Jump to content
Create New...


Don't Like the Ads? Upgrade your experience to remove the ads for only $20.00 per year.


Don't Like the Ads? Upgrade your experience to remove the ads for only $20.00 per year.

Commander Fury

CCFURY
  • Posts

    28,762
  • Joined

  • Last visited

  • Days Won

    6
  • Country

    United States

Everything posted by Commander Fury

  1. Onstage at E3 2015 this week, Andrew House introduced a high-octane, big-hitting new title coming exclusively to Project Morpheus: RIGS Mechanized Combat League. Down on the show floor, we caught up with Piers and Tom from Guerrilla Cambridge to learn more about their lightning-fast and explosively fun new VR arena shooter – and why you’re going to want to grab a VR headset and step into the arena. It’s all your favourite sports in one futuristic arenaPiers: “RIGS is a first-person, arena based shooter set 50 years into the future and is a collision of all different sports – there’s elements of motorsport, shooting, basketball and others that come together to create this combat league where the rigs are the heroes.†Tom: “It’s all about the drama, knocking an opponent rig out of the air when they’re going to score, getting the big saves or scoring a last minute goal to win for your team.†Piers: “We’ve taken elements from real sports that create tension, when it’s all on a knife-edge; the last minute goal, the saves and blocks – we’re inspired by the games that give you those moments.†You’re in the driver’s seat of enormous mech sports heroesPiers: “The rigs aren’t just robots, they’re driven by you. You’re in control, and you really get that sense of size and presence when you’re inside Morpheus.â€Tom: “Head movement is a big part of how you control the rigs – in the game mode we’re showing at E3, that’s how players steer the mechs and use their aim. You can scan the skies and see other rigs, or change direction quickly. But ultimately, we’ll offer a choice of control schemes so people can take charge of their mech and be comfortable within the game.â€Piers: “We’ve made the Dualshock controls as natural and familiar as possible, so players can focus on what’s happening inside the Morpheus headset. We’re not going to overload you with controls, we’re stripping it right back to just what you need to compete inside the arena.†You can choose your rig and play your wayPiers: “Matches are 3-on-3, and the rigs come in different forms with different specialities. There’s the Hunter, the Mirage and the Tempest. Tempest is a lightweight flying rig, Mirage is a tall, agile rig that can double-jump and Hunters are small, fast rigs that can get through gaps quickly.â€Tom: “Different people like different things – I’m a big fan of the Tempest, hovering around with an overview of the arena, looking around with the Morpheus headset and seeing what’s going on in the match.â€Piers: “I really like the Hunter, diving in and out of cover, taking people out so they don’t even see me coming.†Different game modes mean more ways to playTom: “At E3 we’re showing a game called Power Slam, where you take out opponents to collect power orbs and send your rig into overdrive – which makes you run faster, shoot more powerfully and regenerate health faster. Most importantly, when you’re in overdrive you can jump through the hoop to score a goal and get points on the scoreboard. It’s kind of like basketball with guns.†You can pick your team and share tactics – but solo players have a place tooPiers: “We’ve brought two teams to E3, the Cobras and the Dynamos, each with their own special abilities that help in certain game modes. The Cobras have their vampire ability so they regain health when they take out an opponent. The Dynamos have a knockout power that lets them take down an opponent with a melee attack and steal their overdrive to deny them a chance to score.“The mechs have different loadouts and abilities, but it’s down to how you and your team want to play that will influence which one you choose and how to combine the classes.“As for single players, we’re not quite ready to talk about we’re offering there – we’re focusing on the team games for now at E3 as that best shows off what the game is all about – but we’ve got plans for what the single player mode will be.†It’s been built exclusively for Project MorpheusPiers: “Everything we thought we knew about game development went out the window when we started RIGS so we had to learn everything from scratch, which is an incredibly refreshing thing to do. We learned new ways of choreographing an environment, new ways to design an interface – everything about it is different and really exciting.â€Tom: “It sounds cheesy, but working with the Morpheus kit is a little bit of magic. We obviously play the game every day and may have got used to it, but coming here and seeing people’s reactions when they play RIGS for the first time is incredible. You really have to play it to see what I mean.†View the full article
  2. What a week it’s been! After all the excitement and fanfare of E3, we wanted to take a moment to show you our fantastic new trailer for Tearaway Unfolded, and tell you a bit more about our brand new companion app which will be launching with the game on 8th September! As you might have heard, a small group of Molecules packed up their papercraft suitcases and headed to LA this week to show off Tearaway Unfolded to the E3 crowds. To celebrate, we’ve made a brand spanking new trailer for E3, to highlight some of the beautiful, papery worlds you’ll be journeying through, the exciting new ‘thrown-forth’ features you’ll be using and of course, the exciting new companion app! Feast your eyes on our trailer above! The Tearaway Unfolded Companion App is an all new way to experience Tearaway Unfolded on the PS4. If you own a smartphone or tablet, you’ll be able to experience atoi’s delivery adventure with your friends and family through a second player experience! Using the app, you can access the cutting mat to cut out new creations, customise your characters, re-texture the world with photos and collaborate on creative challenges! Everything you create using the app is sent directly into the game, instantly appearing in whatever scene you’re currently playing, it’s awesome! We hope you guys enjoy watching the trailer! For more things Tearaway Unfolded, head on over to our blog where we’re sharing lots of behinds the scenes footage and extras from E3, as well as all our exciting news in the run-up to release – so stay tuned folks! It’s gonna be a rippin’ good time! View the full article
  3. You haven’t been watching our three-day PlayStation LiveCast show?!? For SHAME. On the bright side, you can now catch up on all the live demos, developer interviews, and new gameplay footage you’ve missed. We’ll keep updating this post with the best and latest segments. Enjoy! Click here to see our schedule for Wednesday and Thursday. [NEW] Mad Max [NEW] Transformers Devastation [NEW] Deus Ex Mankind Divided [NEW] Tearaway Unfolded [NEW] Mighty No. 9 [NEW] Unravel [NEW] Drawn to Death [NEW] Fat Princess Adventures [NEW] Shadow of the Beast [NEW] Relativity [NEW] Salt and Sanctuary [NEW] I Am Bread [NEW] Death’s Gambit [NEW] Fire Watch Uncharted 4: A Thief’s End Horizon Zero Dawn Shenmue III Doom Just Cause 3 Call of Duty Black Ops III Tony Hawk’s Pro Skater 5 Batman: Arkham Knight Destiny: The Taken King Hitman Until Dawn Street Fighter V What Remains of Edith Finch Thumper SOMA Assassin’s Creed Syndicate HellBlade RIGS: Mechanized Combat League King’s Quest Kill Strain Shawn Layden interview Star Wars Battlefront live coverage The Last Guardian live coverage View the full article
  4. Hello! I’m Ben Throop (pronounced Troop) of the new micro studio Frame Interactive. But enough about me! I’m excited and humbled to announce Headmaster for Project Morpheus. What started as an experimental prototype last year has turned into a Project Morpheus launch title showing on the floor of E3. That’s bonkers. So I’ve got a trailer to show you below, but before you watch it, imagine you are standing alone in a dark courtyard of what appears to be some kind of institution. You are holding this. …and now the trailer. Being a part of what PlayStation is doing with Project Morpheus is incredibly exciting. Most of all I love how they have fostered creative risk taking to make sure players really see the potential of VR. The medium is completely new and weird and amazing and we’re all learning as we go. Headmaster will be playable on the floor of E3 this year. I’ll be at the booth so come say hi (my buddy Dan and I will have Headmaster Logo T-Shirts on) or follow me on Twitter @ben_throop. You can also check out Headmastergame.com and Twitter @Headmastergame. Feel free to drop a comment here with any questions as well. Thanks! View the full article
