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  1. Master storyteller and game creator Hideo Kojima surprised attendees of his San Diego Comic-Con panel by revealing the final cover art for Death Stranding. The art features Sam Bridges, who must brave a world utterly transformed by the Death Stranding, and save mankind by reconnecting a fractured society. Check out the Death Stranding official cover art below: We also have our first look at the SteelBook: This collectible SteelBook is included in the Death Stranding Special Edition ($69.99 USD MSRP/ $89.99 CAD MSRP) and the Death Stranding Collector’s Edition ($199.99 USD MSRP / $249.99 CAD MSRP). Click here to pre-order either edition. Hideo Kojima was joined at the panel by renowned film director, Nicolas Winding Refn, who has a special guest appearance in Death Stranding as the character, Heartman. The two discussed their approach to narrative, their inspirations as creators and what excites them about the future of entertainment. Mr. Kojima also shared a short clip from the game featuring Heartman and shed some light on his role. There’s still a lot to learn about Heartman and what role he’ll play in Sam’s journey, but in signature Hideo Kojima style, you can bet an engaging story like no other awaits when game comes out on November 8th. Stay connected to our official channels for more details as Death Stranding’s November 8th launch date nears. Remember… tomorrow is in your hands. View the full article
  2. Email us at blogcast@sony.com! Subscribe via iTunes, Spotify, Google or RSS, or download here Phew! We get to catch our breath a bit during this week’s episode, and discuss what we’ve been playing between megaton releases. Stay tuned for a nostalgic chat running down unforgettable games from past PlayStation consoles. Stuff We Talked About Chocobos in Final Fantasy XIV Satisfying game loops in Days Gone Sizzler Family Restaurants USA Console-defining PlayStation games The Cast Sid Shuman – Director of Social Media, 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
  3. Fight to correct the course of history in two (count ’em!) new Wolfenstein games, both launching Friday. Wolfenstein: Youngblood casts players as one of BJ Blazcowicz’s twin daughters, Jess and Soph, as they search for their missing father. Online co-op lets two players work together to overcome new challenges, rescue one of gaming’s most legendary icons, and ideally eradicate some Nazi scum while they’re at it. Wolfenstein: Cyberpilot launches alongside Youngblood, but this one puts you in the action thanks to PlayStation VR. Hack into devastating war machines, use their own weapons against them, and aid the ongoing resistance against the Nazi threat. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! Conga Master Go! PS Vita — Digital (Out 7/24) The dance floor fills, the line gets longer… come on down, it’s time to conga! Shake your virtual hips to the ridiculously fun arcade action of Conga Master as everyone fights to make the longest conga line possible. No rhythm required – anyone can conga! Date A Live: Rio Reincarnation PS4 — Digital The story begins 30 years after a series of Spacequakes that were caused by Spirits. Shido encounters one and learns that he has the ability to seal away a Spirit’s powers. Shido is determined to save the world, and the Spirits, with the power of love! Experience new date endings and Event CGs in Rio Reincarnation! Elea PS4 — Digital (Out 7/25) In 2073, Earth was struck by a horrid childhood disease and Elea’s husband Ethan joined an expedition to colonize Solace, a habitable exoplanet, to save humanity from extinction. Thirteen years later, Elea joins a recovery mission to investigate the fate of the expedition. What follows is a wondrous journey through space. Fantasy Strike PS4 — Digital (Out 7/25) Fantasy Strike is a colorful fighting game where fantasy meets martial arts. It focuses on depth and strategy rather than difficult execution. It’s designed for tournament play, but also to welcome you to the genre if you haven’t played other fighting games before. Online play uses the excellent GGPO networking technology. Fear of Traffic PS4 — Digital (Out 7/25) With its colorful world and a magical soundtrack, your mission will be to find the way out, avoiding blocked roads, animals, odd objects on the way and dramatic accidents with other drivers. You can try to ramp up your score by finding hidden collectibles in every level. Hoggy 2 PS4, PS Vita — Digital (Cross-Buy) Hoggy 2 is a classic platformer with more than 200 levels. The pink slime named Hoggy is back and a whole new wonderful adventure awaits. Except this time around, Hoggy isn’t on his own, as Hogatha is keen to join him and the two must work together to rescue their slime-mold children from the evil Moon Men that kidnapped them! Mighty Switch Force! Collection PS4 — Digital (Out 7/25) Switch up the fun with four games in one! As cybernetic peacekeeper Officer Patricia Wagon, you’ll use your platforming skills, puzzle-solving abilities, and special level-altering Siren Helmet to protect the people of Planet Land and smash enemies into the screen! Robbie Swifthand PS4 — Digital Robbie Swifthand and the Orb of Mysteries is a 2D platformer with unique boss fights accompanied by groovy and mystifying music. Plan your every move and outsmart the traps that are lurking in the temple or get dissected in hilarious ways! Experience rage and satisfaction in this hardcore platformer! Sabre VR PS VR — Digital In the future, the UN bans the research and development of Killer Robots. No AI can terminate a Human life. These AI are re-purposed into Human controlled “state of the art” weaponized drones. High Tech Military Corporations race to create mechanized animals called S.A.B.R.E. (Synthetic Animal Bio-Remote Entities.) Smoots Summer Games PS4 — Digital (Out 7/25) Get the Gold Medal! Play athletics events from your sofa. Prepare yourself for the next season. Smoot Summer Games is a sports arcade game for 1-4 players where you can play 18 athletics events. Play with your favorite Smoot character in practice, Special Challenge and