desert in the first place. It’s where he proposed to her. It’s where, in a small church in the tiny town of Marion Forks, witnessed only by long-time friend William “Boozer” Gray, Deacon and Sarah were married.

    Days Gone

    With just a touch, Sarah Whitaker’s charm and sincerity was always able to soften Deacon, allowing him to show his awkward and tender side. He loved her so much that, a longtime member of the Mongrels MC, Deacon St. John chose to leave the MC and become a NOMAD for her so they could spend more time together. Share a life together.

    Two years later, Sarah is gone. Deacon, now a drifter and bounty hunter on the broken road, is left with only a photo to remind him of the woman he loved and the man she had helped him become. In a brief moment of peace at the church where they exchanged vows, Deacon reflects on everything he’s lost, the burnt out shell of the church, a reflection of the man he’s become — haggard, worn, and alone.

    But in the world of Days Gone, you are never alone for very long. And in a strange way, Deacon seems to welcome the intrusion. Anything, to help him forget his broken vow: “I promise to never leave you.”


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  7. Hey everyone! As the time draws near, we are excited to announce that The Wizards: Enhanced Edition is coming to PlayStation VR on March 12 for $24.99 with a limited-time launch discount.

    The Wizards is an acclaimed magical adventure in time travel and elemental battles. We invite you to take up your PlayStation Move controllers and master an array of potent spells, each conjured and cast with the unique gesture of your own hands. Guided by a once-mighty enchanter, you will be able to discover your own powers and unleash them on unwary enemies, gaining legendary fame.

    The Wizards: Enhanced Edition for PS VR

    The game offers around six hours of award-winning story campaign, and if that isn’t enough (or is too much!), you can try your hand in the Arena Mode that will challenge your endurance and skill in a series of endless battles. Moreover, you can find Fate Cards throughout the game: collectible game modifiers that can up the ante or tip the odds in your favor both in the campaign and arena modes, and affect your scores accordingly.

    On PlayStation VR, we are proud to present the Enhanced Edition of The Wizards. It arrives at the end of a fruitful development period. This definitive version of the game packs more content and improvements than ever before: we’ve expanded the campaign, polished all mechanics, and optimized the experience for PlayStation VR and Move controllers.

    The Wizards: Enhanced Edition for PS VR

    First and foremost, the story campaign receives a new level, complete with a never-before-seen map, battles, gameplay mechanics, and expanded lore. While introducing the most expansive level we’ve ever designed, we also decided that it’s high time we implemented checkpoints — getting in over your head no longer means retracing your every step before you take on the enemy with new vigor.

    As a bonus feature, we also chucked in character customization: the color of each of your gloves visible in the game can now be changed to suit everyone’s fancy! The new glove design also contains magical glyphs representing your health status. This allowed us to further increase immersion by discarding a more traditional widget floating between you and the fantasy world at your fingertips.

    The Wizards: Enhanced Edition for PS VR

    For Enhanced Edition, we reached out to PlayStation VR players community and asked for your thoughts on comfort and immersion in virtual reality, and the best ways to achieve them. Following valuable feedback, we implemented settings that put a lot of control over the experience in your hands. The players can choose:

    • Free movement or teleportation
    • Type and speed of rotation
    • Movement speed
    • Comfort vignette intensity
    • Dominant hands for one-handed spells
    • Aim assist intensity

    All of this is coming to PS VR March 12. We are thrilled to invite you to don your sorcerer’s robe, grab PS Move controllers, and immerse yourself in the magical world of The Wizards!


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  8. Rainbow Six Siege is a fiercely competitive game, and professional teams around the world compete year-round to see who has the sharpest skills in the tense, tactical first-person shooter. This weekend, the best of the best have gathered in Montreal for the third-annual Six Invitational, the most prestigious tournament in the Siege esports calendar, to compete for fame, glory, and over $1,000,000 in prize money. This is not only your chance to see the ingenious tactics and electrifying action of professional Siege on display, it’s also the perfect time to connect with the Siege community, learn about the next season of new content, and play the game for free on your PS4.

    The competition kicks off today with the Group Phase, as 16 teams from around the world battle for one of the eight spots in Friday’s Quarterfinals. Every match throughout the tournament will be livestreamed with expert commentary and insightful analysis, so no matter what your familiarity level with Siege, you’ll be able to follow the action closely. While every team has earned their place in the tournament, it will take keen strategy, strong communication, and superb execution to advance to the next stage. Here are the competitors:

    • North America: Evil Geniuses, Rogue, Spacestation Gaming, Team Reciprocity.
    • Europe: G2 Esports, LeStream Esport, Mock-it Esports, Penta Sports, Team Empire
    • Latin America: Faze Clan, Immortals, Ninjas in Pyjamas, Team Liquid
    • Asia-Pacific: Fnatic, Mantis FPS, Nora-Rengo

    Once Friday arrives, the intensity ratchets up as the action moves into the main arena at Place Bell, and teams face off in front of thousands of cheering fans. The Quarterfinals on Friday and the Semifinals on Saturday will culminate with the Grand Final on Sunday, and the crowning of the Six Invitational champions. But the livestream will include more than the matches and analysis; it will also offer a deeper look into the Rainbow Six Siege community and the people who make the game a part of their lives.

    Over the course of the weekend, viewers will see the broadcast premiere of the Rainbow Six esports documentary, “To Win It All: The Road to the Six Invitational,” which highlights three professional players and the journey they’ve taken to compete at the highest level. There will also be a series of video features, titled “Behind the Siege,” that profile casters, artists, players, and content creators who each view Siege from a different perspective. And the development team from Ubisoft Montreal will share insights into what’s coming this year for Rainbow Six Siege, including the full reveal of Operation Burnt Horizon, the next season of new content set in Australia. For the full tournament broadcast schedule and information on how to watch the action all week, check out the Six Invitational 2019 Survival Guide.

    If watching the pros play has you hankering to breach a wall or two of your very own, you’ll have the opportunity to do just that during the free weekend for Rainbow Six Siege on PS4 that coincides with the Six Invitational. Starting on February 13 at 5 A.M. PT, you can preload the game, ensuring you’ll be ready to go when the free weekend starts at 5 A.M. PT on February 14. You can play for free to your heart’s content until February 18 at 5 A.M. PT, but the sieging doesn’t have to stop there.

    From February 12 through the end of the free weekend, Rainbow Six Siege will be on sale. Any progress you make while playing during the free weekend will carry over if you purchase the game, so you’ll be able to keep your momentum going. It’s an exciting week to be into Rainbow Six Siege; come join us!


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  9. Fans of anime and manga have long been awaiting the launch of Jump Force, the fighting game which brings Weekly Shonen Jump heroes to life in an epic battle for the fate of our world. Combining iconic properties such as Naruto, Dragon Ball Z, One Piece, and more, Jump Force is a celebration of the unique characters and action-packed storylines that have enraptured fans of Weekly Shonen Jump for 50 years.

    Jump Force launches worldwide on Feb 15, but those of you who have pre-ordered the Ultimate Edition can start playing today! In light of the launch, producer Koji Nakajima shares his insights into the creation of this one-of-a-kind brawler.

    How did the concept of the game come about?

    Nakajima: Since we are celebrating the 50th anniversary of the Jump Magazine, we wanted to come up with a unique concept, something never done before. We came up with the idea of having the characters from those legendary IPs on Earth, in the real world.

