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Playstation

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  1. Hey there PlayStation.Blog readers! My name is Michał “Luigi” Dobrowolski, and I’m a Senior Game Designer at CD Projekt Red. For more than a year now we’ve been working on our latest title, which I’m here to tell you more about here today. Gwent started out as a mini-game in The Witcher 3: Wild Hunt. During your adventure, characters you met along the road would sometimes invite or challenge you to play a friendly game of cards. But what was meant to be a fun addition to the story-driven open-world RPG unexpectedly became the main objective for many players. Following the release of Wild Hunt, we received hundreds of messages from fans asking us to create a standalone, multiplayer version of Gwent so they could play with friends. Some even made their own physical cards and boards. Seeing how passionate people are about Gwent, we decided to answer the call. Long story short, we started working on a fully-realized competitive card game called Gwent: The Witcher Card Game. It’s been a long road and lots of hard work, but we’re finally in Public Beta today, and with that the game is now available on PlayStation 4. Gwent: The Witcher Card Game | PlayStation.com The basic concept of Gwent is simple. After creating an army consisting of characters, spells and other elements from The Witcher series of games, players from around the world clash in fast-paced duels against each other. Every match is a three-round affair that starts with you and your opponent drawing 10 cards from your decks. Each of you then play one card per turn onto a board divided into three rows: melee, ranged, or siege. To take home the game, you need to win two out of three rounds and to do that, you need to gather more points than your opponent does in each one. It’s everything that made the original Gwent feel fun and fresh, cranked up to 11 with the addition of multiplayer, ranked mode, new cards and abilities, and a complete visual overhaul. There are five playable factions to choose from: the mighty Northern Realms, proud and fearless Skellige, brutal Monsters, shadowy Scoia’tael and the cunning Nilfgaardian Empire. Each one feels and plays differently, and can employ a number of varied strategies based on the abilities available to them. For example, one of the ways to play Monsters focuses on them consuming their own units and gaining their power as a result. With Nilfgaard, you could create a strategy that relies on revealing enemy cards and controlling the battlefield using that knowledge. If you want to know more, we’ve prepared a set of videos describing playstyles of the different factions available in Gwent. You can check them out on the official YouTube channel of the game. Because a match plays across three rounds, choosing to forfeit a round is a viable strategy to gain an advantage for the next one. There’s no mana or other resources limiting what cards you can play when, so if you want to start the match by playing your strongest one, you’re free to do so. The one resource you have to keep in mind are the cards themselves, as you’re only guaranteed a limited number of additional cards each round. Having the ability to play units across three rows instead of one opens up a number of tactical options, too — for example, using the ability of the Geralt: Aard card to push a row of enemy units into one that’s consumed by a weather effect will cause the opponent to lose a lot of points. All of this makes Gwent a different kind of card game, where winning is based more on skill, strategy and quick thinking rather than blind luck. “It was important for us to make the cards the true heroes of the game.” Something that was very important for us as a studio when working on Gwent was to make the cards the true heroes of the game. As a studio that loves to tell compelling stories and create beautiful visuals, each card was designed by our talented art team to be a miniature work of art and tell its own unique story. Every card has its own animated version, bringing each artwork to life. Whether it’s Geralt fighting a horde of nightmarish monsters, or King Foltest watching over his troops as they prepare for battle, these are actual animations, not just effects put on top of a 2D image. We’ve got a lot more planned for Gwent in the future, with one of the most exciting things we’re working on being single player campaigns. These won’t be simple challenges or opportunities to play cards, but brand new adventures set in the world of The Witcher, created by the same people who made The Witcher 3. Starring both new and returning characters from the The Witcher universe, each one will offer hours of story-driven content full of choice and consequence fans have come to love about our games. So, how about a round of Gwent? You can download the game right now from PlayStation Store for free. And if you’d like to give your PlayStation 4 some Gwent treatment, there’s a free theme and a set of profile avatars available, too! We hope you’ll enjoy playing The Witcher Card Game and please do let us know what you think in the comments here, or on Gwent’s official forums, Facebook, and Twitter. See you in the game! View the full article
  2. Play more this week with PlayStation Store’s Extended Play Sale! Save up to 60 percent on deluxe editions, bundles, season passes and more. PlayStation Plus members save up to 70 percent. Starting right now, pick up games like Overwatch Game of the Year Edition, ARK: Survivor’s Pack and NBA 2K17 Legend Edition Gold. Gamer’s thumb acting up? Take a break with big discounts on movie sequels, extended editions and bonus features like Suicide Squad: Extended Cut and Kingsglaive: Final Fantasy XV plus Bonus Features. Check out the full line-up below, then head over to PS Store. Our Extended Play Sale ends Tuesday, May 30 at 8:00 a.m. Pacific. Games Platform Title Sale Price PS Plus Price Original Price PS4 7 DAYS TO DIE – THE WALKING DEAD SKIN PACK BUNDLE $1.49 $1.19 $2.99 PS4 ARK: SURVIVOR’S PACK $43.99 $41.24 $54.99 PS4 ASSASSIN’S CREED SYNDICATE GOLD EDITION $34.99 $27.99 $69.99 PS4 ASSASSINS CREED SYNDICATE SEASON PASS $12.89 $9.89 $29.99 PS4 BATMAN: THE TELLTALE SERIES – SEASON PASS $14.99 $12.49 $24.99 PS4 BATTLEFIELD 4 PREMIUM EDITION $23.99 $17.99 $59.99 PS4 BATTLEFIELD 4 PREMIUM $19.99 $14.99 $49.99 PS4 BATTLEFIELD HARDLINE PREMIUM $19.99 $14.99 $49.99 PS4 BATTLEFIELD 1 ULTIMATE EDITION $90.99 $77.99 $129.99 PS4 BIOSHOCK: THE COLLECTION $35.99 $29.99 $59.99 PS4 BLOODBORNE COMPLETE EDITION BUNDLE $20.99 $17.49 $34.99 PS4 BORDERLANDS: THE HANDSOME COLLECTION $23.99 $19.79 $59.99 PS4 CALL OF DUTY: ADVANCED WARFARE – DIGITAL PRO EDITION $59.99 $49.99 $99.99 PS4 CALL OF DUTY: ADVANCED WARFARE SEASON PASS $29.99 $24.99 $49.99 PS4 CALL OF DUTY: ADVANCED WARFARE GOLD EDITION $34.79 $24.59 $59.99 PS4 CALL OF DUTY: GHOSTS DIGITAL HARDENED BUNDLE $59.99 $39.99 $99.99 PS4 CALL OF DUTY: GHOSTS GOLD EDITION $29.99 $19.79 $59.99 PS4 CALL OF DUTY: GHOSTS – SEASON PASS $29.99 $24.99 $49.99 PS4 DARK SOULS 2: SCHOLAR OF THE FIRST SIN $13.99 $11.99 $39.99 PS4 DARK SOULS III – DELUXE EDITION $55.24 $46.74 $84.99 PS4 DEUS EX: MANKIND DIVIDED – DIGITAL DELUXE EDITION $35.99 $26.99 $89.99 PS4 DIRT RALLY PLUS PLAYSTATION VR BUNDLE $34.99 $20.99 $69.99 PS4 DRIVECLUB SEASON PASS $17.49 $14.99 $24.99 PS4 GAME OF THRONES: SEASON PASS $9.99 $7.49 $24.99 PS4 GRAND THEFT AUTO V & GREAT WHITE SHARK CASH CARD BUNDLE $45.59 $37.99 $75.99 PS4 GRAND THEFT AUTO V & MEGALODON SHARK CASH CARD BUNDLE $67.99 $54.39 $135.99 PS4 GRAND THEFT AUTO V & WHALE SHARK CARD BUNDLE $54.44 $44.54 $98.99 PS4 HITMAN – THE COMPLETE FIRST SEASON $35.99 $29.99 $59.99 PS4 JUST CAUSE 3 XL EDITION $29.57 $21.12 $84.49 PS4 JUST DANCE 2016: JUST DANCE UNLIMITED – 12 MONTHS PASS $20.99 $17.99 $29.99 PS4 JUST DANCE 2016: JUST DANCE UNLIMITED (1 MONTH) $3.49 $2.99 $4.99 PS4 JUST DANCE 2016: JUST DANCE UNLIMITED (3 MONTHS) $6.99 $5.99 $9.99 PS4 JUST DANCE 2017 GOLD EDITION $41.99 $35.99 $59.99 PS4 KING’S QUEST – SEASON PASS $12.49 $9.99 $24.99 PS4 KING’S QUEST COMPLETE COLLECTION $14.99 $11.99 $29.99 PS4 LARA CROFT AND THE TEMPLE OF OSIRIS & SEASON PASS PACK $10.14 $7.24 $28.99 PS4 LAYERS OF FEAR: MASTERPIECE EDITION $11.49 $9.19 $22.99 PS4 LEGO MARVEL’S AVENGERS DELUXE EDITION $17.99 $14.99 $29.99 PS4 LEGO BATMAN 3: BEYOND GOTHAM DELUXE EDITION $13.99 $10.49 $34.99 PS4 MAFIA III DELUXE EDITION $63.99 $59.99 $59.99 PS4 MAFIA III SEASON PASS $23.99 $22.49 $29.99 PS4 MIDDLE-EARTH: SHADOW OF MORDOR – GAME OF THE YEAR EDITION $11.99 $9.99 $19.99 PS4 MINECRAFT: STORY MODE – ADVENTURE PASS $4.99 $3.99 $9.99 PS4 MINECRAFT: STORY MODE – SEASON PASS $9.99 $7.99 $19.99 PS4 MINECRAFT: STORY MODE – SEASON PASS DELUXE $14.99 $11.99 $29.99 PS4 MOTO RACER 4 – DELUXE EDITION $23.99 $17.99 $59.99 PS4 MX VS ATV SUPERCROSS ENCORE $14.99 $11.99 $29.99 PS4 NASCAR HEAT EVOLUTION $20.99 $17.99 $29.99 PS4 NBA 2K17 KOBE BRYANT LEGEND EDITION GOLD $59.99 $49.99 $99.99 PS4 NBA 2K17 LEGEND EDITION $51.99 $43.99 $79.99 PS4 NEVER ALONE ARCTIC COLLECTION $5.39 $3.59 $17.99 PS4 OVERWATCH – GAME OF THE YEAR BUNDLE $41.99 $38.99 $59.99 PS4 RIDE 2 SEASON PASS $20.99 $17.99 $29.99 PS4 RIDE 2 SPECIAL EDITION $55.99 $47.99 $79.99 PS4 RISE OF THE TOMB RAIDER: 20 YEAR CELEBRATION $35.99 $29.99 $59.99 PS4 SAINTS ROW IV RE-ELECTED $6.99 $4.99 $19.99 PS4 SLEEPING DOGS: DEFINITIVE EDITION $10.49 $7.49 $29.99 PS4 STEEP GOLD EDITION $43.99 $35.99 $79.99 PS4 STEEP: SEASON PASS $15.99 $13.99 $19.99 PS4 TABLE TOP RACING: WORLD TOUR – SWAG BAG $7.59 $4.74 $18.99 PS4 THE CREW – SEASON PASS $17.49 $14.99 $24.99 PS4 THE CREW ULTIMATE EDITION $34.99 $29.99 $49.99 PS4 THE WALKING DEAD: A NEW FRONTIER SEASON PASS $17.49 $14.99 $24.99 PS4 TOMB RAIDER: DEFINITIVE EDITION $10.49 $7.49 $29.99 PS4 TRINE 2: COMPLETE STORY $7.99 $4.99 $19.99 PS4 WWE 2K17 DIGITAL DELUXE $53.99 $44.99 $89.99 PS4 WWE 2K17 SEASON PASS $22.49 $19.49 $29.99 PS4 XCOM 2 DIGITAL DELUXE EDITION $37.49 $29.99 $74.99 PS4 XCOM 2 REINFORCEMENT PACK $14.99 $13.39 $19.99 PS3 BATMAN – THE TELLTALE SERIES – SEASON PASS $14.99 $12.49 $24.99 PS3 BIOSHOCK 2: ULTIMATE EDITION $11.99 $7.99 $39.99 PS3 CALL OF DUTY: ADVANCED WARFARE SEASON PASS $24.99 $19.99 $49.99 PS3 CALL OF DUTY: ADVANCED WARFARE GOLD EDITION $29.99 $19.99 $49.99 PS3 CALL OF DUTY: BLACK OPS COMPLETE BUNDLE $37.49 $29.24 $74.99 PS3 CALL OF DUTY: BLACK OPS WITH FIRST STRIKE $24.79 $19.99 $39.99 PS3 CALL OF DUTY: BLACK OPS 2: SEASON PASS $34.99 $29.99 $49.99 PS3 CALL OF DUTY: BLACK OPS & BLACK OPS II GAME BUNDLE $39.19 $29.59 $79.99 PS3 CALL OF DUTY: GHOSTS DIGITAL HARDENED BUNDLE $49.59 $39.99 $79.99 PS3 CALL OF DUTY: GHOSTS GOLD EDITION $19.79 $14.84 $44.99 PS3 CALL OF DUTY: GHOSTS – SEASON PASS $24.99 $19.99 $49.99 PS3 CALL OF DUTY: ADVANCED WARFARE – DIGITAL PRO EDITION $59.39 $44.99 $89.99 PS3 CALL OF DUTY: BLACK OPS II WITH REVOLUTION MAP PACK $24.99 $19.99 $49.99 PS3 CALL OF DUTY: BLACK OPS II AND SEASON PASS BUNDLE $39.19 $29.59 $79.99 PS3 DARKSIDERS 1 + DARKSIDERS 2 (GAMES+DLC BUNDLE) $11.99 $3.99 $39.99 PS3 GAME OF THRONES: SEASON PASS $9.99 $7.49 $24.99 PS3 GRAND THEFT AUTO V & GREAT WHITE SHARK CASH CARD BUNDLE $30.59 $25.49 $50.99 PS3 GRAND THEFT AUTO V & MEGALODON SHARK CASH CARD BUNDLE $48.99 $39.19 $97.99 PS3 GRAND THEFT AUTO V & WHALE SHARK CASH CARD BUNDLE $39.59 $32.39 $71.99 PS3 GUACAMELEE! BUNDLE FANTÃSTICO $9.99 $5.99 $19.99 PS3 KING’S QUEST – SEASON PASS $12.49 $9.99 $24.99 PS3 KING’S QUEST COMPLETE COLLECTION $14.99 $11.99 $29.99 PS3 MINECRAFT: STORY MODE – ADVENTURE PASS $4.99 $3.99 $9.99 PS3 MINECRAFT: STORY MODE – SEASON PASS $9.99 $7.99 $19.99 PS3 MINECRAFT: STORY MODE – SEASON PASS DELUXE $14.99 $11.99 $29.99 PS3 MX VS ATV: ALIVE ULTIMATE EDITION $11.99 $3.99 $39.99 PS3 SYBERIA COLLECTION $8.99 $2.99 $29.99 PS3 THE RAVEN – LEGACY OF A MASTER THIEF $8.99 $2.99 $29.99 PS3 THE WALKING DEAD: THE WALKING DEAD 400 DAYS $1.99 $1.49 $4.99 PS3 WWE 2K17 DIGITAL DELUXE $47.99 $39.99 $79.99     Videos Title SD Sale Price SD Original Price HD Sale Price HD Original Price 22 JUMP STREET X X $9.99 $12.99 A MILLION WAYS TO DIE IN THE WEST UNRATED $8.99 $9.99 $8.99 $12.99 A-TEAM, THE (EXTENDED CUT)* $9.99 $14.99 $9.99 $14.99 AMAZING SPIDER-MAN 2, THE X X $9.99 $12.99 ANCHORMAN 2/ANCHORMAN 2 UNRATED $7.99 $12.99 $9.99 $14.99 ANCHORMAN/ ANCHORMAN UNRATED $7.99 $9.99 $9.99 $17.99 BABYLON A.D. (EXTENDED CUT)* $9.99 $14.99 $9.99 $14.99 BAD GRANDPA/ BAD GRANDPA UNRATED $7.99 $12.99 $9.99 $14.99 BAD SANTA – THE DIRECTOR’S CUT $7.99 $7.99 $7.99 $9.99 BATMAN 4 FILM COLLECTION $14.99 $29.99 $19.99 $44.99 BATMAN V SUPERMAN: DAWN OF JUSTICE (ULTIMATE EDITION) $8.99 $14.99 $9.99 $19.99 BATMAN V SUPERMAN: DAWN OF JUSTICE / MAN OF STEEL 2-FILM COLLECTION $14.99 $24.99 $14.99 $24.99 BEERFEST (UNRATED) $5.99 $9.99 $6.99 $12.99 BEVERLY HILLS COP II $7.99 $9.99 $9.99 $14.99 BEVERLY HILLS COP III $7.99 $9.99 $9.99 $17.99 BROTHERS GRIMSBY, THE $9.99 $13.99 $9.99 $14.99 CAMPAIGN, THE:EXT (2012) $6.99 $9.99 $8.99 $17.99 COLLEGE (UNRATED) $7.99 $14.99 $7.99 $14.99 DADDY’S HOME $7.99 $12.99 $9.99 $14.99 DAREDEVIL (+DIRECTOR’S CUT) $9.99 $14.99 $9.99 $14.99 DARK KNIGHT FRANCHISE $19.99 $24.99 $19.99 $34.99 DEATH RACE UNRATED $8.99 $9.99 $8.99 $12.99 DIRTY GRANDPA: UNRATED VERSION $9.99 $14.99 $9.99 $14.99 ELEKTRA (+DIRECTOR’S CUT) $9.99 $14.99 $9.99 $14.99 FRIDAY THE 13TH: KILLER CUT (EXT) (2 $5.99 $9.99 $6.99 $12.99 GHOSTBUSTERS (2016) $9.99 $13.99 $9.99 $17.99 HANSEL & GRETEL WITCH HUNTERS (UNRATED) $7.99 $12.99 $9.99 $14.99 HAROLD AND KUMAR ESCAPE FROM GUANTANAMO BAY (UNRATED) $5.99 $9.99 $6.99 $12.99 HEAT, THE (+UNRATED) $9.99 $14.99 $9.99 $14.99 HORRIBLE BOSSES 2:EXT (2014) $5.99 $9.99 $6.99 $12.99 HOT TUB TIME MACHINE (UNRATED) $9.99 $14.99 $9.99 $14.99 HOW TO TRAIN YOUR DRAGONS 2-PACK BUNDLE $13.99 $24.99 $13.99 $24.99 I HOPE THEY SERVE BEER IN HELL (UNRATED)* $7.99 $9.99 $7.99 $9.99 I LOVE YOU, MAN $7.99 $9.99 $9.99 $17.99 INSIDIOUS: CHAPTER 3 X X $9.99 $12.99 INTERNSHIP, THE (UNRATED)* $9.99 $14.99 $9.99 $14.99 JACKASS 3.5/ JACKASS 3.5 UNRATED $7.99 $9.99 $9.99 $17.99 JACKASS NO. 3/ JACKASS NO. 3 UNRATED $7.99 $9.99 $9.99 $17.99 JEFF WHO LIVES AT HOME $7.99 $9.99 $9.99 $12.99 JENNIFER’S BODY (UNRATED)* $9.99 $12.99 $9.99 $14.99 KINGSGLAIVE: FINAL FANTASY XV (PLUS BONUS FEATURES) $9.99 $13.99 $9.99 $14.99 KUNG FU PANDA 3-MOVIE COLLECTION $19.99 $29.99 $19.99 $29.99 LIVE FREE OR DIE HARD (UNRATED)* $9.99 $14.99 $9.99 $14.99 MAD MAX: FURY ROAD (2015) $6.99 $9.99 $8.99 $12.99 MARINE, THE (+UNRATED) $9.99 $14.99 $9.99 $14.99 MAX PAYNE (UNRATED)* $9.99 $14.99 $9.99 $14.99 MIMIC: THE DIRECTOR’S CUT $4.99 $5.99 $4.99 $7.99 MISS MARCH (UNRATED)* $9.99 $14.99 $9.99 $14.99 MR. AND MRS. SMITH (UNRATED)* $9.99 $14.99 $9.99 $14.99 NIGHT BEFORE, THE $9.99 $12.99 $9.99 $12.99 NOTORIOUS (UNRATED)* $9.99 $14.99 $9.99 $14.99 NYMPHOMANIAC VOLUME I EXTENDED DIRECTOR’S CUT $6.99 $12.99 $6.99 $14.99 NYMPHOMANIAC VOLUME II EXTENDED DIRECTOR’S CUT $6.99 $12.99 $6.99 $14.99 OLD SCHOOL/OLD SCHOOL UNRATED $7.99 $9.99 $9.99 $17.99 PAIN & GAIN $7.99 $12.99 $9.99 $14.99 PINEAPPLE EXPRESS X X $9.99 $12.99 ROAD TRIP (UNRATED) $7.99 $9.99 $9.99 $17.99 ROBIN HOOD: PRINCE OF THIEVES:EXT CUT $6.99 $9.99 $8.99 $12.99 ROCK OF AGES:EXT (2012) $5.99 $9.99 $6.99 $12.99 SAUSAGE PARTY $9.99 $13.99 $9.99 $14.99 SEMI-PRO (2008) (UNRATED) $5.99 $9.99 $6.99 $12.99 SEX AND THE CITY: THE MOVIE EXTENDE $6.99 $9.99 $8.99 $12.99 SITTER (UNRATED), THE* $9.99 $14.99 $9.99 $14.99 SPY (UNRATED) $9.99 $12.99 $9.99 $14.99 STEP BROTHERS X X $9.99 $12.99 SUICIDE SQUAD (EXTENDED) X X $16.99 $19.99 SUPERMAN BUNDLE – 4 FILMS $14.99 $34.99 $19.99 $34.99 SUPERMAN BUNDLE – 6 FILMS $19.99 $34.99 $33.99 $54.99 TED UNRATED $8.99 $9.99 $8.99 $14.99 TERMINATOR 2: JUDGEMENT DAY SPECIAL EDITION $7.99 $9.99 $7.99 $12.99 THE FAULT IN OUR STARS (EXTENDED)* $9.99 $19.99 $9.99 $19.99 THE GIRL NEXT DOOR (2004) (UNRATED)* $9.99 $14.99 $9.99 $14.99 THE LAST OF THE MOHICANS DIRECTOR’S DEFINITIVE CUT* $9.99 $14.99 $9.99 $14.99 THE MARTIAN – EXTENDED CUT* $9.99 $19.99 $9.99 $19.99 THE WOLVERINE (+EXTENDED) $9.99 $14.99 $9.99 $14.99 TOMMY BOY $7.99 $9.99 $9.99 $17.99 TRAINWRECK UNRATED $8.99 $9.99 $8.99 $12.99 TROPIC THUNDER (THEATRICAL & UNRATED) $7.99 $9.99 $9.99 $17.99 TWILIGHT – EXTENDED EDITION $7.99 $9.99 $7.99 $12.99 WALK THE LINE (+EXTENDED) $9.99 $14.99 $9.99 $14.99 WAYNE’S WORLD $7.99 $9.99 $9.99 $17.99 WAYNE’S WORLD 2 $7.99 $9.99 $9.99 $14.99 WITHOUT A PADDLE $7.99 $9.99 $9.99 $17.99 WOODSTOCK: THE DIRECTOR’S CUT (1970) $5.99 $9.99 $6.99 $12.99 WRONG TURN 6: LAST RESORT UNRATED* $7.99 $9.99 $7.99 $9.99 X-MEN ORIGINS: WOLVERINE (+EXTENDED) $9.99 $14.99 $9.99 $14.99 ZOOLANDER $7.99 $9.99 $9.99 $17.99 Note: All pricing is for U.S. only and subject to change. View the full article
  3. Hi – I’m Antonela, Community Manager here at 505 Games. Today, we’re celebrating the launch of our action RPG sandbox title, Portal Knights, on PlayStation 4. Portal Knights began as an Early Access project. A title that would be built with our community, for our community. To see our creation now on console is just super exciting for the entire team! We basically started off with a blank canvas. With a vision in mind, we began bringing the idea of Portal Knights to life, applied a layer of paint, then opened our doors to our community to get their feedback and suggestions. Over the last 15 months, we’ve been listening to our players, made changes and added a bunch of awesome new features in response. Now we have a painting to be proud of! Portal Knights | PlayStation.com Community Feedback Last month, we released a free trial on the PlayStation Store. The response from the community has been overwhelmingly positive and we’ve loved seeing what you guys have been up to and built in-game. You’ve really impressed us! Please, keep up the great work. So… Before you continue your adventure or jump in for the first time, we wanted to give you a rundown on our top 5 things to do in Portal Knights. Everyone ready? Create a Hero Are you a Mage, a Ranger, or perhaps a Warrior? Pick a character class, name him / her, customise them using the dozens of options available and head off to Squire’s Knoll, the first island in Portal Knights. Level up as you take down enemies and bosses, assign attribute points to your hero, unlock powerful RPG talents, craft class-specific gear, weapons and much more. Explore the Worlds Portal Knights has a wide range of islands to explore, each with unique resources to find, quests to complete and enemies to defeat. Take on tasks assigned by the world’s NPCs and help restore the lands that The Fracture has taken over. Be prepared for changing landscapes in Portal Knights’ timed events and keep an eye out for seasonal events too. Build a Base Protect yourself from Hollow Knights and store your loot somewhere safe by creating a base. With over 300 blocks and items available, pick an island of your choice and be as creative as you can be with your construction! Oh… And be sure to show us your builds! Adventure With Friends Don’t want to adventure alone? That’s OK! Portal Knights can be enjoyed in local 2 player split-screen, or online in 4 person cooperative multiplayer. Join forces to gather resources together, build together and take down enemies together! What’s more, you can start the game in single player, then invite friends along, anytime you like. Take on the Portal Guardians Get ready to take on the Portal Guardians, each located in their own unique areas on their own islands! Oh and if you like an even greater challenge, put your skills to the test against our Hard Mode bosses. Thank You Once again, we’d like to say a massive THANK YOU for the incredible level of support shown by our community! You’ve all been amazing and going forward, we plan to keep on pushing. We love hearing suggestions and feedback from you guys, so please keep engaging with us! Stay up to date with Portal Knights by heading over to our website and/or following our official PSN account. Simply Search for ‘Portal_Knights’ and hit that follow button! View the full article
  4. Hello! This is Ben Gilbert, Lead Designer for Marvel Heroes Omega. I’m very excited to announce that the open beta for Marvel Heroes Omega on PlayStation 4 begins tomorrow on May 23! Soon, players around the world can become the Hero! Play as Spider-Man, the Avengers, the Defenders, the X-Men, the Guardians of the Galaxy, and so many more. We’ve heard so many stories from our closed beta players about how much fun they’ve been having playing Marvel Heroes Omega couch co-op with friends and family. It really hearkens back to those classic Marvel co-op games from days past and we hope you enjoy it, too. Can’t wait till May 23? It’s still not too late to grab a Founder’s Pack to play right now. There’s a variety of Packs to choose from at PlayStation Store along with a special War Machine Founder’s Pack exclusively for PlayStation Plus members. On top of that, tomorrow’s May 23 open beta launch is really just the beginning for Marvel Heroes Omega. We have tons of plans for new content, fun events, and even more fan favorite Heroes we plan to introduce to the game over time. The road ahead is long and promising. But enough talk! Check out our open beta launch trailer for Marvel Heroes Omega and get hyped for tomorrow’s release! View the full article
  5. Alright, let’s be honest. 10 years ago, who the hell thought I’d be here? Well, here I am writing a guest column on the PlayStation Blog. So yep – I’m back on console, and it’s pretty awesome TBH. PS4 is a new audience for my studio and me (although many people who work with me have shipped PlayStation exclusive titles before). Fun fact: my COO and colleague Arjan Brussee helped found Guerrilla Games. We also made the original Jazz Jackrabbit together, like a bazillion years ago. Small industry. Don’t be a jerk. We worked out this little writing arrangement with Sony so I could do a proper introduction to all of you and share information about LawBreakers. I feel like it’s something I should do. Soooooo… Hi. I don’t want this to be some lame marketing garble. I’m going to be honest about where I’ve been, what we’ve been doing and where we all are going. So where have I been? KINDA SORT-OF LAWBREAKERS ELEVATOR PITCH: During my “retirement”, honestly, I was bored as hell. My waifu and I were ready to strangle each other. I was getting fat. Ultimately, I couldn’t ignore the creative need to make something new. During this time, I was inspired by a childhood dream about gravity being disrupted in a BIG way. I also took a Zero G flight once. That was pretty crazy. So, LawBreakers is the culmination of my dreams as a kid, my career in this industry and my lifelong passion for games. So there we have the inception (HORN SOUND) of LawBreakers. A new futuristic world where the Moon mysteriously exploded, an event known as The Shattering, that devastated Earth. Afterward society recovered, using new gravity anomalies to rebuild and advance. The setting is the perfect backdrop for a super fast, omni-directional team-based FPS where we challenge players to get the hell off the ground. The floor is lava, bruh. It’s the skill-based competitive shooter made by shooter fans for shooter players that my team and I have always wanted to play. It honors the old and embraces the new. Old being the feeling of soaring through the air at mach-speed and rocket-jumping and such. The new as offering a variety of characters each with different movement abilities, multiple weapons, combos and more. For example: Our “healer” in LawBreakers can be an offensive powerhouse. In the hands of a skilled player, this role can simultaneously heal two teammates at once, all while lobbing grenades from high above like some flying human artillery cannon. Stuff like that is what LawBreakers is all about. Also we’ve added a few new things too, like being able to blind-fire behind you with any ranged weapon. Yep. So, about where we’ve been: We’ve actually been working on LawBreakers since 2014 after founding my new development studio, Boss Key Productions, with Arjan, and let me tell you, creating a studio and a game from scratch is tough AF. Back then it was PC only and free-to-play. Yes, I can officially say we “course-corrected” (to use awful corporate speak) to pivot away from things like F2P. Why? Because we’ve been listening to community along the way and are trying to do what’s best for players, and in turn, best for the game. Funny how those two things work together, right? Our publisher Nexon has supported us along the way, working with us to do what’s right for gamers, and we respect that. Besides, they got tired of making kart-racing games. After a few twists and turns last year after our initial Alpha, the game really got in front of a lot of players. There was no NDA so people could post footage, and we found that there was a lot of interest from console players for this very fast, competitive multiplayer game. To be honest my Twitter feed was one part “Bring LawBreakers to console!” or “Fix Gears!” (hah) So, we made something spectacularly vertical. Something heavily skill-based and super competitive, with our twist on game modes that haven’t been done before. We were making the game we wanted to play, and it seemed to resonate. When deciding which platform to bring the game to these players, it was a hard choice. I’ll leave it at that. The choice, obviously, was PS4. Ok – here’s where we all are going. LawBreakers is coming out this year on PS4 as a digital-only title. Discs are like voicemail, so ten years ago. It’s important to know that something that’s important for the studio and me is to create a game with no season passes and no “pay-to-win” mechanics at a price that is what we feel is fair to players. It will be $29.99. We don’t want to fragment our playbase with silo’d season pass BS, nor do we want to pollute matchmaking with “pay-to-win” incentives. We want to create a game ecosystem that’s all about highly skilled players competing on even playing fields, and a landscape for average players to aspire to become better. More details on launch date soon. Right, PR? So, in conclusion, I’m excited to ship this bad boy and get it into your grubby hands later this year. Remember to look up! -B View the full article
  6. Star Wars Battlefront II has grand ambitions: a deeper and more engaging online competitive mode, battles that will wage across all Star Wars film time periods, and robust new vehicle combat. But it’s the new single-player campaign that’s sure to catch the eye of series devotees, particularly in its promise to explore that shadowy period between Return of the Jedi and The Force Awakens. In the final part of our interview with the game’s senior development staff — including EA Motive’s Mark Thompson and EA Criterion Games’ Matt Webster — we learn more about how EA’s development teams are managing the Herculean expectations that come with developing Star Wars Battlefront II. Give the video a look and let us know what you think in the comments! View the full article