Championship game modes. Songbird Symphony PS4 — Digital (Out 7/25) A heart-warming journey of discovery, as orphaned chick ‘Birb’ sets off to find his true origins. Follow this cheerful little bouncing bird who revels in singing, and guide him through this magical journey of stunning pixel art and gorgeous animation that shapes itself to your musical interactions! Tetsumo Party PS4 — Digital (Out 7/26) It’s Tetsumo Party time! Help sumo warriors win in a hilarious competition. Control their arms and legs to fit the incoming bamboo wall or… drop out in the most ridiculous way! Riddle me this: what do sumo, walls and dancing have in common? The answer is: all of these elements formed Tetsumo Party! Wargroove PS4 — Digital Take to the battlefield with Wargroove, a strategy game for up to four players! Choose your Commander and wage turn-based war on battling factions. Design and share maps, cut-scenes and campaigns with easy-to-use editors and in-depth customization tools. Wolfenstein: Cyberpilot PS VR — Digital, Retail (Out 7/26) Wolfenstein: Cyberpilot brings virtual reality to the revolution against the Nazis. Paris. 1980. You’re the best hacker in town. Your mission: aid the French resistance by taking control of powerful Nazi war machines. Saddle up, Cyberpilot, you’re one of us now. Wolfenstein: Youngblood PS4 — Digital, Retail (Out 7/26) Wolfenstein: Youngblood is the first modern co-op Wolfenstein adventure. Nineteen years after the events of Wolfenstein II, BJ’s twin daughters, Jess and Soph Blazkowicz, are forced into action. Wolfenstein: Youngblood features the most open-ended Wolfenstein experience to date. The information above is subject to change without notice. The Lion King Soundtrack Hip-Hop and Play: Young Nudy Takeover Island Anniversary Pokémon Detective Pikachu Master Z: Ip Man Legacy DCU: Batman: Hush Season Premiere Friday, 7/19 at 10PM PT on SYFY PlayStation Vue has your favorite sports, news and must-watch shows. The information above is subject to change without notice. View the full article
  4. A new free update is available for download (internet connection required) starting today after 1pm PT in MLB The Show 19. For the 5th Inning Program, you get to choose from three new 99 player rewards, including Legend Lou Gehrig. New content has arrived weekly since launch in MLB The Show 19, and this Diamond Dynasty update comes at no additional cost once you own the game. Updates include: New Challenges in single-player Conquest mode and in the multiplayer Ranked Seasons where you bring your best team to the field. New Rewards to grab like Diamond choice packs, customized equipment and much more. New Moments to relive some of the most notable baseball memories spanning across the last century. 5th Inning Program Bosses Battle the new bosses and then play with them in fast-paced Moments. As you complete Program challenges and games, you will earn Program Stars to unlock a special choice pack that lets you add one of the three Bosses to your Diamond Dynasty squad. Who will you choose? New York Yankees – Signature Series Lou Gehrig (1B) Lou Gehrig is not just a historic Yankee, he’s one of the greatest hitters of all time. Choose this Legend if you want an incredible first baseman with out-of-this-world hitting stats. Toronto Blue Jays – Signature Series Josh Donaldson (3B) Do you need a third baseman with a big bat? Then consider Josh Donaldson, the two-time Silver Slugger and 2015 MVP. St. Louis Cardinals – Signature Series Bob Gibson (SP) If you’ve been tempted away from the pitchers in the last few Boss Choice Packs, then Bob Gibson is the right choice for you. This Hall of Famer won the Cy Young and MVP for his historic 1968 season with a 1.12 ERA and 22 wins. He also pitched 28 complete games that year. Earn Program Stars The 5th Inning Program brings new Moments featuring major events in each Boss’s career as well as opportunities to battle against them in fantasy situations with your Diamond Dynasty team. Earn Program Stars by: Playing games in Diamond Dynasty Completing daily Missions Completing all goals in the new 5th Inning Conquest Map Completing 5th Inning Moments Earn Program Rewards On the journey to 300 Program Stars where you can claim your Boss Choice Pack, you will unlock a number of unique rewards. There are more choice packs with Diamond players, custom equipment, bat flip animations, a unique fireworks bat skin to equip to your Created Player or your Diamond Dynasty squad, and much more. Look for more great content to arrive each week of the season. Play ball! View the full article
  5. Hello, Days Gone fans! It’s been a thrill to watch all your posts and videos sharing winning strategies for our first three challenges. I’d like to share some of our own tips for this week’s new Combat Challenge, Ambush Camp Rush. This should seem familiar to Days Gone players, but the addition of a ticking clock and sub-objectives gives this challenge a degree of intensity and tension not seen in previous camps. The main goal is to take out the enemy camp as fast as possible. But in order to get the best score you’ll have to earn a high combo chain while completing the following sub-objectives: Kill X Marauders before alerting the camp: You can go in quiet for stealthy kills on most enemies, but armored heavies need to be taken down hard and fast. Molotovs or explosives are perfect for heavies; just make sure you’re not around to get spotted once things get loud. Get X kills from Berserked enemies: You’ll start the challenge equipped with three Residue Bolts, with plenty of crafting materials to be found throughout the camp and on dead bodies. A sniper to the right of your starting position is the most strategic enemy to hit first. He’ll use his high position and powerful rifle to kill your enemies and create confusion for you to move through the camp. Kill X enemies with traps/distractions: Loot dead bodies and scavenge the environment to find ingredients to craft these tools of destruction. Since collecting items increases your combo chain, focusing on this sub-objective early can drastically increase your overall score for the challenge. Defeat