    I think every fan, back when they were young and reading manga, has thought about what it would look like if their favorite character was in the same world as them. That’s what I dreamt about at least.

    We tried to realize that dream. For that we had to work on a scenario to explain why those characters are together in the real world, and I hope players will enjoy the Story.

    How did you come up with the look and feel and aesthetic for Jump Force?

    Nakajima: With the variety of art design among the different series, it was a real challenge to find the perfect look and feel for the game.

    We focused a lot on the eyes and the lighting on the skin. Those were two important factors to make the character as realistic as possible. I think we came up with a good balance! It took a while, and even between the game announcement at E3 and now, if you look carefully at the characters, they’ve changed a bit.

    Jump Force

    How did you approach balancing the various characters?

    Nakajima: I did not want people to not play with a character they like just because he is supposed to be less powerful than another, so we decided to have a 3vs3 tag system of gameplay.

    This system allows users to compose a team of three characters and based on their fighting strategy even a supposedly weak character can become important. Even though the tag system allows for more flexibility, we worked a lot to balance the game as much as possible so that each character can be strong. Then it all depends on the player skills, and the opponent’s strength!

    What characters are you really excited to have in this game?

    Nakajima: Most of the IPs we implemented in the game are series that I grew up with, so I am excited to play with all characters, but I think that users will be very happy to see that very recent series like Black Clover and My Hero Academia are represented in this game.

    And I also hope to please the nostalgic fans with series like City Hunter or Fist of the North Star. We really tried to select the most loved IP by Worldwide fans, not just Japanese fans, so I hope users will be happy with the final roster.

    What are you most excited to share with fans about this game?

    Nakajima: The feature I was the most excited to show to fans was the avatar customization feature.

    As a fan, I always wanted a game that would allow me to make my own hero with existing IPs characters’ clothing and elements.

    When we showed the avatar customization feature in the office, everyone started to gather around the screen, and started to scream the design they wanted for their avatar.

    Also, since we want players to enjoy the game for a long time, we really put a lot of efforts in this feature and the moves customization, so I hope players will spend lot of time gathering all the clothing and accessories as well as the different skills.

    Jump Force

    Why did you feel it was important to add damaged costumes and texture effects to the characters?

    Nakajima: If you look at the E3 demo, the damage effects were not implemented yet, but at that time I already had in mind working on them.

    So, I asked the development team to work on some more damage effects in the stage, and to add damage to the costumes. I am more than happy that I pushed for that because it plunges the player even more into this real world.

    There are dynamic changes to the stages after specific attacks connect. How did you approach the multiple instances of stage design?

    Nakajima: Here I was just imagining a super hero fight in a real city, and I could not imagine them staying at the same place without destroying anything around them.

    For super heroes we need super fights, so we added the transition scenes. And on top of the spectacular effect it brings, it also increases the variety of environments to fight in!


    Get ready to Unite to Fight! Create the ultimate fighter with the avatar customization feature by mixing clothes and signature abilities from your favorite characters. Then, jump into battle alongside legendary heroes like Luffy, Naruto, Goku, Ichigo, Yugi and more, to defend our universe from evil. Can’t wait until the 15th? There is still time to get the early access! Pre-order the Ultimate Edition for PS4 today to begin playing immediately. See you on the battlefield!


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  10. Hello, I’m Adrian Lacey, Producer of Space Junkies, and part of the development team based in Montpellier, France. We’re incredibly happy to announce that Space Junkies, a fast-paced and jetpack-fueled multiplayer VR joyride in micro-gravity is coming to PSVR!

    We are very excited to be talking to our PSVR players and would like to give you an overview of what you can expect from Space Junkies, launching on March 26.

    In Space Junkies, you navigate around deadly orbital arenas, grab insane weapons and face off against enemy players in intense duels or treacherous free-for-alls solo, or you can team up with a partner in 2v2 battles.

    Space Junkies is an FPS designed from the ground up to take advantage of all the wonders Virtual Reality can offer. Just as for many players, VR has been a new learning experience for the team. What struck us initially when testing Virtual Reality was the level of immersiveness it allowed. We decided that we needed a strong navigation system that should allow the player to fully take advantage of 360° of freedom and the new spherical spaces that VR provides. The maneuverability and overall fun-factor of the jetpack made it our top choice.

    We think of our maps as true spherical battlefields. In order to maximize verticality and make the best of this new battlespace, all maps are developed through our unique, custom-made, VR editor.

    Navigating in Space Junkies grants the player a great deal of freedom of movement and strategy on how they decide to approach different situations. For example, do I fly straight into the action? Do I play more tactically using covers to sneak from below or above and surprise the enemy? Or should I maybe stake higher ground and cover my teammate while he goes in? VR adds a whole new dimension in terms of situational awareness and is a real game-changer for the FPS genre. You will need to keep your wits about you as contact can come hard and fast from any direction!

    Space Junkies

    Working with Virtual Reality allowed us to add a real sense of presence for the players. Space Junkies utilizes 3D-localized audio, which will help you hear and locate both your enemies and teammates. Before entering a game, players meet together in the lobby and have the opportunity to share tricks and work on their strategy with teammates before getting into the Orbital Arenas. In 2-vs-2 battles, you play better when you work together, so communication and strategy are key. Whether you’re hunting an enemy with your teammate as a wingman or using him as bait to set-up ambushes, working together will always give you an edge on the battlefield.

    To achieve victory in Space Junkies you’ll need some powerful gear, but not to worry, you’ll find plenty of weapons to pick up throughout the battle arenas. Grab the Cosmic Ripper or minigun and start tearing through enemy lines with its powerful suppressive fire, or switch to the Plasma Sniper Rifle and begin dispensing headshots at long range. In the unlikely event the enemy team is still standing after that, draw the Biopump shotgun and get up close and personal to finish them off!

    Working with the DualShock controller allowed us to provide a mix of both one-handed and two-handed weapons. All players can equip up to two weapons, and one-handed weapons can even be dual-wielded if you want to get some of that space gun-slinging action.

    It does not stop with weapons, though. When spawning, players have the opportunity to enter their armory and pick two pieces of equipment that can be the difference between life and death in the heat of battle. These include a Solar Sword to slice and dice your enemies if they get too close. A shield that can protect you from any direction, and my personal favorite, the Lure, exploding decoys that reproduce your every movement to trick stalking enemies (oh, and they explode when they get too close!).

    Characters themselves also provide a great deal of diversity. Before entering a match, players choose between a variety of space characters and some bizarre alien lifeforms. Each one offers distinct gameplay advantages in terms of speed and resistance.

    Space Junkies

    Between all the available weapons, equipment and characters, you are free to build your own loadout that fits your playstyle. Whether you like to be a fast and sneaky flanker, a beefy tank that goes all-in behind his shield, or a careful sniper armed with patience to shoot from a safe distance, there’s something for all types of players.

    Combining weapons and equipment will help you in battle, but watch out — there is limited ammunition, so once it’s spent your weapon will turn into a grenade and explode!

    At the launch of Space Junkies, there will be seven weapons, six specialized pieces of equipment and five characters with more coming down the line!

    We hope you’re as excited as we are to have Space Junkies available on PSVR. The game will release on March 26, but in the meantime keep an eye out for more news and details about Space Junkies, including the dates for our upcoming Open Beta!