  7. Vast lands stretch out before you, with the promise of new tools and treasure past the horizon. Gather supplies, gather your friends, and set out for new worlds in Portal Knights, which hits PS4 on Tuesday! Portal Knights fuses the beloved crafting and exploration of Minecraft with the battle systems and classes of old-school RPGs. Build up dizzying castles, plunge into the cavernous depths, and face off against towering monsters in this gorgeous adventure. And heads up for The Drop faithful: due to our team’s travel schedules, we have to do one or two lightweight posts leading into E3. Don’t worry, this format isn’t permanent. You can expect the full post to return soon — thank you for your patience! New Releases: Week of May 23, 2017 ACA NeoGeo The Last Blade, PS4 — Digital (Out 5/25) ACA NeoGeo World Heroes 2, PS4 — Digital (Out 5/25) BugsBox, PS4 — Digital (Out 5/25) Deliriant, PS4 — Digital Embers of Mirrim, PS4 — Digital Eternal Ring (PS2), PS4 — Digital Friday the 13th: The Game, PS4 — Digital (Out 5/26) Get Even, PS4 — Digital (Out 5/26) Guilty Gear Xrd Rev 2, PS4 — Digital, Retail (Out 5/26) Kung Fury: Street Rage, PS Vita — Digital (Out 5/25) Plantera, PS Vita — Digital Portal Knights, PS4 — Digital Pox Nora, PS4 — Digital Puzzle Showdown 4K, PS4 — Digital Rime, PS4 — Retail (Out 5/26) Samurai Warriors: Spirit of Sanada, PS4 — Digital, Retail SmuggleCraft, PS4 — Digital Spellspire, PS4, PS Vita — Digital (Cross Buy) Star Ocean: Till the End of Time (PS2), PS4 — Digital Utawarerumono: Mask of Deception, PS4, PS Vita — Digital, Retail Linkin Park – One More Light Snoop Dogg – Neva Left Faith Evans And The Notorious B.I.G. – The King and I John Wick Chapter 2 (plus bonus features) John Wick Double Feature Cooks vs Cons- May 24 at 9/8c (Food Network) UFC Fight Night: Gustafsson vs. Teixeira- May 28 at 1/12c (FS1) Veep- May 28 at 10:30/9:30c (HBO) The information above is subject to change without notice. View the full article
  8. Oh boy, look at the date. E3 is almost here! ::hyperventilates in corner:: You’ve probably got questions. Luckily, I’m here to provide (some) answers! This year, PlayStation Live From E3 2017 is serving up four days of new game demos, developer interviews, and new trailers, beamed straight from the E3 show floor. We’re preparing more than 15 hours of live content across dozens of games on PS4 and PS VR. PlayStation Live From E3 2017 will kick off Monday, June 12, at 5:00 PM Pacific Time. Don’t miss it! See below for all the pertinent details: Monday, June 12 | PlayStation Live From E3 2017 featuring the PlayStation Media Showcase | 5:00 PM Pacific Time Tuesday, June 13 | PlayStation Live From E3 2017 programming | 12:00 PM to 6:00 PM Pacific Time Wednesday, June 14 | PlayStation Live From E3 2017 programming | 12:00 PM to 6:00 PM Pacific Time Thursday, June 15 | PlayStation Live From E3 2017 programming | 12:00 PM to 4:00 PM Pacific Time In terms of where to watch, live.playstation.com is once again your premiere destination for all E3 live video coverage. Why? That part’s easy: by visiting the site, you’ll be able to complete “quests” that unlock rewards (while supplies last). You can also browse curated collections of new trailers, developer interviews, and much more. Bookmark it! We’ll also be streaming on Twitch, YouTube and Facebook if you’d rather watch that way. Your choice! Meanwhile, I’m happy to confirm that our fan-favorite PlayStation E3 Experience will return this year! Hundreds of fans across the US, Canada, and South America will be able to visit a local cinema to experience the events of June 12 on the big screen. We’ll have full details to share in the next few weeks, including participating theaters and more pertinent details. Until then. See you at E3! View the full article
  9. Justin here, reporting from the Destiny 2 Gameplay Premiere event in Los Angeles! I’m sure you were tuned in live when they revealed the first-ever gameplay footage for Bungie’s new sequel, but just in case you weren’t I’ll drop this right here. Photos from the Destiny 2 Gameplay Premiere So! Zac and I were lucky enough to play Destiny 2 after the presentation ended, going hands-on with a new Strike called “The Inverted Spire.” It takes place on a Vex-occupied planetoid called Nessus. Here’s a runthrough, with a few notes from Destiny 2 Project Lead Mark Noseworthy (thanks Mark!): A few personal highlights: Platforming! I happened to be the only one on my Fireteam who made it across the Strike’s early jumping puzzle on the first try *dusts off shoulder* New enemy types: We saw a “War Beast,” a dog-like animal that was tough to pin down, as well as Incendiors: Cabal soldiers with gas tanks strapped to their backs. And you know what to do when you see a gas tank in a videogame… More interactive — and dangerous — environments: About halfway through The Inverted Spire, we encountered a hollowed-out excavation site with a series of massive blades rotating around the area as they drilled into the planet. The goal here was to fight through the enemy ranks while avoiding these giant blades. This made for a… difficult section of gameplay. I don’t want to talk about it. Atheon’s cousin? Okay, okay, I don’t know if the boss of the Strike is actually related to Atheon in any way, but I mean, his name is Protheon. I’ll believe whatever I want to believe! Anyway, the boss fight was quite impressive — a multi-layered affair that saw us (and Protheon) changing tactics multiple times as we whittled down his three-segment health bar (oh yeah, enemy health bars are split into segments now). A selection of environmental art from Destiny 2 A few more general observations about Destiny 2, based on what we saw and played today: No more Primary / Secondary / Heavy weapons: Bungie is reworking weapon loadouts in Destiny 2 — Now you’ll equip a Kinetic weapon, an Energy weapon, and a Power weapon. I saw Sniper Rifles in the Power slot, Hand Cannons in the Energy slot… it’s all different! New weapon types: Submachine guns work similarly to the HMG familiar to D1 players, but less powerful and tailored for closer ranges. Grenade Launchers… well, they’re pretty self-explanatory. Class Abilities: A new, third rechargeable icon next to your melee and grenade. Warlocks can hold circle to create a small rift on the ground that either heals or empowers allies. Hunters get a dodge ability (a la Shadestep, but on a cooldown) that will refill your melee charge if used near enemies. Titans can create a small barrier in front of them to protect themselves and teammates. As this barrier takes damage, it displays a cool “shattering” effect so you can tell at a glance how close it is to breaking. Reworked Subclasses: One of the big stars today was the new Warlock subclass: Dawnbreaker. This is a solar subclass with a flaming sword super, kind of a cross between a Raze Lighter (because fire) and a Bolt Caster (because projectiles). Hunters and Titans will each also have a new subclass: Arcstrider and Sentinel, respectively. We also played a couple matches of the new Crucible mode, Countdown. This is an attack/defend mode where one team tries to set charges in specific locations while the other team plays defense. A few quick observations from two rounds of Countdown: Smaller teams: Countdown pitted teams of four against each other, leading to more intimate firefights and an increased need for team coordination. We don’t yet know what other modes will be available or what their player counts will be. Callout locations: No more trying to remember whether you died in “Hallway” or “Alley” — callouts are now baked into the game, displayed in the top-left corner of the screen. New HUD elements: You can now see which Guardians are down, which ones have Supers ready, and when somebody picks up Power ammo. Time-to-kill felt longer: This could be the weapons we were using, or it could be (and likely is) my relative lack of skill, but it felt like it took significantly longer to take down hostile Guardians in the Crucible. Bonus: If you’d like to hear Zac and me talk about our initial impressions of Destiny 2, there’s a place you can do that! That place is right here: Phew, so that’s Destiny 2! A small taste of it, anyway. There’s still a lot to learn, and I suspect we’ll have plenty of opportunities before the game launches later this year. If you have any questions, toss ’em in the comments and I’ll answer whichever ones I can! View the full article
  10. Hello everyone. It’s been a while since you’ve seen fresh footage from our new game Nex Machina. And with it, we bring good news. We’re glad to announce that Nex Machina will be arriving on PS4 June 20. This is the day that Housemarque will go down in infamy for creating one of the simplest, purest action arcade games of our generation. A game that will remind you of the arcade classics of the 80’s, but with modern technology to complement that pure twin-stick joy. Additionally we would also like to announce local co-op. This is something that we’ve been trying to keep secret for a long time, but many of our friends have already guessed it was coming. Local co-op will allow two players to play side by side, just like in the old school arcades, competing or helping each other out. So please enjoy the above new trailer, which includes footage from the Winter Tide level with some two-player action! Keep your eyes open for Nex Machina arriving June 20 on PS4. View the full article
  11. While on a mission near Jupiter, you and your colleagues are ripped from the familiar and plunged into the ravenous wastes of a strange planet. Stranded, alone, and desperately outnumbered, it will take more than a steady aim to survive the dangers of Farpoint. Developed by the FPS veterans at Impulse Gear in San Francisco, Farpoint immerses players in a staggering world with PlayStation VR. Fight a rabid enemy with cutting-edge technology that looks and feels real thanks to the PS VR Aim Controller. And dig up the truth buried beneath the rolling stretches of sand. For a full list of new games coming to PlayStation, read on. And enjoy The Drop! New Releases: Week of May 16, 2017 ACA NeoGeo Over Top PS4 — Digital Over Top is a racing game released by SNK in 1996. Players participate in breathtaking races through urban areas, mountainous regions, and snowy roads. The courses also feature weather variations to add more variety to the game. Akiba’s Beat PS4, PS Vita — Digital, Retail Asahi Tachibana is a simple, jobless nerd, living a lazy, cozy life in Tokyo’s infamous “otaku mecca:” Akihabara. To him, every day is Sunday — but now, thanks to a time loop, every day really is Sunday! What’s more, people’s delusions are manifesting in reality, and only Asahi and his newfound friends are even aware that anything is amiss. Can they set things right, or will Akiba be beat? Baila Latino PS4 — Digital A fun dance game for all your family and friends! Black & White Bushido PS4 — Digital (Out 5/17) Black & White Bushido is a one to four-player stealth-em-up arena brawl. Choose between the light and the shadow in three challenging game modes. Hide with camouflage, throw shurikens, and drop smoke bombs to beat your friends locally or online. Chroma Squad PS4 — Digital (Out 5/19) Chroma Squad is a tactical RPG about five stunt actors who decide to quit their jobs and start their own Power Rangers-inspired TV show! Cast actors, purchase equipment and upgrades for your studio, craft weapons, and build giant Mechas out of cardboard and duct tape. Once the cameras are rolling, control your cast of five colored-jumpsuit-clad warriors in dramatic, turn-based battles! Deemo: The Last Recital PS Vita — Digital Deemo: The Last Recital is a rhythm music game in which the player must hit notes to the melody of the music. Enjoy the rich storytelling as well as tons of DLC content! Farpoint PS VR — Digital, Retail Farpoint is a riveting VR space adventure set on a hostile alien planet. On a mission to pick up scientists studying an anomaly near Jupiter, a sudden rupture nearby sends you and their station crashing onto an unknown alien world. Separated from your colleagues, you must use holographic logs scattered throughout the landscape to reunite with the scientists and escape the planet. Future Unfolding PS4 — Digital Future Unfolding is an action adventure that is all about exploration. Your goal is to unfold the mysteries and solve the puzzles hidden in the beautiful landscapes around you. Hakuoki: Kyoto Winds PS Vita — Digital, Retail This remastered telling of the beloved, visual novel Hakuoki focuses on the story set in Kyoto. The young Chizuru, determined to find her father, will romance the famous samurai of Shinsengumi through a series of engaging stories in this historical fantasy adventure! Injustice 2 PS4 — Digital, Retail Power up and build the ultimate version of your favorite DC legends in Injustice 2. With every match you’ll earn gear to equip, customize, and evolve your roster. Oceanhorn: Monster of Uncharted Seas PS Vita — Digital (Out 5/17) Explore the islands of Uncharted Seas, a world filled with many dangers, puzzles, and secrets. Fight monsters, learn to use magic, and discover ancient treasures which will help you on your quest. Operation Babel: New Tokyo Legacy PS Vita — Digital, Retail Continue the story of Operation Abyss and defend near-future Tokyo from a new threat in this dungeon crawling RPG. When a mysterious object — dubbed the “Embryo” — appears in the sky, the CPA and the Xth Squad are mobilized to face the new threat. Venture into challenging new labyrinths and create the perfect team to challenge each threat. Seasons After Fall PS4 — Digital Seasons After Fall is a 2D platform-puzzler game that will let you dive into a captivating universe and explore a land governed by magic and nature. Using your ability to change the seasons you can alter the world around you to freeze bodies of water in winter, grow plants in the summer, and more! Shadow Warrior 2 PS4 — Digital (Out 5/19) Shadow Warrior 2 is the stunning evolution of Flying Wild Hog’s offbeat first-person shooter following the further misadventures of former corporate shogun Lo Wang. Skylar & Plux: Adventure on Clover Island PS4 — Digital (Out 5/19) Skylar & Plux: Adventure on Clover Island is an enthusiastic revival of the legendary 3D-platformer genre with classic gameplay, playful gadgets, and a lighthearted story set in a gorgeous, colorful world reminiscent of childhood adventures. The Surge PS4 — Digital Welcome to CREO, the megacorporation saving our world! A catastrophic event has knocked you out during the first day on the job. You wake up equipped with a heavy-grade exoskeleton, in a destroyed section of the complex. Robots gone haywire, insane augmented co-workers, and rogue AI — everything wants you dead. Tango Fiesta PS4 — Digital Tango Fiesta is an action-packed, top-down shooter for one to four players. Set in a world where the events from every single 80’s action film ever made actually happened to one unlucky hero, John Strong. Machine Gun Kelly – bloom B.o.B. – Ether Paramore – After Laughter Logan (plus bonus features) Year Million- May 15 at 9/8c (National Geographic) Hack My Life: Inside Hacks- May 16 at 10:30/9:30c (truTV) Twin Peaks- May 21 at 9/8c (Showtime) The information above is subject to change without notice. View the full article
