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  1. Playstation

    Building Deacon’s Bike in Days Gone

    Deacon St. John was a biker before the Freaker apocalypse ravaged the world, and it’s the key characteristic that helps him survive in Days Gone. His bike is nimble, durable, threads broken roads, and is fast enough to escape most threats. The motorcycle is more than a useful tool in Days Gone – it’s a lifeline that must be maintained and enhanced. We recently discussed the importance of Deacon’s wheels with Bend Studio’s Jeff Ross and John Garvin, Creative Director / Writer and Game Director. Without Your Bike, You’re a Goner “So the bike is your lifeline to the world… It keeps your ammo. It’s what allows you to get out of trouble quickly. And more importantly, it allows you to control where the game gets saved. If you can’t find your bike, you can’t save the game.” – Jeff Ross “Bikes are dangerous but they’re also liberating, and together, it’s what allows Deacon to not only survive the apocalypse, but to prosper as a bounty hunter and really go out into the wild and survive to get out of trouble fast.” – Jeff Ross “Everything about Deacon’s bike is related to surviving a world that’s trying to kill you. It’s the fuel tank so that you don’t run out of gas. It’s the muffler so that you don’t make as much noise. It’s the saddle bags so you can carry more ammo. It’s the nitrous boost so you can gain extra bursts of speed when you’re trying to get away from Runners. It’s the frame of the bike for durability so that you can take more damage.” – John Garvin “And there’s nothing more terrifying than being low on gas, and suddenly, you hear a snarling growl behind you, and you realize that you’re being chased down by Runners, which are infected wolves, and they can run faster than your bike if you haven’t upgraded it, and they can knock you off your bike.” – John Garvin “These are things that Deacon has to be worried about all the time, and then his bike is probably the biggest one. You have to worry about fuel and you have to keep it repaired, so you got to be careful where you’re riding and how, and you’re always mindful of it because if you run out of gas in the Farewell Wilderness, no good is gonna come of that.” – John Garvin “So at bike merchants you can go in and customize the parts that improve all kinds of performance-related aspects of it, from a larger fuel tank so you can go further without running out of gas, faster engines, nitrous, all kinds of things that are performance-related, but all kinds of visual accoutrements, from different parts that add durability, but also they just look different and cool so players can customize it that way. But then they can go into a really, really deep paint system where they can change the paint color, the paint type. They can add decals. We even have custom bike skins. So the players are going to form an attachment to this thing because they need it, but they’re also going to form it because they like what they built.” – Jeff Ross Nailing the Feel of Riding “The reason you don’t see many bikes in open-world games is because they are hard to get right. From the physics, to the feel, to how when the character is going around a corner and leaning just to kind of match the fidelity of what it feels like in real life is a huge challenge from a physics point of view but is also just a challenge from player expectations. Players all think they know how motorcycles behave, and they expect to know how they behave in games, and the bar is really high, the expectation bar is really high.” – Jeff Ross “The challenge has been defining this middle ground between being a simulation of a bike to an arcade version of it. So wherever that middle ground is is where we’ve landed. And to me what that means is the player has to be mindful of things like drifting and cornering and approaching things at the right speed and making sure that they’re steering the bike and leaning in midair appropriately so they take less damage when they hit the ground. But we didn’t want to go the full-blown sim route because that would probably be really impossible to control, and we wanted this game to be about action survival.” – Jeff Ross “So weather affects driving conditions just like you would expect in real life. When it’s dry, it’s pretty easy to drive around, not a lot of sliding. When you’re going off-road, it gets a little bit tougher to drive on. But when it’s raining, it definitely — everything you would expect from real life is there. The bike starts to fishtail a lot. When you go around corners, it’s gonna take longer. You’re gonna be kicking up a lot of mud and dust.” – Jeff Ross “By the time I started riding, our motorcycle mechanics were pretty well developed, but it made me appreciate the things we were doing well, like when the characters driving and how he just leans into each turn. And once you start riding — you never understand how important leaning is. You’re leaning instead of steering. So I think that we capture that really well in terms of visual fidelity. And it lends an air of authenticity to the whole thing.” – Jeff Ross As you’ve probably gathered from these developer quotes, much of Days Gone is designed to be experienced atop your bike. Your motorcycle is your best friend, and not long into the game you might feel a twinge of guilt when you take a hard bump or see a Horde knock the bike off its kickstand. The bond between man and machine is central to the gameplay of Days Gone, and you’ll be able to experience when it launches April 26. View the full article
  2. One year ago, Konrad the Kitten was released and made people smile with its innovative approach to a virtual reality Tamagotchi. In the game, you need to take care of a little cat named Konrad by making him play, eat, clean himself or snooze, among many other things. A unique experience is the (optional) “Plushy-Mode”: When switching the game into “Plushy-Mode,” the game asks you to attach your PS Move Controller to the back of a plush toy. Doing so makes your fluffy friend come alive as Konrad in the virtual world. Holding Konrad actually in your hands creates a deep level of immersion. Since the release last year, we received a lot of feedback from our fans, who told us what they enjoyed and what we could improve. While working on requested enhancements, we released five minor updates in 2018, such as fun seasonal events. But besides these smaller patches, we were working on a big one: “Konrad’s Kittens” This new update changes one of the fundamental design aspects of the game: The Tamagotchi-style energy bar. Originally the game was designed to have you look after your cat each day for about 20 minutes and have a nice time with your virtual pet. After the cat runs out of energy, the game stopped and asked you to come back the next day. Not everyone loved this feature, so we finally removed it and replaced it with something adorable: Now, when your energy runs out, it becomes night in Konrad’s world. During the night, little kittens wake up and need the help of Konrad. You need to make sure Konrad cares for these kittens and cleans, feeds and plays with them. Some might even get lost in the world and need to be found and brought back home by Konrad. When all those tiny buggers are happy, the night ends, Konrad’s energy is restored and a new day begins. By leveling up Konrad, you unlock up to nine different little kittens step by step. Each kitten is unique and has its preferences, for example how often it wants to eat or play. Now Available: Snowy Valley Besides the new day & night game mechanic, a new world was added as well: Snowy Valley acts as a counterpart to the already existing Sunny Beach. The new region is full of details and brings new interactive objects for Konrad like a Snowboard and a Snowman. It also adds a fun new minigame: a snowball fight. Next to the prominent features, we also improved a lot of minor things that were requested by our fans: Konrad feels more alive now. We added a quick-start mode that lets you get into the game quicker. Also, the TV can play real videos now. Then we added a stop button to the fortune wheel. And, unlocking new items and areas is faster now. Finally, there are plenty of minor improvements, for example, to stability, performance and existing animations. To celebrate the launch of the big update, we created a new bundle for the same price as the original game, which contains five cute kitten avatars. It will be available tomorrow at PS Store. We invite you to have a closer look at one of the cutest things you can experience in VR and say hello to Konrad’s Kittens! View the full article
  3. Playstation

    GT Sport 1.38 Update Adds Five New Cars

    April’s content update for GT Sport, Patch 1.38, is now available for all drivers, featuring classic European race cars and stylish all-wheel-drive roadsters from the annals of motorsport history. New Vehicles Five new vehicles have rolled onto the Brand Central forecourt, including: Porsche 962 C ’88 Renault R8 Gordini ’66 Audi TT Coupé 3.2 quattro ‘03 Honda Fit Hybrid ’14 Toyota Sprinter Trueno 3-door 1600GT APEX (AE86) ’83 Featured Vehicle: Porsche 962 C ’88 (Gr.1) The Porsche 962 C is a prototype racing car Porsche that debuted in 1985 in order to compete in the WEC (World Endurance Championships). Porsche developed the 956 starting in 1982 for the WEC, fought under the FIA Group C category. The 956 showed spectacular performance from its debut year, winning races in the WEC as well as dominating the Le Mans 24-hour race. Thereafter, the 956 was improved for the IMSA-GTP of North America which had similar regulations as the WEC, and debuted in 1984 as the 962. Then in the following year of 1985 when the Group C safety regulations were changed to be in line with the IMSA-GTP, Porsche gave birth to the 962 C. It was powered by the flat six twin turbo engine that the Porsche 956 had refined in European races. The Porsche 962 C brought many victories and championship titles home to Porsche, beginning with winning 7 out of 10 races in the WEC during its debut year. In 1986 it won four races out of nine in the WSPC (World Sports Prototype Championship), which took the place of the WEC. In 1987 it dominated Le Mans, and then placed second here in 1988. GT League A number of new rounds have also been added to existing GT league events. Beginner League: 2 new rounds added to the Compétition de France. Amateur League: 2 new rounds added to the Tourist Trophy. Professional League: 2 new rounds added to the Group 1 Cup. Finally, in Scapes mode, we’ve added “Embrace the natural beauty of Oceania” to the Specially Featured section, allowing players to snap stunning shots of New Zealand’s mountainous landscape. And in Sport Mode, a Global Manufacturer Ranking screen has been added to the Manufacturers Series section. Remember, you can find all the latest GT info here on PlayStation.Blog and on the official Gran Turismo website. Until next time, drivers, we’ll see you out on the track. View the full article