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  11. Far Cry New Dawn’s post-apocalyptic action doesn’t just unfold in the wide-open spaces of Hope County. After making friends with a chopper pilot, you’ll be able to leave on Expeditions to far-off locales — like the shattered remains of post-nuke Alcatraz, for example — where you’ll outwit Highwaymen, steal a high-value package, and make a breakneck escape with a legion of scavengers hot on your heels. For more details on the Alcatraz Island Expedition, we spoke with Creative Director Jean-Sebastien Decant and Producer Yang Zhi Hong about the process of adapting a real-world location for the chaotic new frontier of Far Cry New Dawn.

    What inspired the Expeditions in Far Cry New Dawn?

    Jean-Sebastien Decant: During the research phase, we came up with a model for a global nuclear apocalypse that would have affected the whole Northern hemisphere. This created excitement about visiting that world beyond the boundaries of Hope County 17 years later. What does the West Coast look like now? What about the bayous or the canyons? Expeditions are also one square kilometer in size, which means the rules are different than in an open world, giving us the freedom to go a bit crazier with the design. We pushed the graphics and the max number of enemies, and set up large enclosed spaces that create fresh opportunities for close-quarters combat.

    How did you choose the Expedition sites, and Alcatraz in particular?

    JSD: We picked regions and biomes that would feel drastically different from Hope County. We wanted each one to feel like travelling to an exotic place. For the sites themselves, we focused on memorable or iconic locations while keeping it Far Cry, meaning we wanted to stay outside of cities and towns, and focus on wilderness first. Like with a derelict amusement park, a crashed satellite, an old aircraft carrier, or a dual bridge over a canyon. For Alcatraz, it just seemed like a perfect fit; it’s a super-iconic location, it’s an isolated island offering an amazing 360-degree vista of the San Francisco Bay, and it’s a very large enclosed space that’s great for close-quarters combat. Alcatraz ticks so many boxes, we couldn’t pass it up.

    What’s the scale of this recreation of Alcatraz?

    Yang Zhi Hong: It is huge! We put a lot of effort into not only making it respectful of the real location, but also building a unique appearance for this famous location in a post-apocalyptic context. We recreated the island based on the real location as the first step, then added several layers to reveal what happened in the 17 years after the nuclear apocalypse. For example, there were earthquakes after the nuclear attacks. The island was shattered into several pieces, and started to sink due to the rise of water. And then the sandstorm came, which heavily affected the soil and plants.

    What was the process for building this Expedition? Did you visit the actual island to do any research?

    YZH: The motto “World First” is the key to building all our Expeditions. Before we decided to recreate the location, I took a very close look at Alcatraz during a family trip to California. In order to make Alcatraz feel authentic for players, we then did a lot of research using Google Earth, documentaries, and various photos and videos as reference.

    What are some of the lessons the team learned from building Far Cry 5 that you managed to implement in New Dawn and the Expeditions, like Alcatraz?

    YZH: We had a lot of freedom to make changes to the locations and really explore the possibilities of a post-apocalyptic setting. This really inspired the team to build something unique by applying the makeshift approach to the world. For example, with Alcatraz, we kept the interior structures true to the real location, but modified the terrain and added makeshift elements all over the map – this makes our Alcatraz unique and different from all the others in games and movies.

    Alcatraz seems like the kind of place where it might be hard to land a helicopter without anyone noticing. How can stealthy players infiltrate the prison?

    JSD: Just like with all Expeditions, we let you land a little bit further away, on the edges of the island. That way, Highwaymen won’t be aware of your arrival, and you can totally approach the space in a stealthy way.

    YZH: Due to the earthquakes after the nuclear attacks, the island was shattered into several pieces. This gives us a perfect spot for the helicopter landing, and also provides more stealth options and paths for the players.

    Given that it was designed to be hard to escape, how difficult will it be to extract the package from Alcatraz, compared to the other Expeditions?

    JSD: Well, the space has gone through 17 years of global nuclear apocalypse, plus the Highwaymen have blown a few holes here and there. Difficulty comes from the dozens of Highwaymen alerted by your presence and determined to not let you get back to your chopper.

    YZH: The unique topography also gives players more challenges as they try to reach the extraction zone.

    You’ll be able to explore Alcatraz Island, Hope County, and a variety of other post-apocalyptic locations when Far Cry New Dawn launches on PS4 for $39.99 on February 15.


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  12. Defense Flash the Leather with Overhauled Defensive Intelligence in Gameplay

    Does the old saying “defense wins championships” still ring true? We tend to think so. Let’s take a trip down memory lane to Game 4 of the ALCS, October 17, 2018. The bases were loaded for the Astros trailing the Red Sox 8 to 6, with two outs and super star Alex Bregman at the plate. Bregman smoked what looked like a sure fire single to left field that would at the very least tied the game. However that ball never hit the grass Andrew Benintendi dove head first making a spectacular catch sealing the game and giving the Red Sox a commanding three-games-to-one lead.

    From day one of pre-production, Game Play Director Chris Gill wanted to make player differentiation on defense, defensive intelligence, situational awareness, and user skill matter more. We’ll talk a little bit about each of those subjects here, then really dive into them on Thursday’s Twitch live stream. After the previous game has been out for a while, the gameplay team starts taking notes on what worked well, what didn’t work well, what needs to be improved upon, and what needs to be added. Every one of the advancements for MLB The Show 19 in the realm of gameplay address a specific area.


    • New defensive A.I. best play decision-making logic
    • Advanced fielding efficiency puts the game in your hands and allows you to make all the plays
    • Situational awareness 2.0
    • New Steal Indicator
    • User Skill matters with User routes to the ball and the New Button Accuracy Throwing Meter
    • Player Differentiation: fielding ability, reaction time, speed, and arm strength all play a huge part in your fielding success or failures; great players will consistently make the tough plays while Playing out of position will result in an increased frequency of fielding miscues

    User Skills matters more than ever and Contact hitters matter

    Hitting engine advancements in The Show 19 have increased the significance of user skill and player tools. We now reward multiple human batter skills and not god-level “PCI skill” how we reward: PCI skill, swing timing, and taking pitches (not getting fooled) more evenly. This helps separate users by a basket of skills, and gives each user more opportunities to improve themselves in the The Show 19. When hitting was only PCI skill, you topped out much faster and couldn’t really improve as a batter after that. With the aforementioned changes, the game allows a lot more replay, and more ways for individuals of different skills to shine. High Contact hitters like W.Merrifield, M.Brantley, J.Peraza, and L.Cain who love spraying the ball around the field or dumping line drives just over the infield are more viable and play closer to their real life counterparts in MLB The Show 19.

    Be sure to check Wednesday’s gameplay improvements video and Thursday’s two Twitch live streams for more information on these and other improvements to gameplay.


    This is an especially exciting year for us here at PlayStation. We’re thrilled to welcome a new class of Legends to the team, including some all-time greats, and even more excited to show what else we have in store for you in The Show 19! In the meantime, please make sure to watch The Show Nation, our Twitter, Facebook, and Instagram accounts between now and March 26 for the latest updates.


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  13. Valentine’s Day is a time for couples to come together and express their love for one another. For duo Ember and Rime however, an enigmatic force resulting from their contrasting control of hot and cold keeps them separated. Together, yet apart, they will explore evolving landscapes as they seek to understand the fate of their polarized worlds.