  12. This weekend at PlayStation Store, save up to 75 percent on science fiction games and movies. From post-apocalyptic survival and outer space exploration to dystopian societies and strange worlds – our Sci-fi Flash Sale lineup covers every corner the geek galaxy. Starting right now save on games like Soma, XCOM 2 Digital Deluxe Edition, Transformers Rise of the Dark Spark Gold Edition, as well as movie like Kingsglaive: Final Fantasy XV, Independence Day: Resurgence and Mad Max: Fury Road. Check out the full breakdown here, then kick it into warp drive – PS Store’s Sci-fi Flash Sale ends Monday, May 15 at 8 am PT. Games Platform Title Sale Price Original Price PS4 2064: READ ONLY MEMORIES $7.99 $19.99 PS4 ALONE WITH YOU $3.99 $9.99 PS4 ASSAULT ANDROID CACTUS $4.49 $14.99 PS4 AXIOM VERGE $9.99 $19.99 PS4 CRIMSONLAND $1.39 $13.99 PS4 DESTROY ALL HUMANS! $7.99 $19.99 PS4 DOKI-DOKI UNIVERSE $5.99 $14.99 PS4 DOOM $19.79 $59.99 PS4 DOOM DIGITAL DELUXE $39.99 $99.99 PS4 EVOLVE $7.49 $29.99 PS4 EVOLVE DIGITAL DELUXE EDITION $9.99 $39.99 PS4 EVOLVE ULTIMATE EDITION $12.49 $49.99 PS4 FINAL HORIZON $3.24 $12.99 PS4 GALAK-Z $7.99 $19.99 PS4 HEADLANDER $5.99 $19.99 PS4 HYPER VOID $3.99 $9.99 PS4 INFAMOUS: FIRST LIGHT $5.99 $14.99 PS4 KERBAL SPACE PROGRAM $15.99 $39.99 PS4 LICHTSPEER $4.99 $9.99 PS4 LOVERS IN A DANGEROUS SPACETIME $5.99 $14.99 PS4 MANUAL SAMUEL $3.99 $9.99 PS4 MIRROR’S EDGE CATALYST $9.99 $19.99 PS4 MOUSECRAFT $1.99 $9.99 PS4 NO MAN’S SKY $23.99 $59.99 PS4 NOVA-111 $1.99 $9.99 PS4 ODDWORLD: NEW ‘N’ TASTY $4.99 $19.99 PS4 PARANAUTICAL ACTIVITY $1.99 $9.99 PS4 Q.U.B.E: DIRECTOR’S CUT $2.49 $9.99 PS4 RED FACTION $4.49 $14.99 PS4 RISK OF RAIN $3.49 $9.99 PS4 SHADOW COMPLEX REMASTERED $5.99 $14.99 PS4 SKY FORCE ANNIVERSARY $3.49 $9.99 PS4 SLAIN: BACK FROM HELL $5.09 $14.99 PS4 SOMA $8.99 $29.99 PS4 STEALTH INC 2: A GAME OF CLONES $2.49 $9.99 PS4 STEALTH INC ULTIMATE EDITION $3.74 $14.99 PS4 SUPER MUTANT ALIEN ASSAULT $2.99 $9.99 PS4 THE FALL $3.99 $9.99 PS4 THE LITTLE ACRE $5.19 $12.99 PS4 THE SWAPPER $3.74 $14.99 PS4 THE TECHNOMANCER $15.99 $39.99 PS4 THERE CAME AN ECHO $5.09 $14.99 PS4 TITAN ATTACKS! $1.99 $9.99 PS4 TOWER OF GUNS $3.74 $14.99 PS4 TRANSFORMERS: RISE OF THE DARK SPARK GOLD EDITION $19.79 $59.99 PS4 ULTRATRON $1.99 $9.99 PS4 UNMECHANICAL: EXTENDED $2.49 $9.99 PS4 XCOM 2 $23.99 $59.99 PS4 XCOM 2 DIGITAL DELUXE EDITION $29.99 $74.99 PS4 XENORAID $3.99 $9.99 PS4 ZEN PINBALL 2: MARS $0.62 $2.49 PS4 ZEN PINBALL 2: ALIENS VS. PINBALL $3.99 $9.99 PS3 BIG SKY INFINITY $2.49 $9.99 PS3 CRIMSONLAND $1.39 $13.99 PS3 DEUS EX: HUMAN REVOLUTION – DIRECTOR’S CUT $7.49 $29.99 PS3 DOKI-DOKI UNIVERSE $5.99 $14.99 PS3 HYPER VOID $3.99 $9.99 PS3 I AM ALIVE $2.99 $14.99 PS3 MARS: WAR LOGS $2.49 $9.99 PS3 MASS EFFECT TRILOGY $14.99 $29.99 PS3 MOUSECRAFT $1.99 $9.99 PS3 NOVA-111 $1.99 $9.99 PS3 ODDWORLD: NEW ‘N’ TASTY $4.99 $19.99 PS3 Q.U.B.E: DIRECTORS CUT $2.49 $9.99 PS3 RED FACTION: ARMAGEDDON $3.99 $19.99 PS3 RED FACTION: GUERRILLA $3.99 $19.99 PS3 RED FACTION 2 (PS2 CLASSIC) $2.49 $9.99 PS3 RED FACTION: BATTLEGROUNDS $1.99 $9.99 PS3 SKY FORCE ANNIVERSARY $3.49 $9.99 PS3 SOLDNER-X 2: FINAL PROTOTYPE $2.99 $9.99 PS3 SOLDNER-X 2: FINAL PROTOTYPE COMPLETE BUNDLE $2.59 $12.99 PS3 STARDRONE $1.19 $3.99 PS3 STEALTH INC 2: A GAME OF CLONES $2.49 $9.99 PS3 STEALTH INC: A CLONE IN THE DARK $2.49 $9.99 PS3 THE BUREAU: XCOM DECLASSIFIED $1.99 $19.99 PS3 THE SWAPPER $3.74 $14.99 PS3 TITAN ATTACKS! $1.99 $9.99 PS3 TOWER OF GUNS $3.74 $14.99 PS3 TRANSFORMERS: RISE OF THE DARK SPARK GOLD EDITION $9.99 $39.99 PS3 TRANSFORMERS: FALL OF CYBERTRON GOLD EDITION $9.99 $39.99 PS3 ULTRATRON $1.99 $9.99 PS3 UNMECHANICAL: EXTENDED EDITION $2.49 $9.99 PS3 VELOCITY ULTRA $1.99 $9.99 PS3 XCOM: ENEMY WITHIN $5.99 $29.99 PS3 ZEN PINBALL 2: ALIENS VS. PINBALL $3.99 $9.99 PS3 ZEN PINBALL 2: MARS $0.62 $2.49 PS VITA ALONE WITH YOU $3.99 $9.99 PS VITA AXIOM VERGE $9.99 $19.99 PS VITA BIG SKY INFINITY $2.49 $9.99 PS VITA CRIMSONLAND $1.39 $13.99 PS VITA DOKI-DOKI UNIVERSE $5.99 $14.99 PS VITA HYPERDEVOTION NOIRE: GODDESS BLACK HEART $4.49 $29.99 PS VITA LICHTSPEER $4.99 $9.99 PS VITA MOUSECRAFT $1.99 $9.99 PS VITA NOVA-111 $1.99 $9.99 PS VITA ODDWORLD: NEW ‘N’ TASTY $4.99 $19.99 PS VITA PARANAUTICAL ACTIVITY $1.99 $9.99 PS VITA RISK OF RAIN $3.49 $9.99 PS VITA SKY FORCE ANNIVERSARY $3.49 $9.99 PS VITA SLAIN: BACK FROM HELL $5.09 $14.99 PS VITA SOLDNER-X 2: FINAL PROTOTYPE $2.99 $9.99 PS VITA SOLDNER-X 2: FINAL PROTOTYPE COMPLETE BUNDLE $2.59 $12.99 PS VITA STARDRONE EXTREME $1.19 $3.99 PS VITA STEALTH INC 2: A GAME OF CLONES $2.49 $9.99 PS VITA STEALTH INC: A CLONE IN THE DARK $2.49 $9.99 PS VITA SUPER STARDUST DELTA INTERSTELLAR BUNDLE $5.99 $14.99 PS VITA THE SWAPPER $3.74 $14.99 PS VITA TITAN ATTACKS! $1.99 $9.99 PS VITA ULTRATRON $1.99 $9.99 PS VITA VELOCITY ULTRA $1.49 $7.49 PS VITA XENORAID $3.99 $9.99 PS VITA ZEN PINBALL 2: ALIENS VS. PINBALL $3.99 $9.99 PS VITA ZEN PINBALL 2: MARS $0.62 $2.49   Movies Title SD Sale Price SD Original Price HD Sale Price HD Original Price 1408 $5.99 $9.99 $5.99 $12.99 2012 x $9.99 $9.99 $12.99 2001: A SPACE ODYSSEY $6.99 $9.99 $8.99 $12.99 28 DAYS LATER $9.99 $14.99 $9.99 $14.99 28 WEEKS LATER $9.99 $14.99 $9.99 $14.99 A.I. ARTIFICIAL INTELLIGENCE (2001) $5.99 $9.99 $6.99 $12.99 AFTER EARTH x x $9.99 $12.99 ALIEN $9.99 $14.99 $9.99 $14.99 ALIEN ANTHOLOGY $29.99 $39.99 $29.99 $39.99 ALIEN AUTOPSY (2006) $5.99 $9.99 $6.99 $12.99 ALIEN RAIDERS (RAW FEED SERIES) $5.99 $9.99 $6.99 $17.99 ALIEN VS. PREDATOR $9.99 $14.99 $9.99 $14.99 ALIENS IN THE ATTIC $9.99 $14.99 $9.99 $14.99 ALIENS VS. PREDATOR – REQUIEM $9.99 $14.99 $9.99 $14.99 ANT MAN x x $17.99 $19.99 BALLISTIC: ECKS VS. SEVER $5.99 $9.99 $6.99 $12.99 BATTLE LOS ANGELES x $9.99 $9.99 $12.99 BEYOND THE BLACK RAINBOW $6.99 $9.99 $6.99 $12.99 CAPTAIN AMERICA CIVIL WAR x x $17.99 $19.99 CAPTAIN AMERICA: THE FIRST AVENGER x x $17.99 $19.99 CAPTAIN AMERICA: THE WINTER SOLDIER x x $17.99 $19.99 CELL 2, THE $5.99 $9.99 $6.99 $12.99 CELL, THE (2000) $5.99 $9.99 $6.99 $12.99 CHAPPIE x $9.99 $9.99 $12.99 CHAPPIE / DISTRICT 9 / ELYSIUM – SET $18.99 $25.99 $18.99 $28.99 CLOCKWORK ORANGE, A $6.99 $9.99 $8.99 $12.99 CLOSE ENCOUNTERS OF THE THIRD KIND (DIRECTOR’S CUT) x x $9.99 $12.99 CONSTANTINE (2005) $5.99 $9.99 $8.99 $12.99 CONTACT (1997) $6.99 $9.99 $8.99 $12.99 CONVERGENCE $4.99 $9.99 $5.99 $12.99 DAY AFTER TOMORROW $9.99 $14.99 x x DISTRICT 9 x $9.99 $9.99 $12.99 DREAMSCAPE $4.99 $9.99 $5.99 $12.99 EDEN LOG $6.99 $9.99 $6.99 $12.99 ELYSIUM x $9.99 $9.99 $12.99 EUROPA REPORT $6.99 $9.99 $6.99 $12.99 EXODUS: GODS AND KINGS $9.99 $14.99 $9.99 $14.99 FIFTH ELEMENT, THE $4.99 $9.99 $4.99 $12.99 FINAL FANTASY: THE SPIRITS WITHIN x x $9.99 $12.99 FLASH GORDON $8.99 $9.99 $8.99 $12.99 FRANKENSTEIN’S ARMY $4.99 $9.99 $5.99 $12.99 GATTACA x x $9.99 $12.99 GODZILLA (2014) $6.99 $9.99 $8.99 $12.99 GUARDIANS OF THE GALAXY x x $17.99 $19.99 HANCOCK x x $9.99 $12.99 HORNS $5.99 $14.99 $5.99 $14.99 I AM LEGEND (2007) $5.99 $9.99 $8.99 $12.99 I, ROBOT $9.99 $14.99 $9.99 $14.99 INCEPTION (2010) $5.99 $9.99 $8.99 $12.99 INDEPENDENCE DAY: RESURGENCE $9.99 $14.99 $9.99 $14.99 INDEPENDENCE DAY/INDEPENDENCE DAY 2 $18.99 $24.99 $18.99 $24.99 INVASION, THE (2007) $5.99 $9.99 $6.99 $12.99 IRON MAN 3 x x $17.99 $19.99 IT! THE TERROR FROM BEYOND SPACE $9.99 $9.99 x x JOURNEY TO THE WEST $6.99 $9.99 $6.99 $12.99 KINGSGLAIVE: FINAL FANTASY XV $9.99 $13.99 $9.99 $14.99 LADY IN THE WATER $5.99 $9.99 $6.99 $12.99 LAST GIRL STANDING $4.99 $9.99 $5.99 $12.99 LATE PHASES: NIGHT OF THE LONE WOLF $4.99 $9.99 $5.99 $12.99 LFO $4.99 $9.99 $5.99 $12.99 LOOPER x x $9.99 $12.99 MAD MAX 2: THE ROAD WARRIOR (1981) $6.99 $9.99 $8.99 $12.99 MAD MAX: FURY ROAD (2015) $5.99 $9.99 $8.99 $12.99 MANBORG $4.99 $9.99 $5.99 $12.99 MARS ATTACKS! (1996) $6.99 $9.99 $8.99 $12.99 MARVEL’S AVENGERS: AGE OF ULTRON x x $17.99 $19.99 MARVEL’S THE AVENGERS x x $17.99 $19.99 MATRIX, THE $6.99 $9.99 $8.99 $12.99 MELANCHOLIA $6.99 $9.99 $6.99 $12.99 MEN IN BLACK 3 x x $9.99 $12.99 MONSTER TRUCKS $9.99 $14.99 $9.99 $14.99 MONSTERS $6.99 $9.99 $6.99 $12.99 MONSTERS: DARK CONTINENT $2.99 $12.99 $2.99 $14.99 MR. NOBODY $6.99 $9.99 $6.99 $12.99 MYSTERY SCIENCE THEATER 3000: FUGITIVE ALIEN $3.99 $7.99 x x MYSTERY SCIENCE THEATER 3000: STAR FORCE: FUGITIVE ALIEN II $3.99 $7.99 x x OBLIVION $8.99 $9.99 $8.99 $12.99 PACIFIC RIM (2013) $5.99 $9.99 $8.99 $12.99 PREDATOR TRILOGY $18.99 $29.99 $18.99 PREDATORS $9.99 $14.99 $9.99 $14.99 PREDESTINATION x $9.99 $9.99 $12.99 PROMETHEUS $9.99 $14.99 $9.99 $14.99 PSYCHO-PASS: THE MOVIE $6.99 $12.99 $8.99 $14.99 PULSE $5.99 $7.99 $5.99 $12.99 RATCHET & CLANK $8.99 $9.99 $8.99 $12.99 SERENITY $8.99 $9.99 $8.99 $12.99 SILENCE $9.99 $14.99 $9.99 $14.99 SOLOMON KANE $5.99 $12.99 $5.99 $14.99 SPLICE (2009) $5.99 $9.99 $6.99 $12.99 STARGATE: THE ARK OF TRUTH $9.99 $12.99 x x STORAGE 24 $6.99 $9.99 $6.99 $12.99 SUPERHERO MOVIE $2.99 $9.99 $2.99 $13.99 SUPERNOVA $9.99 $12.99 x x SYNCHRONICITY $6.99 $9.99 $6.99 $12.99 THE CHRONICLES OF RIDDICK $8.99 $9.99 $8.99 $12.99 THE LAST DAYS ON MARS $6.99 $9.99 $6.99 $12.99 THE LAST LEGION $2.99 $9.99 $2.99 $12.99 THE LAST LOVECRAFT: THE RELIC OF CTHULHU $4.99 $9.99 $5.99 $12.99 THE LAST SURVIVORS $4.99 $9.99 $5.99 $12.99 THE MIST $5.99 $9.99 $5.99 $12.99 THE SORCERER AND THE WHITE SNAKE $6.99 $9.99 $6.99 $12.99 THEM! (BD) $5.99 $9.99 x x THOR THE DARK WORLD x x $17.99 $19.99 TRANSCENDENCE (2014) $6.99 $9.99 $8.99 $12.99 UNIDENTIFIED $4.99 $14.99 $5.99 $19.99 WAKE WOOD $4.99 $9.99 $5.99 $12.99 WESTWORLD (1973) $6.99 $9.99 $8.99 $12.99 Note: All pricing is for U.S. only and subject to change. View the full article
  13. Greetings, Wangsters! The teams at Flying Wild Hog and Devolver Digital are excited to announce that Shadow Warrior 2 will hit PS4 on May 19 and will launch with The Shadow Warrior Collection that includes a free download of Shadow Warrior for PS4! The Shadow Warrior series began with what is lovingly referred to as Shadow Warrior Classic in 1997, continued with our 2014 reboot Shadow Warrior, and now the release of Shadow Warrior 2 on the franchise’s 20th anniversary. It’s a pretty exciting moment for us and really awesome that we get to release the game on PS4 during this important milestone in the series. Our team has built upon this legacy of classic first-person shooter gameplay in Shadow Warrior 2 by blending fast-paced gunplay with the series’ trademark melee combat. Players will have access to dozens of weapons, from handguns and assault rifles to katanas and chainsaws, allowing them to thin the enemy horde from a distance before jumping into the fray and cutting down what remains. This interplay between ranged firing and melee combat drives Shadow Warrior 2 and forces an interesting risk-versus-reward decision for players when deciding on how to handle each combat situation. Getting this “ninja feel” was extremely important to our team during development of Shadow Warrior 2 on PS4 and we spent a lot of time testing how switching from ranged gunplay to close quarters melee combat felt on DualShock 4. It was crucial that players be able to both aim and fire their ranged weapons at a distance and then seamlessly (and quickly) switch to melee weapons to perform brutal slashes and devastating combos at close range. The team took great care in putting together a weapons selection configuration that took advantage of the DualShock 4’s features to keep the player in control and have all weapons at their disposal easily. The dual thumbsticks, touch pad, and directional pad can all be used in different ways to equip, charge, and execute attacks so that players really get that ninja feel while traversing the levels. We’re proud of our results and think the PlayStation community will appreciate this attention to detail that is so crucial when playing a white knuckle FPS like Shadow Warrior 2. The other important feature that our team (and our fans) wanted to nail was online cooperative play. Shadow Warrior 2 has a pretty slick non-linear campaign that allows players to accomplish some key missions in a specific order while veering off into side missions to collect new weapons and items while leveling up their persistent character. While it’s no doubt fun to go at it solo, Shadow Warrior 2 really shines when you have three friends tackling missions together and working as a team to take down some of the larger boss enemies together. Shadow Warrior 2 is Flying Wild Hog’s biggest game to date and we’re thrilled that it’s arriving on PS4 next week. Our hope is that fans of the first game will appreciate how Shadow Warrior 2 takes everything to the next level and that new players will enjoy the free download of Shadow Warrior alongside their purchase of Shadow Warrior 2. Thanks for all your support along the way and big thanks to our friends at PlayStation for helping make this release possible. View the full article