  4. Get ready to dive into Shakedown: Hawaii’s 16-bit open world! It’s finally wrapped, and landing on your PS4 and PS Vita on May 7! Previously, on Shakedown: Hawaii… In case you missed the last blog post, Shakedown: Hawaii combines its open-world gameplay with empire building. Every building on the island is up for grabs — or at least, could be — with the right business model… For an even deeper overview of the game, check out this video: With that, now let’s talk a bit more about how some of the game’s key aspects came to be. The Entire Island Is Up For Grabs Shakedown: Hawaii is a sandbox for you to play in, however you choose. There are missions, sidequests, minigames, arcade challenges, shops to shake down, and, of course, businesses to acquire. Businesses and buildings unlock through several means: some through the story mode, some through shaking down shops for protection money, some through sidequests, and some simply by levelling up your mogul status. There are over 80 shops to shakedown, and they can be completed in any order, adding to the open world experience. With each successful shakedown, you’ll not only earn some pocket change, but can also unlock the entire building for purchase. Purchased properties have various benefits. For example, acquiring residential ones will create a housing shortage, and acquiring gun shops will unlock more weapons. Most properties can generate revenue, and that revenue can be boosted by adding multipliers such as “convenience” fees, unnecessary best before dates, store credit cards, and lobbyists. If you’re like me and want to own the entire city, it’s all at your fingertips. However, if you just want open-world action, how much of the island you choose to take over is all up to you. Finding the Tone It was important to me that the game’s comedy came across as playful and tongue and cheek. Ultimately, I approached the subject matter through situational comedy. You can imagine a TV show, in which a blundering protagonist misses their bus, stubs their toe, then slips on a banana peel, all to audience laughter… but instead of those events, their misfortunate here comes from a cartoonish bombardment of misleading ads, deceptive packaging, fine print, and other questionable business practices. As often as the CEO formulates a harebrained scheme, he too — as a consumer — is on the other end of some other company’s scheme! It’s from this, where some of my favorite moments came. The back and forth skits between the CEO and his son as they struggle with “convenience fees,” etc. really helped anchor the tone to where I wanted it. By the third mission, the game makes it loud and clear where things are headed. That’s when the CEO learns that this newfangled thing called “online shopping” is killing his retail stores! Naturally, his solution is to put on a mask and go around destroying delivery trucks in an attempt to save his business. With that, the tone is locked in! This game is goofy, absurd, and not to be taken seriously! The Retro Flavor Although Retro City Rampage adhered relatively strictly to 8-bit limitations, moving forward, I decided to pursue more of a “rose-tinted glasses” approach. With Shakedown: Hawaii, I gave the art and artists complete freedom. It’s a 16-bit style game, but without limitations, and it aims to evoke more of the 32-bit era of 2D games and beyond. By tossing away the restrictions, the characters could boast as many frames of animation as the artists could produce; the world could be as large as it needed to be; and literally everything in the background could be interactive an animate. Of course, I didn’t quite realize what I was getting myself into! I began production with the line, “Let’s give the character a super smooth walk cycle, an almost rotoscoped look.” Ooof! I completely underestimated what I was asking for. I’d somehow forgotten that the characters would need both walk and run cycles… for every direction… and multiplied by every weapon — all hand-drawn. By the end, those little sprites literally boasted thousands of frames! However, now that all the work’s behind us, I’m glad my naivety made that decision! Art of the 16-bit era was much more than just 8-bit with more colors. It was a total paradigm shift — and once you make the decision to boast the fidelity on one aspect, it often opens a can of worms (in a good way, but a daunting way). For example, Retro City Rampage’s vehicles sported 16 angles of rotation, which felt right in 8-bit, but felt stiff in 16, so for Shakedown: Hawaii, the vehicles needed to freely rotate. But, once they were freely rotating, the driving controls needed to be completely redone and retuned. Likewise, once we had a smooth walk cycle, intermediary animations were needed everywhere else to match the fidelity. A squashed enemy couldn’t just “pop” into a squashed frame; they had to play a full animation! Then, of course, timing is critical to gameplay — an animation might look great, but if it’s too long in-game, it won’t feel right, so the timing of every frame had to be carefully tuned. One thing leads to another, and leads to another… All in all, it was a huge undertaking to produce this volume of art, but the result is something I’m incredibly proud of! Where and When?! Shakedown: Hawaii will be available digitally PS4 and PS Vita, Tuesday, May 7 for $19.99. It’s Cross Buy, supports Cross-Save, and PlayStation TV. If you want to get physical, pre-orders for the PS Vita cartridge version go live on at Friday, May 3 at 10am Pacific / 1pm Eastern at vblank.com. The PS4 physical edition is coming a bit later, but you can sign up for alerts to get a notification! A final PS Vita physical edition of Retro City Rampage DX also goes on sale Wednesday, April 24 at vblank.com, so if you missed the 2015 release, there’s another chance to complete your collection! That’s all for now! Be sure to comment below, and I’ll try to answer your questions! View the full article
  5. When you decide to make a post-apocalyptic survival action game, you’re choosing to live in that brutal world for years. Developing something so ambitious — that balances challenging, surprise encounters with cannibalistic foes and rewarding exploration — is a little crazy. We sat down with Jeff Ross and John Garvin, Creative Director / Writer and Game Director on Days Gone to get into their headspace on the road to the April 26 launch. What we discovered was a crew of talented, time-tested devs that are absolutely driven by their open-world vision. Bend, Oregon — Where the Magic Happens “Initially, we really wanted to make something that was beautiful to look at but dangerous to play in. If you’ve been to Central Oregon, you know what I’m talking about. It’s amazing with the snowcapped mountains and these amazing forests. It’s fun to explore, but you’re always looking over your shoulder.” – John Garvin “Living in Central Oregon, it’s a beautiful, diverse landscape, and it’s got all of the elements of a good open-world terrain space. We’re in the high desert, but we’ve got mountains. We’ve got snow. We’ve got forests. We’ve got rocky badlands. “John and I would be in his office and I would look out the window and say, ‘What if the zombie apocalypse happened, and we were right down there. What would we do?’ I think asking that question — ‘Well, if I was here in this part of town when the apocalypse hit, what would I do?’ — people had some pretty dark ideas about what they would do and how awesome they would be at surviving.” – Jeff Ross The Bikers of Bend “We had this core concept of an open world set in the Pacific Northwest — in the high desert specifically — and this core concept percolated throughout the team and we were like, ‘Well, you know, if you have an open world, it should have a way of getting around.’ “And we thought, ‘Okay, the motorcycle, that hasn’t really been a focus of games in the past.’ And we have a bunch of guys in the studio who ride bikes. So that became our original pitch: ‘Hey, an open-world game with a bike and the undead.’ Except they weren’t the undead, they were Freakers.” – John Garvin “The reason we went with a biker is because Deacon St. John sort of epitomizes everything we wanted to explore on the human side of this. So, yeah, he’s a badass and he can use a baseball bat and he knows how to ride a bike. But also the brotherhood and camaraderie that comes with being a member of the MC, that’s something we knew right from the beginning.” – John Garvin The Drive to Create Days Gone “We’re still a relatively small developer, and I think that we realized somewhere, to compete in this generation of games, you need to set a high mark and you gotta go for it. We’re just crazy enough to bite that off and try to chew it.” – Jeff Ross “I think people in the studio were always looking at some of the choices we were making about being an open-world action survival game. We really made a lot of counterintuitive choices, things that went against the grain of what we do in conventional action games.” – Jeff Ross “I think survival games are really big right now because it goes to a darker fantasy that we all have — not a fantasy where we want our families to be killed and taken from us, but we all watch this media and say, ‘Well, here’s what I would do,’ right? I think the survival genre gives people the chance to answer that once and for all in an interactive world. I think that’s why these games are so enthralling and so captivating to players.” – Jeff Ross “I think it would take a Bend Studio to make a game like Days Gone, because we were crazy. We were crazy when we started building this game to think that 50 people could make a game this expansive. And we just went for it anyway. My first notes on the game are from 2013, and at the time it probably was crazy, but here we are, six years later, and this thing’s about to hit the streets.” – John Garvin You don’t have to wait long to experience the fruits of Bend Studio’s labor of love — Days Gone hits PS4 on April 26. Keep a watchful eye out for more Days Gone Countdown to Launch insights coming all week. View the full article