    A story about togetherness, Degrees of Separation is a cooperative adventure tailored for two. Featuring dual protagonists, players will control both characters simultaneously in solo play or separately in co-op. Each protagonist wields the ability to transform their surroundings based on the power they wield, and when used in conjunction with their partner, will create a myriad of effects that will be vital for our duo to overcome obstacles and solve puzzles.

    Degrees of Separation

    The Design Process

    Games are experiences, and experiences tend to be less impactful the more I’m exposed to similar ones. If an idea is too much alike other games that I know of, I will usually reject it. This inevitably transferred into my puzzle designs, where I was constantly searching for new ideas to show players. When designing Degrees of Separation, I had some rules in mind to measure how our ideas fit within the game.

    Firstly, all the game’s mechanics needed to work on a thematic level both in regard to the temperature properties of the protagonists as well as the narrative structure about relationships. Secondly, each world needed to expand the possibility of what our duo is capable of and each effect had to be as visually striking as the last. Finally, the entirety of the gameplay experience needed to feel fresh from start to finish — which for me was the most daunting part of development. The possibilities for interesting scenarios were present with each world’s mechanic, I just had to discover them. Ideas for challenges started to materialize but only after a significant time investment in each world as I studied and came to understand each mechanic in depth.

    The Evolution of Degrees of Separation’s Worlds

    The first world that players will discover also served as the foundation for the entire game. The initial prototype was created in less than seven days as an entrant in a contest where “temperature” was the theme. I really liked the contrast of warm and cold and was thinking of how to best demonstrate that. Splitting the screen in two was the solution I came up with. The game won that contest.

    As we continued development, we realized the number of possibilities for fun and innovative challenges that result from the ability to control contrasting temperatures. For example, during playtests an individual assumed that the sharp line that separates the two protagonists on screen was one that was solid and could be walked on. This idea eventually became the central gameplay mechanic for the second world we developed.

    Degrees of Separation

    In the end not every idea made it into the final product, however the culmination of the very best gameplay concepts and a story by fantasy author Chris Avellone (Fallout New Vegas, Star Wars Knights of the Old Republic II: The Sith Lords) make up the DNA of Degrees of Separation. Whether you choose to experience it together in co-op or on your own, I hope it warms your heart when it launches on Valentine’s Day.


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  14. Whether or not you know Kojima Productions’ Yoji Shinkawa by name, you almost certainly know him by his work. The venerable character artist has created some of the most striking and iconic artwork to be featured in games, most notably across the Metal Gear Solid series starting all the way back in 1998.

    Shinkawa-san’s newest project is a collaboration with Square Enix on Left Alive, a new survival action shooter set in the Front Mission universe that launches March 5 on PS4.

    We reached out to Shinkawa-san to learn more about the intricacies of his creative process, what this new collaboration looked like from his perspective, and whether he’s embraced a digital workflow or prefers to stick to his pen-and-paper roots. As a special bonus, he’s provided a start-to-finish recording of one of his most recent works, which you can watch here. Enjoy.

    PlayStation.Blog: How do you go about starting a new artistic project? What’s step one?

    Yoji Shinkawa: My approach differs between projects as some have clearly defined requests, while others allow me to generate ideas freely. However, a common first step is to draw many doodle-like, rough sketches to hone in on the image I am going for.

    Yoji Shinkawa: Left Alive artworkYoji Shinkawa: Left Alive artwork

    PSB: Can you tell us about the creative brief you received for Left Alive, and how you approached it from there?

    YS: Initially, the request was to design the three main characters, and I received information on their gender along with a simple profile. From there, I started by submitting a few rough images for Leonid, a type of character I’m accustomed to drawing; I then proceeded with designing, while also checking on the direction and maintaining balance with the other characters.

    PSB: Your style is iconic and immediately recognizable. How much experimenting do you do with other styles or tools outside your comfort zone?

    YS: As far as work-related projects, there isn’t much experimentation; but outside of work, I recently got a new iPad, so I’ve been using the pen to directly draw on the device.

    PSB: Following up on that last question, are there any examples of personal work that wasn’t attached to a project, which you’d be willing to share with us here?

    YS: Late last year, I had the opportunity to speak with Mr. Yusuke Naora (IZM designworks), who also known for his work on the Front Mission series, during an interview with a magazine. His birthday happened to be close, so I sent him an illustration I drew on the aforementioned iPad, kind of like a birthday message.

    Yoji Shinkawa: personal artwork

    [Editor’s Note: The image displayed here is an example of Shinkawa-san’s personal artwork, but it is not the illustration he drew for Naora-san.]

    PSB: What are your thoughts on the rise of digital art? Have you shifted to a digital workflow, or do you still work in a physical medium and scan your creations in from there?

    YS: Fundamentally, my approach hasn’t changed – I draw the designs on paper with a pencil or brush pen, scan the designs and then make adjustments in Photoshop. There are some instances where I draw things digitally from the start, but I don’t think I will transition completely to that medium.

    PSB: What does your creative toolkit look like?

    YS: It contains A4 copy paper, pencil, eraser, brush pen, correction pen, and Photoshop.

    PSB: What has been your involvement in Left Alive? How are you working in tandem with the rest of the team on the project?

    YS: I took on the character designs for the three main characters and created the image for some of the other key characters in the game. In terms of mechs, I designed one of the Wanzer models. Aside from this, I also reviewed a set of the in-game models and their motion. The general flow entailed providing feedback on areas that needed to be addressed upon reviewing the designs and models, and communicating back and forth with the team.

    Yoji Shinkawa: Left Alive artworkYoji Shinkawa: Left Alive artwork

    PSB: Left Alive feels like a much more human story. Were you tasked with creating non-mech designs as well as the wanzers that we’ve seen so far? Were there any particular challenges that came from balancing the two?

    YS: I wasn’t involved with arranging the design for the previous Zenith-type Wanzers, which are a staple of the series. But I had been given the opportunity to design a Wanzer, which was meant to be a completely new model. As such, I didn’t need to get caught up in the lineage or style of existing Wanzers. The request was for something that appeared powerful/formidable, so I went about freely designing this mech.

    PSB: How much does gameplay affect the creation process? Do you ever design around a specific gameplay mechanic, or are the designs created long before the game is in a playable state?

    YS: The designs were generally completed before the game could be test played, but some issues or inconveniences, such as placement of equipped items and the appearance of detailed features, arise when you actually move the character around in-game. In such cases, I would make adjustments upon discussing with the production team.

    Yoji Shinkawa: Left Alive artworkYoji Shinkawa: Left Alive artwork

    PSB: Is there much iteration when it comes to fleshing out character designs? How much back and forth do you usually go through before a design is actually finished?

    YS: For this project, each character’s backstory and attributes were clearly defined, so it was relatively easy to solidify. As I submitted rough sketches or detailed character settings, I would receive feedback from the producer Mr. Shinji Hashimoto and director Mr. Toshifumi Nabeshima, make adjustments, and brush up the designs – I recall this back and forth occurred roughly three to four times per character.

    Bonus: Watch the full-length version of the time-lapse video featured at the top of this post.


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  15. Email us at [email protected]!