the camp within X time: At first glance, this sub-objective seems at odds with the others. However, running and gunning by itself isn’t a viable strategy. You’ll have to move so fast you’ll just wind up stumbling into trip-wires and bear traps that slow you down and alert nearby enemies. It’s best to mix-and-match strategies from other sub-objectives to succeed; Soften up the camp with a few stealth kills, create confusion with a few strategic residue bolts, eliminate clusters of enemies with single explosions on your race to beat the target time. Each sub-objective has multiple reward tiers that are increasingly difficult to achieve, so choose the appropriate gear. The following rings are well suited for Ambush Camp Rush: Bullets: Rolling will reload your equipped weapon with a portion of its ammo. Fleur de Lis: Reduces crossbow bolt falloff, with an added bolt penetration bonus. Vampire: Successful stealth kills suppress your next few shots. Reaper: When you’re near death and your health bar is flashing, your next few melee attacks are insta-kills. Joker: Sliding picks up items within a certain distance from you. Each challenge allows players to earn more credits and reputation that can be used to upgrade ring strength at the Challenge Shop. And finally, getting a ranked score in Ambush Camp Rush awards the “Condemned” patch whose perk is increased bullet penetration, which will allow you to score much better at Surrounded, possibly even take the top of the leaderboards. View the full article
  6. Hi everybody, it’s a great pleasure to be back on the PS Blog for a new story on Astro Bot Rescue Mission. Today is a bit special because we’re going to be lifting the lid over mishaps and hiccups we encountered while creating the game and how we got around solving them. Or not. :) The thing to be aware of when developing creative content such as video games is that it inevitably means that some of the work will go to waste. That’s especially true with innovative games where the search for new experiences implies numerous iterations until things feel right. So grab your Astro broom and let’s head out to Space! Please don’t expect amazing graphics here, these ideas were all abandoned before they got to be embellished by our lovely artists. Let’s start with the “Mecha Spider Enemy”: Imagined as a fire-spitting baddie, it required you to cut its legs using the shuriken gadget before Astro could give it the final punch. Getting this one to move well with four, three, two or even one remaining leg proved a real challenge. The distance was problematic too, as we needed space to get a good shuriken-flicking experience. In the end, we dropped the prototype and opted for the bamboo enemy — simpler, clearer, more versatile, and gratifying to shoot. The “Mecha Spider” Enemy prototype about to fry Astro. Levels of course also got their fair amount of chopping, if they weren’t dropped altogether. Luckily, the way we built them meant that a big piece could be cut off, readjusted, and applied to a different stage. This is how part of the loooooong Canyon Stage was removed and ended up being used in the Volcano Stage. We cut out the last chunk and did a bit of resizing: building blocks from the rocky theme were quickly swapped for molten rocks, the water down below made way for bubbling lava, the enemies were replaced with fire-themed foes and voila! Well, it sounds easier than it actually was, but it was definitely quicker than if we had created everything from scratch. Some level sections were cut and used as part of other areas. Here the third section of the Canyon level was re-purposed for use in a lava stage. Astro himself was not safe from the occasional axing: we tried making him dance and sing to the level’s music whenever he would be idling. We tried it and realized that besides the need for a voice that would not get annoying, the tempo of animations and music style were so varied for each level that we would have to create a large amount of bespoke animations. Considering that the player would only notice this feature when inactive, the cost did not feel right and we ended putting our efforts into better animations for the environment and the stranded bots. He’s smooth and he has groove, but that wasn’t quite enough to keep Astro’s singing feature. And last but not least, our biggest cut of all: multiplayer mode! Multiplayer was always at the heart of Team Asobi’s previous projects and it made sense for the team to continue that trend. So we developed a TV mode where three more players could join Astro and share the same play space, making their way to the goal together while climbing and punching each other and generally goofing around. It was a lot of fun and hearing the team’s laughter every morning was an indicator we were making a fun local multiplayer game… Team Asobi testing multiplayer in one of their regular morning plays. … Except when playing the game in VR, especially solo, things weren’t so fun: the levels built for multiplayer were too large and felt empty. There wasn’t enough use of verticality or perspective, largely because the TV camera had to fit four players on screen at all times and therefore keep movement and amplitude at a minimum. Without noticing, we were slowly putting the priority on TV play at the expense of VR. We were nine months into our 18 month development when a serious call had to be made: multiplayer was put on the back burner to unleash the creativity of the level designers and let the game’s “VR ness” bloom. Within days, the change paid off: Levels such as Vertigo-go appeared as the new benchmark, full of unique gameplay only possible in VR and the tempo we had been searching for all along. More levels soon followed. The rest, as they say, is history. The ill-fated multiplayer mode, before it was axed to allow the team to maximize on the VR Medium. The multiplayer episode was a difficult time on the project. It was probably the hardest cut we ever made, and it created some controversy within the team, especially because it felt like we were taking something of quality away. But at times, such decisions are necessary for the greater good and there is no more regret today as it allowed the game — and the team — to reach new heights. I hope you enjoyed this insight on hiccups and mishaps from Astro Bot Rescue Mission. Thank you for your continued encouragement and please let us know your thoughts in the comments below. Until next time, friends! View the full article