  6. “Doubt is the demon that lives in the ear of every person in this industry…” — Cory Barlog It’s only fitting on the one-year Anniversary, we’re excited to share this peak behind the curtain of God of War’s very own Santa Monica Studio with a trailer for our upcoming film, Raising Kratos. This full-length feature documentary, coming very soon to PlayStation YouTube, is an exploration into the massive undertaking it took to change the course of the God of War franchise. More importantly, this is the first time PlayStation took a chance in telling a story about the ‘People’ who created this work of art. After nearly three years in production, and 400 hours of footage, please follow this cinematic journey of second chances rooted in family, sacrifice, struggle, and doubt. The ultimate goal was to go beyond a ‘making of’ piece and dig deeper into the experiences of those who spend relentless time and effort into making something great. All creative endeavors, especially those of this magnitude, require an incredible amount of dedication and focus that constantly toe the fine line that separates both success and failure. The hope is that once people see the experience of Santa Monica Studio unfold on the screen, they will recognize the undying passion for their work and the incredible respect they have for their craft. For God of War specifically, the fans have shown a great deal of love and loyalty which has earned them an everlasting seat at the Santa Monica Studio family table. We are extremely proud to share this window into a very long journey with those who celebrate God of War as much as we do, as well as those who will discover us soon. View the full article
  7. Playstation

    PlayStation Blogcast 328: Freaker Weird

    Email us at blogcast@sony.com! Subscribe via iTunes, Spotify, Google or RSS, or download here Days Gone is almost here! We invite product VP Connie Booth to give us a quick history lesson on PlayStation’s Worldwide Studios and learn more about what the gang at Bend Studio have in store. Plus: new releases for the week of April 22, 2019 and plenty of nerdy gamer talk. As usual. Oh, and at the very end, stay tuned for some bonus Game of Thrones chatter. Because, you know. Stuff We Talked About Mortal Kombat 11 Days Gone Deltarune Jupiter and Mars Game of Thrones Sekiro: Shadows Die Twice Apex Legends The Cast Sid Shuman – Director of Social Media, SIEA Kristen Zitani – Social Media Specialist, SIEA Tim Turi – Senior Social Media Specialist, SIEA Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] View the full article
  8. Your harrowing adventure in the harsh wilderness of Days Gone is about to begin. Deacon St. John’s motorcycle is gassed up, he’s loaded up with molotovs, and his spike-bat is extra pointy and ready for the Freaker hordes. Bend Studio has created a challenging and unpredictable open world that will keep you guessing. Plan ahead or suffer the consequences. NetherRealm’s Mortal Kombat 11 also drops next week, with iconic characters like Sub-Zero and Scorpion facing off with newcomers including the time-shifting Geras and multi-limbed Kollector. Which fighter will you bring into battle first? For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! A Chair In a Room: Greenwater PS VR — Digital This eerie and atmospheric thriller immerses you in your own horror story. Using a number of locations, flashbacks and memories that are often jarring and disorienting, you will solve clues and puzzles to piece together your past. Unlock your memories and reveal why you have awoken in the sinister Greenwater Institute. DayD: Through Time PS4 — Digital (Out 4/24) Brian is a gifted and eccentric scientist who has created a time machine and traveled into the past! But his former friend, Doctor Terrible, is already here! He created a time machine before Brian! Can you stop Doctor Terrible? This adventure is full of mysteries, adventure, and of course, journeys through time! Days Gone PS4 — Digital, Retail (Out 4/26) Days Gone is an open-world action-adventure game set in a harsh wilderness two years after a devastating global pandemic. Play as Deacon St. John, a drifter and bounty hunter who rides the broken road, fighting to survive while searching for a reason to live. Jupiter & Mars PS4, PS VR — Digital (Out 4/22) Jupiter & Mars is an underwater adventure set in a future-Earth. Sea levels have risen from melting ice caps and climate change. As a result, the coastal cities are all but completely submerged. Since man’s disappearance, the oceans have begun to reclaim themselves. Will Jupiter and Mars succeed in bringing life back to the oceans? Mortal Kombat 11 PS4 — Digital, Retail MK is back and better than ever in the next evolution of the iconic franchise. The all-new Custom Character Variations give unprecedented control of your fighters, and the new graphics engine showcases every eye-popping moment. Mortal Kombat’s best-in-class cinematic story mode continues the epic saga over 25 years in the making. Zeroptian Invasion PS4, PS Vita — Digital (Cross-Buy) Taking inspiration from old school arcade shooters from the past and adding in some modern touches, Zeroptian Invasion is this decade’s answer to the arcade shooters of yesteryear, with increasingly difficult gameplay, stunning pixel art, and a chiptune soundtrack. The information above is subject to change without notice. Days Gone Soundtrack Hellboy Exclusive Playlist Reggaeton and Play Sech Takeover Playlist Avengers Sale The Prodigy My Hero Academia Uncut | Season 4 Season Premiere Thursday, 4/25 at 9PM PT on BBC America PlayStation Vue has your favorite sports, news and must-watch shows. The information above is subject to change without notice. View the full article
  9. With the April 26 release date of Days Gone creeping ever-closer, the PlayStation.Blog team took a trip to Bend, Oregon to visit the team behind Worldwide Studios’ next journey. We spent an afternoon with Jeff Ross and John Garvin, Creative Director / Writer and Game Director on Days Gone, respectively, to learn more about the brutal, unyielding world they’ve created. We’ll have a series of video interviews going live over the next few days, but there’s plenty of good stuff we couldn’t fit in the videos! So, as each one goes live we’ll have an accompanying PS Blog post containing a selection of additional quotes and context from our time with John and Jeff. Watch (and read!) each story over the next few days, and you just might make it out of the Farewell Wilderness alive. Today, we’re looking at the world of Days Gone — how they built it, what makes it tick, and how you can increase your chances of surviving it. Remnants of a Crumbled Society “One of the things that we decided very early on is that we’re only two years in. We hadn’t seen anything that was still this close to when things sort of blew up. So you don’t have massive forests that have overgrown everything, for example, and everything is completely falling apart. Everything’s still kind of intact. Nothing is overgrown, and yet, everything’s in disarray.” – John Garvin “If you ride into Marion Forks, which is a small town, you’ll see that, oh, everything’s been looted. There’s trash everywhere, but the buildings are kinda mostly still intact, and that was a vibe that we really wanted to explore, because, again, we hadn’t seen that in video games.” – John Garvin “NERO is the National Emergency Response Organization. It’s a fictional federal agency in Days Gone that, as the world was ending, was sort of responsible for trying to keep the pandemic from spreading. You’ll find NERO technology — injectors that allow the player to upgrade either their health, their stamina, or their combat focus.” – John Garvin A Test of Your Post-Apocalyptic Survival Skills “Days Gone started with us asking questions about what we would do in the apocalypse; what choices we would make to survive. Would we be ruthless enough? Would we have the skills and the instincts to do it? “What we’ve delivered on is a way for gamers to ask themselves those same questions and put those skills to the test in a world that is constantly coming for them in randomized ways. Everybody has their own unique experience, and they’re gonna have to think on their feet. They’re gonna have to strategize. They’re gonna have to have a plan A, a plan B, a plan C, all the way down the alphabet… and they’re gonna have to have more plans when those ones go to hell. It gives players a chance to answer that question: do they have what it takes to survive the apocalypse?” – Jeff Ross “We wanted to tell a positive story so it’s not all doom and despair. For example, clearing out infestation zones is one of the big things you can do in Days Gone, and there’s a benefit to it. “You’ll unlock safe travel routes, which make it easier to get around. But it also makes the world safer, because there are fewer Swarmers that will spawn in an area if you’ve cleared their infestation zones. The player can make the world safer by taking on hordes. These things kind of tie together in a way to unify who Deacon is. He’s this guy who’s not just gonna stand by and watch the world burn.” – John Garvin “The most important thing to remember if you want to survive in a world that’s trying to kill you is you have to be prepared. Don’t let your gas tank get low. Make sure you know where your next fill-up is coming from. Make sure you’ve got pre-crafted Molotovs or other explodables on you. Make sure you’ve filled up with as much ammo as you can possibly come. “I think a phrase Jeff Ross came up with a long time ago was “Prepare, go forth, and return.” It’s about knowing that, hey, I’m not just gonna wing this, I’m not gonna set foot outside my safe house or outside this encampment and just hope things work out. You’ve got to be ready.” – John Garvin Time of Day Has Critical Strategic Implications “We knew we wanted to build an open world that was alive. That meant it had to have weather, obviously, and it had to have a day and night cycle. Then we decided that we wanted to make sure there were important gameplay differences at night versus during the day. Generally, what that means is Freakers are stronger at night… but they’re worth more experience, so there’s a reason to go hunting at night.” – John Garvin “If you go out during the day, you’re going to have to watch out for marauders. They’re gonna try to knock you off your bike, or you’re gonna have to deal with a sniper up in a tree nest. You just don’t know what’s waiting for you.” – John Garvin “One of the features we put in recently is the ability to bunk down in your safe house. So, you have a safe house that you start the game with, but you have to earn the rest. If you don’t like playing at night, you can just bunk down and wait until morning to go out — or the opposite. It’s about your play style and what you want to do while you’re in the world.” – John Garvin Know Your Threats, Then Burn Them “Freakers are pretty much feral animals. They have some instincts, so they do wind up — they need to eat; they need to sleep. They wind up in a lot of human structures. So there’s no real life there, but there’s something that makes them tick. And they’re animalistic because they do understand danger. So while they’re pretty mindless, there’s still some root level intelligence there, some animalistic intelligence.” – Jeff Ross “Fire is an important element for fighting anything, really. But from a game mechanics point of view, fire is one of those really cool things when you’re building a sandbox because it’s got properties that we all have expectations for. And it actually does lead to a lot of really cool emergent moments. Fire is one of those things that’s just relatable — we all understand how it works. And it’s really cool to see how the game’s systems pay off on a player’s expectations.” – Jeff Ross Deacon is Tough, But Still Human “Deacon’s not very athletic, which, again, I think is what sort of differentiates him from other heroes of video games. He’s not sprinting up walls and he’s not sliding down ladders really fast. He’s not a superhero and he gets tired. On the other hand, he can ride a bike. So, the guy has got a bike, he’s really good at it, and as a player, you can help him get better at it.” – John Garvin Hopefully now you feel a little more prepared to ride into the harsh world of Days Gone. You’re going to need all the advantages you can get in the brutal post-apocalyptic world. Get more developer insights and gameplay tips as the Days Gone Countdown to Launch continues through the game’s release on April 26. View the full article