  5. You know what’s weird? Music visualizers. You know what’s even weirder? Virtual Reality. So if there’s one thing you can say about Harmonix Music VR – my company’s first foray into the medium, and an attempt to define the category of “VR music visualization†– it’s that it’s one wonderfully weird project. It takes any song you give it and generates a unique, musically-driven event sequence. The resulting experiences range from subtly magical to outright psychedelic, depending on the world you select. Sometimes fireflies show up to compliment a relaxing melody, and sometimes stars descend to engulf you in synesthetic spirals of color. It’s definitely weird. And as the title’s creative lead, I couldn’t be happier about that. We set out to accomplish a lot with this software. For starters, we wanted to familiarize ourselves with VR as a medium. We have a long history of making music games, but how much would we have to relearn to make quality VR? Additionally, we recognized that with Morpheus, Sony was about to provide one of the most thoroughly immersive platforms in the history of technology, and we couldn’t wait to use that immersion as an aid for musical appreciation. I mean, when was the last time you sat down and just listened to a record? I’ve heard that people did that back in the 70’s, but if you’re like me and most people I know, you most often consume music as an activity enhancer – livening up your commute, making exercise less horrible, etc. Just sitting still and listening tends to make us 21st Century multitaskers kind of restless and distractible. But music provides so much worth focusing on and appreciating! Now, a lot of people find that having a simple task to focus on helps them relax and appreciate what they’re hearing. So what if we could provide not just activities, but actual environments that were themselves an expression of your music? What if we could provide an escape where your favorite songs weren’t just the soundtrack, but the defining aspect of your surroundings, where your very sense of space complemented the sounds filling your ears? Wouldn’t that be a whole new kind of mind-blowing? Of course, there are a lot of songs out there, and a lot of different types of music and music listeners, each with their own expectations and listening preferences. And there are countless potential ways of mapping musical qualities to spatial qualities. And that’s where things get weird. Traditional, old-school music visualizers are many and varied, but all of them were limited to a 2D screen and the use of real-time audio spectrum analysis. With Harmonix Music VR, we have control over every aspect of your surroundings, using our internally-developed, amazingly effective song analysis voodoo. We still use real-time data, but we can also look at the entire song, break it into sections, identify specific drum hits, and even categorize the feel of song sections to drive the visual and environmental transformations. So maybe you just want to relax, listen to some chill tunes, and vibe out on a beach where the weather patterns reflect the mood of your song’s sections. Or maybe you feel like having a more energetic trip through a variety of intensely reactive spaces. Maybe you like familiar environments with flourishes of musical reactivity, or maybe you just want to be somewhere impossible to really escape with your songs. We don’t want to make those decisions for you, so we’re building a bunch of different worlds, each with its own vibe and level of intensity. Within worlds, you can even interact with objects to trigger further experiential shifts. Two of our worlds will be available to try at E3 (and I hope to see you there if you’re able to swing by!), but believe me, they are just the tip of one big, trippy iceberg. View the full article
  6. There are few games that inspire such passion and devotion among gamers than those of Fumito Ueda. His twin PS2 classics, Ico and Shadow of the Colossus, are rightly beloved for their extraordinary atmosphere, thoughtful mechanics and evocative storytelling. Duly, it was no surprise that his ambitious third game, The Last Guardian, was met with feverish enthusiasm when first announced for PS3 back in 2009. Since then – as is well documented – everything largely went quiet, but finally the wait is nearly over. It’s re-reveal for PS4 this week was a real lump-in-the-throat moment and – forgive my shameless partisanship – one of the highlights of a packed E3 week, where big announcements have come thick and fast. 24 hours after the big reveal, I caught up with Ueda-san to find out what he made of the reaction to the news, and how the game is shaping up. So, for the benefit of those gamers who might not be familiar with the game, can you give me a brief overview of what exactly The Last Guardian is? Fumito Ueda: In short, it’s an action adventure title. It’s a story about a young boy who has been kidnapped or captured under strange circumstances. It’s about an encounter between that boy and the mysterious beast Trico amidst ancient ruins, and a story about their journey together in the hope of escaping their mysterious predicament. In short, that’s what the game is, but we don’t want to tell you too much. We want players to experience it for themselves as the story unfolds. Obviously it’s been a number of years since we last heard news of the game, and there’s been so much speculation about the title among PlayStation gamers. How does it feel to finally re-introduce the game to your fans? Fumito Ueda: Yes, it’s been a few years since our last announcement. From my point of view, it was very unpredictable how the audience would react. I wasn’t sure if people would remember the title. Admittedly I was a bit nervous, but after the announce I saw the reaction, and the cheering – and that proved to me that people had really been waiting and were excited to see us reveal The Last Guardian for PS4. Afterwards, I was more relaxed and happy! Can you talk a little about why the game has taken longer than anticipated? Fumito Ueda: Obviously there were a number of reasons for the delay. If I had to call out one of them, it was more of a technical hurdle that we had to overcome. But eventually we have overcome it, and we have finally – proudly – announced the game for PS4 during the E3 press conference. Has the game changed at all since we last saw it? Fumito Ueda: The game content itself – the storyline etc – that stuff has not changed. Obviously the migration to PS4 has enabled us to push the envelope on the technology side. The overall aesthetic that the team is going for isn’t necessarily ‘edgy’ but we have a very specific art style we are aiming for and the PS4 hardware has helped us achieve our goals. One of the aspects of the footage you showed during the E3 press conference that I found most interesting was how the boy and Trico moved. The boy’s motions in particular are a little unusual, but extremely charming. How did you go about defining their characteristics? Fumito Ueda: When I was formulating the concept of The Last Guardian, one of the things I looked at was the relationship between people and animals, and I thought this was something that I wanted to build a game around. Most people really relate to animals – they find them cute and easy to bond with – so that relationship was the primary focus. The reason I chose this core theme is that I wanted to appeal to as many people as possible, knowing that it would resonate with many players. As a result, I hope some elements of the boy and Trico’s expressions may well come across as ‘charming’. The footage mainly featured environmental challenges. Can we expect different kinds of threats elsewhere in the game? Fumito Ueda: The demo that we showed this week is a vertical slice of the game and we intentionally selected this to show some of the dynamic game transitions. There are quieter encounters that the boy and Trico will experience at other times in the game. There are a variety of different level designs and challenges that players will encounter. Given the fervor and anticipation around the game, are you feeling a burden of expectation to deliver something incredible? Fumito Ueda: Obviously I’m very relieved to finally have had the chance to stand up and say, “Here we are again!â€. I saw the crowd’s reaction and the reception was great. That reception has fed our motivation to work even harder to complete production. From a creative and development point of view things haven’t changed – we’ve been working very hard already – but we’ll certainly be fueled by all the attention and love we’ve got this week. View the full article
  7. Almost five years ago, we began the development of our very first title — a space program simulator that would showcase the reality of the physics of space exploration. However, we realized that the game’s tone would be heavily affected if the player were to have every mistake be followed by the death of a digital human being. Therefore, we needed pilots who would help us somehow change the tone of space exploration. Physics, astrophysics, trajectories, combustion, gravity, can be really dense concepts to explain, and even more if you’re trying to make a sandbox game about space exploration. We needed somehow to portray the seriousness of the game’s subject, but at the same time give it a more “gamer†friendly tone. It’s important that every mistake in the game feels like an opportunity for the player to learn something new and interesting, instead of a grim portrait of real failure. We needed a lighter, fresher, and more encouraging experience. Inspiration came from the oddest yet perhaps most fitting background imaginable: two kids playing space program with fireworks in Sao Paulo more than a decade ago. One of them was Felipe Falanghe, our lead designer, who had enough creativity to come up with the idea of strapping little tinfoil men to fireworks, and not enough parental supervision to actually try it. He called the little guys Kerbals, and for all those years he carried both the name and spirit of Kerbals within his heart and mind. A few years later he found himself working for Squad, which started out as a marketing agency, specializing in interactive technologies development. Every year, the owners of the agency asked their employees to come up with original projects, and if there was a good and viable idea, it could get developed. Felipe was an employee at Squad for some time when one day he couldn’t take the stress of marketing anymore. He tried to quit, but the owners insisted he instead presented a viable video game project idea. Barely believing his luck, Felipe set out to bring the Kerbals and their space program to reality. Designing the Kerbals had a simple yet complex directive: embody the spirit of the game. They had to be relentless in their pursuit of scientific achievement and not be dissuaded by mistakes and failures, regardless of how horrific they may be. They had to be capable, yet reckless engineers who would be willing to fly a mission with a low possibility of success, while screaming “Never tell me the odds!