  7. Playstation

    How Marvel’s Iron Man VR Nails Flying

    Back in March, we announced Marvel’s Iron Man VR exclusively for PlayStation VR. It was fun (and cathartic!) to finally talk about the game as we know how special and important of a game this is for PlayStation, VR enthusiasts, and, of course, fans of Marvel. In celebration of San Diego Con Comic, we joined the Marvel Games panel to talk more about the game, the Impulse Armor designed by legendary Marvel artist Adi Granov, and how Camouflaj tackled one of the greatest development challenges it’s ever faced: nailing flying in VR. During the initial ideation process, the team at Camouflaj knew we had to execute on a number of essential components to bring the Iron Man fantasy to life in VR. Feeling like you’re wearing the suit, blasting your Repulsors, viewing the world through a full three-dimensional HUD, and being the complex (and inventive) Tony Stark character were all key, but none more important than nailing the sensation that you’re flying around as Iron Man in VR. In order to convince the team at Marvel Games that Camouflaj was the ideal developer to bring Iron Man to VR, we knew we had to demonstrate that flying as Iron Man in virtual reality is not only comfortable, but wildly fun and liberating. To compound the challenge, we had only a few precious weeks to sign our next project, so, like Tony Stark in the cave with his back against the wall, we brushed aside all mortal concerns and faced the challenge head-on. During those first few days of preparation, I hosted meetings with our team to determine what should be included in the ultimate Marvel’s Iron Man VR pitch. One day later, Troy Johnsen, an engineer on the team, came back with what felt like the perfect prototype. As many of you probably know, so much of game development — as with Iron Man himself — is about experimenting and not giving up, even in the face of seemingly impossible challenges. With 48 hours left until the pitch, we packed our gear into a rental car and drove from Seattle to Los Angeles. Our lead writer Brendan Murphy drove most of the way while Troy, Brendan’s dog Remy, and I continued to noodle on the pitch on my laptop. During the long road trip, whenever we expressed concerns about Marvel signing the game, we reminded each other of what was in the trunk of the car: a magic prototype that convinces almost anyone who plays it that, not only is Iron Man perfect for VR, but that Camouflaj was the team to realize the dream. Needless to say, the team at Marvel Games loved the pitch — especially the prototype — and we began the long drive back home to Seattle beaming with energy. What then transpired was years of hard work building the story, features, and technology while Troy continued to experiment, tweak, and polish in service of delivering true Super Hero aerial freedom. Without getting too much into the weeds, here are some ingredients in the secret sauce: Physics-based Flight The key reason it feels so good and natural to fly as Iron Man in our game is because we obey Newton’s laws of motion. We doubled down on how it would work in real life, which, it turns out, your brain really appreciates. Every frame we process includes calculations of up to a dozen forces, such as thrust, drag, and gravity — as well as our assistance systems — that output Iron Man’s accurate and believable trajectory through the sky. Momentum Conservation Whenever possible, we preserve the player’s forward momentum. These systems allow the player to carve turns at high speed and enable our dogfight mechanics. Bumpers Inspired by those balloon-like “bumpers” at bowling alleys, we built an invisible system that cushions and guides the player around hard edges of buildings and other geometry. The bumpers also soften the blow when the player rams into something at high speeds. Under the hood, we account for potential upcoming collisions and gently apply collision-avoidance forces. Contextual Suit Settings It turns out, the player doesn’t want to accelerate from zero to 300 kilometers per hour when they are trying to delicately fly around more confined spaces. Wherever more precise flight speed is needed, we apply different suit settings based on context. This allows the player to utilize their thrusters for both small-scale maneuvers as well as unlocking full-blown, face-melting thrust when they need it. Developing Marvel’s Iron Man VR is as incredibly challenging as it is fun. The world of Iron Man and Tony Stark is such a fertile world to be creative in, but it demands that we execute on a number of key features, none more important than free-roaming flight as Iron Man. Over the coming months we’ll be able to share a lot more about Marvel’s Iron Man VR — and trust me — there’s still much more to share. As fans of Iron Man and PlayStation VR, we believe we have a clear idea of what you all want out of Marvel’s Iron Man VR, and we’re working hard every day to deliver on that. Back to the Garage! View the full article
  8. Playstation

    Flash Sale! Deals up to 75% at PS Store