  10. Playstation

    Flash Sale! Save Up To 50% at PS Store

    Spring is in full swing at PlayStation Store with all of the fresh smells of a flash sale – like a field of wildflowers sprinkled with fighter jet fuel from Ace Combat 7, teeming with the enemy factions and hideous beasts of The Division 2 and Metro Exodus. Okay, so maybe don’t go into that field. Instead, head over to PS Store this weekend for savings up to 50 percent. Take a look at the full list of titles below, but put a spring in your step. This flash sale ends April 22 at 8 am PT. PS4 Games Title $Sale $Original ACE COMBAT 7: SKIES UNKNOWN (VR) $35.99 $59.99 ACE COMBAT 7: SKIES UNKNOWN DELUXE EDITION $63.74 $84.99 ALMOST THERE: THE PLATFORMER $5.99 $9.99 ASSASSIN’S CREED ODYSSEY $19.79 $59.99 ASSASSIN’S CREED ODYSSEY – DELUXE EDITION $26.39 $79.99 ASSASSIN’S CREED ODYSSEY – GOLD EDITION $32.99 $99.99 ASSASSIN’S CREED ODYSSEY – STORY PASS $23.99 $39.99 ASSASSIN’S CREED ODYSSEY – ULTIMATE EDITION $39.59 $119.99 ASSASSIN’S CREED ODYSSEY LEGACY OF THE FIRST BLADE $14.99 $24.99 CALL OF CTHULHU $35.99 $59.99 CRASH AND SPYRO BUNDLE $49.49 $74.99 CRASH BANDICOOT N SANE TRILOGY $23.99 $39.99 CREED: RISE TO GLORY (VR) $14.99 $29.99 DROWNING $1.79 $2.99 GENESIS ALPHA ONE $17.99 $29.99 HELLO NEIGHBOR $17.99 $29.99 HELLO NEIGHBOR: HIDE AND SEEK $17.99 $29.99 JUST CAUSE 4 – DIGITAL DELUXE $34.99 $69.99 JUST CAUSE 4 – GOLD EDITION $44.99 $89.99 JUST CAUSE 4 – STANDARD EDITION $29.99 $59.99 KILLING FLOOR 2 $9.89 $29.99 KILLING FLOOR: INCURSION (VR) $9.99 $19.99 KINGDOM OF BLADES (VR) $5.99 $9.99 LIFE IS STRANGE 2 – EPISODE 1 $3.99 $7.99 MASQUERADA: SONGS AND SHADOWS $9.99 $19.99 METRO EXODUS $44.99 $59.99 METRO EXODUS GOLD EDITION $63.74 $84.99 OMEN OF SORROW $27.49 $49.99 PLANET RIX-13 $2.99 $4.99 SENRAN KAGURA BURST RE:NEWAL $27.99 $39.99 SENRAN KAGURA BURST RE:NEWAL — TAILOR-MADE EDITION $34.99 $49.99 SHADOW OF THE TOMB RAIDER $29.99 $59.99 SHADOW OF THE TOMB RAIDER – CROFT EDITION $44.99 $89.99 SHADOW OF THE TOMB RAIDER – DIGITAL DELUXE EDITION $34.99 $69.99 SHADOW OF THE TOMB RAIDER – SEASON PASS $17.99 $29.99 SLIME RANCHER $11.99 $19.99 SONIC FORCES DIGITAL STANDARD EDITION $17.99 $29.99 SOUTH PARK: THE FRACTURED BUT WHOLE $14.99 $59.99 SOUTH PARK: THE FRACTURED BUT WHOLE GOLD EDITION $22.49 $89.99 SOUTH PARK: THE VIDEO GAME COLLECTION $31.99 $79.99 SPYRO REIGNITED TRILOGY $29.99 $39.99 STEEL RATS $3.99 $19.99 STEEL RATS DELUXE EDITION $4.79 $23.99 STELLARIS $29.99 $39.99 STELLARIS: CONSOLE EDITION – DELUXE EDITION $44.99 $59.99 TAIKO NO TATSUJIN: DRUM SESSION! $24.99 $49.99 THE BRIDGE $1.99 $9.99 THE ELDER SCROLLS ONLINE: 14000 CROWNS $64.99 $99.99 THE ELDER SCROLLS ONLINE: 1500 CROWNS $11.99 $14.99 THE ELDER SCROLLS ONLINE: 21000 CROWNS $89.99 $149.99 THE ELDER SCROLLS ONLINE: 3000 CROWNS $18.74 $24.99 THE ELDER SCROLLS ONLINE: 5500 CROWNS $27.99 $39.99 THE ELDER SCROLLS ONLINE: COLLECTION $24.99 $49.99 THE LEGO MOVIE 2 VIDEOGAME $27.99 $39.99 TOM CLANCY’S THE DIVISION 2 GOLD EDITION $79.99 $99.99 TOM CLANCY’S THE DIVISION 2 STANDARD EDITION $49.79 $59.99 TOM CLANCY’S THE DIVISION 2 ULTIMATE EDITION $95.99 $119.99 TUMBLESTONE $4.99 $24.99 VAMPYR $23.99 $59.99 YAKUZA KIWAMI 2 $24.99 $49.99 Note: All pricing is for U.S. only and subject to change. View the full article
  11. Playstation

    Share of the Week: Spring

    Spring has sprung, and filled some of our favorite games with stunning colorful blooms. While adventuring, fighting, sneaking and searching, you took a moment to smell the flowers and share using #PS4share and #PSBlog. Here are this week’s seasonal highlight: Aloy dons a colorful outfit in this Horizon Zero Dawn share by @CaliOcelot. Kratos and Atreus take in the lush home of the Witch of the Woods, shared by @ayghan. Kassandra is still fired up in this blue flower field from Assassin’s Creed Odyssey, shared by @DpDwarf. @viirtual.escape shared this superbloom landscape from Far Cry New Dawn. Rapunzel gathers her hair while walking through this idyllic field in Kingdom Hearts III, shared by @lamelemonade_. Spring has even come in the world of Ghost Recon: Wildlands, like in this share by @AlexColey_. Search #PS4Share and #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in next week’s Share of the Week? Theme: Animals Share by: 9am Pacific on Wednesday, April 24 Next week, we’re celebrating the critters and creatures of all shapes and sizes. From fierce furry foes to the friendliest pupper, share animals from the game of your choice with #PS4share and #PSBlog for a chance to be featured. View the full article
  12. Greetings PlayStation Nation. We are pleased to announce that our new online PlayStation Gear Store launches today with shipping to the U.S., Canada, and Mexico. PlayStation Gear Store is your one stop shop for limited gear inspired by PlayStation, which is packed with newly designed products for you to enjoy. We’ve worked closely with some of your favorite studios to bring you a wide range of items, including apparel, accessories such as socks, hats, journals, mugs/drinkware, home decor, and more. It’s a great way to incorporate some of your favorite franchises into your everyday lifestyle. Let’s take a quick look at some of the items you’ll find on PlayStation Gear Store. PlayStation Gear Store Items Bomber Jacket It’s a PlayStation Classic inspired mashup in a contemporary style bomber jacket. This sleek look features a water-resistant taslan shell with a lightweight polyester lining, ribbed cuffs, and waistband. $129.95* USD Longboard Inspired by PlayStation Hit the streets with this custom longboard featuring PlayStation’s iconic symbols, made with 7-ply cold-pressed Canadian maple. $299.95* USD Monoline Design Kratos and Atreus Metallic Mug Start your day with this father and son pair. This stoneware mug features a glossy interior with a metallic exterior. $19.95* USD The Last of Us Part II Skateboard Deck Build a deck with some real character, complete with post-pandemic distressing. Made of 7-ply Canadian maple. Individually cold-pressed. $195.95* USD Bloodborne Hunter Hoodie Keep yourself warm as hunters do in this Bloodborne-designed hoodie. This mid-weight hoodie is made in an ultra-soft blend of 80% cotton/20% cotton with a jersey lined hood. $59.95* USD Concrete Genie Creatures Youth Tee Kids can express their creative side in this brand new Concrete Genie tee. This soft, comfortable shirt is made of combed, ringspun 100% cotton fine jersey, and is pre-washed to reduce shrinkage. Rib-knit collar. Side seamed. $24.95* USD Kojima Productions Logo Tee-Red Variant Get inspired with Kojima Productions in this black and red logo tee. Made of combed, ringspun pure-cotton fine jersey, the fabric is laundered to help reduce shrinkage. $28.95* USD Uncharted Artifacts Coasters (Set of 4) Protect your surfaces with some of the greatest treasures of the Uncharted series. This set of natural stone coasters feature cork backing and comes in a wooden holder. $29.95* USD Ghost of Tsushima Katana Tee Show your love for the game with a tee that will soon become your go-to. Soft to the touch, this shirt is made of combed, ringspun 100% cotton fine jersey, and pre-washed to reduce shrinkage. $28.95* USD Head over to the PlayStation Gear Store to check out the products we have available from your favorite games and studios, such as Bloodborne, Concrete Genie, Ghost of Tsushima, God of War, The Last of Us Part II, Uncharted and Kojima Productions, as well as iconic designs from the PlayStation brand. We’re working to bring even more items to the PlayStation Gear Store, including new limited edition items that range from collectibles, brand collaborations, and seasonal products to just name a few. Check out the PlayStation Gear Store regularly at gear.playstation.com and don’t miss out. So tell us, which items are you looking forward to getting? *Plus applicable tax and shipping. View the full article
  13. Hello everyone! My name is Masayuki Onoue. I am the Game Director of Giga Wrecker Alt. at Game Freak Inc. in Japan. It’s a real pleasure and privilege to talk about our game on PS Blog. Giga Wrecker started life through what we at Game Freak call the “Gear Project” — an internal competition or intrapreneurship. The Gear Project was set up with the intention to seek out and create new IPs by inviting staff to submit original projects. Those projects that passed the screening process could start a new life as an official project for the company. We are grateful that there is so much interest on the Gear Project even outside of the company, and actually, thanks to this interest, there are many new graduates that apply for a job at the company for this very reason. Because the Gear Project is such a challenging system, I think the bold idea of attempting to fuse a physics engine and an action game was perhaps the reason that Giga Wrecker stood out in the eyes of the judges. Even before development started, I thought that I was mentally prepared, but as soon as we started, we really struggled with the absurdity that came from the unpredictable nature of the physics engine. To be brutally honest, physics is a bad match with action games that require delicate controls. So rather than trying to bend the will of the physics engine to make a solid yet rigid action game, we took the direction to embrace those quirks instead as it felt more natural to lean towards the whimsical nature of the physics. As developers, had we taken the approach of being too obsessed or obstinate about the ‘intended behavior or strategy as designed,’ that would have surely killed the free and intuitive fun that the physics engine could offer and totally defeated the original purpose of the game. We did, however, subtly change the direction in some areas. For