†But they also had to be funny in their demise. Kerbals were going to die horrific deaths, so it was important that the design didn’t compound the horribleness of these things, but instead made them easier to swallow. Big eyes of irregular sizes that aim in different directions show that the Kerbals don’t perceive reality in the same way human beings do, having a different perspective that may simply be incomprehensible to people. A body shape with cartoonish proportions and faces that were both alien yet capable of being filled with human emotions. Add in a color and size that calls back to the old-school ideas of little green men from Space, and you have Kerbals. With great rockets comes great responsibility. Kerbals are willing to take up the challenge of building a space program from the ground up. They are eager to learn about the Universe, and want to explore all the corners of the Kerbol System, all in the name of Science! There are no mistakes in Kerbal Space Program, only learning incorrect ways to do things. That’s why every launch in the game leads to learning more about rocket science and space exploration. All the while, one is reminded that Kerbals don’t see the world the same way as we do, and can process their inevitable demise with complete, insane excitement as well as abject horror. Kerbals are both the face and soul of Kerbal Space Program. An endless supply of expendable yet relatable astronauts willing to expose themselves to the dangers of space travel in the name of scientific progress and glorious success. All the while presenting the player with friendly faces that remind them that failure is fun. Without the small green characters, we wouldn’t have been able to pull off a space simulator that interested engineers at space agencies across the world and elementary school students alike. Thus, they will remain a huge part of the success of our game, and a big part of the reasons why Kerbal Space Program is coming to PS4. Do you have any doubts or questions about how the Kerbals and our game? Drop your questions in the comments below! View the full article
  8. One of my favorite moments in PlayStation’s E3 2015 Press Conference this week was the big reveal of Call of Duty: Black Ops III’s new Campaign. It’s been built from the ground up to accommodate more emergent, team-based battles that veer “off the rails†found in many linear campaign experiences. As a huge fan of Treyarch’s past work on their famous Zombies mode, needless to say I’m dying to try out their new take on Campaign play in Black Ops 3. Without further ado, read on for a very special message from the team at Treyarch – and as always, let us know what you think in the comments below. Hello PlayStation Nation! Well, that was fun. What an amazing week! It was great to be on stage. We hope that you enjoyed it. We’re excited to share the E3 reveal of Black Ops 3 with you, and can’t wait for folks at E3 this week to get their hands-on with playable multiplayer on the show floor for the first time ever in Call of Duty history. If you loved the feel of Black Ops 2, you’ll love the feel of Black Ops 3, and finally giving people the opportunity to get their hands on the game will be incredibly satisfying. Multiplayer is massive, yet there’s so much more to Black Ops 3. If you saw the show tonight, you got a look at our all-new campaign mode, which you can play solo or up to 4-players together on next gen consoles. To set the stage, it’s the year 2065 and you’re pursuing a high-value target in an off-the-books mission in Cairo, Egypt. This is Ramses Station on the PS4. Be sure to sign-up for the multiplayer Beta coming this August, first on PS4. We’re particularly excited since this is the first public beta that the franchise has run since Treyarch did one for World at War, which will help ensure we have the best launch possible. Feel free to follow @Treyarch for the latest studio news; otherwise, we’ll see you at the show, or better yet, we’ll see you online. Regards, Treyarch View the full article
  9. Hi all, this is Eka, Game Director of Wayward Sky at Uber Entertainment. We’re super excited to introduce our new look and click VR adventure game in development for Project Morpheus on PS4. We set out to make a unique adventure game that shows off the magic of VR while simultaneously making it accessible and comfortable for first time Morpheus players. In Wayward Sky, you are Bess, a young co-pilot flying with your father when you crash into a mysterious fortress that emerges out of the clouds. With your father kidnapped and plane in ruins, you set out to explore the flying fortress and rescue your father. To guide Bess around the fortress, you point with your head to anywhere and press an action button on the PS4 controller to have her walk there. We’ve designed wide open environments and we play with layered verticality to really show off the power of what it feels like to inhabit a space in VR. The game switches between a third-person for movement with cameras hovering over a space and at times switch to a first-person view as Bess interacts with puzzles in the world. There’s also a scale change switch between the two perspectives that’s only possible to do in VR. In third-person, we scale the player camera so it feels like you are a giant looking down on a miniature world. When switching to 1st person, we scale the camera to a standard human scale and you feel like you are standing in the space. In VR, the camera is essentially your head so moving it around without the player’s consent like most traditional games can be uncomfortable to players when there’s a disconnect between what your eyes see and what your body is experiencing. So character movement and exploration of a big environment can be tricky. To solve this, we do camera “blinks†between areas as the player guides Bess through it. During these blinks, we switch camera angles to allow you to explore the world thoroughly. Whether it’s avoiding Repairbots or flying with chickens, we feel Wayward Sky offers a unique perspective into the world of Project Morpheus and VR. If you have any questions for me about the project or working with Morpheus, ask away! View the full article
  10. Hi, we’re Dan, Harry, and Josh. We’d love to introduce you to our new game, Calvino Noir. It’s a film noir stealth adventure, and it’s coming to PS4! The beautiful history of noir cinema is a big inspiration — that’s where we’ve drawn ideas for the look and story of the game. The classic film noir plot and characters are there, but in our own format, which is more closely inspired by films such as Bladerunner, and games such as Deus Ex. The world of Calvino Noir borrows a lot from the war-torn and cruel portrayal of Vienna in The Third Man, one of my favorite films. Architecture is also a big influence. We have been looking a lot at building design and architectural drawing styles. It is all about form and light, but in a very different way to film noir. We got our architect friend Ceri Williams to design realistic buildings from that place and time. With the monochrome art style, I think the arches, staircases and pillars all look stunning. The spaces you move through feel like they could be places people would actually inhabit. That makes it more satisfying to sneak through to find clues or avoid guards. It is a new treatment for the platform game genre. Each location is set out like a real church or factory or hotel. For games that use stealth like ours, environment design is essential to not only give you fun places to hide, but also to build routes around interesting locations that actually make sense. I don’t know about you, but I haven’t seen that many churches with a ventilation system you can crawl around. That means that you’ll have to take your time to figure out where the guards are going so that you can plan your movements and hiding places. Wilt can take down guards but even he isn’t bulletproof. You’re going to have to figure out a way of getting close to them so they don’t notice until it’s too late. It looks and feels more natural using the alcoves and corridors that would be there instead of places put in just to give you somewhere to hide. Our main cast of characters have all been affected by the cataclysmic events of the first World War. Wilt deserted the British army and now uses his skills for espionage and blackmail. Siska was an orphan of the war, now as an idealistic young adult she uses the skills she learned on the street to fight corruption. Arno is an old friend of Wilt and former chemical weapon designer — they met during the war and despite being on opposite sides, deserted and survived together. They end up working together to uncover the corrupt work of officials who are out to make money at the risk of everyone else. You play as all three — plus others — and use their unique skills to explore the maps. Thanks for reading! If you want to find out more about the development and characters check out our blog and Twitter. View the full article
  11. Can’t make it to Los Angeles this week? Fret not! We’ve collected all the biggest trailers from E3 2015 into one handy post. Behold! Final Fantasy VII Remake Need any more be said? Square Enix plans a full remake of this classic PSone title for PS4. The Last Guardian Creative director Fumito Ueda’s vision will finally see the light of day on PS4 in 2016. Uncharted 4: A Thief’s End Naughty Dog has blown more than a few minds in its time, but never on the scale of this off-road vehicular shootout. Mad Max Don’t write it off just because it’s a licensed game: Avalanche Studios’ PS4 epic is showing some serious promise. Horizon Zero DawnGuerrilla Games presents a dazzling vision of a post-apocalyptic world populated by primitive humans and cybernetic monstrosities. Star Wars Battlefront Spot-on character animation, special effects, and John Williams’ classic score take this shootout to 11. Call of Duty: Black Ops III Multiplayer Trailer This slickly produced multiplayer trailer gives a tantalizing peek at what Treyarch’s been so hard at work on.DreamsAnd now for something completely different. As usual, Media Molecule zigs when everyone else zags, crafting a memorable trailer that is by turns cute, exciting, and haunting. A knockout. Destiny: The Taken KingBungie can cut a mean trailer, particularly when it’s buttressed by heaps of sweet new content. Dark Souls IIINotable for its haunting score and grim atmosphere, Dark Souls III makes a big impression with its debut trailer. Hitman A fresh start for Agent 47, and a stylish turn from developer Io Interactive. View the full article