    We’re changing things up this month at PlayStation Store with a midweek flash sale and a fresh lineup of games. Starting in just a few hours, save up to 75 percent on titles like Batman: Arkham Collection, A Plague Tale: Innocence and more. Take a first look at the full lineup below, then head over to PS Store through the weekend. Flash Sale deals end July 22 at 8 AM Pacific. PS4 Games Title $PSPlus $Original 8-BIT INVADERS! $5.99 $29.99 A PLAGUE TALE: INNOCENCE $34.99 $49.99 AGENTS OF MAYHEM $4.99 $19.99 AGENTS OF MAYHEM: TOTAL MAYHEM BUNDLE $7.49 $29.99 ARKHAM TRILOGY BUNDLE $23.99 $59.99 ARKHAM TRILOGY BUNDLE $23.99 $59.99 BATMAN: ARKHAM KNIGHT PREMIUM EDITION $15.99 $39.99 BLEED $3.24 $12.99 BLEED 2 $3.74 $14.99 BLEED 2 SPECIAL EDITION BUNDLE $6.99 $27.99 BLEED SPECIAL EDITION BUNDLE $7.62 $30.49 BROFORCE $3.74 $14.99 CARTOON NETWORK: BATTLE CRASHERS $7.99 $19.99 CODE: REALIZE ~WINTERTIDE MIRACLES~ $24.99 $49.99 CROSSING SOULS $6.74 $14.99 DARKWOOD $10.49 $14.99 DAYD: THROUGH TIME $6.99 $9.99 DEAD BY DAYLIGHT $14.99 $29.99 DEAD BY DAYLIGHT THE SAW CHAPTER $3.99 $7.99 DEAD BY DAYLIGHT: A NIGHTMARE ON ELM STREET CHAPTER $3.99 $7.99 DEAD BY DAYLIGHT: ASH VS EVIL DEAD $2.49 $4.99 DEAD BY DAYLIGHT: LEATHERFACE $2.49 $4.99 DEAD BY DAYLIGHT: THE HALLOWEEN CHAPTER $3.99 $7.99 DEAD ISLAND DEFINITIVE COLLECTION $7.49 $29.99 DEAD ISLAND DEFINITIVE EDITION $4.99 $19.99 DEAD ISLAND RETRO REVENGE $1.24 $4.99 DEAD ISLAND: RIPTIDE DEFINITIVE EDITION $4.99 $19.99 DIABLO III: RISE OF THE NECROMANCER $7.49 $14.99 GEOMETRY WARS 3: DIMENSIONS EVOLVED $4.94 $14.99 GOLEM GATES DIGERATI $17.49 $24.99 HOMEFRONT: THE REVOLUTION $4.99 $19.99 HOMEFRONT: THE REVOLUTION ‘FREEDOM FIGHTER’ BUNDLE $9.99 $39.99 HOMEFRONT: THE REVOLUTION EXPANSION PASS $3.74 $14.99 HOTLINE MIAMI $2.49 $9.99 HOTLINE MIAMI 2: WRONG NUMBER $3.74 $14.99 LEGEND OF KAY ANNIVERSARY $11.99 $29.99 LOST ARTIFACTS: SOULSTONE $6.99 $9.99 MOTHER RUSSIA BLEEDS $3.74 $14.99 NINJIN: CLASH OF CARROTS $2.99 $14.99 OMEGA STRIKE $2.99 $11.99 PINBALL FX3 – BALLS OF GLORY PINBALL $4.99 $9.99 PINBALL FX3 – MARVEL PINBALL ORIGINALS $2.49 $9.99 PINBALL FX3 – MARVEL PINBALL: AVENGERS CHRONICLES $4.99 $9.99 PINBALL FX3 – MARVEL PINBALL: CINEMATIC PACK $4.99 $9.99 PINBALL FX3 – MARVEL PINBALL: HEAVY HITTERS $4.99 $9.99 PINBALL FX3 – MARVEL PINBALL: MARVEL LEGENDS PACK $4.99 $9.99 PINBALL FX3 – MARVEL PINBALL: VENGEANCE AND VIRTUE $4.99 $9.99 PINBALL FX3 – MARVEL’S WOMEN OF POWER $3.49 $6.99 PINBALL FX3 – WILLIAMS PINBALL: VOLUME 1 $4.99 $9.99 PINBALL FX3 – WILLIAMS PINBALL: VOLUME 2 $4.99 $9.99 ROYAL ROADS $6.99 $9.99 RUINER $7.99 $19.99 SHADOW WARRIOR $7.49 $29.99 SHADOW WARRIOR 2 $9.99 $39.99 SHIFT QUANTUM $5.99 $19.99 SHIFT QUANTUM – CYBER-NOIRE EDITION $8.09 $26.99 SNOOKER NATION CHAMPIONSHIP $4.94 $10.99 SUPER BLOOD HOCKEY $10.49 $14.99 THE HOTLINE MIAMI COLLECTION $4.99 $19.99 THE SAVIOR’S GANG $3.49 $4.99 THE SHADOW WARRIOR COLLECTION $14.99 $59.99 TITAN SOULS $3.74 $14.99 VERLET SWING $10.49 $14.99 ZANKI ZERO: LAST BEGINNING $29.99 $59.99 PS3 Games Title $PSPlus $Original BATTLE PRINCESS OF ARCADIAS $7.99 $19.99 CLAN OF CHAMPIONS $0.39 $0.99 DC UNIVERSE: POWER BUNDLE $17.49 $34.99 DC UNIVERSE: ULTIMATE EDITION $44.99 $89.99 DEAD ISLAND – FRANCHISE PACK $7.49 $29.99 DEAD ISLAND GAME OF THE YEAR $4.99 $19.99 DEAD ISLAND RIPTIDE $3.74 $14.99 DEAD ISLAND RIPTIDE – COMPLETE EDITION $4.99 $19.99 FAIRY FENCER F $4.99 $9.99 GRIMGRIMOIRE (PS2 CLASSIC) $4.99 $9.99 HOTLINE MIAMI $2.49 $9.99 HOTLINE MIAMI 2: WRONG NUMBER $3.74 $14.99 HYPERDIMENSION NEPTUNIA MK2 $4.99 $9.99 HYPERDIMENSION NEPTUNIA VICTORY $4.99 $9.99 LEGASISTA $4.99 $9.99 MUGEN SOULS $4.99 $9.99 MUGEN SOULS Z $4.99 $9.99 NATURAL DOCTRINE $5.99 $14.99 THE AWAKENED FATE ULTIMATUM $7.99 $19.99 THE GUIDED FATE PARADOX $7.49 $14.99 THE WITCH AND THE HUNDRED KNIGHTS $7.99 $19.99 PS Vita Games Title $PSPlus $Original A ROSE IN THE TWILIGHT $3.99 $9.99 CLADUN RETURNS: THIS IS SENGOKU! $7.99 $19.99 CODE: REALIZE ~WINTERTIDE MIRACLES~ $19.99 $39.99 CRIMINAL GIRLS 2: PARTY FAVORS $7.99 $19.99 CRIMINAL GIRLS: INVITE ONLY $7.99 $19.99 DANGANRONPA 2: GOODBYE DESPAIR $9.99 $19.99 DANGANRONPA: TRIGGER HAPPY HAVOC $9.99 $19.99 DEMON GAZE $9.99 $19.99 HOTLINE MIAMI $2.49 $9.99 HOTLINE MIAMI 2: WRONG NUMBER $3.74 $14.99 HTOLNIQ: THE FIREFLY DIARY $3.99 $9.99 HYPERDIMENSION NEPTUNIA: PRODUCING PERFECTION $4.99 $9.99 NATURAL DOCTRINE $5.99 $14.99 OPERATION ABYSS: NEW TOKYO LEGACY $9.99 $19.99 OPERATION BABEL: NEW TOKYO LEGACY $9.99 $19.99 STRANGER OF SWORD CITY $9.99 $19.99 TITAN SOULS $3.74 $14.99 TOKYO TATTOO GIRLS $5.99 $19.99 TOUHOU DOUBLE FOCUS $2.99 $9.99 TOUHOU KOBUTO V: BURST BATTLE $9.99 $19.99 YOMAWARI: MIDNIGHT SHADOWS $9.99 $19.99 YOMAWARI: NIGHT ALONE $7.99 $19.99 Note: All pricing is for U.S. only and subject to change. View the full article
  9. Fishing Sim World: Pro Tour gives you the chance to fulfil the dream of becoming the world’s best angler thanks to the latest feature packed update that is out now. Our brand new career mode sees you go from an amateur angler all the way to elite but standing in your way are some of the biggest names in bass fishing including Jacob Wheeler, John Crews and David Dudley. The biggest challenge is likely to come from Scott Martin — the most successful FLW Tour bass angler of all time, he is also the host of the Scott Martin Challenge TV show on Discovery Channel and Fishing Sim World ambassador. As part of your journey through career mode, you will gain career earnings as well as social media followers which will unlock sponsorship opportunities from over 50 licensed partners in-game. As well as fishing the bass series, you can try your hand at predator and carp tours meaning there are over 100 professional anglers for you to take on. Fishing Sim World: Pro Tour now features over 29 species of fish all with their own specific behaviors to challenge and force you to adjust your set up. As well as bass, you will find other species such as muskie, crappie and catfish that are found in the five US venues including sections of established tour venues Lake Guntersville and Lake Travis, both recreated in stunning detail. Try something different by heading to one of our five European venues which include two popular carp lakes, Manor Farm at Linear Fisheries and Gigantica Main Lake. Get out there and see if you can catch any of their famous residents, such as Kempy’s Linear and Fudgie’s. To help you catch all the different species and master each venue, there are hundreds of items of tackle from some of the biggest brands including Evinrude, 13 Fishing and Booyah. There are also major brands from the carp fishing industry to help you take on the five European venues that are waiting to be mastered. The battle doesn’t stop there though! Custom Multiplayer lets you set the rules when taking on your friends online — choose from options such as venue, species to count, weather conditions, scoring method and time limit. Finally, take part in online tournaments, competing against your peers from all over the world in the Dovetail Fishing League where not only are you fishing for the kudos of ‘Angler of the Month’ but in-game rewards and real world prizes too! Don’t forget, this is a free update for all current owners of Fishing Sim World and is available now to buy for all new customers on PS4. View the full article