  14. Hi PlayStation players here on Earth (and elsewhere). I’m Jakob Munthe, product manager at Paradox Interactive, and today I finally get to reveal Surviving Mars to you — a survival city-builder set on our closest galactic neighbor. It’s created by Haemimont Games and Paradox. We’ve been working on this project for a while now, and I’m eager to give you a first look at what we’ve done so far. First and foremost, we wanted our game to answer a key question: what will be required for humanity to establish a colony on Mars, and make it livable and sustainable? How can we set up the standards of civilization that we’re accustomed to, when we’re millions of miles from home with no way to get outside help? We want Surviving Mars to tell a plausible story about the process, told through the lens of science, along with (of course) challenges and objectives that players will want to overcome for their own unique colonies. Making a game that tackles those tasks requires us to present the situation in a visually compelling but scientifically feasible manner. In creating the game’s setting, we borrow as much from the works of NASA and SpaceX as we do from writers like Asimov and Clarke. Our game is a serious take on sci-fi — but one with an optimistic tone that updates the aesthetics of the original space race to the technology and societal outlook of today. As for the gameplay, it’s still a little early in development to share all of the nuts-and-bolts of game mechanics with everyone. What we will say is that Surviving Mars is a hardcore survival city-builder, where players will be tasked with creating a livable colony in the harsh, hostile environs of Mars, floating far removed from any help. Players’ colonies will have to produce water, air, and food on a planet that doesn’t have much of any to spare, while creating habitats with enough activities for colonists to do that they don’t go mad from boredom or isolation. Yet, where there are challenges and threats, there are also solutions and hope. The members of your Mars colony are humanity’s best: scientists that will create new knowledge and techniques for your new lives, and intrepid explorers that will find and solve greater mysteries than any on Earth. In the end, all of us working on this project are genuinely excited with what is becoming something quite special. We know you will be excited as well and we’ll have a lot more to share as we move closer to launch. See you on Mars! View the full article
  15. Sid and Ryan test their improvisation skills on this week’s episode as they slam that record button with very little preparation! Ryan puts on his formal attire and interviews Sid (someone with no direct connection to the Tekken 7 development team) about Tekken 7. What’s new in this entry of the long-running series? How will new players feel jumping in? Will Sid ever actually give Final Fantasy XIV a chance? All this, and more! Enjoy the show! Subscribe via iTunes, Google or RSS, or download here Stuff We Talked About Tekken 7 Injustice 2 Final Fantasy XIV: Stormblood Prey Recent Episodes 244: Nachos vs. Pierogies Infinite 243: What Remains of Your Jeans 242: Hob and Effect The Cast Sid Shuman – Director of Social Media, SIEA Ryan Clements – Sr. Social Media Specialist, SIEA Send us questions and tips! blogcast@sony.com Leave us a voicemail! (650) 288-6706 Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] View the full article
  16. Hey everyone, Trevor from Vertigo Games here. Have you ever wanted to step in the midst of a zombie apocalypse as if you were really there? After many awesome reactions from the VR community, everyone here is extremely excited to finally confirm that Arizona Sunshine is coming to PlayStation VR next month with support for the new PS VR Aim controller! For those of you who haven’t heard of Arizona Sunshine before, it’s a VR shooter that quite literally puts you in the heat of a whole load of zombie action. You get to step into our protagonist’s shoes on a quest to find other survivors across the blistering heat of the post-apocalyptic Arizona desert, all the while battling zombies with whatever gear, ammo, and consumables you loot from your undead enemies or find on your way. You can freely explore your surroundings using either teleportation or locomotion movement, whichever suits your VR tastes best — there’s no spot-based gameplay to be found here. We’ve put a lot of work and love into Arizona Sunshine, building and optimizing it for VR from the ground up in order to deliver the game as we had envisioned it — a VR game worthy of being one of the first full-size games in virtual reality. Arizona Sunshine has a campaign that spans eight diverse levels set in treacherous canyons and deep, dark mines. Take on the zombies solo or join forces with a friend in co-op campaign. And that’s not all! There’s also an infinite game mode that pits you against endless waves of zombies with up to three other players. Nothing is better than having your friends at your back in the apocalypse (Well, except mocking them with gestures within your safe VR environment, of course), but we should probably warn you that more warm brains also means more hungry undead! Ever since we started developing for VR, we have prototyped a lot of mechanics — and realistic weapon handling is by far our favorite. On PlayStation VR, you can take your first steps into the zombie apocalypse with the use of regular DualShock 4 controllers, but we’re also supporting the PlayStation Move motion controllers and (even more exciting) the newly released PS VR Aim Controller! Handling your weapons with real-life movements truly is a whole different level of immersion. As for the Aim controller, since the game was initially created with dual-wielding guns in mind, we’ve thoroughly tested ways to get the support for it right. And while using the Aim controller limits you to using a single weapon at a time, it makes up for that by increasing accuracy and control, upping your chances for critical, dismembering hits. That’s right, the fan-favorite zombie mutilation mechanic also made it onto PlayStation VR! We hope you like Arizona Sunshine as much as we do when it hits PlayStation VR next month. Best of luck to you and your friends and see you at the other side of the apocalypse! View the full article
  17. Ever wanted to be hacker? How about a super awesome, color flipping, code charged, puzzle solving, co-op-loving hacker? No? Well, that’s too bad. But if by any chance you answered yes, then our upcoming game is for you. Polarity: Ultimate Edition is coming to PS4 on May 30. In Polarity: Ultimate Edition you’ll blast yourself through 32 levels of fast-paced hacking action playing as Noah, an up-and-coming techhead with a powerful digital avatar. You’ll steal data, break into virtual vaults, and make dark deals with the mysterious Linus corporation. Every level in Polarity: Ultimate Edition is a person’s vault, where all their secrets are kept and it’s down to you to solve the puzzle in each one to steal those secrets. For money, obviously. Do you have a buddy? That one, good friend you can always yell, scream, and curse at when they just can’t make that jump in time? You sound forgiving, and that’s great news because we have also included a completely bespoke, unique cooperative campaign for you and that one good buddy. You’ll play together split screen as you duck, dodge, dive, and duck your way through every level. Watch out for the obstacles though, from deadly lasers to color-flipping barriers and — of course — those pesky AI to avoid. You’ll be yelling at each other in no time. You’re welcome. Oh, and there’s also a versus competitive mode for those occasions when working together just isn’t what you thought it would be, and destroying your partner would be more fun. We worked hard to address fan feedback in creating the Ultimate Edition. All the artwork has been rebuilt from the ground up, with new level art, shiny new menus, and a new and improved story. It’s bigger, better, and by far the best version we’ve ever made — and we really hope you enjoy it on May 30! View the full article
  18. May 16 marks the launch of our big-budget PlayStation VR shooter Farpoint, and from what I’ve played it’s set to be one of the medium’s defining games. But the date will also see the release of the PlayStation VR Aim Controller, a sleek device that seeks to become the standard-bearer for VR first-person controllers. It’ll be available in launch bundles for Farpoint, and separately in limited supply. I wanted to carve out some space to further investigate how this fascinating controller came to be, and also get a look ahead at future games that will support it. To kick things off, our hardware design team in Tokyo shares some insight on what it was like to actually design the controller. Designing the Aim Controller With Takeshi Igarashi, VP of Peripheral Design Dept., Hardware Design Division, Hardware Engineering and Operation (Hardware Director), and Taichi Nokuo, UX Platform Design, Corporate Design Center (Product Designer). Evolution of the Controller Takeshi Igarashi: We first began working on the Aim Controller when we got the idea that using a weapon-type controller to play a PS VR shooting game will make it a much more immersive experience. Initially, we attached a DualShock 4 to the PS3 Sharpshooter to explore what sort of form factor, weight balance, and button arrangements work best to make it more intuitive. Taichi Nokuo: I tried to make the design of the Aim Controller as simple as possible. It was important that the player can use it safely and comfortably with the PS VR headset on, and that the controller can be used as any type or form of weapon inside the game. I made the intentional decision for the controller to not resemble an actual weapon, so that anybody, from children to adults, feel comfortable playing with it. Button Placement Igarashi: We prioritized the position of the trigger button and analog sticks, which are imperative in a shooting game. We placed the face buttons around the analog sticks, so that players can move their thumbs around intuitively without having to ungrasp. Shape and Form Nokuo: The smooth pipe form factor allows the player to play safely and precisely even with the PS VR headset on, which blocks the view of the outside world. I think this is ideal for a controller. The buttons are not scattered around the controller, but are simply and strategically placed where players naturally place their hands. The design is minimalistic but also original, which makes it unique. Nokuo: I hope players are able to experience a whole new level of immersion that they may not expect from a controller with such a simple and minimalistic design. Igarashi: Please enjoy an intuitive gaming experience that is achieved through camera tracking and the controller’s button layout, delivering smooth and natural controls. Farpoint is one of several upcoming PS VR games that will support the Aim Controller. Some of our developers below describe how it is integrated into their game, and how it helps enhance immersion: Farpoint Seth Luisi, Impulse Gear From the very beginning of development on Farpoint, we wanted to have a way to physically connect the player to the game and bring them that much deeper into the world we were creating. That would turn out to be the PS VR Aim Controller. With it, we’ve been able to make shooting and aiming more natural and intuitive — once you have the controller in your hands you know instinctively where the buttons and triggers are. The 1:1 tracking also makes for a more skill-based game because the precision removes any need for aim assist. ROM: Extraction Adam Orth, First Contact Entertainment ROM: Extraction was originally developed with a unique game mechanic of Throw, Slow, and Shoot. By having a motion controller in each hand you could spawn and throw Orbs with one hand, slow down time, and then strategically shoot them with the Sentinel pistol using your other hand for maximum effect. It was a mechanic that could be easily learned, and was a helluva lot of fun. When the opportunity came to bringing ROM onto the PlayStation VR platform we wanted to preserve the fun in that mechanic but add a new twist by using the new Aim Controller. We felt that if we did it right we would be able to open up a whole new and equally exciting way to experience ROM. After some iterations with the PlayStation Aim we always came back to an Orb Launcher attachment of some type. In the end we attached a grenade launcher to our EOS-15 Rifle model as well as matched it to how the Aim controller felt in both of your hands; in effect we achieved a 1:1 representation of what you are holding. It was an instant hit. We modified our motto to Launch, Slow, and Shoot. With the PlayStation Aim, we are able to achieve a deeper sense of physicality than with standard motion controllers. For the rifle-style weapons we wanted to bring to ROM, holding the Aim two-handed gives additional precision and stability to the in-game weapons, in addition to adding a stronger sense of connection between the real world and the virtual. The controls themselves are comfortable and intuitive. As we look towards expanding ROM, the Aim offers us a number of features that line up nicely with various mechanics that we are considering for the future. The Brookhaven Experiment Phosphor Games It was always our dream as little kids to be able to take the arcade shoot ’em up into our living room. We could have never imagined that more than two decades later, not only would we be able to play these types of games at home, but we’d be playing in a completely immersive VR environment. When we set out to make The Brookhaven Experiment, our goal was to recreate that kind of visceral feeling from the arcades. But we wanted to ratchet up the stakes with 50 foot tall monsters and creatures coming at you from all angles with all the different weapons you could hope for, just waiting to be chosen. Something was missing, though… we didn’t just want to see the rifle anymore, we wanted to feel it, too. That experience from the arcades was tied to that experience of holding something real in your hands. So, consider ourselves lucky when Sony announced that they were releasing the Aim Controller for PS VR. Without a moment passing by, we wanted to be the first game to support it. And, as we worked to integrate it, that feeling came back. Not only was our vision immersed… the feeling of holding the weapon in our hands changed how the game affects us mentally, too. It’s an exciting time to be a developer and PlayStation has created a playground for us to create the kind of memorable experiences that we hope will inspire future game devs more than two decades from now. That’s what we strive towards and we’re so excited to see people immerse themselves one step further on Wednesday, June 26 when The Brookhaven Experiment adds Sony Aim Controller support. View the full article