  12. Hey guys, I’m here with a word from our friends at KOKOROMI about their debut Morpheus title Super Hypercube, one that I’m incredibly psyched about – if you’re at E3, don’t miss it! Take it away, guys: Hello everyone! We’re KOKOROMI, a videogames/art collective originally formed in Montreal in 2006. We’re excited to be here today on PlayStation.Blog to announce our new VR game at E3 2015. Introducing SUPERHYPERCUBE — a first-person puzzler developed by KOKOROMI and published by POLYTRON, coming exclusively to Project Morpheus at launch! SUPERHYPERCUBE has been in development in one form or another since 2008. It was originally created for gamma3D, an event we organized to encourage game makers from around the world to create games in which stereoscopic (3D) vision truly impacted gameplay. All the gamma3D games relied on a display technology called anaglyphic stereoscopy – think of those cool 50s style red/blue 3D movie glasses. Our “in-house†game, SUPERHYPERCUBE, went one step further, introducing headtracking using custom glasses based on the work of Johnny Chung Lee, so that players not only saw depth within the game world, they could physically move their bodies and look around the cubes and clusters to get a better sense of their size and shape. When motion cameras were eventually introduced, we re-visited the way headtracking worked within the game (earning an Indiecade finalist nod in the process), but were still dependent on red/cyan 3D glasses to create a powerful visual depth effect. In many ways, we’ve been watching technology develop over the last seven years to support our original gameplay vision—a truly physical puzzle game that is both fully enveloping and plays with your perception. And so, when VR came along (again), we knew the game had found its true home. Since looking at the game through red and blue lenses altered the perception of other colors in the game, the first iteration of SUPERHYPERCUBE looked best and had the cleanest 3D effect when it was rendered entirely in greyscale. One of the exciting possibilities opened up for us by Morpheus is that for the first time, we can finally go far beyond the chromatic limitations of that technology and really explore color . Aesthetically, this VR version of SUPERHYPERCUBE is influenced by our love for all things glowing, epitomized by neon light, 80s motion graphics, early computer art and the minimalist art movement known as “light and space†. Artists grouped in this genre worked with surfaces of different materials, and using neon, LEDs, and sunlight, to create abstract work and spaces which might change over time or when viewed from different angles. We want to give players an experience something like flying or floating through one of these works. In the early visual development for the game, we collected a reference file folder full of photos, illustrations, and film stills from the 60s, 70s, and 80s. We all love this aesthetic in general, but we each have our favorite references, especially from iconic films – everything from 2001: A Space Odyssey and Blade Runner to Xanadu — their analog special effects, retro-futuristic user interfaces and delicious lens flares. We created a series of concept illustrations that were inspired by light and space artist James Turrell, inhabited by our game’s own cubes and walls, and have been building upon this aesthetic ever since. We couldn’t be more excited to finally bring this concept to its logical, virtual conclusion. We hope you’re excited too! Please look for SUPERHYPERCUBE when it launches with Project Morpheus next year. <3 KOKOROMI View the full article
  13. For the upcoming Dragon Quest Heroes: The World Tree’s Woe and the Blight Below, we sat down with Ryota Aomi, the game’s producer, to get some behind-the-scenes insight on how the game came to be. Check out our interview below! Can you tell us a little about how the project came about? Creating an “action game†for Dragon Quest has been an ongoing idea. Yuji Horii, the game designer and the creator of Dragon Quest, and I challenged quite a few things. And then Ko Shibusawa from Koei Tecmo (the Chairman of Koei Tecmo Games) reached out and asked us if we wanted to “create a Dragon Quest action game together.†As we came together to brainstorm ideas, we felt we’d be able to create an amazing Dragon Quest action game based on this, and the project took off with our hearts as one. How did you decide that the game would get an overseas release? For a while now, every time a new Dragon Quest title is released in Japan, we receive many requests from our fans to release the game overseas. The situation wasn’t any different for this title; as soon as the game was released in Japan, we received a lot of response from our fans. I think we especially received a lot of interest and support from our overseas fans this time because this game is the first full-on action RPG in the Dragon Quest series. There were various hurdles to overcome, but we were able to make it happen because of all of you, so thank you very much! Your voices reached both Yuji Horii and myself! Is there anything you’d like the fans to look forward to? The main characters and monsters are designed by none other than Akira Toriyama, and they come to vivid life in beautiful graphics, utilizing the PS4 specs to the fullest. Gigantes, a giant taller than the height of a building, swarms of slimes, amongst many others — not only are these scenes worth seeing for Dragon Quest fans, they are a must-see for those who don’t know Dragon Quest as well! Furthermore, this game comes with English voiceover, so we feel players will be able to fully immerse themselves in the world of Dragon Quest. Please take in the dramatic cutscenes to your heart’s content! If there’s anything you can discuss at this point, can you tell us about the story, characters, and gameplay? I think there are a lot of people out there whose forte isn’t action games. I, myself, would actually be categorized in the “not so good at action games†group, but the game is designed so that even those types of gamers can fully enjoy the experience; on the development side, we made adjustments to the game until the very last minute. In addition to the “Quick Controls†that allow players to easily trigger abilities by pushing the buttons consecutively, just like the other titles in the Dragon Quest series, players can develop their characters by leveling them up through experience points and purchasing equipment and weapons by saving up gold. So that those who aren’t so good at action games can also clear the game. Of course, there are also battles which players who are good at action games can really get into that are quite complex! Zoma from Dragon Quest 3 and Nokturnus from Dragon Quest 6 are very, very strong… Give up all hope. LOL What does this title mean to you, personally? What title or series has influenced you the most? Dragon Quest was the game I liked the most in elementary school, and starting with the first Dragon Quest on the NES, I grew up with the series in real time over the years. I feel extremely blessed to be involved in such a title. It’s because of this that we developed this game with everything we had so that it doesn’t fall short of everyone’s expectations. There are many people who love Dragon Quest on the Koei Tecmo development team, and the development environment was really full of love for the series. Alright, thanks for joining us, Aomi-san! Everyone here is looking forward to the game, and we can’t wait to play it ourselves! Dragon Quest Heroes: The World Tree’s Woe and the Blight Below comes to PS4 October 13th, 2015. You can pre-order to get the Day One Edition, which includes the Slime Weapon Set! View the full article
  14. Hi everyone! E3 is finally here, and we’re celebrating the gaming industry’s biggest week with discounted titles from past shows and game-inspired movies. Starting now, pick up Diablo III: Reaper of Souls – Ultimate Evil Edition, Destiny Digital Guardian Edition, and Grand Theft Auto V & Great White Shark Cash Card, as well as films like Mortal Kombat, Resident Evil – Retribution and more – all for up to 60% off. PlayStation Plus members receive an added bonus of up to 80% off. Also this week, get a $15 credit* when you spend more than $100 using your SEN Wallet on PlayStation Store through June 23. Additionally, Sony Rewards members will earn 3x points on all PS Store purchases** through June 22. Not a member? Visit sonyrewards.com/sen. Of course, all these deals can be combined throughout their promotion windows. But don’t wait too long – our Best of E3 Sale ends Monday, June 22. Check out the full lineup of sale titles: Best of E3 GamesTitlePlatformPS Plus PriceSale PriceOriginal PriceAlien: IsolationPS3$20.00$25.00$49.99Batman Arkham AsylumPS3$5.00$8.00$19.99Batman Arkham CityPS3$5.00$8.00$19.99Batman: Arkham OriginsPS3$9.00$12.00$29.99Battlefield 4PS3$9.99$11.99$19.99Battlefield Hardline Standard EditionPS3$29.99$35.99$59.99Call of Duty: Advanced Warfare – Digital ProPS3$62.99$69.99$99.99Capcom Arcade CollectionPS3$9.00$12.00$29.99ContrastPS3$9.00$12.00$29.99CounterSpyPS3$4.50$6.00$14.99CRYSIS 3PS3$8.00$10.00$19.99Destiny Digital Guardian EditionPS3$44.00$49.49$89.99Diablo III: Reaper of Souls – Ultimate Evil EditionPS3$19.59$23.19$39.99Disney Infinity (2.0 Edition)PS3$9.00$15.00$29.99DmCPS3$16.00$20.00$39.99Dragon Age: InquisitionPS3$29.99$35.99$59.99Far Cry 4PS3$29.99$35.99$59.99GTA V & Great White Shark Cash CardPS3$29.60$32.00$79.99HELL YEAH! Wrath of the Dead RabbitPS3$4.50$6.00$14.99Just Dance 2014PS3$12.00$16.00$39.99LEGO Batman 2: DC Super HeroesPS3$6.00$8.00$19.99LEGO Batman 3: Beyond GothamPS3$14.99$17.99$29.99LEGO Marvel Super HeroesPS3$9.99$11.99$19.99 Madden NFL 15 PS3 $19.99 $23.99 $39.99 Middle-earth: Shadow of Mordor Legion Edition PS3 $17.99 $20.99 $29.99 Mirror’s Edge PS3 $4.95 $6.45 $14.99 NBA 2K15 PS3 $29.99 $35.99 $59.99 Need for Speed Most Wanted PS3 $8.00 $10.00 $19.99 NHL 15 PS3 $19.99 $23.99 $39.99 Oddworld New n’ Tasty PS3 $11.99 $13.99 $19.99 Quantum Conundrum PS3 $4.50 $7.50 $14.99 Rayman Legends PS3 $16.00 $20.00 $39.99 Record of Agarest War 2 PS3 $11.99 $13.99 $19.99 Record of Agarest War Zero PS3 $8.99 $10.49 $14.99 Remember Me PS3 $12.00 $16.00 $39.99 Resident Evil 6 PS3 $6.00 $8.00 $19.99 Rock Band Blitz PS3 $4.50 $6.00 $14.99 Sniper Ghost Warrior 2 PS3 $4.50 $6.00 $14.99 Sonic & All-Stars Racing Transformed PS3 $14.99 $17.99 $29.99 South Park: The Stick of Truth PS3 $9.99 $11.99 $19.99 The Cave PS3 $6.00 $7.50 $14.99 Tom Clancy’s Splinter Cell: Blacklist PS3 $9.99 $11.99 $19.99 Tomb Raider Digital Edition PS3 $8.00 $10.00 $19.99 Ultra SF4 PS3 $16.00 $20.00 $39.99 Watch Dogs PS3 $20.09 $23.99 $29.99 Alien: Isolation PS4 $24.00 $30.00 $59.99 Battlefield 4 PS4 $14.99 $17.99 $29.99 Battlefield Hardline PS4 $29.99 $35.99 $59.99 Call of Duty: Advanced Warfare – Digital Pro PS4 $62.99 $69.99 $99.99 Contrast PS4 $4.50 $6.00 $14.99 CounterSpy PS4 $7.49 $8.99 $14.99 Destiny Digital Guardian Edition PS4 $44.09 $49.49 $89.99 Diablo III: Reaper of Souls – Ultimate Evil Edition PS4 $29.39 $34.79 $59.99 Disney Infinity (2.0 Edition) PS4 $9.00 $15.00 $29.99 Dragon Age: Inquisition PS4 $29.99 $35.99 $59.99 Evolve PS4 $29.99 $35.99 $59.99 Far Cry 4 PS4 $29.99 $35.99 $59.99 GTA V & Great White Shark Cash Card PS4 $59.99 $62.39 $79.99 inFAMOUS Second Son PS4 $19.99 $23.99 $39.99 Just Dance 2014 PS4 $15.00 $20.00 $49.99 LEGO Batman 3: Beyond Gotham PS4 $19.99 $23.99 $39.99 LEGO Marvel Super Heroes PS4 $9.99 $11.99 $19.99 Madden NFL 15 PS4 $29.99 $35.99 $59.99 Mercenary Kings PS4 $8.00 $10.00 $19.99 Middle-earth: Shadow of Mordor PS4 $23.99 $27.99 $39.99 NBA 2K15 PS4 $29.99 $35.99 $59.99 NHL 15 PS4 $29.99 $35.99 $59.99 Rabbids Invasion PS4 $9.99 $11.99 $19.99 Rayman Legends PS4 $16.00 $20.00 $39.99 Secret Ponchos PS4 $7.49 $8.99 $14.99 Surgeon Simulator PS4 $6.49 $7.79 $12.99 The Crew PS4 $29.99 $35.99 $59.99 Tomb Raider: Definitive Edition PS4 $12.00 $15.00 $29.99 Watch Dogs PS4 $20.09 $23.99 $29.99 Mimana Iyar Chronicle (PSP) PSP $4.99 $5.99 $9.99 Streetkix PSP/ PS Vita $3.60 $4.80 $11.99 CounterSpy PS Vita CounterSpy PS Vita $7.49 $8.99 $14.99 La Mulana Ex PS Vita $11.99 $13.99 $19.99 LEGO Marvel Super Heroes PS Vita $9.99 $11.99 $19.99 Need for Speed Most Wanted PS Vita $8.00 $10.00 $19.99 Ragnarok Tactics PS Vita $3.99 $4.79 $7.99 SONIC & ALL-STARS RACING TRANSFORMED PS Vita $14.99 $17.99 $29.99 E3 Celebration MoviesTitleSD Original PriceSD Sale PriceHD Original PriceHD Sale Price 30 Nights Of Paranormal Activity With The Devil Inside The Girl With The Dragon Tattoo $14.99 $9.99 $14.99 $9.99 The 41 Year Old Virgin That Knocked Up Sarah Marshall And Felt Superbad About It $14.99 $9.99 $14.99 $9.99 A Most Wanted Man $12.99 $8.99 $14.99 $8.99 Alien $14.99 $9.99 $14.99 $9.99 Alien 3 $14.99 $9.99 $14.99 $9.99 Alien Resurrection $14.99 $9.99 $14.99 $9.99 Alien Vs Predator $14.99 $9.99 $14.99 $9.99 Aliens $14.99 $9.99 $14.99 $9.99 The Amazing Spider-Man 2 $9.99 $8.99 $13.99 $9.99 The Amazing Spider-Man $9.99 $7.99 $12.99 $8.99 Babylon AD (Uncut) $14.99 $9.99 $14.99 $9.99 Bleach The Movie 2 – The Diamonddust Rebellion $9.99 $5.99 $12.99 $7.99 Bleach The Movie: Fade To Black $9.99 $5.99 $12.99 $7.99 Bleach The Movie: Hell Verse $14.99 $5.99 $19.99 $7.99 Bleach The Movie: Memories Of Nobody $9.99 $5.99 $12.99 $7.99 Cabin In The Woods $12.99 $5.99 $13.99 $5.99 Cedar Rapids $14.99 $9.99 $14.99 $9.99 Commando $14.99 $9.99 $14.99 $9.99 Crank 2: High Voltage $17.99 $5.99 $18.99 $5.99 Cyborg 2 $7.99 $5.99 $9.99 $5.99 Daredevil $14.99 $7.99 $14.99 $7.99 The Darkest Hour $9.99 $5.99 $11.99 $5.99 Dawn Of The Planet Of The Apes $14.99 $10.99 $14.99 $10.99 Dodgeball (Unrated) $14.99 $9.99 $14.99 $9.99 Doom $9.99 N/A $12.99 $8.99 Down Periscope $10.99 $9.99 $10.99 $9.99 Dredd $15.99 $5.99 $16.99 $5.99 Dude, Where’s My Car $14.99 $9.99 $14.99 $9.99 Dungeons & Dragons $9.99 $6.99 $12.99 $6.99 Dungeons & Dragons: Wrath Of The Dragon God $9.99 $6.99 $12.99 $6.99 Elektra $14.99 $7.99 $14.99 $7.99 Ender’s Game $17.99 $6.99 $18.99 $6.99 Escape Plan $13.99 $6.99 $14.99 $6.99 Exodus $14.99 $10.99 $14.99 $10.99 The Expendables 3 $13.99 $8.99 $14.99 $8.99 Grandma’s Boy $10.99 $9.99 $10.99 $9.99 Halo Forward Unto Dawn $9.99 $6.99 $12.99 $6.99 Halo Nightfall $9.99 $6.99 $12.99 $6.99 Hitman $14.99 $9.99 $14.99 $9.99 I Robot $14.99 $9.99 $14.99 $9.99 In The Name Of The King $14.99 $9.99 $14.99 $9.99 In The Name Of The King 2: Two Worlds $14.99 $9.99 $14.99 $9.99 In The Name Of The King 3: The Last Mission $14.99 $10.99 $14.99 $10.99 Independence Day $14.99 $9.99 $14.99 $9.99 The Internship $14.99 $9.99 $14.99 $9.99 John Wick $12.99 $8.99 $14.99 $8.99 Jumper $14.99 $9.99 $14.99 $9.99 King Of Kong: A Fistful Of Quarters $9.99 $6.99 $12.99 $6.99 The Legend Of Korra, Book 1 $24.99 $10.99 $29.99 $10.99 Let’s Be Cops $14.99 $10.99 $14.99 $10.99 Max Payne $14.99 $9.99 $14.99 $9.99 Max Payne Unrated $14.99 $9.99 $14.99 $9.99 Minecraft: Into The Nether $9.99 $6.99 $12.99 $8.99 Mortal Kombat $9.99 $6.99 $12.99 $8.99 Mortal Kombat- Annihilation $9.99 $6.99 $12.99 $6.99 Naruto Shippuden The Movie: Bonds $9.99 $5.99 $12.99 $7.99 Naruto Shippuden The Movie: The Lost Tower $14.99 $5.99 $19.99 $7.99 Naruto Shippuden The Movie: The Will Of Fire $14.99 $5.99 $19.99 $7.99 Naruto: Shippuden The Movie $9.99 $5.99 $12.99 $7.99 Ong Bak $14.99 $6.99 N/A N/A Ong Bak 2 $9.99 $6.99 $12.99 $6.99 Ong Bak 3 $9.99 $6.99 $12.99 $6.99 Predator 2 $14.99 $9.99 N/A N/A Predators $14.99 $9.99 $14.99 $9.99 The Pyramid $14.99 $10.99 $14.99 $10.99 Rabbids Invasion, Vol. 1 $19.99 $10.99 $24.99 $10.99 Red Facton: Origins $9.99 N/A $12.99 $8.99 Resident Evil $9.99 $7.99 $12.99 $8.99 Resident Evil: Afterlife $9.99 $7.99 $12.99 $8.99 Resident Evil: Apocalypse $9.99 $7.99 $12.99 $8.99 Resident Evil: Damnation $9.99 $7.99 $12.99 $8.99 Resident Evil: Degeneration $9.99 $7.99 $12.99 $8.99 Resident Evil: Extinction $9.99 $7.99 $12.99 $8.99 Resident Evil: Retribution $9.99 $7.99 $12.99 $8.99 The Ringer $14.99 $9.99 $14.99 $9.99 Rise Of The Planet Of The Apes $14.99 $9.99 $14.99 $9.99 Silent Hill $7.99 $6.99 $6.99 $8.99 Silent Hill: Revelation $9.99 N/A $12.99 $8.99 The Sitter (Unrated) $14.99 $9.99 $14.99 $9.99 Snitch $12.99 $6.99 $14.99 $6.99 Speed Racer $9.99 $6.99 $12.99 $8.99 Spider-Man (2002) $9.99 $7.99 $12.99 $8.99 Spider-Man 2 (2004) $9.99 $7.99 $12.99 $8.99 Spider-Man 3 (2007) $9.99 $9.99 $12.99 $8.99 Spongebob Squarepants, Season 1 $19.99 $10.99 N/A N/A Street Fighter $9.99 N/A $12.99 $8.99 Super Troopers $14.99 $9.99 $14.99 $9.99 Teenage Mutant Ninja Turtles 2: The Secret Of The Ooze $9.99 $6.99 $12.99 $8.99 Teenage Mutant Ninja Turtles 3 $9.99 $6.99 $12.99 $8.99 Teenage Mutant Ninja Turtles, Vol. 1 $19.99 $10.99 $24.99 $10.99 Tekken 2 $7.99 $6.99 $9.99 $6.99 Three Stooges $14.99 $9.99 $14.99 $9.99 Total Recall $9.99 $5.99 $12.99 $5.99 Vampires Suck $10.99 $9.99 $14.99 $8.99 Vice $12.99 $8.99 $14.99 $14.99 The Watch $14.99 $9.99 $14.99 $9.99 Wild Card $12.99 $8.99 $14.99 $8.99 Happy E3 week! What are you picking up? Note: All pricing is for U.S. only and subject to change without notice. *Spend $100 USD (CAD) using your SEN Wallet between June 16 and June 23, 2015 11:59pm PT, and receive a $15 USD credit back to spend on games, movies, TV shows, music and anything else that accepts SEN Wallet funds. You will receive the redemption Code on or before July 7, 2015 via XMB message on PS3, system notification on PS4, PS Vita, or the email account used to set up your SEN Sign-in ID. You must redeem Code by 11:59PM PT on August 4, 2015. Promotion is available to legal U.S., Mexico, and Canada residents with a Sony Entertainment Network or PlayStation Network (each “SENâ€) account registered in their country of residency who are 18 or older. Third-party application purchases are excluded. Each SEN account may only accrue a total of $15 USD (CAD) in SEN Wallet credits pursuant to this promotion. ** Rewards points The “2015 E3 Sale 3X storewide promotion†is available for purchases made on PlayStation Store during the Promotion Period between 6/16/2015 (12 pm PT) and 6/23/2015 (12 pm PT). During the Promotion Period, Sony Rewards members will earn a total of 3 Sony Rewards points per dollar spent on purchases at PlayStation Store. No Sony Rewards points will be earned on taxes paid. To qualify for the promotion, prior to making the applicable purchase during the Promotion Period on PlayStation Store, the customer must (i) be or become a Sony Rewards member; and (ii) link their Sony Rewards account to their Sony Entertainment Network (SEN) account. Members should allow up to 5 business days for Sony Rewards bonus points to post to their account. Subject to complete program terms and conditions at Sony Rewards.com. View the full article