  10. Hello, my name is Carles, and I am the Lead Programmer at Altered Matter — the studio behind the game Etherborn. Today is a big moment for us, as we are finally releasing Etherborn to the world. Nearly four years of work has boiled down to this very moment. It’s exciting and nerve-wracking all at the same time. In this post, I want to give you a bit of advice and some tips for our game. I hope that they will come in handy. But first, watch our launch trailer, which should give you some context about what Etherborn is about. Etherborn is an exploration puzzle platformer set in a world where gravity behaves in a different way than ours. So my first bit of advice for you is to relax, unwind, and let yourself loose in this world. There is no timer chasing you to finish the level before it runs out, or enemies making your life difficult and trying to kill you. It’s only you and the level that’s in front of you. As you will notice, any area with a curve changes the direction of gravity’s pull. Explore those surfaces, as a simple gravity shift can make places that were once inaccessible become wide open. The world is a Rubik’s cube — play around with it and see where it will take you. The next tip I have for you is so simple that it hurts. To access some parts of the levels, you will need to find orbs scattered around the environment and place them on specific switches. Once you do that, bridges, paths, and new structures will emerge, letting you move forward and discover what’s ahead. There might be times when you could feel a bit stuck trying to find that “one more orb” to progress. But remember — you can pick up orbs from switches you’ve already used and don’t need access to anymore. Sometimes, it’s the obvious things that we miss out on the most. My last piece of advice is to not worry about being wrong and enjoy experimentation. What we wanted people to experience are those beautiful “Eureka!” moments when they play — that “OMG, I can’t believe it was this simple/now I got it!” feeling. If you are feeling stuck, don’t be afraid to veer off the path you already took, and try to bite the problem from a different angle so to speak. Etherborn is all about exploring the environments to understand how gravity will affect you and the path that you need to take. That eureka moment that you are looking for could be just a step, jump, or gravity change away! I hope that you enjoyed this little write-up and that Etherborn has piqued your interest. Etherborn is now available at PlayStation Store, and we are absolutely over the moon just thinking about it. We hope that you might feel a little bit of that too. And if you want to ask me any questions about our game, don’t hesitate to do so in the comments below! View the full article
  11. Been waiting many moons for a new Paladins Champion? Your wait is over. The newest Support Champion, the moon goddess Io, launches today with the Sun & Moon Update, and I’m thrilled to tell you more about her: For eons, Io watched over the Realm. But then disaster struck: The Darkness smothered the goddess’s light, and shattered the moon that hangs above our battlefields. Pieces of the moon fell to the Shattered Desert, where Io’s faithful watched over them. They kept vigil for the shattered goddess, praying that one day she would return. That day finally came as the Magistrate marched on the moon shards, determined to harness their power in the ongoing war against the Paladins. At the urging of her celestial friend Jenos, Io revealed her true form to fight for her people and stand against the Magistrate. If you’re an active player, you’ve seen glimpses of Io and her fox, Luna, before. We’ve been teasing Io since the release of the Shattered Desert map, which featured spirit wolves running around the environment. More recently, sharp-eyed players may have noticed a statue of Io in the middle of our new Siege map, Bazaar. Io is a graceful Champion who wields a magical bow and the power of the moon itself. Her mystical Light Bow fires crescent arrows, summoned to our Realm seconds before firing. She heals her allies with the power of Moonlight, channeling a limited resource of lunar energy into the injured. And beware when Io calls upon the power of the moon itself, altering the force of gravity and carrying enemies to their doom. But the focus of Io’s gameplay is her pet spirit fox, Luna. As you play Io, you’ll summon Luna, tell her where to move, and command her to attack. Luna will fight alongside you, rushing towards the foes you target and stunning them. Depending on how you play with Paladins’ Talent system, Luna can also heal your allies or provide Io a second life. Io’s not the only new content in our new update — there’s a sun to balance out the moon! Make a splash and earn over 100 great rewards with the Shore Patrol Battle Pass. You’ll earn Battle Pass experience with every game you play, leveling up this fun-in-the-sun Battle Pass and unlocking rewards. Dive in with the Shore Patrol Kinessa Skin — instantly unlocked with purchase of the Battle Pass — and keep playing to get skins for Kinessa, Koga, and Fernando. We hope that you all love the new content in the Sun & Moon update. We’ll see you in the Realm, Champions! View the full article