  19. Greetings from Krakow! We at Bloober Team are excited to announce that our new cyberpunk horror game Observer will officially launch on PS4 this summer. Before we tell you why our game is so scary, we recommend you set the mood — plug in your headphones, play this heartwarming song from the soundtrack, and turn off the lights. That’s more like it. The original idea for Observer stemmed from a simple question: what would you do if your fears were hacked? With that very unsettling thought, the universe of Observer began to take shape: a retro cyberpunk world, with a heavy dose of Eastern European flavor. Low life, high tech, with an all-powerful corporation up to no good. Because cyberpunk. What would law enforcement look like in this oppressive dystopia? That’s when we imagined the Observers, an elite neural police unit with the authority to hack into suspects brains via their neural implants, which everyone totally has now because it’s 2084. A tool of convenience for the user, a way to communicate with friends and family and catch up on old VR movies — a tool of surveillance and oppression for government. We hope this idea scares you as much as it scares us. We’ve learned a lot since our first game, Layers of Fear. Our goal has always been to create a different kind of horror game: something deeper, more cerebral, and psychological. This is the exact opposite of run-and-gun zombie shoot-em-ups. We call it “hidden horror.” Our hope is that as you experience the nightmarish scenarios in the game, you’ll be forced to confront your own fears. Seriously. Ask yourself, as your palms are sweaty and your heart is pounding, why exactly does this scare me? Think about it. The answers may surprise you. To us, this is what horror is all about. View the full article
  20. Pox Nora, the strategy game with collectible card and fantasy RPG elements, will arrive May 23 on PS4. To celebrate the console debut, Desert Owl Games will simultaneously deliver exclusive content to the PlayStation community and support cross-platform play between PC, Mac, and PS4. In Pox Nora, players command Champions who battle across a battlefield where tactical thinking and strategic movements are necessary. The goal is to destroy your opponent’s shrine while capturing Nora fonts, which provide more resources and act as new spawn points for your Champions. But there’s a twist: each Champion is one of more than 2,700 you can collect and choose from when building your deck before each match. To celebrate the console debut, Desert Owl is giving PS4 players an exclusive pack of eight unique versions of venerable Pox Nora hero characters, while PlayStation Plus subscribers will receive exclusive versions of eight Pox Nora Angels, a collection of extremely powerful cards. PC players wanting to make the switch to PS4 can easily copy their data. Whether your friends are playing on PS4, PC, or Mac, cross play is supported. New to Pox Nora? Players can take their deck of Runes (cards) and go on an adventure against other players or AI in the many single-player campaigns, skirmishes, and multiplayer matches. What’s the goal of Pox Nora? In Pox Nora, your goal is to defeat the opponent’s shrine before they can destroy yours. Each turn you will earn “Nora,” the resource with which you will use to deploy runes and help you achieve your goal. What are runes, exactly? Runes are the “cards” of your deck. Runes come in 8 different factions and each deck consists of exactly 30 runes (either 30 from one faction or 15 from two factions). Runes come in four different types, each with their own uses and characteristics. What are factions? Factions are the major parties of the Pox Nora world. Each faction has its own strengths and weaknesses. Factions have traditional fantasy races, as well as some that are unique to Pox Nora. It is recommended you try a few factions before you decide to settle on a favorite, and most veterans play multiple factions! That’s great! But how do I get runes? When you first launch the game, you will be provided with a free deck. Be sure to complete the Faction Training Missions to earn 8 additional decks. As you play Pox Nora you will earn runes, as well as Gold and Shards. Gold is used to redeem for packs, avatars, and other goodies. Shards can be used to create runes directly. You can sacrifice most excess runes earned for additional Shards to create your own runes. Those are the basics! Pox Nora is a game with dynamic depth and tons to explore. If you get stuck or have questions, don’t hesitate to reach out to the community through our official forums. See all of you on the battlefield May 23! View the full article
  21. Hello, I’m Ben Steele, one of the creators of Deliriant. It’s a visually beautiful slice of the 1970s that takes a subtle approach to the exploration of serious topics like abuse, coping mechanisms, and familial relationships. Today we’re announcing our upcoming launch on May 23, and would like to use this opportunity to reflect on our journey through school that has led to one of the first student-made games to successfully self-publish on PS4. We’re a diverse team of 12 students working from the Entertainment Arts and Engineering graduate program at the University of Utah, one of the top academic game design programs. We are given relative autonomy in regards to the development, ownership, and publication of our own work, but it’s a bit of a double-edged sword. Where most student games are able to focus their efforts on pure development, we took on a lot more of the process you might see out of a professional studio, like creating our own dev business (Manic Interactive) and self publishing on our favorite console while still trying to do something experimental; a huge creative benefit of student games. Going to school for a game development degree can, in some ways, be a risky decision. Games are a talent-packed, intensely competitive industry of entertainment. People are so passionate about making games! Meanwhile, our budget was $20 that each team member generously donated in order to pay the fee to register our company and make a website. So how to stand out? The people, for one. That same passion that drives the video game industry is stamped into the essence of every member of our team. Our ambitions weren’t necessarily focused on school as much as success in our field. In large part, that’s possible due to the freedom our school afforded us. It’s that autonomy that led us to the decision that our small game needed to be something kind of different. I’m hesitant to even call it a game in the traditional sense. More of an experience. We began with the idea of “gaslighting,” a subtle form of psychological manipulation in which one person uses the other person’s reliance on their relationship to make them doubt their perceptions and reality. Inspired by the emotional power of Fullbright’s Gone Home, the beautiful non-traditional presentation of TGC’s Journey, and influence from the original Myst, we combined this theme of psychological abuse with our own developed concept of nontraditional storytelling. What emerged is an experiment in empathy. A victim of intense suffering cannot get over their trauma because their mind re-lives that event again and again, keeping it inescapably cemented in their thoughts. So what if your own home — every room, every object, every person who lives there — was the very prison of obligation that trapped you within your suffering? How would you escape? Could you? With Deliriant, we ask the player for some reflection. When trauma is shared with you, you experience some fraction of it yourself, and that creates understanding. We’re definitely offering something out of the box and asking a lot of the player, but my greatest hope is that someone’s perspective will be positively impacted by our game. That by itself would be success. Thank you for reading, and we can’t wait to see all of you on May 23! View the full article
  22. Absolver is an online action game in which players explore the ruins of the fallen city of Raslan, which was destroyed by a massive earthquake centuries ago. As they explore Raslan, players will meet other Prospects like them — volunteers who have vowed to become Absolvers — and build relationships with each other. The road to Absolution is a hard one, and to prove their worth to those that are watching, Prospects will have to hone their combat skills. When we created our studio Sloclap two years ago, our intention was to make an action game with a combat system that was accessible, but deep enough to support PvP combat in the long term. We had some taglines which we always referred to: “Combat is a dance,” “Movement is your weapon,” and “Make your Move.” This would be a game in which the beauty and subtlety of martial arts combat can be seen and felt, where body dynamic and impact sensations are paramount, and in which players will create their own combat choreographies in real-time. As seen in the above video, we based the game system of Absolver on two main components — the Combat Deck and the Combat Styles — to reach these objectives. The Combat Deck is the list of attacks that are available to the player in combat. While fighting, players can select one of four stances which correspond to their orientation relative to their enemy. In each stance, players have different attacks: a sequence of up to three attacks, and one alternative attack. Each attack starts and finishes in a specific stance, so a sequence of attacks can loop on itself, or send the player to a different stance. With different parameters (damage, speed, range, etc.) and special properties, players can create their own unique strategy, and execute it tactically in real-time. Alternative attacks can be used during a sequence to switch to a different stance and create mix-ups. Attacks usable in the Combat Deck are learned by fighting others in the world; by defending themselves against unknown attacks, Prospects will progressively learn them. However, if they want to acquire the Attack XP accumulated during a fight for good, they have to win that fight — otherwise the memories of that fight will be forgotten as they are folded by their mask. A Combat Style is chosen at the beginning of the game — different styles improve different character stats, and each style has a special ability that can be used tactically during combat to gain the upper hand. For instance, with the three styles available at the start, Prospects can parry, avoid, or absorb attacks. Other Combat Styles exist in the lands of Adal besides the three styles initially available, and as they explore Raslan, Prospects can also become Mentors and teach others the subtleties of their play style. Becoming a student therefore allows Prospects to learn new combat styles, and to use their Mentor’s Combat Deck. The depth of the combat system develops further with additional mechanics. Perfect attacks, for example, reward precise timing and flow by allowing successive attacks to chain faster and stun the enemy longer. Feints, alternatively, enable players to cancel their attacks during build-up and play mind games on their opponents. The energy within Tension Shards — glowing crystals which fill up during combat — can be used to trigger powers which can change the tide of a fight, or to draw a weapon. Weapons do more damage than bare fists, and come with their own Combat Deck, making it harder for opponents to anticipate one’s moves. We reached our objective. The core gameplay of Absolver is accessible and doesn’t require high levels of dexterity to be played, but players will be challenged on other skills; timing, reflexes, observation, and memory will all be put to the test, and with the interplay of all the different mechanics above, there is enough depth to make all fights unique. We have great fun playing tournaments inside the studio, and we hope that players will enjoy it as much as we do when the game launches on August 29! View the full article
  23. Tekken has been my fighting series of choice for almost 20 years, so you know I wasn’t gonna miss an opportunity to finally get some quality time with Tekken 7 just weeks before its June 2 PS4 launch date. Watch the new episode of PlayStation Underground to see me and legendary Tekken community advisor MarkMan23 trade blows. And now, my personal perspective. Over 20 years and at least nine mainline games, Tekken has evolved into a complex beast, culminating into Tekken Tag Tournament 2 on PS3. With Tekken 7, Bandai Namco looks to be striking a more balanced play style, making the game a bit more approachable for newcomers while retaining the series’ trademark depth and versatility. I applaud those efforts. Based on my initial play time, Tekken 7 looks to be spiritually closest to Tekken 5: Dark Resurrection, which just so happens to be my personal favorite entry in the series. So what’s different? I immediately noticed that juggle combos are generally less “bouncy.” Tekken 6 and Tekken Tag 2 featured a signature “bound” mechanic that made certain attacks bounce the hapless victim against the ground to set up extended combos. In Tekken 7, this has been softened into a “screw attack” mechanic that still leaves the victim vulnerable to mid-air follow-ups but reduces the lengthy off-the-ground, off-the-wall extended combos that could easily dominate less experienced opponents. There are a couple of other major additions that help shake up the status quo. Rage Art is a new meter-fueled power move that’s loosely comparable to the X-Ray attacks from Mortal Kombat X or the super moves from Injustice. Rage Drives allow you to imbue an attack or combo with increased damage, while the new Power Crush mechanic will allow certain attacks (Nina’s Blonde Bomb, for one) to be armored and uninterruptible. A few other details that caught my eye: it’s now easier to break out of throw attempts, and the ground game has seen some tweaks, too, with a faster-to-execute rising kick (formerly b, b, 3+4, now just 3+4) and some revamped animations. Outside of the traditional one-on-one matches, Tekken 7 adds a host of new playable modes you can play to hone your skills and collect new customization items. Treasure Battle looks like an early winner, pitting you against a never-ending gauntlet of opponents and awarding loot drops of various rarities. The new Story mode even promises to resolve the decades-old Mishima clan feud, so you know that Bandai Namco isn’t holding back. So that’s Tekken 7 — it’s out June 2 on PS4 and I’ll be first in line. View the full article