example, with the boss battles, the physics simulation is simplified, and the action aspects are prioritized instead. Our intention here was to intermingle the different elements: a puzzle mechanic that requires thinking and solving through trial and error, an action-based mechanic like dealing with “collapsing footholds,” and a boss fight that requires action game skill to defeat. We always knew that a fully integrated physics engine wouldn’t offer precise actions, but limiting the game to only puzzles would not offer a gaming experience with any tension for the player either… With that in mind, I think we were able to develop these two seemingly opposing elements and combine them into something that really complemented each other instead. “Giga Wrecker Alt.” started as a project with the intention to fuse the fun of a physics simulation and the game play of the Metroidvania genre. There are many games out there that uses a physics engine, but I had the impression that most of these games tended to specialize in either puzzles or limit the use of physics to just effects. When Giga Wrecker was still in the early design document stage back in 2013, (the official project started in 2015 so there is a bit of a gap) at least I didn’t think there were many games that fully utilized a physics engine in the style of a Metroidvania game. As such, I thought this would certainly be something worth pushing for, and if all went well, I also felt the potential that the game could end up being really quite unique. In the future, either through the Gear Project or otherwise, I hope I can continue to strive to offer pleasure and entertainment with more challenging ideas! View the full article
  14. For Mortal Kombat 11, I oversaw character concepts and character model creation. There are a lot of great character skins in MK11, and here are a few that are not only visually awesome, but also stood out as memorable moments during the development of MK11. Erron Black One of the primary objectives for the MK11 visual design of characters was to ensure that the characters are easier to read during gameplay. To achieve this, we used bold confident shapes and rich color. In Erron Black’s case, we added clean, flat colored armor plates to his arms and legs. Adding these made his punches and kicks easier to read during kombat. One of Erron Black’s concepts had a mask, which reminded me of an iconic Australian outlaw name Ned Kelly. This is how I got the idea of making a fully armored Ned Kelly skin for Erron Black. The quality of the final model and the fact that the Ned Kelly theme ties back to the stories from my childhood in Australia, make this skin one of my favorites. Shao Kahn Our goal was to have past and present versions of all characters. However, this did not work for Shao Kahn as he was meant to be dead in the present time. To solve this, we made a far past version of him. The idea was to make a version of Shao Kahn that would capture the way he looked when he was leading armies into battle. The concept turned out great, however, the execution of the model was not so easy and it took several artists to get it to this final quality. Not only does Shao Kahn have some of my favorite skins in the game, he has great gear as well. The helmets are especially awesome; one of my favorites can be seen here. (note: Shao Kahn available with pre-order) Raiden It’s hard to choose my favorite look for Raiden as I think they all look great. However, this skin is a combination of a number of creative ideas, seized opportunities and amazing technology. While building characters for MK11, we always look for the opportunity to create retro looks from earlier MK games. This Raiden’s skin is his MK2 look which, however, is presented here with one of the many different color schemes available in MK11. In addition to that, the skin showcases the silk material which is one of several new material shading models we added in MK11. Fans of NetherRealm games may notice that we have used the same facial talent for Raiden in MK11 as we did for injustice 2. However, to achieve higher fidelity we wanted for MK11, the person was rescanned and Raiden’s face was completely rebuilt. Cetrion This is the dark side of the Mother Earth theme for Cetrion. This dark Cetrion skin contrasts with her lighter ones, showing the dual role mother nature must play to ensure balance. It was hard to design a skin that would embody the destructive side of mother nature but would not come across as evil. Achieving this made this one of my favorite character skins in the game. We are excited for the player to see all the skins for each character as they are designed to work together to tell the player more about the character. Discover the rest of the fighters’ unique battle garb when Mortal Kombat 11 hits PS4 on April 23. View the full article
  15. With so many great PS4 games on the horizon vying for your time, you might want some help navigating the embarrassment of riches. We’ve got your back! From the post-apocalyptic chaos of Days Gone to the bustling streets of Judgment’s Kumurocho, these are our most-anticipated games of Spring 2019 (April through June). Mortal Kombat 11 April 23 NetherRealm’s immortal fighting series returns in a new time-bending sequel. Timelines in the MK universe collide, letting the likes of a modern Johnny Cage butt heads with his cockier, younger ’90s self. Newcomers join the roster, like the mystical Geras who has weaponized the sands of time, and the godly Cetrion who commands the elements. Deep character customization allows players new levels of control, down to choosing move sets and selecting the design of Scorpion’s iconic spear. Choose from over 20 kombatants and memorize your favorite Fatality — it’s nearly time to risk life and limb. Days Gone April 26 Enter a world where routine doesn’t exist. A bounty-hunting mission into a bandit camp may seem straightforward, but a sloppy firefight can bring a lethal horde of Swarmers down on you. Or perhaps an infected Rager bear barrels into the fray, indiscriminately mauling all in his path. Survival depends on preparation, like keeping your motorcycle gassed up, tuned up, and within reach for a hasty exit when Freakers attack. Bend Studio has also spun up a gripping tale of loss with protagonist Deacon St. John desperate to find clues about his lost love. Top off your tank and drive into a chaotic world that’s out to end you. Rage 2 May 14 The FPS masterminds of id Software unite with the open-world heavyweights at Avalanche Studios to bring you a new breed of shooter. Wield brutal weapons like the potent pulse cannon and double barrel shotgun to reduce raiders to pulp. Scavenge hidden Arks to uncover unhinged abilities like Shatter, which flings your foes into oblivions, or Slam, which liquefies goons with a huge impact. Mixing and matching weapons and abilities to execute outlandish combos isn’t just fun, it’s the only way to survive against the droves of maniacal enemies. Toss in fluorescent flair and intense vehicular combat, and you have a recipe for frenzied fun. Blood & Truth May 28 London Studio caught our attention with the London Heist demo in the early days of PlayStation VR. Blood & Truth takes the potential of that gameplay and explodes it into the scale of a blockbuster action film. The immersive effect of PS VR transports you into the life of a gun-slinging risk-taker, with all the adrenaline-pumping moments you’d expect. Leap onto planes as they speed down the runway. Crash through windows in a daring escape. Rescue an imprisoned ally and escape in a high-speed chase while gunning down your pursuers. The precise motion control aiming blends perfectly with the sense of presence afforded by PS VR, making your action-movie fantasy feel real. Crash Team Racing: Nitro-Fueled June 21 Developer Beenox captures the magic of the 1999 kart racing classic and faithfully restores it to modern day standards. Crash and his furry gang are back in a high-speed remake that maintains the spirit of the original while improving the kart handling and visuals. Four-player splitscreen lets you rekindle grudge matches with old friends, or look for new competition online. The story mode has also been authentically recreated, with extraterrestrial baddie Nitros Oxide threatening the planet unless he’s out-raced. Whether your favorite racer is Cortez, Polar, Coco, or one of the others — a fun-loving reunion is around the bend. Judgment June 25 The creators of Yakuza are back with a new story told within the streets of Kamurocho. Takayuki Yagami is a private detective hired to track suspects, gather evidence, and beat down any goons that gets in the way as he aims to solve a serial murder case. The core gameplay blends the raucous, spectacular slugfests of the Yakuza series with the tension and intrigue of questioning criminal suspects. Plenty of entertaining diversions are available should you wander off the trail, like racing drones, hit the batting cages, or even playing a first-person arcade shooter reminiscent of House of the Dead. If tracking down murder suspects and killing time in Japan sounds like your jam, keep this one on your shortlist. These games are just our top picks. What games releasing this Spring are you most excited for? View the full article
  16. Together we all dream big dreams. Dreaming big has led to an amazing sense of accomplishment for all of us here at Santa Monica Studio and it’s the belief in that dream that kept us going, from the very moment we set out to create a new beginning for God of War. In 2015, we celebrated the 10 year anniversary of God of War, having started the saga back in 2005. And, so, here we are reflecting on the one year anniversary of a new era for Kratos, now with his son, Atreus. When Cory Barlog first brought us this transformative vision of a father and son embarking on an incredible journey together, a journey to honor a wife and a mother… but also one where a boy would teach his father how to be human again; and the father (Kratos) would teach his son how to be a measured god, we knew we had something special for our fans. Yet, change is hard. Change to a longstanding franchise comes with immeasurable doubt, a studio defining risk and a huge leap of faith. Thank you to our entire worldwide team; the Sony PlayStation family and you, the millions of God of War fans around the world who embraced that leap with us, on a journey we never expected. We made this journey together. In honor of you, our fans, we’re starting a week-long celebration of the one-year anniversary of this God of War. I’m very happy to indulge you with a small token of our appreciation. We’ve crafted a fantastic God of War Anniversary character PS4 avatar set that will be available free this Wednesday, and a PS4 dynamic theme available right now that will bring you back to serenity with Kratos and Atreus in the Lake of Nine. They’ll both be free at PlayStation Store (search God of War), whether you own the game or not. This past year we’ve been graced beyond belief with the Game of the Year honor from an astounding number of outlets worldwide. We’re humbled, and even more honored to be in the same breath as so many masterpiece games who unquestionably deserve the same distinction. Like so many in our industry, at Santa Monica Studio we craft games and strive to tell powerful, emotionally connecting stories. This year marks 20 years since our studio was founded. If I had to predict the next 20 years of Santa Monica Studio, I can tell you without a shadow of a doubt, we will continue to create games whose art reflects life, life reflects art, with stories we want to resonate for years to come. Thank you from the bottom of our hearts for embracing the new God of War and for helping Santa Monica Studio rise up to a new beginning as well. From our whole team to you, that has meant everything to us. Now, we have a long journey ahead. View the full article