  12. For those of you heading out to San Diego Comic-Con, we’ll have some mysterious treats on hand! This year, PlayStation Gear Store is offering Limited Edition PlayStation-themed Mystery Boxes. Each box includes five new limited edition PlayStation-branded items, averaging at a total value of $90 MSRP, and is available to San Diego Comic-Con attendees for the price of $60. Each day, a new Mystery Box design featuring five new PlayStation items will be offered, so you have a chance to collect a total of 25 limited edition items, with 500 or less units manufactured for each item, when you swing by our booth throughout the duration of the show. Check back at the booth every day for a peek at one of the new limited edition items. And if we haven’t sold out of each Mystery Box by Sunday, July 21 (the final day of the event), we plan to reopen sales for all of the remaining boxes available from start to finish. If you would like to stop by, we’ll be at the PlayStation Gear Store, Booth #121 at the following times: Wednesday: 6pm-9pm Thursday: 9:30am-7pm Friday: 9:30am-7pm Saturday: 9:30am-7pm Sunday: 9:30-5pm We look forward to seeing you there! View the full article
  13. Today marks the incredible milestone of fifty years since three brave astronauts dared to leap, boarding Apollo 11 and leaving our atmosphere with the incredible ambition of being the first to walk on the Moon. Words cannot describe the courage that it must have taken and their mission took us all on an incredible journey, one which has shaped the world’s imagination, perhaps especially the games industry — to take players on breathtaking adventures. Growing up with a grandfather who inspired us to look up to the stars, we were always spacemen. He designed incredible telescopes and would wake us up in the middle of the night to go stargazing. We had the bug from an early age… but video games have taken that imagination to a new level. The sci-fi genre within games goes back almost as far as videogames themselves. Star Wars: Dark Forces on the original PlayStation was an early favorite of ours but our more direct inspiration for Deliver Us The Moon have to be the games that truly allow you to be an astronaut — to explore new worlds and set foot on moons, planets and space stations. The Mass Effect series really set the bar in terms of sci-fi narrative, driving the player excitedly towards their epic conclusion. Dead Space was a big influence, too — the space suits themselves and the use of HUD within the game, along with what can only be described as a masterclass in the loneliness of space. There have been many sci-fi games that have pushed not only the hardware they were built for, but our minds to the limit in an incredible way, exploring the supernatural and forces unknown. For Deliver Us The Moon, we wanted to make a game that let you fly, but also kept your feet on the ground. Mankind’s brave ventures into Space and reach for other worlds have given us a much greater understanding of our own. The Earth is changing, and in Deliver Us The Moon we tried to imagine what our planet might look like in another half-century – how mankind might come to depend on the stars, and on you. So, what can you expect in terms of gameplay? Will I get to launch a rocket? … Check. Will I get to moon walk? … Check Ooooh… How about a lunar rover? … CHECK. You get to be an astronaut. We wanted to pack the game full of experiences. From anti-gravity puzzles to an open lunar landscape to explore (complete with lunar monorail), there’s plenty to keep you feeling light while you take on your mission. Deliver Us The Moon will launch on PS4 in the near future but while you wait, we would like to encourage everyone to enjoy the commemorations over the next few days; from the anniversary of the launch today, through to the moon landing on Saturday, July 20, and their landing back on Earth on July 24. We would like to thank Michael, Neil, and Buzz for daring to leap and taking our imaginations on an incredible journey. View the full article
  14. Greetings, PlayStation! It’s been a while since we updated you all on the wonderful things happening with Boundless. A lot has happened in the game’s universe since we launched, and there’s a whole lot more to come. As we line up the biggest update to our sandbox MMO since launch, I thought I’d let you all know what we’ve been working on, and what you can expect to see arrive in game with this latest release. Today, we’ve released the Harvest Era update for Boundless. This brings a wealth of systems which provide several new ways to play. First up, we have a brand new Farming system, whereby players can cultivate crops to provide a steady food supply to their settlements. Farming isn’t restricted to food either — inorganic materials such as Fuel can be created with their own system, allowing players to support their Guild with a plentiful supply of vital goods. Players can use Goo Farming techniques to produce Goo Pigment, used in Color Sprays to embellish your Builds. In the near future, players will also be able to turn their Skills to botany, producing beautiful decorative flora to decorate their World. Of course, Farming isn’t as simple as placing a seed in the ground and waiting. There are many variables to take into account when it comes to increasing the quality and yield of any material. The most skillful farmers will need to consider placement, local vegetation, and irrigation before sowing the seeds for success. Ah yes, irrigation. This has led us to introduce yet another cool feature — placeable liquids. Water will be needed to make sure crops or flowers thrive, whereas some of the more unorthodox goods will need lava to grow. These are both now placeable in the World as any other block — though they will behave differently. Nobody gets to opt out of Fluid Dynamics here. The only exception to this will be player’s Beaconed bases. Players won’t be able to flood anyone else with water, lava or other liquids. We’re serious about keeping Boundless a friendly place. Of course, there’s more. We’re releasing a whole set of Color Sprays into the game, allowing players to decorate certain blocks within their Beacon in weird and wonderful ways. Colors are produced via the intricate, skillful Goo Farming system, and we can’t wait to see what the budding artists in Boundless can come up with. We’ve also undertaken a significant overhaul of the universe’s lighting system. While this won’t make a huge difference to the moment-to-moment gameplay, it gives the entire game a more atmospheric feel, particularly on certain Worlds and