  24. Released in 2006 on PlayStation Portable, LocoRoco is a platformer where users control cute little round and puffy creatures called LocoRoco, rolling and bouncing them around to reach the end of the level using the L and R buttons. With its simple yet addictive controls, lovable characters, and popular soundtrack, LocoRoco became a hit and won multiple game awards from around the world. This amazing creation is now available remastered on PS4! We’re all looking forward to going on another adventure with the cute and quirky LocoRocos in their refreshed and even more vibrant world. We’re commemorating the PS4 remaster with an interview of LocoRoco Director Tsutomu Kouno and Art Director Keigo Tsuchiya. They reveal all the secrets of the cute and quirky little creatures of the LocoRoco universe and the story behind the unforgettable soundtrack in the game! Art Director Keigo Tsuchiya (Left); Director Tsutomu Kouno (Right) It All Started with A Sketch on the Train 11 years since it debuted on PSP in July 2006, the LocoRoco remaster is now launching on PS4. How was the original game conceived? Tsutomu Kouno: It all started with a rough drawing I made on the train. At the time I was using a PDA, instead of a note pad and jotting down as well as sketching any ideas that came to me while I was traveling to work. One day, I thought, “Wouldn’t it be interesting if there were lots of characters which moved using A.I.?” and made a simple sketch of what I thought that would look like. The visual was of a bunch of round characters all stacked on top of each other with weird faces and surprised expressions. So that was the first prototype for LocoRoco? Kouno: I actually had the idea before that time. I made a demo using A.I. during my fourth year in university. The four characters were just circles with eyes drawn on, but each had its own parameters for hunger and sleepiness and so on. The demo showed the characters eating fruit off of a tree, such as when they were hungry or reacting to the expressions of the other characters they met. After I made the demo and started watching the four characters, I noticed random situations happening that I didn’t expect. It was really interesting, and I started to think that “I want to make a game using A.I. one day.” This memory then passed on through the rough sketch I made on the train that day and that evolved into LocoRoco. Valid 5/9/17 through 5/19/17. US, 13+ ONLY while supplies last. Must answer question correctly. Void where prohibited. How did LocoRoco go from sketch to full game? Kouno: I invited Tsuchiya-san to help me, and we spoke about the game every day. We then worked toward cementing what game systems we were going to use. Keigo Tsuchiya: PSP hadn’t yet been released at the time, so there were a lot of unknowns. We knew that there would likely be L/R buttons on the left and right, but we didn’t know how they would be implemented yet. Even so, we kept thinking about what we could probably achieve and came up with a plan for the project. Kouno: We decided to create the game on PSP right from the beginning. We then added another person to our group and kept continuing to share our ideas and talk in a nearby family restaurant. Tsuchiya: I think it was soon after that we finally got hold of the PSP itself. Kouno: I made the first sketches in June 2004. Shortly after that, the programmers in the company spent about ten days making a quick demo for us. It wasn’t even a game yet at that point; it was more like a video, which showed these soft, round creatures falling down and combining together when they collided hard with one another. We were making another game at the time, but I wanted to begin preparing so we could start making this game straight away once our current work was complete. After that we gave a presentation to the higher-ups near the end of the year, but we weren’t able to get across the appeal of the game and so our idea was rejected. We didn’t get the go-ahead after the second presentation we made either. We then realized that we weren’t going to get any further until we had something to show that actually worked, so we ended up spending the next month making a prototype to show the appeal of the game and show off the concept better. Once the managers saw the new prototype, their reactions changed completely. (laughs) We then dove into development at a rapid pace. When did you get the go ahead to start? Kouno: It was March 2005. We then started development properly on April 1 a short time later. Tsuchiya: We kept making prototypes from there until the end of July and moved on to actual production in August. Around that time, we were approached by someone asking us if we wanted to show what we had made during Tokyo Game Show. Kouno: We only had one month, but we managed to make it in time somehow. It all came together at once so I don’t really remember anything from that time. (laughs) We wanted to make the game simple with a small team and at a low cost, but it all happened a lot faster than we were expecting. A Game Loved By the World What changes were made from the planning stages to the final product? Kouno: We actually wanted to have more A.I. in the game, so it would be fun just to watch the LocoRocos play around by themselves. We came up with lots of ideas for this, such as having the LocoRocos jump higher by hitting them in time with their cheering or having then climb up a slope themselves, but these concepts were never implemented in the end. The characters also had a mood gauge in the original designs. If they were in a bad mood, they would split into pieces when falling from high up, or they would become harder to control. I thought the idea was interesting but actually playing with the characters like that was just annoying. (laughs) The LocoRocos do start moving when they’ve been left on their own for a while, right? Kouno: Yeah, you’re right. When left alone, the LocoRocos start trying to stack on top of each other and fall off each other while trying to get up. I wanted to have these kinds of elements fit well into the game. “We want people to understand that not pressing anything is an option.” Tsuchiya: It is important to leave the characters alone even at the end of the level. Even if you want to press all of the buttons, it’s that kind of “forbidden” design element where you have to not press anything for a while to complete the game. (laughs) We want people to understand that not pressing anything is an option. Kouno: There are parts in the game where the LocoRocos are surprised and react when they discover something new. While you can ignore this and get through the game, you can discover new things if you give them some time to react. So we want people to wait for a while when the LocoRocos give the signal that they have found something. I’m really happy when the LocoRocos act on their own and see what they do. Please make sure you are in a safe area before doing this, though. (laughs) Did the 2D graphics change at all from what was first planned? Tsuchiya: We had decided to have the game in 2D right from the beginning, but we tried out a number of different styles to achieve this before we found what we wanted. We started off by focusing on a soft-feeling, picture book style concept and came up with a design, which felt like it was made of clay or paper. However after trying out various ideas, and considering the fact that the LocoRocos themselves wobble around and change when they collides with other objects, I thought that a flat design would best show the softness of the characters, and I proposed a super matte finish for the visual style. Kouno: We went with a 2D design so that the characters’ expressions could be seen from the front. This was based on the concept that we wanted to show the A.I.s’ emotions and that we wanted to have the game be something that could be enjoyed just by looking at it. We aimed for a design that would be liked no matter where you come from in the world, so that people from all different backgrounds would play and enjoy the game. Tsuchiya: I don’t think we were asked to think about the game globally at the time, now that I look back, but we prioritized this ourselves, and I remember chanting “Worldwide! Worldwide!” with everyone. (laughs) This wasn’t just with the graphics but with the game’s interface as well. We wanted to avoid using text on screen as much as possible and to get across what the game was about even without any words. Was there a strong desire to have people from all over the world play LocoRoco? Kouno: The PSP is a system that can be taken anywhere. I really wanted to take the game to Africa and show LocoRoco to children who have never played any kind of game before. There was also the idea to be able to choose somewhere on the world map in-game when you buy it and have trees be planted where you liked. Overall, the game was based around the image of peace and happiness. So you wanted the game to be played by children from all around the world? Kouno: Yeah, I did. I wanted to surprise everyone and make them laugh. All of the way through production I was always thinking, if we do this, it will give everyone a nice surprise. In the demo, we made for the announcement at Tokyo Game Show. There was a scene where the LocoRocos fell off a cliff and it looked like they were going to hit a spike. However, right at the end, a gust of wind blows them away and they are saved. The children who watched this all got a surprise and laughed and that made me really happy. It feels like the sense of fun in the game is also linked to all the different kind of characters which appear. Kouno: Tsuchiya-san always cleans up all the rough ideas that come to me. Mooskoos (an enemy character which hides in the earth) was modeled on an Indian Blenny, a kind of goby-like fish I kept as a pet at the time. I thought it looked cute while it stared at me from inside the aquarium, so I had the sketch I drew made into a character for the game. Tsuchiya: Many of the characters were made to fit the features in the levels so a lot of their designs are based on rough drawings made by Kouno-san. From there, I checked what their role was and proposed new designs for the ones that were okay to change, so they felt more like part of the family of characters and fit more as someone who would live in the world we created. This is what was done with all the variations of Nyokki characters in the game. Emphasizing Music Over Graphics There was a lot of effort put into the music in LocoRoco. What was the origin of this focus? Kouno: More than 20 years ago, when I first joined Sony Interactive Entertainment, I was working on a game called The Legend of Dragoon. However, at the same time, I also decided to secretly plan my own game. This was a game which used a lot of music. I was not able to make this game in the end, but when we started making LocoRoco, I ended up putting everything I wanted to do into that. (laughs) This ended up with the result that the LocoRocos could sing. But the characters don’t just sing — the way they add more parts to the chorus when the split up and increase is a really unique idea. Kouno: Yeah, the chorus changes depending on the number of LocoRocos which are on-screen at the time. When there are only two LocoRocos, there will be only two parts: the main song and the chorus, but if there a five or ten LocoRocos, the number of singers in the chorus increases and it becomes livelier. Are there more tracks which play at the same time when this happens? “One LocoRoco has its mouth open wider – that it is the one who is signing the main part of the song.” Kouno: All of the tracks are playing constantly, and the parts which cannot be heard are muted. The way the LocoRocos’ mouth moves also changes based on the volume of the sound. If you look carefully, you can see that one of the LocoRoco has its mouth open wider than the others, so you can tell that it is the one who is signing the main part of the song. Oh really! Are there any other small Easter eggs like that in the game? Tsuchiya: We put a lot of effort into places which are unrelated to game progression. If no buttons are pressed for a while, then the LocoRocos begin to talk to each other. Even though this has nothing to do with the main game, the number of lines they can speak is huge. (laughs) There are a number of sound effects that will never be heard if the player just plays the game normally. Kouno: Even on the same level, the audio completely changes depending on the types of LocoRocos present. There are six types of LocoRoco in game which means that there are six times as many recordings that were made for their audio. We really put a lot of work onto the sound