    Subscribe via iTunes, Spotify, Google or RSS, or download here

    We’ve got a real big shoe for ya today, with a fresh recap of the week’s biggest news, our initial impressions of Respawn’s surprise battle royale launch Apex Legends, and a warm welcome to our newest host. Enjoy!

    Stuff We Talked About

    • Apex Legends
    • Welcome to the show, Tim!
    • Far Cry New Dawn
    • Jump Force
    • The Division 2
    • January’s Top Downloads
    • Groundhog Day
    • Groundhog Day
    • Groundhog Day
    • Groundhog Day
    • Groundhog Day
    • Okay, you get it

    The Cast

    Official PlayStation Blogcast: Sid ShumanOfficial PlayStation Blogcast: Justin MassongillOfficial PlayStation Blogcast: Kristen TitusOfficial PlayStation Blogcast: Tim Turi

    Sid Shuman – Director of Social Media, SIEA
    Justin Massongill – Social Media Manager, SIEA
    Kristen Titus – Social Media Specialist, SIEA
    Tim Turi – Senior Social Media Specialist, SIEA

    Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music.

    [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]


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  16. Hope County. 17 years later. Nature has reclaimed the land, turning Montana into a wildly different (and much more colorful) landscape than it used to be.

    Far Cry New Dawn picks up nearly two decades after the explosive ending of Far Cry 5, introducing an ecosystem of mutated wildlife… and an army of new enemies led by two terrifying twins. Expeditions give players a look at how other locales across the US have been affected, and a new entourage of Guns for Hire means you never have to go it alone.

    For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop!

    The Drop Logo

    Alvastia Chronicles
    PS4, PS Vita — Digital (Cross-Buy)
    Alvastia Chronicles
    Set out on an adventure in a retro-styled world! After encountering the man who killed their parents ten years ago, Elmia and her brother Alan set out to avenge their deaths and restore peace to Alvastia.
    Code: Realize
    ~Wintertide Miracles~
    PS4, PS Vita — Digital, Retail (Out 2/14)
    Code: Realize ~Wintertide Miracles~
    Discover a new yuletide tale as the Steel City is covered in a blanket of white. Uncover fresh intrigue as Cardia delves into the mysteries of her own family and the dashing suitors.
    PS4 — Digital
    Conarium is a chilling game following four scientists who challenge what we normally consider the ‘absolute’ limits of nature. Inspired by H.P. Lovecraft’s novella ‘At the Mountains of Madness’, but largely set after the original story.
    Degrees of Separation
    PS4 — Digital (Out 2/14)
    Degrees of Separation
    Degrees of Separation is a 2D puzzle platformer in which duo Ember and Rime use their contrasting powers to manipulate heat and cold to overcome obstacles. Through cooperation, they will learn about each other and the fate of their worlds.
    PS VR — Digital
    Developed exclusively for PS VR, Eden-Tomorrow is a story-driven, sci-fi action-adventure. The main characters are a human plagued by amnesia and a drone called Newton, who must work together to survive on this hostile alien planet.
    Far Cry New Dawn
    PS4 — Digital, Retail (Out 2/15)
    Far Cry New Dawn
    Dive into a vibrant, post-apocalyptic Hope County, Montana, 17 years after a global nuclear catastrophe. Lead the fight against the Highwaymen who seek to take over the last remaining resources, or fight alongside a friend in online co-op.
    Hyper Jam
    PS4 — Digital
    Hyper Jam
    Hyper Jam is a neon-soaked arena brawler with a dynamic perk drafting system that makes each match different from the last. The fusion of lethal weapons, stackable perks, furious combat, and a killer synthwave soundtrack will keep you coming back for more.
    Intruders: Hide and Seek
    PS4 — Digital (Out 2/13)
    Intruders: Hide and Seek
    Intruders: Hide and Seek is a first-person stealth game, an intense thriller combining psychological terror with the point of view of a defenseless boy. Three dangerous intruders slip into the house, and your only option is… to hide.
    Jump Force
    PS4 — Digital, Retail (Out 2/15)
    Jump Force
    The most famous Manga heroes are thrown into a whole new battleground: our world. Uniting to fight the most dangerous threat, the Jump Force will bear the fate of the entire humankind. Ultimate Edition launches on February 12.
    The King’s Bird
    PS4 — Digital
    The King's Bird
    Escape into a world kept secret by a tyrant, and discover the truth about your freedom. The King’s Bird is an artistic, momentum-based game that seamlessly combines precision-platforming with physics-based gliding.
    The Liar Princess and the Blind Prince
    PS4 — Digital, Retail
    The Liar Princess and the Blind Prince
    After accidentally blinding a noble prince, a wolf dons a princess disguise to help set things right. Transform between the wolf and the princess to solve puzzles, evade traps, and guide the prince through the dangerous forest toward a cure.
    Meow Motors
    PS4 — Digital
    Meow Motors
    Meet the kitties, the main heroes of this go-kart racing game! Overcome obstacles by drifting through mines and bombs, blast your competitors with astonishing weapons, and gather power-ups to be the fastest driver on the track!
    Metro Exodus
    PS4 — Digital, Retail (Out 2/15)
    Metro Exodus
    Flee the shattered ruins of the Moscow Metro and embark on a continent-spanning journey across the post-apocalyptic Russian wilderness. Lose yourself in a sandbox survival experience and follow the thrilling storyline.
    Minesweeper Genius
    PS4 — Digital (Out 2/13)
    Minesweeper Genius
    Train your brain! Help Aristotle – the genius with a broom – sweep the minefield to regain his memory and escape from the aliens’ scientific experiments, discovering where all the bombs are hidden.
    Mixups by Powgi
    PS4, PS Vita — Digital (Cross-Buy)
    Mixups by Powgi
    The mixed-up anagram puzzle, where three connected words are hidden among a jumble of letters. There’s only one solution that uses every letter once, and it’s more challenging than you might think!
    Nekopara Vol.2
    PS4 — Digital (Out 2/14)
    Nekopara Vol. 2
    Heartfelt Neko Comedy Open for Business! This newest edition will feature a new opening movie and theme song, all-new hand-drawn art from Neko Works, and new fully voiced story scenes.
    Xing: The Land Beyond
    PS4, PS VR — Digital
    Xing: The Land Beyond
    Xing: The Land Beyond is an atmospheric first-person puzzle adventure game set in the afterlife. In death, you will find yourself on a journey across a series of mysterious lands filled with the thoughts and personalities of those long lost.

    The information above is subject to change without notice.

    PlayStation Music Logo

    PlayStation Vue Logo

    PlayStation Vue has your favorite sports, news and 
    must-watch shows.

    The information above is subject to change without notice.


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  17. Kingdom Hearts III is finally here, and with it is an adorable selfie photo mode allowing Sora to capture memories from across the various magical worlds. Last week we asked you to send your best Sora Selfie using #PS4share and #PSBlog. Here are this week’s highlights:

    Sora, Donald, and Goofy wade in some new waters with Rapunzel and Eugene, shared by @AreeLyBadPun.

    Nothing to see here, just a couple of monsters, shared by @HSFGamingPS4.

    Sora toys around with perspective in this share from the Toy Story world by @Zakmaster1022.

    Greetings from San Fransokyo, shared by @FlaminFiery16.

    Sora glimpses the Northern Lights in the world of Frozen, shared by @firemasterlucky.

    Everyone loves a good throwback selfie, like this one shared by @Alunj52.