  17. Star Wars Jedi: Fallen Order is an upcoming third-person action-adventure game made by Respawn Entertainment and EA. On the heels of its reveal at Star Wars Celebration Chicago, we’re giving the world its first look at the next major Star Wars title! This single-player story puts players in the boots of Cal Kestis, a surviving Padawan in a post-Order 66 galaxy where the Jedi are considered traitors. The galaxy has never been a more dangerous place for a Jedi. The once wholly trust Jedi Knight are now betrayed without hesitation by a fearful populace. Only the Force can be a trusted ally. It’s up to Cal to hold the light of the Jedi Order above the darkness as he ventures across new worlds and uncovers ancient pasts. Working together with a team of unlikely allies, Cal must do whatever it takes to survive as the Imperial Inquisitors hunt him down as he seeks to restore the Jedi Order. Star Wars Jedi: Fallen Order releases on PlayStation 4 on November 15. View the full article
  18. A new PS VR adventure from the team behind Fe, Flipping Death, Stick it to the Man, and more, Ghost Giant casts you as… well, a large spectre visible only to a young boy named Louis. Explore the town of Sancourt, help Louis and his neighbors, and have a laugh or two (or ten) along the way. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! Anniversary Collection Arcade Classics PS4 — Digital (Out 4/18) Konami starts its 50th anniversary celebration with this first installment of the Anniversary Collection series of all-time classics! This includes eight arcade masterpieces of the 80s, from Nemesis to Haunted Castle, enhanced with modern features. Crossovers By Powgi PS4, PS Vita — Digital (Cross-Buy, Out 4/17) Solve crossword puzzles — one letter at a time! Crossovers are little crosswords with just one letter missing. Find the letters, then unscramble them to solve the cryptic clue. Crossovers by POWGI contains 200 crossword clues – and 200 terrible jokes, as a “reward” for solving each one. Dark Quest 2 PS4 — Digital Dark Quest 2 is a turn-based RPG where you control a party of heroes on your epic quest to defeat the evil sorcerer and his minions. Each map is designed to test your party’s strength, courage and sanity as you go deeper and deeper into the castle seeking the evil sorcerer. Ghost Giant PS VR — Digital, Retail As the Ghost Giant, you are the protector of the lonely little boy Louis, who’s in dire need of a helping hand. Build trust with Louis by helping him overcome big — or even gigantic — obstacles. Discover Louis’ world, meet its eccentric inhabitants and experience a heartwarming, and sometimes heartbreaking, story. God’s Trigger PS4 — Digital (Out 4/18) Slay enemies with speed and precision in an over-the-top show of blood and explosions, dodging bullets and making split-second decisions. Play solo or with others. When an Angel and a Demon team up to kill their way into Heaven and stop the apocalypse, bullets will fly and blood will be shed. Heaven’s Vault PS4 — Digital An archaeological narrative adventure with an entire hieroglyphic language to decipher. Sail the rivers of space, explore lost moons, uncover ancient artefacts, and piece together a 5,000-year-old secret. Every answer feeds into a story that adapts around your actions. Will you uncover the path to Heaven’s Vault? Iron Snout PS4, PS Vita — Digital (Cross-Buy) Once upon a time, pigs would have to build a house of bricks to keep the wolves at bay, but not anymore. In Iron Snout, its hero piggie has taken up learning martial arts and now it’s the wolves that need to keep their distance because in this bonkers button-mashing beat ’em up, bacon is off the menu for good. My Time At Portia PS4 — Digital, Retail Start a new life in the enchanting town of Portia! Restore your Pa’s neglected workshop to its former glory by fulfilling commissions, growing crops, raising animals, and befriending the quirky inhabitants of this charming post-apocalyptic land. Nurse Love Syndrome Re:Therapy PS Vita — Digital (Out 4/18) Meet cheerful Kaori Sawai, fresh out of nursing school, as she joins Yurigahama Hospital. Surviving a near-death experience as a child left her with a desire to become a nurse. Our World Is Ended. PS4 — Digital (Out 4/18) A new masterpiece of narrative visual novel storytelling. Follow Judgement 7, a team of eccentric developers working on their latest game in Augmented Reality. On a summer’s day, their AR headset let them catch a glimpse of Tokyo in ruins. Could it really be the end of the world? Path to Mnemosyne PS4 — Digital Relax, empty your mind, activate your senses and immerse yourself into Path to Mnemosyne, a hypnotic adventure created within an infinite zoom! Walk the path, explore your mind and recover all lost memories by solving dozens of imaginative puzzles. Will you be able to reach the end of the path? Please, Don’t Touch Anything PS4 — Digital Covering for a colleague, you find yourself in front of a mysterious console with a green screen monitor showing a pixelated live image of an unknown city. Also present is an ominous red button with the simple instruction to not touch anything! Go ahead, press the button. You know you want to. QuiVr PS VR — Digital QuiVr puts the power of the bow and arrow in your hands. Tasked with defending your keep (and the power within) from an ever-advancing enemy, you’ll find yourself in a thrilling fight for your very survival! Snooker 19 PS4 — Digital, Retail This is the most authentic simulation of the sport ever created, with TV-style presentation and commentary, true-to-life physics and advanced artificial intelligence. Choose from offline and online modes, from quick play online match-making to global online tournaments that link in real-time with the live World Snooker calendar. Snooker Nation Championship PS4 — Digital Challenge the best Snooker players in the world to take home that all important win. The offline tournament includes competing in the qualifiers through to the grand final, played on Championship specification tables. Or challenge players online. Snooker Nation Championship is digital snooker at is best. Table of Tales: The Crooked Crown PS VR — Digital Embark on a digital tabletop RPG — a virtual reality adventure of swashbuckling and sorcery! Take a seat at a mysterious table and unlock its true potential as a magical living board game. Take the helm and lead your party of scoundrels through realms of adventure, investigating the misdeeds of their pasts and facing up to terrible dangers! Tarot Readings Premium PS4 — Digital The tarot reading is a pack of playing cards used in parallel for divination in the form of tarotology and cartomancy. Our game makes you feel like you are visiting a real gypsy tarot reader. She will shuffle the cards, let you choose them and then present them and explain their meanings. All 78 cards are animated! Trüberbrook PS4 — Digital, Retail (Out 4/17) Enjoy an adventurous vacation to a 1960s parallel universe! A thrilling sci-fi-mystery adventure game that takes place at a remote village in rural Germany. You won the trip in a lottery! Or at least, that’s how it seems. But instead of getting some rest, you could find yourself having to save the world… World of Warships: Legends PS4 — Digital Experience epic naval action in World of Warships: Legends, a global multiplayer free-to-play online game where you can master the seas in history’s greatest warships! Recruit legendary commanders, upgrade your vessels, and stake your claim to naval supremacy. Early access starts today, April 12, at 12am PT. World War Z PS4 — Digital, Retail Humanity is on the brink of extinction. From New York to Moscow and Jerusalem, the undead apocalypse continues to spread. As the end looms, a hardened few band together to defeat the horde and outlive the dead. World War Z is a heart-pounding co-op third-person shooter featuring swarms of hundreds of zombies. The information above is subject to change without notice. Game of Thrones Playlist ESPN NBA Playoffs Playlist Anderson .Paak – Ventura Miss Bala (2019) The Lego Movie 2: The Second Part Dragon Ball Super – The Movie: Broly Watch the action live starting Saturday, April 13 Season Premiere Sunday, April 14 at 9PM PT only on HBO PlayStation Vue has your favorite sports, news and must-watch shows. The information above is subject to change without notice. View the full article
  19. Frostpunk: Console Edition is a game of society survival coming to PlayStation this summer. Sometimes it’s easier to picture a game in one’s mind with a genre, but in this case the genre is something you might not have seen before. I wouldn’t mind the gaming community using ‘society survival’ in the future to describe games offering similar experiences, but with this one we’ve created a blue ocean. Frostpunk tells an alternate story of XIX-century industrial revolution, where for unknown reasons our planet went into an extreme ice age, bringing destructive winters and an eventual collapse of civilization. Governments fall and humankind faces the threat of extinction. Your role is to lead a group of survivors — possibly the only remnants of British Empire in a Victorian era. People under your command try to form an organized society that adapts to unforgiving conditions and your vision is to create a new civilization, hopefully capable of surviving the overwhelming cold. “The city must survive” — this sentence drove us, at least partially, throughout the creation of the game. As the leader of possibly the last society on Earth, you build and manage its last source of hope — the city of New London. Careful planning, expansion, resource management and the overall creation of the infrastructure surrounding a huge coal-fueled generator — this is how you ensure your survival. But then, it is all about your people: hundreds of workers, engineers and their children who need to be led and ruled to efficiently fight the devastating frost. Gathering resources, building up the city, and researching technologies are all essential to the survival of your city, but the human factor is the key to creating a society capable of surviving apocalyptic catastrophe. As the leader, you rule by introducing laws and customs that make society function in a way you believe is the right one. Or sometimes with laws that make people obedient to your voice — the one and only right voice. And don’t think it’s easy. The game is going to challenge your strategic thinking and test your moral spine. In Frostpunk, “The city must survive” often serves as the only imperative. If thoughtful and careful society management was not enough of a challenge, you not only need to oppose this oppressive environment, but also explore it, discovering remnants of the past, gaining additional resources and last but not least — rescuing survivors to further grow your community. Do what you must, as extinction looms on the horizon and survival of your people is of the essence. Whatever the cost. View the full article