  15. Well, what can I say? Rebellion may have been formed in 1992, but this will easily go down as one of the most exciting weeks in our history. After all it’s not every day that you have your new (and top secret) project debut at E3, let alone seeing it running on something as exciting as Project Morpheus. But, before I get into all that, let’s start with a little history quiz! I know, that’s probably not what you were expecting — it’s E3 after all, I should be asking you to coo at our very first screenshots, right? Well, yes and no! For a lot of you, Project Morpheus and virtual reality gaming marks a new and exciting shift in gaming tech. E3 is a celebration of incredible artistry and creativity so it’s only natural that VR plays an important part at this year’s show. But E3 is also mainly about the future of games, and sometimes we just need to take stock and look at gaming’s past. The industry may not be as old as film, theatre, and other arts, but that doesn’t mean we shouldn’t respect our cultural heritage! The truth is, VR is not really new, it’s just been continually evolving — breaking in waves and troughs, until 2015 where it finally sits on the cusp of launching into the mainstream. But anyway, back to that history quiz! So when was the first virtual reality game? Early 2000s? Nope. The ’90s? Guess again. Well it has to be the ’80s then? Well, yes but only just — it was 1980, in fact. 35 years ago. Like hundreds of thousands of gamers in 1980, my brother Chris (Kingsley, Rebellion co-founder and CTO to this day) and I went to our local arcade to be transported to another world — a virtual one. That world was a video game made by Atari called Battlezone. Its famous green and black vectors and tactical tank combat weren’t what made it so special though — it was the arcade housing itself. Players looked into the game world from the perspective of a tank commander by using a periscope viewfinder built into the unit. Combined with the game’s pseudo 3D graphics, Battlezone is now considered by many as the first ever virtual reality game. It was both rudimentary and revolutionary. The isolation from the world around you, the perception of depth and “being†in that world — even a simple one — was like nothing else at the time. And without Battlezone and that sense of wonder and unlimited possibility, Chris and I might never have started making our own games, or formed Rebellion. Skip forward to 2013 and Atari announced that it would sell off much of its household IP at auction, and Chris and I were there. When it finished, Battlezone was ours. We couldn’t believe it! Here was our chance to work on one of our most beloved games of all time, and play our part in a new era of VR gaming. Earlier this year we tasked a team at our Oxford studio to reboot one of gaming’s seminal titles for a new generation of virtual reality games. VR of course, is an exciting challenge — you have to throw so many traditional game design rules out the window and start afresh. In this respect PlayStation gave us some fantastic support — providing us with plenty of Morpheus development kits and chatting with our coders and designers on a regular basis to help us develop on this new platform. If we can capture the same revolutionary thrill of the original Battlezone for a whole new generation of gamers, then we’ll have done gaming history proud. It really is impossible to truly describe a VR gaming experience with words — or even video — so I encourage you to go “heads on†with Morpheus at E3 or other upcoming events, and jump into Battlezone’s Cobra cockpit and test drive the galaxy’s most powerful vehicle for yourself! View the full article
  16. Hello PlayStation.Blog! We are Solfar and we have a very exciting project we would like to share with you today. About a year ago, when we were thinking about starting a company to look at all the new exciting VR tech emerging — such as PS4‘s Project Morpheus and the incredible game developing tool that Unreal 4 is — we felt like children in a toy box. Everything seemed to be within our grasp to create… or destroy. It was both exhilarating and terrifying. This probably goes a long way explaining the subject matter of our first game: You are a Godling, a toddler God that awakens to the sights and sounds of a beautiful natural world. Just like a young child, you take your very first hesitant steps in this world full of curiosities and wonders only to realize that it also has great perils. And you are one of them. You quickly learn that you have not only awe-inspiring powers to grow and improve the world, but also some formidable abilities that can accidentally ruin everything. As a first person virtual reality adventure you genuinely feel immersed and present in the world, and because of its sandbox nature you’ll truly have agency in shaping your environment. As you explore this intriguing habitat you will slowly learn how to use the incredible powers at your disposal. The question is — how will you use them? Do you become the dutiful, caring master of your domain, or would you rather watch it crash and burn in blazing mayhem? In Godling, the choice is yours. We use an innovative combination of gaze-based navigation, enabled by Morpheus’ positional tracking, and the DualShock 4 controller. With that, we feel that you’ll be able to interact with Godling’s world in an intuitive way, which we think is very important in a VR game. After people’s first impression of total immersion in a VR environment, they inevitably want to explore it and interact with it. For this we were pleasantly surprised by Sony’s 120Hz tracking solution that really brings this feeling of solidity to the experience and convinces us that true non-scripted exploration could be part of a VR experience. Now that you know a bit about Godling, you may be wondering who we are. We at Sólfar are a small team, but we’re proud to say we have decades of gaming experience. The three founders all hail from Iceland and have been working together for what seems an eternity: S. Reynir Hardarson, the co-founder of CCP and its Global Creative Director; Dr. Kjartan Pierre Emilsson, the lead designer of EVE Online and formerly CCP´s Principal Game Designer; and Thor Gunnarsson, an industry veteran who most recently led Business Development at CCP. Taking centre stage at Sony’s E3 conference, the sheer quality of Godling’s VR experience enabled our brand-new studio – founded in late 2014 in Reykjavik Iceland — to showcase our debut game alongside the biggest names in the industry, and we couldn’t be more grateful to Sony for the opportunity. Sólfar’s mission is to create and publish AAA VR games that thrill players, define the medium and to establish our company as the world’s leading developer of virtual reality entertainment. View the full article
  17. Hi everyone! This is Kenji Saito from PlatinumGames. I’ve loved Transformers since I was a kid, so I’m honored to be a part of the team making Transformers: Devastation, a new kind of Transformers game coming later this year. Within the world of this long-running series with countless fans, we wanted to make an exhilarating action experience that focused uniquely on what draws so many people to Transformers: robots and vehicles. In Transformers: Devastation, the key is action that combines these two concepts, allowing players to freely switch modes whenever needed, racing around the city in vehicle mode and pounding on the enemy in robot mode. Send an enemy flying with a punch in robot mode, switch to vehicle mode and slam into it, then finish by unleashing a huge attack. Accelerate to top speed in vehicle mode and switch back to dropkick the enemy. Switch modes again to evade the enemy’s attack, counter, and follow up with a relentless combo. How the player utilizes both modes within the combat system opens up an infinite number of possibilities. You can choose from Optimus Prime, Bumblebee, Sideswipe, Wheeljack, and of course, Grimlock. Pick the Autobot you like best and roll out. One of our other big focuses for Transformers: Devastation is to deliver the kind of big-name face-offs between the leaders of the Autobots and Decepticons that make the series so gripping. The game features an electrifying comic book-inspired story which races back and forth across the cosmos between Earth and Cybertron, drawing in a huge cast of fan-favorite characters for a battle to decide the fate of both worlds. And to top it all off, we’re working with legendary series voice actors like Frank Welker, Dan Gilvezan, and Peter Cullen to make sure this showdown between good and evil is truly personal. There have been a lot of great designs for the Transformers over the more than thirty years they’ve been around. But for our take on the iconic robots in disguise, we wanted to combine original Transformers characters and 80s inspired Japanese anime with a more modern, cel-shaded flair. Applying current animation technology and post effects, we feel we’ve accomplished a look that pays tribute to the characters we first came to love with a bold, contemporary style. Transformers: Devastation will hit the PS4 and PS3 this fall. There’s definitely more to this game than meets the eye, so keep on the lookout here for more updates. View the full article