    Search #PS4Share and #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in next week’s Share of the Week?


    Theme: Valentines
    Share by: 9am Pacific on Wednesday, February 13

    Next week, love is in the air! As Valentine’s Day approaches, share romantic moments from the game of your choice using #PS4share and #PSBlog for a chance to be featured.


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  18. Greetings Warriors! We here on the For Honor community team are thrilled our game is taking part in this month’s PS Plus program, which will open the gates for hordes of new recruits to enter our unique battlefields.

    Your For Honor experience can be whatever you make of it, whether you want to spend your time honing your deadly skills in 1v1 Duels, or leading a team to victory in our various 4v4 modes. Check out these high level tips we’ve put together to make your introduction as glorious as possible.

    For Honor

    1. Start your journey in Story mode

    When you first pick up your blade and venture out into the world of For Honor, Story mode is the perfect place to get your feet wet (with mud and blood).

    Playable alone or with a friend, Story mode puts you amidst the tale of the great cataclysm that reshaped the world, plunging you into the fight between the Knights, Vikings, Samurai and a new powerful presence that thrives on conflict. Embody the greatest warriors from each faction and experience the gripping moments and bloodthirsty battles that shaped the world of For Honor for the future as you fight devious bosses, duel vengeful enemies and learn the ways of the warrior.

    For Honor

    2. Sharpen your skills in the Arena

    Once you’ve conquered Story mode, it’s time to get yourself ready to take your skills online and prove your dominance to the world. The Arena is the perfect place to start, giving you the perfect stress-free environment to try out any heroes that catch your eye.

    The AI can be customized to perform specific actions, and you’ll receive full feedback on the intricate details of each move you perform, such as the stamina costs and how much damage would be done to the target, giving you the freedom to test the tech you’ve been developing and memorize the crucial moves that will give you an upper hand over your opponent.

    For HonorFor Honor

    3. Experience a castle siege in Breach

    Now that you’ve got your hero basics perfected, it’s time to show the world of For Honor what you’re made of. Breach, one of our multiplayer modes, offers the ultimate medieval fantasy of storming or defending a castle, along with the chaotic action and destruction that comes with it.

    In Breach, two teams will face off against each other with very different goals. The attacking forces will attempt to escort a giant battering ram towards the enemy castle, attempting to slay their soldiers, drive their heroes back and reduce their walls to rubble. At the same time, the Defending team are tasked with holding them back, using poised archers, boiling hot cauldrons and deadly ballistas to their advantage in turning the tide.

    If the Attackers manage to breach the walls of the Castle, there’s one final stage to take care of. The defending team’s Commander will emerge from his throne room to fight alongside the team. If the attackers can kill him, the glory of the day is theirs, but the defenders will take the win if they can keep him safe.

    For Honor

    4. Dive into For Honor’s world of fashion

    So you’re taking charge of the battlefield, you’ve got numerous sieges under your belt and your moves are as impressive as they are deadly. Of course, you’ll want to look good while doing it.
    For Honor has a bunch of customization options that allow you to create the Warrior of your dreams.

    Through masks, mythic and battle outfits, weapons and armor variations, emotes and effects, you can create a character that is truly your own. Does your Lawbringer take pride in their glorious golden attire? Does your Berserker fight with the power of the thunder gods? Will your Kensei be an armored demon, or fight for tradition? The power of customization grants you the opportunity to be in control.

    For Honor

    5. Find beauty in death

    Death is the end, the final curtain, so when the bell tolls for your enemies, make a spectacle of it. In For Honor, you can unlock a variety of executions, allowing you to take out your enemy in a way that you see fit. Hack their heads off with the blade of your axe, stylishly sever them in multiple places, or simply slam them to the ground with your gargantuan strength. Each hero has multiple executions to choose from, allowing you to choose just how you wish to dispose of those that stand in your way.

    Now that you’ve got an idea as to what For Honor is all about, grab your blades, strap up your armor and let’s storm the gates. We hope to see you on the battlefield!


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  19. Post apocalyptic adventures and monstrous beasts abound at PlayStation Store! Steal a first look at tomorrow’s Flash Sale – with savings up to 60 percent on games like Fallout 76, Darksiders III, and Monster Hunter World.

    Dark desolation not your thing? Head into the tranquil worlds of Tetris Effect with PS VR, or take to the open rails in Ticket to Ride before stopping off at the farm with Slime Rancher.

    Check out the full list below and snag the titles that have been missing in your life — the sale ends February, 11 at 8AM PT.

    PS4 Games
    Title $Sale $Original
    CHASM $11.99 $19.99
    DARKSIDERS III $47.99 $59.99
    EARTH DEFENSE FORCE 5 $47.99 $59.99
    EVASION (VR) $19.99 $39.99
    FALLOUT 76 $35.99 $59.99
    MAROONERS $4.49 $9.99
    METAL MAX XENO $29.99 $39.99
    MONSTER HUNTER: WORLD $24.99 $49.99
    MOONLIGHTER $11.99 $19.99
    NASCAR HEAT 3 $23.99 $39.99
    NASCAR HEAT 3 BUNDLE $29.99 $49.99
    OVERRIDE: MECH CITY BRAWL $17.99 $29.99
    SLIME RANCHER $11.99 $19.99
    SPRINT VECTOR (VR) $11.99 $29.99
    SWORDS OF DITTO $9.99 $19.99
    TETRIS EFFECT $29.99 $39.99
    THE FIRST TREE $5.99 $9.99
    THE LONG JOURNEY HOME $23.99 $39.99
    TICKET TO RIDE $9.99 $19.99
    TICKET TO RIDE – FIRST CLASS $14.99 $29.99

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  20. Hello, PlayStation Now fans! We’ve got a smoking hot lineup of ten new games coming to PlayStation Now this month to keep you warm. Mortal Kombat X, Metal Gear Solid HD Collection, Metro Last Light Redux, and more are available starting today in our library of over 275 streamable and downloadable PS4 games and over 750 streamable games in total.

    Leading the pack of new games this month is Mortal Kombat X for PS4 (available to stream or download), with its brutal finishing moves, interactive environments, character variations with different weapons and attacks. Pre-order the next iteration of the franchise, Mortal Kombat 11, before it launches on April 23.

    Next up is Metal Gear Solid HD Collection for PS3. Featuring three complete games, Metal Gear Solid 2: Sons of Liberty, Metal Gear Solid: Snake Eater and Metal Gear Solid: Peace Walker, the HD Collection offers old and new fans a chance to experience the epic game play, design and storytelling of the MGS franchise.

    Also launching on PlayStation Now today is Metro Last Light Redux (PS4). A civil war is stirring as underground station-cities vie for control of a military doomsday device in a desolate post-apocalyptic Moscow. Catch up on the series, and pre-order Metro Exodus today, before it launches on PS4 next week on February 15.

    From EA are two hit PS3 games to enjoy: Need for Speed Rivals and Battlefield Hardline. For a different kind of racing, check out F1 2017 (PS4) from Codemasters. If RPGs are more your speed, check out Magicka 2 and the award-winning Pillars of Eternity. Save the earth from Ravagers, massive alien insects, in Earth Defense Force 4.1, or take to the stars in Rebel Galaxy.