at certain times. Those little emergent moments when exploring a new World will now have even more impact. All this is just what’s coming with this specific release. In the months since we’ve launched, we’ve been bringing out a release roughly every couple of weeks — we’ve dropped programmable LED blocks, a full Guild system, new Messaging, dangerous temporary ExoWorlds, and so much more. Players are now able to join the Boundless Universe, join a Guild, head out on huge, organised group hunts, then head off to new frontiers to find out what’s waiting to be claimed. It’s so satisfying to see how far Boundless has come since launch, and we can’t wait to see you all join us for the Harvest Era. If you have any questions at all, or would like to know more about Boundless, then please don’t be shy! We love talking with players old and new, and are happy to answer any queries you have. A Sandbox MMO is nothing without its community, and we’re proud to say we have one of the very best in the World. We’re still working on what’s coming next — we have a particularly dangerous new critter lying in wait, and are working on all sorts of exciting features to expand on all areas of the game. See you in the game folks! View the full article
  15. Supermassive Games just gets horror. When Until Dawn screamed onto PS4 back in 2015, it brought with it a savvy understanding of horror tropes matched with hyper-realistic graphics and real consequences that made the fear come alive. The threat of death looming over each character and the drive to solve its lingering mysteries kept me coming back to the game, often alongside friends who would watch and help me find new paths (and untimely ends) for the cast through multiple playthroughs. When I played a short demo for Man of Medan back at E3, I could tell that the first game in Supermassive’s Dark Pictures horror anthology was off to a solid start. The characters felt human, and the consequences of my interactions felt meaningful. Stepping onto the historic U.S.S. Hornet in Alameda earlier this week for a longer preview of the game, Supermassive gave a broader peek at its narrative structure…and a first look at its game-changing multiplayer modes. Shared Story mode is a two-player online mode that puts each player in control of different characters, at times presenting them with totally separate sequences. Man of Medan follows a group of 20-somethings who embark on a wreck-diving adventure hoping to discover some treasure, but instead stumbling upon something much darker. The game indicates when control is shifting to a new character, and it similarly relays who your partner is controlling in the upper right hand corner. “Your friend is deciding” flashes ominously during time-critical moments left in their hands. Characters can appear in scenes together, physically exploring a shared environment or even having a conversation, or they can be split up. In one sequence I played as the reckless Julia, diving below our ship to explore an undiscovered WWII plane wreck. While I grappled with choices underwater (do I take my scuba gear off to possibly reach a clue? Do I pull a bullet out of the hull as a souvenir or respectfully leave things untouched?), my partner controlled the reluctant captain of the ship Fliss, engaging in a totally unrelated interaction. Each of us had conversations and made choices that would affect the relationships for all the characters in the story, and we did this without being able to consult one another. This is the collaborative crux of Shared Story mode. While my partner and I both had an idea of who each of these characters are, and what choices we’d like them to make, the mode creates scenarios where our individual choices created unexpected waves for one another. Sometimes it ended well; our separate conversation choices led to one character getting seasick, which in turn led to him being hidden when the boat was eventually overtaken by intruders. Other times, our best intentions served only to get in each other’s way. While exploring the ship, I rummaged through someone’s luggage, leaving out a bottle of cologne. When the intruders boarded later in the demo, I thought I had made a savvy choice — having the bottle exposed made it easier to grab and smash against one of the bad guys’ heads. But when I consulted my partner after the dust had settled, she told me since her character was above deck during that scene, smashing the bottle actually interrupted her character’s attempt at escaping, leaving us wondering what could have been. An earlier moment, which served as a tutorial, featured WWII soldiers aboard a battleship. In its final moments, my partner and I believed our characters were separated and succumbing to differing grisly fates. When we met up after the playthrough, the questions flowed quickly — where did you go? What did you see? How did you die? It turned out our characters were actually in the same room, but experiencing different supernatural visions that resulted in us killing each other. This excitable exchanging of notes made a playthrough of Movie Night mode even more dramatic. The couch co-op mode lets five people each choose a character, then pass the controller when each corresponding character is in control. Having all just come out of a first runthrough, everyone in my party had opinions about which choices we should make, all willing to miss a quick time event or make a more aggressive remark just to see how the narrative would shift. And shift it did — seedier details were revealed, different clues were unlocked, and we even got a character’s ear cut off (sorry Conrad!). While Until Dawn organically worked as a more communal experience, Supermassive has woven that idea more elegantly into Man of Medan. Its naturally collaborative modes serve to heighten the game’s suspense and add interesting new layers to an already delightful horror romp. My choices felt impactful, and it was fascinating to see how offhand comments could make ripples…or treacherous waves. I’ll be grabbing a friend to see where the story goes next when Man of Medan launches August 30 on PS4. View the full article