  18. Since the launch of PlayStation Vue in March, we’ve heard a lot of requests from fans to bring our innovative cloud-based TV service to their cities. Today, I’m pleased to announce that we’re expanding into the Greater Los Angeles and San Francisco Bay Area TV markets. PS4 and PS3 users in these markets can now access the best in live TV, including local broadcast and regional sports, along with massive DVR storage in the cloud — all through PlayStation Vue’s powerful user interface. If you have an active PlayStation Vue subscription, you can also access PlayStation Vue content through our recently released iPad app. PlayStation Vue will continue to evolve with the addition of more cities and more great content. Starting in July, we will be launching a selection of channels that can be subscribed to individually through PlayStation Vue and will be available to all PlayStation fans in the U.S. This means, you’ll be able to subscribe directly to the following networks, with or without another PlayStation Vue package. SHOWTIME: SHOWTIME will be available through PlayStation Vue in July for $10.99. If you’re a PlayStation Plus member, the monthly price is $8.99. FOX Soccer Plus: Starting in August, Fox Soccer Plus will be available for $14.99. If you’re a PlayStation Plus member, the monthly price is $12.99. Machinima: Machinima will be debuting their first premium TV channel on PlayStation Vue with exclusive content from Machinima‘s in house studio. The Machinima channel will be available later this summer through PlayStation Vue’s Elite package. The channel will also be available separately for $3.99 per month. For PlayStation Plus members, the monthly price is $1.99. We’ll have more to report on PlayStation Vue in the near future. If you’d like to learn more, please visit www.psvue.com. More PlayStation News from E3 2015 Media Player Coming to PS4 Tonight The Last Guardian Coming to PS4 in 2016 Dreams for PS4, Announced at E3 Introducing Destiny: The Taken King Call of Duty: Black Ops III Multiplayer Beta Details Announcing Horizon Zero Dawn Yu Suzuki Begins Crowdfunding Shenmue III on PS4 E3 2015: Uncharted 4 Vehicle Chase Gameplay Hitman Coming to PS4 on December 8th, Exclusive Console Beta Access That’s A Wrap: PlayStation’s E3 2015 Press Conference Mirror’s Edge Catalyst Hits PS4 on February 23rd Next Year Cammy and Birdie Join the Street Fighter V Roster, Out Spring 2016 Star Wars Battlefront: Survival on Tatooine Introducing Assassin’s Creed Syndicate: The Dreadful Crimes Destiny: The Taken King Exclusive Content Revealed Firewatch Launching on PS4 This Year Introducing Unravel, Coming to PS4 Eitr, Mother Russia Bleeds, and More Coming to PlayStation PlayStation Vue Expanding Hits LA and SF Today View the full article
  19. The Devolver Digital team is once again thrilled to be a part of the PlayStation E3 Experience and partner with our friends at Sony Computer Entertainment to announce the next series of magnificent games from independent developers coming to PS4 and PS Vita. Our team is fortunate enough to work with some of the most talented teams from all over the world as they develop wonderful stories and memorable experiences that push games into new directions. We’re extremely proud to be working with the teams you’ll read about below and can’t wait to share their work on PS4 and PS Vita. Mother Russia BleedsThe debut game from Paris-based developer Le Cartel takes the classic four-player brawler, grabs it by its throat, and punches it in the face. Set in an alternate USSR, four hardened fighters with crippling drug addictions rise up against an oppressive crime regime with nothing but their bare hands and hunger for vengeance. Mother Russia Bleeds is harsh, unrelenting, and unapologetically violent — taking the beat ‘em up genre to a dark and twisted place that PlayStation fans won’t soon forget. Mother Russia Bleeds hits PS4 next year with four-player co-op both online and on the couch. EitrSome people might recognize Eitr from the gorgeous GIFs that developer Eneme Entertainment has been posting on their development blog for the past six months. The striking presentation and lush animations beautifully tell the tale of the Shield Maiden and her quest to rid the great tree Yggdrasil of the wretched substance eitr, and restore light to the nine realms it connects. The ultra tight combat, fresh new experience system, and Norse mythology influence make Eitr one of the more unique action RPGs coming to PS4 next year. Hatoful Boyfriend: Holiday StarThe loveable birds of Hatoful Boyfriend are back in the remastered, holiday-themed sequel Hatoful Boyfriend: Holiday Star! Travel to fantastically styled worlds, meet interesting new chickadees, and find romance in the elegantly designed winter wonderlands. Dust the snow off your wings and take flight with familiar faces and new friends alike in extraordinary adventures hatched from the whimsical mind of the series creator Hato Moa and developer Mediatonic. RoninRonin is a stylish, turn-based action platformer following the exploits of a vengeful heroine determined to strike down five prominent figures of a powerful corporation. Developed by Tomasz Wacławek — who also works full time at Shadow Warrior 2 developer Flying Wild Hog — players must move with precision by meticulously planning out each silent step, soaring leap, and devastating swing of the blade. Ronin will hit PS4 and PS Vita in late 2015 Crossing SoulsCrossing Souls is a vibrant, action-adventure game about a group of neighborhood buddies that set out on a quest to save their town and our world from government conspirators and shadowy forces. Players will switch between five unassuming heroes on the fly to take advantage of each one’s unique attacks and abilities in a battle against local authorities, evil specters, and creatures of unknown origin. The brilliant colors and classic Saturday morning cartoon aesthetic are truly something special so keep an eye on developer Fourattic for more super rad updates as the game marches towards launch on PS4 and PS Vita! Fun Fact: the developer is called Fourattic because their office is in an attic they rent out from a woman in their hometown of Seville, Spain! More PlayStation News from E3 2015 Media Player Coming to PS4 Tonight The Last Guardian Coming to PS4 in 2016 Dreams for PS4, Announced at E3 Introducing Destiny: The Taken King Call of Duty: Black Ops III Multiplayer Beta Details Announcing Horizon Zero Dawn Yu Suzuki Begins Crowdfunding Shenmue III on PS4 E3 2015: Uncharted 4 Vehicle Chase Gameplay Hitman Coming to PS4 on December 8th, Exclusive Console Beta Access That’s A Wrap: PlayStation’s E3 2015 Press Conference Mirror’s Edge Catalyst Hits PS4 on February 23rd Next Year Cammy and Birdie Join the Street Fighter V Roster, Out Spring 2016 Star Wars Battlefront: Survival on Tatooine Introducing Assassin’s Creed Syndicate: The Dreadful Crimes Destiny: The Taken King Exclusive Content Revealed Firewatch Launching on PS4 This Year Introducing Unravel, Coming to PS4 Eitr, Mother Russia Bleeds, and More Coming to PlayStation PlayStation Vue Expanding Hits LA and SF Today View the full article
  20. Hi everyone, Dan from Electronic Arts here to talk about a brand-new game that was recently announced during our press conference. It’s called Unravel, and I’m really excited to share its story with you. The story of Unravel is the tale of Yarny, a little hero being sent on a big adventure. The story of its creation is also truly unique. Martin Sahlin, Creative Director at Coldwood, created a poseable Yarny doll out of tire wire and a ball of yarn while he was on a camping trip with his family in northern Sweden. He then took Yarny around and snapped pictures of him in different gameplay-like situations – turning this trip into the backbone of the game. In Unravel you’ll control Yarny in a physics-based, puzzle platformer, using his thread to traverse nature’s many different obstacles. Some challenges are simple, like using Yarny’s thread to swing across a gap, or rappelling down a tree. Sometimes things get more complex, where players have to look back at their tangled thread, and re-think their strategy. Your goal is to try to make that yarn reach all the way through the game, from start to finish. Why is Yarny doing this? It’s not just because you’re pressing right on the analog stick. Along the way, it unlocks a heartfelt story re-connecting the memories of a long lost family, trying to help a lonely old woman reconnect with all that she has lost. The tale is told completely without words, and Yarny is the bond that ties everything together. Unravel will be available on PS4, and although we can’t tell you when just yet, we’re excited to hear what you think of Yarny and his grand adventure. More PlayStation News from E3 2015 Media Player Coming to PS4 Tonight The Last Guardian Coming to PS4 in 2016 Dreams for PS4, Announced at E3 Introducing Destiny: The Taken King Call of Duty: Black Ops III Multiplayer Beta Details Announcing Horizon Zero Dawn Yu Suzuki Begins Crowdfunding Shenmue III on PS4 E3 2015: Uncharted 4 Vehicle Chase Gameplay Hitman Coming to PS4 on December 8th, Exclusive Console Beta Access That’s A Wrap: PlayStation’s E3 2015 Press Conference Mirror’s Edge Catalyst Hits PS4 on February 23rd Next Year Cammy and Birdie Join the Street Fighter V Roster, Out Spring 2016 Star Wars Battlefront: Survival on Tatooine Introducing Assassin’s Creed Syndicate: The Dreadful Crimes Destiny: The Taken King Exclusive Content Revealed Firewatch Launching on PS4 This Year Introducing Unravel, Coming to PS4 Eitr, Mother Russia Bleeds, and More Coming to PlayStation PlayStation Vue Expanding Hits LA and SF Today View the full article