    Here is the full list of the ten games joining PS Now this month:

    • Battlefield Hardline (PS3)
    • Earth Defense Force 4.1 (PS4)
    • F1 2017 (PS4)
    • Magicka 2 (PS4)
    • Metal Gear Solid HD Collection (PS3)
    • Metro Last Light Redux (PS4)
    • Mortal Kombat X (PS4)
    • Need for Speed Rivals (PS3)
    • Pillars of Eternity (PS4)
    • Rebel Galaxy (PS4)

    Here are the most played PS Now games during the month of January:

    • NBA 2K16
    • Mafia III
    • For Honor
    • Prey
    • Red Dead Redemption
    • Sid Meier’s Civilization Revolution
    • Steep
    • WWE 2K16
    • The Elder Scrolls Online: Tamriel Unlimited
    • Mortal Kombat

    If you haven’t tried PlayStation Now yet, now’s the perfect time to give it a spin with the seven-day free trial for PS4 and PC. (Terms apply. New Subscribers only. Credit card required. See here for details.)

    Stay tuned for more updates on PS Now. Happy gaming!


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  21. Building a city is easier than you think. What’s more difficult is then bringing one to the brink of utter destruction. For Ubisoft Massive, it’s the second time in under five years it’s managed to do both.

    It began with New York City back in 2016 with the debut of its open-world shooter, The Division. For the game’s sequel, out this March, that ambition was even grander: a 1:1-scale Washington DC. Every ward, every district, mapped out and built to be fully explorable in-game. Over 68 square miles carefully replicated to mimic its real-world counterpart. Constructed and then systematically destroyed, street by street.

    The studio envisioned an American capital heavily scarred by a trio of world-altering events: the viral outbreak that ravaged its populace, the subsequent seven-month fallout that crippled its infrastructure, and the invasion of rogue forces reshaping what remained. It was a tough proposition. But the challenge was necessary: The Division’s gameplay needed a switch-up.

    What Washington DC offers that New York doesn’t

    “There’s a grid-like structure which doesn’t lead to a lot of variety,” says creative director Julian Gerighty of the original game’s New York setting. “When we started talking about the sequel, we really started thinking about the variety we wanted players to experience, walking from street to street.”

    There were two interlinked problems with Manhattan. The city’s uniformity limited attack strategy, while exploration was restricted to two types of biomes: residential and commercial. In contrast, The Division’s new home has six, each offering a distinct look and feel.

    Tom Clancy's The Division 2

    So, as with NYC, we have residential and commercial zones. But these are joined by government districts, nature spots and suburbs. And that visual variety feeds directly into gameplay. You’ll need to adapt your tactics depending on the zone you’re fighting in as you try and liberate settlements and reclaim key locations.

    Your approach to the White House, which forms the game’s opening, is a straight running battle up the iconic building’s lawn. In contrast, the two-mile stretch of the central Mall is open territory with attacks coming from all sides, so sniper rifles are all-important for taking the upper hand. Different again are the tight corners and claustrophobic European-style streets of Georgetown, which makes the shotgun the weapon of choice.

    The game’s enemy AI has also been adapted to take advantage of these different spaces, promising a richer range of engagement scenarios this time around.

    You’ll face off against a trio of factions. Hyenas: drug-fuelled chaos-revellers preying on the weak. True Sons: a militia who rule by brute force. The Outcasts’ premise is intriguing: infected individuals were left in the city’s makeshift encampments to die. Those that survived have banded together and are now out for vengeance.

    A fourth faction, the Black Tusks, could pose the biggest threat. As well-equipped and organized as Division agents, this organization will be introduced as part of The Division 2’s endgame, laying siege to city areas at random.

    Tom Clancy's The Division 2

    How Ubisoft Massive built a city and then destroyed it

    The initial build of Washington DC in-game was the easiest part of the process. The studio used ordnance survey information to efficiently digitize the base layer of the city, saving hundreds of man hours.

    “Basically we got the footprint of the city for free,” Gerighty explains, before elaborating on the task facing his team. “Recreating a city isn’t the biggest challenge. It’s recreating one with a story to tell — a world that’s been transformed — that makes it really interesting.”

    The director references a “world bible,” around an inch in thickness, that’s the accumulation of the studio looking at every district, street and building and asking the same question: “what happened here?” Every corner has a story. That’s true of every district — including the game’s new Dark Zones.

    How The Division 2 reinvents the original’s Dark Zone

    The Division’s Dark Zone was a cancer eating away at the very heart of New York City. An isolated, PvP battlefield that raged on darkened streets as players attempted to acquire and extract high-value gear without being killed.

    DC’s trio of Dark Zones are no less foreboding, but are positioned at the edges of Washington DC. A relocation partly to stop DC being split in two (potentially aggravating non-PvP parties trying to cross town) but to also strengthen the sequel’s new gameplay flow. PvE missions will slowly guide you in a full circle around the city, eventually leading you past these walled off areas — and hopefully tempting you inside.

    Tom Clancy's The Division 2

    As with the wider city, the location for each helped shape their backstory and the gameplay experience within. Union Station to the east was the site of DC’s patient zero and is filled with government and army equipment. To the west is affluent Georgetown, with hastily-built walls that kept the general populace out but not the infection. Trek south and you’ll hit an area just recovering from flooding and being targeted by weaponized chemicals.

    You’ll find similar stories everywhere as you traverse the city. Streets entirely burnt-out as emergency services were overwhelmed, while others serve as pre-outbreak time capsules as their residents were evacuated first.

    Creating a living world

    If the theme for the first game was arguably about isolation and loss, the sequel is about rebirth. “It’s starting to put down the foundations to be able to build a better society,” suggests Gerighty when the question is put to him. “It’s less hopeless.”

    Part of that is in the weather; the switch from winter to spring instinctively suggests renewal. But it’s reflected in the populace as well. As we roam through the streets during a hands-on session, our street battle against a group of Hyenas is bolstered by armed civilians. Ineffectual they may be, but at least they’re fighting back.

    Tom Clancy's The Division 2

    Ubisoft Massive is keen to balance the macro with the micro this time around. Side missions will bring these human interest stories to the fore, building your personal relationship with various pockets of the populace. It’s an emotional hook the studio hopes players will engage with: rescuing a kidnap victim will be as important as rebuilding an organizational infrastructure.

    “To create something that feels coherent, we’ve really grounded the game in the needs and resources of both the settlements and base of operations,” elaborates Julian. “Everything you do is related to either what civilians need, or what you need as a Division agent.”

    Everything in The Division 2 is intertwined. Aiding settlements helps you reclaim the city. Washington DC’s topography enriches gameplay. Mission design guides you on a lap of DC. Ubisoft Massive constructs and destroys a city again. All with the intention to make The Division 2 a superior online shooter to its predecessor.

    Tom Clancy’s The Division 2’s private beta launches today. The full game will release on March 15.


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  22. January kicked off 2019 with an explosive start. According to our PlayStation Store charts for the most-downloaded games of January, the battle for the top spot came down to the hugely anticipated releases of Resident Evil 2 and Kingdom Hearts III. It was close, but the Magical Kingdom overtook Raccoon City, with Kingdom Hearts III seizing the crown.

    Check out the rest of January’s top downloads below!