producer. I watched some of the recordings myself, and I thought the way that the music was made was interesting. (laughs) Even though we started with no music in the morning, they gradually recorded the lead and the chorus and by the end of the day, you have a complete song. I still remember how fun it was to witness all of that. There are a lot of songs in LocoRoco! Kouno: Yeah, there are, aren’t there? The amount of sound work was unbelievable compared to a normal game. Tsuchiya: …Yeah, I was really shocked. (laughs) Kouno: As we said before, the number of singers increase when the LocoRocos are divided up, and as all of the parts play constantly, the amount of memory and CPU used for the audio compared to other games was incredible. The programmers kept asking me if this was really needed. (laughs) They kept saying that no one will even notice if we have the LocoRocos mouth move, but I kept replying that this was something I really wanted in the game. So this was something that you really didn’t want to give up on even with the constraints on production time and cost. Kouno: I really wanted to avoid points where the player would feel that something was strange. Even if they notice one small thing, they will be taken out of the immersion. It is a similar idea to a theme park: the customers want to be deceived into thinking it is real even if it’s not. With that, I was always worried about people thinking that there is something missing with an interaction. On top of this, I thought that this music was something no one has done before, and I wanted to take on that challenge. There’re great musical variety, as well. Kouno: I had the music produced by picking up genres that would be liked by people from all over the world. To do this, I wanted to have the lyrics sung in the LocoRoco language, which is just something I came up with so the words won’t mean anything to anyone, no matter where they come from. In other words, it is equal to all, no matter what language they speak. On top of this, I made the lyrics so that people would want to try to remember and sing them as well. I noticed when I was making it, by adding breaks and starts as well as sounds like ‘ton’ and ‘tan’ at the end of the words, the songs had a kind of instrumental feel to them. It felt more like switching out the sound of instruments for words more than writing lyrics. The new PS4 Remasters being released for LocoRoco, PaRappa the Rapper, and Patapon all have their own unique musical style. What do you think about the role and importance of music in games? “I actually think that music is more important than graphics in games.” Kouno: I actually think that music is more important than graphics in games, so I put a lot of effort into the sound. Whether it’s a full song or just background music, I didn’t want to just have the same kind of music that’s in other games. Tsuchiya: This isn’t a title that focuses on music as its main element, but it does have a very high quality feel to it. Kouno: When making the game, I was thinking about the fact that Japanese music and films do not really become popular in other parts of the world. So I thought that if I use a game, then maybe I can introduce Japanese music to other countries along with it. The Best Way to Enjoy LocoRoco LocoRoco received really good reviews both domestically and internationally. What do you think contributed to this? Kouno: Maybe it’s the bright atmosphere, design, music, and intuitiveness? I think it’s because I managed to get across what I was aiming to do. Tsuchiya: I noticed recently when I was playing the PS4 version, even the title logos for the mini games have been translated into 16 different languages. Even now, I believe we have managed to get across our wish of having people who use all the different languages to play and enjoy our game. Kouno: I wanted to support as many languages as we could, and to try to make every effort we could to achieve this goal. Is there anything you want people to look at in the PS4 version? Tsuchiya: We focused on trying not to ruin the feel of the PSP version when making the PS4 one, so it is hard for me to answer what I want people to look at on the remaster. On the PSP version, there was a battle between staff who wanted to focus on the gameplay of the title and staff who wanted to focus on its visuals and characters. The staff that wanted to focus on the ease of gameplay wanted to have the camera pulled back so that the user could see a larger amount of the stage. However, the staff who wanted to focus on the visuals was worried that if the player was far away from the LocoRocos, they would lose their emotional connection with them. In other words they wanted to have the camera in closer to the LocoRocos. We ended up having the design in which the camera zooms in on the LocoRocos when the controls aren’t pressed, but if the graphical resolution isn’t high enough, the image will become blurred. We were always torn between not wanting the image to be blurry even when being told there was no spare data available while still wanting the camera to be close to the LocoRocos. On the PS4, however, we don’t have to worry about using massive textures. (laughs) How do you feel playing the game again on PS4? Tsuchiya: It’s weird for me to say this, but I thought, “This game is really well made.” (laughs) Kouno: I thought “Why did I put a spike here?!” (laughs) Even though I made it I thought, “These spikes have been put in mean places.” Did it feel strange using a controller to play the game? Tsuchiya: I was actually worried that people might get motion sick due to the big screen slanting back and forth, but I didn’t experience this. You can also use the PS4 motion controls to play the game instead of the normal L and R button controls on the PS4 version. While this control is not as precise, it was nice to find a new way to experience the game. It was fun to see players tilt their bodies to match the ground in the PSP version. Did you expereince anything similar on PS4? Tsuchiya: Yeah, I tilted my body with the game as I usually do. (laughs) Kouno: Even though it’s my game, I ended up shouting at the screen without realizing it, even though there were other people around me. (laughs) What do you want people who are playing LocoRoco for the first time on PS4 to experience? Kouno: I want them to learn the songs and sing along. Tsuchiya: I want lots of kids to try out the game I think. Kouno: It feels like there are a lot less games kids can play compared to when LocoRoco was released on PSP. Tsuchiya: I hope that younger grade school children laugh and have fun while playing the game. Finally, do you have any message you want to give to all those players looking forward to the PS4 remaster? Tsuchiya: While this small world seen on PSP was fun, it’s also great to play and see the world of LocoRoco on a big screen. While the game is over ten years old now and in 2D, I think it still feels really fresh and new. Kouno: I think there are a lot of people who haven’t had the chance to play LocoRoco yet. I really hope that kids who weren’t even born when the game first came out get a chance to enjoy it. I also hope to see people sing along and upload their videos to YouTube. (laughs) There are lots of videos already made by people from all over the world, but I always love to see people making mistakes with the lyrics and trying their best to sing the songs. This is want I want to see the most. I really hope to see more kids from all over the world singing along on the PS4 version. Thank you for reading. LocoRoco Remastered is now available on PS4. View the full article
  25. Spoiler warning: This post contains story details from throughout the Hunter’s Lodge sidequest in Horizon Zero Dawn. Deep in Carja territory stalks a machine that strikes fear into the heart of every hunter. The legendary Redmaw. A mechanical beast of such strength and ferocity that it has killed everyone who has crossed its path. And you can bet you’ll be the one to finally bring it down. Redmaw’s story threads throughout the Hunter’s Lodge quest line in Horizon Zero Dawn. Tales of its victims mark your entry into this old-fashioned club of big machine hunters, and tales of the glory its killer will receive accompany your ascent through its ranks. It’s a carefully planned setup that eventually sees you travelling deep into a remote region for an encounter that will have repercussions not only for lead character Aloy but also the Hunter’s Lodge itself. But Redmaw has roots far away from its jungle home. In fact, you can trace them right back to a decision an artist made in the early days of the game’s development to put a posed Thunderjaw statue inside a building in the main city of Meridian. Horizon Zero Dawn | PlayStation.com “I was immediately struck by how cool it looked,” says Lead Quest Designer David Ford. This dramatic figure immediately made him think that it could be the centrepiece of the headquarters of some kind of hunter’s guild, and he began to work with Lead Writer Ben McCaw to develop the idea. They imagined a hierarchy in which position is claimed through killing bigger and bigger game, and they found a place within it for Talanah, a character who was featured in one of the game’s early prototypes. “We wanted to work our way up to this legendary Thunderjaw that people have been going after for years, and through luck and power it’s killed every one,” says Ford. Because Redmaw is a Thunderjaw, a huge, bipedal machine that roams Carja territory and looks like a Tyrannosaurus rex. The Thunderjaw is all about offensive power. “As Aloy is so incredibly agile, the player most of the time tries to stay away from the machines while the machines try and get close,” says Machine Design Lead Dennis Zopfi. But Thunderjaws can dominate their prey at every range. They can bite and smash with their tails, shoot lasers and machine guns, and they have two disc launchers, which send a drone-like warhead up into the air which seeks Aloy before diving down on her. By the time you find the Hunter’s Lodge you’ll have seen Thunderjaws. You may have given them a wide berth or have attempted to go up against one, but either way, you’ll have a sense of their power. So when you start hearing about the Lodge’s long campaign against Redmaw, you know it’s something to fear. But first, you’ll need to join them, and that’s when you meet Ahsis, its leader, and are reminded about how much of an outsider Aloy is in this city. As a follower of the tyrannical old Sun-King, Ahsis can’t stand the idea of a Nora becoming part of his tradition-obsessed organisation. “He’s not evil but he’s prejudiced, very vain, and he’s willing to do whatever it takes to maintain his status at the top of the organisation,” says Ford, explaining that the quest line gave Guerrilla a chance to explore the rift the new Sun-King has driven through rich Carja society. “In the earliest planning stages for this quest line we wanted to have a jerk leader of this organisation and you’re working with somebody who wants to supplant him and install themselves as a more benevolent, more even-handed leader,” says Ford. Because on your side is Talanah, who sets you a task: to prove yourself by taking on hunting challenges so she will agree to sponsor your membership in spite of Ahsis’ discrimination. The tension between the two characters drives the final chapter of the quest line, as they race to slay Redmaw first. But Ahsis plays dirty, hiring mercenaries to kill Talanah. Saving her is down to you, and then you help her face Redmaw itself. There’s a real sense of urgency in the sequence — a result of a number of design techniques. You have the running figure of Talanah to follow through the forest, and then, when she loses the trail, you must take the lead. “That’s another thing that motivates people to move quickly,” says Ford. “And there’s music, and then another thing we did was to create a literal path of destruction that Redmaw has created through the jungle, knocking down trees, trampling vegetation, destroying rocks.” You arrive just in time to see Redmaw tail-swiping Ahsis into a rock, and then your own fight is on. Redmaw bears the marks from its many battles. Hunters’ spears protrude from its chest, it has holes in its armoured plating, and one of its disc launchers is missing. Having been warned for so long about just how tough this beast is, with tales of its tail killing hunters in a single swipe, it’s a formidable encounter, not least because of where it’s set, in a large, open area on the western edge of the map. Here, Redmaw can smash trees down so there’s no cover from its ranged attacks. And with only one disc launcher, it means that you’ll only get one chance to deal it major damage by dislodging and using its own weapons against it. Talanah helps, of course, but Guerrilla are careful to ensure this fight is yours. “We reduce her damage as Redmaw’s health gets lower,” explains Ford. “So eventually Talanah won’t be doing any damage against it, so she isn’t doing all the work for you and stealing the fun.” Redmaw has more health than a standard Thunderjaw, but its behaviour, capabilities and damage dealing are otherwise exactly the same. “It’s a placebo effect of everything leading up to the moment,” says Zopfi. “It’s all fed by dialogue and visuals.” The mix of urgency, the sweep of the storyline, Redmaw’s appearance, and the open setting: they make the fight intense and distinctive as you’re exposed to barrages of its laser fire and struggle to dive clear of its tail. Even if you’ve taken down many Thunderjaws before Redmaw, finally defeating it is absolutely a moment worthy of diving into Photo Mode to remember. This machine is a prime example of Horizon Zero Dawn’s tight lacing together of story, environment design and combat; a battle with consequence and challenge that makes you feel like the finest machine hunter. View the full article