  21. Ever since we announced our first-person mystery, we here at Campo Santo have had one question put to us more than any other: “Why aren’t there any guns in your game?†Well, we talked it over, but we figured we’d stick to our lack of guns. In Firewatch, you play as a man named Henry, who’s retreated from his messy life for the summer to take a job as a Wyoming forest fire lookout. You are in constant radio communication with your supervisor Delilah — your only remaining link to the outside world. But as the hot, dry summer progresses, increasingly strange events draw you out of your tower and into the wilderness to explore an unknown environment, facing questions and making interpersonal choices that can build or destroy the only meaningful relationship you have. Anyway, it just doesn’t really work with guns. So, that’s sorted. The next most common question we get is this one: “Are you going to bring Firewatch to PS4?†We are reminded of this daily. For example: @giocorsi @amboyes @yosp Gentlemen, here is your daily reminder to try and bring @Firewatchgame to PS4. cc: @camposanto — David Ryan (@TheDavidRyan) March 10, 2015 See? @camposanto if you could bring please bring Firewatch to the ps4, that would be exquisite. Henry's story seems really cool. #Takemywallet!!! — Jean-Luc Clark (@Jean_Bazing97) March 4, 2015 I mean, we could use a new wallet or two. @camposanto PLEASE PLEASE PUT THIS ON #PS4 OR #VITA. I will pay mega money for this. — Isosceles Kramer (@JackChapman117) August 31, 2014 Especially if those wallets are filled with mega money. Everyone loves mega money. @camposanto @messofanego please ps4 please ps4 please ps4 — daniel28 (@fuiapraia123) March 4, 2015 Alright, we get it. We are extremely pleased to announce that Firewatch is currently in development as a console exclusive for PS4, and we’re planning on a 2015 launch. If you aren’t already familiar with Firewatch, we hope you’ll check it out. And if you have been keeping up with the game and politely requesting a PS4 launch — well, it worked. It’s no exaggeration to say that the flood of PS4 fan support across Twitter, Facebook, email, telegraph, and carrier pigeon was the single biggest factor that led to our decision to support the platform. As a small independent team, we don’t have a lot of resources to spare, so we have to be sure we’re putting our game where people really want to play it. We’re pretty sure we made the right decision on this one, and we’re happy to be aboard. Let us know what you think or ask us any questions below. We’ll be around to answer them! More PlayStation News from E3 2015 Media Player Coming to PS4 Tonight The Last Guardian Coming to PS4 in 2016 Dreams for PS4, Announced at E3 Introducing Destiny: The Taken King Call of Duty: Black Ops III Multiplayer Beta Details Announcing Horizon Zero Dawn Yu Suzuki Begins Crowdfunding Shenmue III on PS4 E3 2015: Uncharted 4 Vehicle Chase Gameplay Hitman Coming to PS4 on December 8th, Exclusive Console Beta Access That’s A Wrap: PlayStation’s E3 2015 Press Conference Mirror’s Edge Catalyst Hits PS4 on February 23rd Next Year Cammy and Birdie Join the Street Fighter V Roster, Out Spring 2016 Star Wars Battlefront: Survival on Tatooine Introducing Assassin’s Creed Syndicate: The Dreadful Crimes Destiny: The Taken King Exclusive Content Revealed Firewatch Launching on PS4 This Year Introducing Unravel, Coming to PS4 Eitr, Mother Russia Bleeds, and More Coming to PlayStation PlayStation Vue Expanding Hits LA and SF Today View the full article
  22. It’s a pretty quiet week, with nothing too major happening in the industry. Everything is normal, and no one is particularly busy. There is only the soft sound of wind playing with tree branches, and the steady chatter of songbirds making music to the passing leaves. Actually, it’s E3! Surprise! As the entire video game industry buzzes with excitement, only a small handful of new games come to PlayStation this week. Payday 2: Crimewave Edition and Arcade Archives Nova 2001 both arrive on PS4 this Tuesday. Both are available on PlayStation Store, and Payday 2 is also available at retail. If you missed Payday 2 on PS3, the Crimewave Edition on PS4 packs enhanced visuals and four-player co-op. Anyone looking for high-intensity gunfights, look no further. And the Arcade Archives series continues with the old-school shooter Nova 2001. Fend off waves of enemies and bask in the sweet, sweet light of nostalgia. Have a wonderful week, everyone! Enjoy E3. Coming to PlayStation MusicWalk Off the Earth – Sing It Away Nate Ruess – Grand Romantic Adam Lambert – The Original High (Deluxe) Coming to PlayStation VideoBalls Out Wild Tales The information above is subject to change without notice. View the full article
  23. Hello everyone! Alex Kubodera here from White Rabbit with some exciting news to share! Death’s Gambit will be coming to PS4 in 2016! Become the agent of Death, and rid this world of immortals. Death’s Gambit is a challenging 2D action RPG, where you explore an alien medieval planet filled with beasts, knights, and horrors. It’s a nonlinear open world game, gated by epic bosses that test your mettle and force you to think outside the box. Several bosses and roaming creatures require you to climb them and fight while on the shoulder of giants. Expect a deep combat system that makes you feel like there is always room for improvement. With multiple weapon types offering unique attacks and effects, becoming familiar with your weapon of choice is essential to overcoming your foes. The story so far… The central conflict of Death’s Gambit begins with your character on the verge of his own demise at the hands of an immortal. You come face to face with Death, who extends a bony finger and offers you a deal. Undeath, in exchange for destroying the source of immortality that plagues this world. A deal swiftly struck, for you are not yet ready to wander the afterlife. There is still much to be revealed, so stay tuned! We hope you’ve enjoyed this sneak peek into the world of Death’s Gambit, and we look forward to seeing what you think in the comments! View the full article
  24. We are very excited to announce that Tearaway Unfolded for PlayStation 4 will be launching in North America on September 8th! Hooray! Not only that, when you pre-order Tearaway Unfolded, you’ll secure a limited “Crafted Edition†of Tearaway Unfolded filled with super dooper bonus content, which includes exclusive costumes and decorations inspired by some of your favorite PlayStation titles! Tearaway Unfolded Crafted Edition The Tearaway Unfolded Crafted Edition will include a shiny Gold Leaf and a shining Gold Stamp to wear proudly on your messenger, as well as an exclusive God of War and Journey costumes, allowing you to ‘journey’ through the world of Tearaway Unfolded in style! You’ll also nab yourself eight custom decorations (from franchises such as Lemmings, Gravity Rush, No Man’s Sky, The Order: 1886, God of War, Infamous, The Last of Us, and Killzone), two super cute papercraft plans (Sackboy and Baby Wendigo), and a spectacular Pig Crown. And if that all that wasn’t enough, we’re also including the official Tearaway Unfolded soundtrack featuring all original tracks from the game. Whew. We’ve been completely blown away by your excitement and anticipation for Tearaway Unfolded over the past few months, it has really inspired us and spurred us on during development of the game and we wanted to say a massive THANK YOU for all your love and support! We really can’t wait for you all to play it! Pre-order the Tearaway Unfolded Crafted Edition today for $39.99! Tearaway Unfolded will be available on shelves and on the PSN Store on September 8th! View the full article
  25. It’s been a year since we first revealed ABZÛ on PS4 at the PlayStation 2014 E3 Press Conference. Since then, the talented team at Giant Squid and I have been hard at work designing this unique and atmospheric adventure. We’ve got some new information to share about ABZÛ, and we are very excited to be giving players their first hands-on demo at the PlayStation E3 booth next week! ABZÛ | PlayStation.com ABZÛ roughly translates to “The Ocean of Wisdom†from old Sumerian. This ancient, mythic concept is central to the narrative of our game: a universal story told purely through imagery and sound. You play as a lone diver who descends deeper and deeper into the sea, searching for her true purpose. Encounters with majestic creatures await and forgotten secrets lie hidden in dense kelp forests, sparkling reefs, and the murky abyss. Although the game is greatly inspired by our experiences scuba diving, there is no air gauge in ABZÛ. We want nothing to get in the way of delivering a powerful sense of awe when players discover the mysterious ocean environments that we have created – so we allow the diver to explore and linger in these underwater realms without limitation. Developing a deep connection with the sea life you find is a core aspect of ABZÛ. The diver can reach out and touch fish, allowing her to school and ride with them. We have designed these interactions and their emergent consequences with the goal of creating respectful and meaningful ways to commune with creatures. All of the species featured in ABZÛ are based on real animals from around the world. We have created a dynamic ocean ecosystem which simulates tens of thousands of fish, procedurally schooling and darting through the water, reacting to each other and the diver. There is a real sense of magic when swimming gracefully with a school of giant trevally and catching a ride on the back of a playful manta ray, or the fin of a majestic blue whale. The concept of fluidity is central to Giant Squid’s approach to game design. It manifests in every element of the project, from the controls and animation to the highest level of game flow. When you play, it is immediately apparent that we allow the diver to pitch freely in the water. The ability to swim smoothly in complete loops gives a sense of weightlessness and freedom very unlike swimming control schemes in most other games. There is no game over state that forces the player to restart an area, as that would break the continuity of the story’s timeline. By focusing on fluidity throughout the design, we hope to create a completely immersive experience and a vivid world that players may lose themselves in. Music in ABZÛ also plays a critical role in delivering emotion and narrative. Composed by our good friend Austin Wintory who I’ve worked with before on the game Journey, the score evolves with the player experience – rather than focusing just on the area the player is in. Our process is very collaborative: the art inspires the music and the music equally inspires the art in each step of development. This ensures a harmony of visuals and sound that gives the world of ABZÛ its unique atmosphere and identity. We will be at E3 2015 showing ABZÛ at the PlayStation booth. If you’re around, be sure to come check it out or tune in to the PlayStation Live Cast on June 18th! I’ll be stopping by to talk more about ABZÛ! View the full article

Military including Active, Reserve, Veteran and Dependents get 50% off of our Spec Ops Premium Experience

×
×
  • Create New...

Write what you are looking for and press enter or click the search icon to begin your search