    PS4 Games
    1 Kingdom Hearts III
    2 Resident Evil 2
    3 Grand Theft Auto V
    4 Call of Duty: Black Ops 4
    5 Madden NFL 19
    6 PlayerUnknown’s Battlegrounds
    7 Red Dead Redemption 2
    8 FIFA 19
    9 Minecraft: PlayStation 4 Edition
    10 Battlefield V
    PS VR Games
    1 Beat Saber
    2 Job Simulator
    3 PlayStation VR Worlds
    4 Superhot VR
    5 Until Dawn: Rush of Blood
    6 Farpoint
    7 Rick and Morty: Virtual Rick-ality
    8 Arizona Sunshine
    9 Firewall Zero Hour
    10 Surgeon Simulator: Experience Reality
    Free-to-Play Games
    1 Realm Royale
    2 Fortnite
    3 Warface
    4 H1Z1: Battle Royale
    5 Brawlhalla
    6 Warframe
    7 Paladins
    8 3on3 FreeStyle
    9 DC Universe Online Free-to-Play
    10 Trove
    PS Vita Games
    1 God of War: Collection PS Vita
    2 Jak and Daxter Collection
    3 Persona 4 Golden
    4 Metal Gear Solid 3: Snake Eater – HD Edition PS Vita
    5 Metal Gear Solid 2: Sons of Liberty – HD Edition PS Vita
    6 Minecraft: PlayStation Vita Edition
    7 Bastion
    8 Jet Set Radio
    9 Stardew Valley
    10 Trillion: God of Destruction
    PS4 Themes
    1 4K Surreal Sunset Theme
    2 Legacy Dashboard Theme
    3 The Last of Us Part II Ellie Theme
    4 Assassin’s Creed Odyssey – New Dynamic Theme
    5 Amazing Cosmos Dynamic Theme
    6 Absolute Space 4K Dynamic Theme
    7 Synthwave Eclipse Dynamic Theme
    8 Monster Hunter: World – Theme
    9 Night of the Dreamcatcher Dynamic Theme
    10 My Big Fat laser Cat HiQ Dynamic Theme
    PS Classics
    1 Bully
    2 Grand Theft Auto: San Andreas
    3 Destroy All Humans! 2
    4 Destroy All Humans!
    5 Resident Evil Code: Veronica X
    6 Jak and Daxter: The Precursor Legacy
    7 Psychonauts
    8 The Warriors
    10 Grand Theft Auto: Vice City

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  23. In 2012, we set out to create a world for players to connect with in a personal way. Xing: The Land Beyond is an atmospheric first-person puzzle adventure game set in the afterlife. In death, you will find yourself on a journey across a series of mysterious lands filled with the thoughts and personalities of those long lost. We are pleased to announce that Xing: The Land Beyond will finally be launching February 12.

    Follow forgotten stories, collect artifacts, solve puzzles, and discover secrets as you make your own adventure through the mysteries of The Land Beyond. It is an understatement to say development on Xing has been an incredible journey for us, and knowing that our adventure is finally coming to a head fills us with emotion.

    PlayStation VR

    Alongside being optimized for PS4 and PS4 Pro (with multiple graphics settings to maximize fidelity and framerate), Xing has 100% support for PlayStation VR. All content is available to be experienced on your television or in your headset, with either DualShock 4 or Move controllers.

    Xing: The Land Beyond

    If you are looking for a challenge of the mind or an immersive dive into the stories of the dead, Xing is the adventure you are looking for.

    Xing: The Land Beyond

    PlayStation Exclusive Content

    Our PS4 fans have been anticipating the release of Xing: The Land Beyond for quite a while, so we are pleased to say that there will be new bonus content available on PlayStation exclusively! That’s right, we’ve added a whole new mini-level just for PS4 fans, complete with a new story and puzzles. This is Agnirok:

    Xing: The Land Beyond

    It is tremendously exciting for us to finally join the PlayStation family — I’ve been following this blog, as well as other PlayStation communities, and have found nothing but optimism and support from their members. It is heartwarming to see such excellent communication between developers and gamers.

    The wait is finally over. The definitive version of Xing: The Land Beyond arrives for PS4 and PS VR February 12. See you on the other side!

    Xing: The Land Beyond


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  24. Hello fellow God Eaters! 2019 marks the ninth anniversary of the God Eater series — that’s almost a decade of hacking, slashing, and shooting huge monsters. 2019 also marks the release of the latest iteration in the series, God Eater 3. Let’s talk about the new features you can expect when you pick up the game starting this Friday for PS4.

    Character Customization: As with the previous entries, you’ll build your character from the ground up and that includes the way they look. God Eater 3 offers a plethora of new and different options to customize your protagonist with — we’re talking hair type, eye size and color, right down to the kind of satchels they’re wearing on their belt. The combinations are almost endless.

    God Eater 3

    Weapon Types: We won’t send you into battle unprepared, so your God Eater is equipped with a God Arc, a multi-purpose weapon that can be switched into several new modes. These modes include:

    • Biting Edge: A dual-wield blade form that hides a “Mow-down state.” While in the mow-down state, stamina will not recover but you have a set of deadly new attacks. Airborne attacks are also available to you.
    • Raygun: A radiation-powered rifle that increases in power output the longer it’s used. You can remain mobile while firing but the rifle’s power level resets when you stop shooting.

    These are just some of the new weapon modes you’ll master throughout your journey. There are many more to discover as you take down your enemy…

    God Eater 3

    Ash Aragami: The main threat to our heroes, the Aragami. More specifically the Ash Aragami, a new species of monster bred from the most recent “Calamity.” These beasts are highly adaptable and will prevent you from devouring their core while within the Ash Region of the game. Long story short, you step into their world prepare for an all-out war. It would be best to bring some friends along if you want to stand a chance of beating them…

    Multiplayer: New to God Eater 3 are the co-op Assault Missions. If you’re connected to the PlayStation Network, you’ll be matched with eight random players. NPCs will be added if there aren’t enough real folks to join in. You’ll be taking on a very powerful enemy within a five-minute window. The task in front of you will be quite formidable but you may still reap some rewards even if you aren’t able to best the challenge in front of you.

    Those are just some of the new features and modes you’ll experience in God Eater 3 when it’s unleashed. If you want to see the game in action, join us on our launch livestream this Friday, February 8, from 4:00pm – 5:00pm PST. Until then, good hunting!


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  25. With Spring Training just around the corner we are so happy to finally show off the first gameplay trailer for MLB The Show 19. Did you catch all the new feature teases and legends showcased throughout the video? Don’t sweat it if you didn’t — we’ll give them all a proper reveal soon.

    MLB The Show 19

    2019 Twitch Stream Schedule

    One of the activities the development looks forward to every year are the Twitch livestreams. It’s a great opportunity for us to show our faithful fans what we’ve been working on to makes this year’s game the best ever. This year we have seven pre-launch streams packed with content running the gamut of our feature set. These include two brand new modes “March To October” and “Moments”.

    Don’t forget, MLB The Show 19 launches on March 26, 2019. The Standard Edition is $59.99 USD (MSRP)/$79.99 CAD (MSRP). For those of you curious as to what Editions we have available and what this year’s pre-order items are, you can check ’em out here.

    This is an especially exciting year for us here at PlayStation. We’re thrilled to welcome a new class of Legends to the team, including some all-time greats, and even more excited to show you what else we have in store in MLB The Show 19! In the meantime, please make sure to check The Show Nation, our Twitter, Facebook, and Instagram accounts between now and March 26 for the latest updates.


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