  20. Email us at blogcast@sony.com! Subscribe via iTunes, Spotify, Google or RSS, or download here Tim and I are holdin’ down the fort this week, so there’s nothing to keep us from talking Sekiro, Deltarune, and… Cheers? Come on in, grab a seat, and let us serve you up a frosty glass of gaming news. Plus, Kristen interviews Iain Wright, design director at London Studio, about their upcoming blockbuster PS VR shooter Blood & Truth. Enjoy the show! Stuff We Talked About Changing our Online IDs Blood & Truth Falcon Age Paper Beast No Straight Roads Sekiro: Shadows Die Twice Path of Exile Deltarune Our favorite movies to watch on the big screen Cheers The Cast Justin Massongill – Social Media Manager, SIEA Tim Turi – Senior Social Media Specialist, SIEA Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] View the full article
  21. I’m Ryan Bousfield from Wolf & Wood. In the lead up to the release of A Chair in a Room: Greenwater on PlayStation VR, I would like to take you through some of the concepts and ideas that went into creating the fictional location of Greenwater. A Chair in a Room: Greenwater is a horror mystery set in a bleak imagining of America’s Deep South. As Patient No. 6079 you must relive your memories to piece together the past and why you have awoken in the sinister Greenwater Institute. The area of Greenwater is a mix of derelict towns, run-down motels and murky, decaying swamps, making the game an eerie and atmospheric thriller. But to make it as immersive as possible, we knew early on that we would need to design a world outside of anything you see in the game. Scratching the surface The game starts in The Greenwater Institute, a brightly lit, utilitarian facility that could be anywhere in the world. On the surface it looks clean and safe, with posters of stock models smiling under the guise of care and security. This is subversive by design, as the threat in Greenwater isn’t visible from the start. Investigation of the clues is carried out by manipulating items using either the DualShock 4 wireless controller or PS Move motion controllers. This kind of ‘hands on’ gameplay means that getting up close is important. With that in mind, we’ve paid extra attention to the finer details. Looking closer, the clean white room reveals marks of the previous occupants, and scratched into the paint of the door are messages from another time. Our own brand of corruption Remember those posters in the institute? The ones with stock images of carefree happy people. They’re all branded Agkistrocorp, just like the medication packaging and stationery. These and all the other items in the game have been designed with all the detail of a real world product: from warnings, to chemical makeup, to barcodes, each item feels believable. These work twofold as the items are either story-related or contain information about gameplay. Influences A number of literary and cultural references are made throughout, and we feel that these ground the events happening around you, invoking a sense of familiarity in an otherwise unusual place. George Orwell’s 1984, the widely known classic and a personal favourite of mine, is a big influence for the institute. As you explore you’ll notice that posters on the walls proclaim “We are always watching,” and that doctors observe your every move through two-way glass. Even the number given to the patient, 6079, is the same as that given to Winston, the protagonist of Orwell’s classic novel. There are plenty more references and metaphors hidden throughout that don’t directly influence the gameplay but are there for those willing to look deeper. Prepare for your descent: A Chair in a Room: Greenwater comes to PS VR April 23. View the full article
  22. Think of all your weapons and superpowers in Rage 2 as ingredients in a zesty recipe. You’ve assembled all the fixings you need for a kickass cake (or pie, if you’re a pie person), and now it’s time to blend them together into some beautiful and devastating combos. These little combo cakes (or pies) will be your key to mastering combat and becoming a wasteland superhero when Rage 2 launches on PS4 on May 14. First, feast your eyes on the carnage that your outlandish weapons and abilities can cause in Rage 2 in the new trailer above, then dig deeper into the gameplay details to discover how to pull off these stunts yourself. Between all of the weapons, abilities, equipment, and upgrades, the list of potential lethal combos is huge and bloody. The combat team at Avalanche Studios offered up some of their favorites for beginners: Want to send enemies and objects hurtling through the atmosphere? The Shatter ability, the Shotgun’s alt-fire mode, and the Grav-Dart Launcher are all great tools. Try launching enemies into walls for epic gibbing, or into other enemies to knock them over. For even more messy fun, try launching explosive objects into groups of enemies. The Barrier is perfect for protection in heated moments, but it’s not solely a defensive tool. Add the Touch of Death upgrade, then use the Vortex as an easy tool to pull enemies into your lethal Barrier and watch them get turned into gnarly bits of mincemeat. The Vortex can be used as a simple crowd control tool, but it’s also perfect for setting up combos. Let the Vortex launch you into the air to maximize the power of Slam, or cook and toss a grenade into a Vortex while it pulls enemies together, allowing you to catch all of them in one explosion. Incorporate the Phoenix into your combos and really make an entrance. While traveling at top speed, eject from the Phoenix and Slam directly down on top of a group of enemies. The added height from the ejection will give your Slam a little extra oomph for a little extra eww when you wreck shop. Once you’re familiar with the basics, the Avalanche team suggests trying this advanced, gravity-defying combo: Launch yourself into the air by stepping into a Vortex Grav-Jump from mid-air to get even higher Take out a few enemies with your weapon while staying airborne with the Float upgrade for Grav-Jump Do an aerial Dash to place yourself above a group of enemies Perform a Slam from great height to send enemies flying (or just outright smush them) Stringing together combos is the easiest way to fill your Overdrive meter and turn the tide of battle. Not only does Overdrive push all your weapons beyond their physical limits, it also restores your health, making it a crucial part of maintaining control in a fight. Master your weapons and abilities, get creative with combos, and become a wasteland superhero on May 14. View the full article
  23. Hi! I am Eric Chahi, maker of Another World (Out of this World in US). I’m thrilled to introduce you to our new game, Paper Beast, set for a release later in 2019 for PlayStation VR. Somewhere deep down in the vast memory of a data server, an ecosystem has emerged. Decades of lost code and algorithms have accumulated in the eddies and flows of the Internet. A small bubble of life has blossomed. Paper Beast is born. A few years ago, I was playing with physics in the Unity Engine with several cool new gameplay elements in mind. Notions of Big Data were swimming in my head. As you know, I’ve always enjoyed exploring new concepts and creative territories. That was my motivation when I created Another World (Out of this World) back in 1991 on the Amiga. To be independent and free to share my passion for exploring new experiences and technology, I created my new studio: Pixel Reef. The studio is like our atoll, our happy place — a space for creative exploration. Experimentation and Discovery With Paper Beast, we wanted to create a complete ecosystem with unique wildlife. We wanted to reproduce the excitement you might feel as an explorer discovering a virgin land, a place where no human has been before. When you watch animals in nature, you feel something special about how they move and react. They exhibit an intense sense of vitality that makes exploring all the more enriching. You will interact with the creatures and will start to form delicate bonds with them. So how did we incorporate this into Paper Beast? Every bit of gameplay is built atop a simulation covering every conceivable detail, from terrain simulation to animal locomotion. You can precisely interact with the environment as an immersive, playful universe. Creatures will adapt their behavior to how you, as a player, interact with the world. Paper Beast is not a god game, but we did put some key ingredients in it. Live an Adventure More than anything, Paper Beast is a virtual journey leading quirky animals through a colorful universe that sprouts from the remnants of the internet. We will tell you a story, but the narration is unspoken. Through the events of the world, their pacing, the story unfolds. Much like Another World, there is no text or dialogue. There is only the environment, and you will feel immediately connected to it. Our physics system enriches the experience through simple interaction and manipulation of the environment. We also wanted the environment to be meaningful and touching. The creatures you’ll meet, all made of paper, are the symbolic bridge between the world of men and the world of information technology. A Passion for Technologies 3D immersion has always enthralled me: you can feel the environment around you in its entirety. With VR, your gestures are spatialized, so you can fall into a fully interactive, simulated living world. One of the VR lessons I learned during development is just how critical sound is for immersion. In movies they say that sound is 50% of a picture. Everything becomes so more tangible with authentic sounds. That is even more true in VR. Sound is 50% of space! At Pixel Reef, we have three people working full-time to deliver an outstanding binaural experience. We have been tirelessly working on Paper Beast for three years, and we think you’ll find our unique DNA in it. We can’t wait to share the world of Paper Beast with you, and we look forward to hearing about your own experience in the virtual world. We will keep you updated until the launch! View the full article
  24. Hello everyone! Let me say that it’s a huge delight to be able to say “Hi!” from PlayStation.Blog. I’m really happy to be able to directly talk to all you wonderful PlayStation gamers, being one myself! I’m Wan Hazmer, former Lead Game Designer of Final Fantasy XV and together with my cousin Daim Dziauddin, former Concept Artist of Street Fighter V, we co-founded Metronomik, a Malaysian video game studio back in December 2017. We’re happy to present to you our first PS4 music-based action-adventure game: No Straight Roads! Here, you fight a massive Electronic Dance Music empire as an indie rock band! Yup, you can already tell that we’re huge fans of music and epic battles! The game is set in Vinyl City, which mega corporation NSR (No Straight Roads) has taken control of all the city’s clubs. NSR, which doubles as an EDM label, will only allow their music to be performed. You play as Mayday and Zuke, two members of the indie rock band Bunk Bed Junction, who clash against NSR’s artists in giant boss fights to reclaim control of the city. So maybe this is the first time you’re hearing about this project, but we presented the game at the Tokyo Game Show, Paris Games Week and recently at the Taipei Game Show — and we are extremely proud to mention that we won the prestigious ‘Best Audio’ Indie Award at Taipei Game Show! No Straight Roads was created to reinforce the role of audio in a video game without turning it into a rhythm game, and to tell a story about different musical cultures through powerful visual elements. “So,” I hear you ask. “It’s a rhythm game?” It’s actually an action game with a unique twist! It plays similarly to, say, Kingdom Hearts or Devil May Cry. While everything that happens on screen is deeply tied with the music, you can attack, jump and move freely; You are not required to follow the beat, but if you understand the relationship between the enemy attacks and the music, you will gain an advantage in combat! Because in No Straight Roads, music is power. The core experience that we want to nail is “your music can change the world.” So the power of music, you can transform certain objects into weapons. Your performance in the game will also bring about changes in the game’s music: a seamless and dynamic transition between rock and Electronic Dance Music. What we’ve been able to accomplish is a result of the amazing music by Falk — who has worked on the music of previous Final Fantasy and Kingdom Hearts games, James Landino of Sonic Mania fame, Funk Fiction and Andy Tunstall; and the fantastic sound design of Gwen, Sharon and Jeremy! We also want to represent music in its entirety: its culture, its creativity and its many stories. It’s also about the clash of ideals and different mindsets of why people play music. We tell these stories in a way that can be only told in video games. Less reliance on cutscenes and more on visual storytelling. We’ve been told during the game shows that our art is very unique. It’s all thanks to our amazing art team. Our concept artist is Ellie Yong, who had zero experience in game art before coming in our team, but brought an extensive experience creating sprawling wall murals and illustrations to our game. Our 3D team then aligns to her concept art (instead of the other way around), providing a unique, visually-striking art direction to our game. Jarold, who has worked as an art director for projects like Gears of War, is now tasked with bringing Ellie’s beautiful art into an immersive 3D world. We recently released brand new key art, created by Ellie, that showcases one of the main protagonists, Mayday, as she looks towards the tower of No Straight Roads, the EDM empire in the game. Surely this art looks very familiar to all you RPG fans? That’s right, it’s a tribute to the 22nd anniversary of Final Fantasy VII, one of my favorite RPGs of all time! This key art is my little way to say thank you. It was a great privilege to work alongside some of the original members who worked on this masterpiece back when I was in Square Enix. It is also a testament to our ambition to make No Straight Roads a truly memorable experience for gamers worldwide when it releases this spring on PS4. View the full article
  25. We’re excited to announce that the online ID change feature on PSN is officially launching to all PlayStation 4 owners later today. You’ll also be able to change your online ID via a web browser, and that feature will also be available starting today. Thanks to all of you who participated in the beta preview program back in October/November and who gave us your feedback! We do want to take this opportunity to clarify one point – as a result of the preview program, we’ve found an instance where a game did not fully support the feature, even though it was originally published after April 1, 2018, contrary to what we mentioned in our original announcement. All PS4 games originally published on or after April 1, 2018 have been developed to support the online ID change feature. However, since they have not all been specifically tested with the feature, we cannot guarantee that they will support it. For more details and information, we encourage you to refer to the list of tested games before making a change to your online ID. Do keep in mind that the large majority of most actively played PS4 games support the feature. We’re sure you have questions about this long-awaited feature and how it all works. This FAQ should have the answers you seek, but if not, just leave us a note in the comments below. We’ll do our best to update this document or respond in the comments section. There’s also a section on our PlayStation support page that may help answer additional questions, which you can check out here. Now without further ado, on to the FAQ! Q: Where and how can I change my online ID? You can either change your online ID on your PS4 or web browser. PlayStation 4: Step 1: From your PS4 go to [Settings]. Step 2: Select [Account Management] > [Account Information] > [Profile] > [Online ID]. Step 3: Enter an Online ID of your choice or choose from one of the suggestions. Step 4: Follow the on-screen prompts to complete the change. Web browser: Step 1: Sign in to your PlayStation Network account and select PSN Profile in the menu. Step 2: Select the Edit button that’s next to your Online ID. Step 3: Enter an Online ID of your choice or choose from one of the suggestions. Step 4: Follow the on-screen prompts to complete the change. Q. Can I change my online ID on my PS3 or PS Vita? No. The change can only be made through a PS4 system or web browser. Q: Do I have to pay to change my ID? How much will it cost? The first change is free, and changes after that will cost $9.99 USD / CAD. For PlayStation Plus members, it will cost $4.99 USD/ CAD for each change after the first one. Q: Will my friends be able to find me with my new online ID? When changing your online ID, you’ll have the option to display your old ID next to your new ID in your Profile for 30 days. This will make it easier for your friends to notice your ID change. You can only select this option at the time you are changing your online ID. Q: How many times can I change my ID? In general, there are no restrictions to the number of times you can change your online ID. Q: Can I revert back to my old ID? You can as long as the old ID doesn’t violate the Terms of Service. You can revert back to any of your previous IDs by contacting PlayStation Support. Q. Do I have to pay to revert back to an old ID? No, reverting back is free. Q: What happens to my old online ID? Can someone else take it? No, your old online ID is only available to you. Q: If I change my online ID multiple times, can I revert back to any of my past IDs? Yes, you can revert back to any of your previous online IDs, as long as those IDs do not violate the Terms of Service. Q: How many times can I revert back to an old ID? In general, there are no restrictions to the number of times you can revert your online ID. Q: Can any account change their online ID? Child accounts cannot change their online ID. Q: Do all games support online ID change? A large majority of the most-played PS4 games that we tested support the feature. We recommend that you check this list of tested games before you make the actual change. PS3 and PS Vita games are not supported. Q. What do you mean by a game supports the online ID change if it was ‘originally published’ on or after April 1, 2018? The game must have launched for the first time on or after April 1, 2018, to support the online ID change feature. For example, a game that first launched back in 2013 that has since been re-mastered or re-sold as a ‘complete edition’ in 2018 does not apply. Q: Why is it that only games published after April 1, 2018 were developed to support online ID change? Games published after this date were developed using tools that support online ID change at a system level. Q: Will all PS4 games released in the future support the feature? All PS4 games originally published on or after April 1, 2018 have been developed to support the online ID change feature, but we do not guarantee that all games will fully support the feature. Q: I saw that there are a lot of potential issues and risks associated with changing my online ID. How do I know that I won’t run into these? We recommend that you check this list of tested games before you make the actual change. A large majority of the most-played PS4 games that we tested support the feature, and we expect major issues to occur only in a small number of games. Q: What kind of issues could I potentially run into? Below are some of the issues you may encounter. We expect major issues to occur only in a small number of games. Your previous Online ID may remain visible to you and other players in some areas. You may lose progress within games, including game saved data, leaderboard data, and progress towards Trophies. Parts of your game and applications may not function properly both online and offline. You may lose access to content (including paid-for content) that you may have acquired for your games including content like add-ons and virtual currency. Q: What should I do if I encounter an issue by changing my online ID? If you experience any issues while playing a game that is not on the list of tested games, we recommend that you revert back to your previous online ID that did not have those issues. Reverting back should resolve most issues. View the full article