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  1. Hey everyone! We couldn’t be more excited to be launching the Megalith beta tomorrow for PlayStation VR. Creating this game has been a real adventure for us, and we can’t wait to share that adventure with you. We started Disruptive Games with one simple overriding goal: make great online games. Our first step was to assemble an amazing team. That done, we have spent the last two years working extremely hard on our first game, Megalith. The good thing is that a big part of our “work” has been playing Megalith almost every day! We have spent countless hours discussing, debating, and even arguing over the details to ensure Megalith is fun, beautiful, and highly competitive. But something has been missing…you! So, for the next couple of months all of you will be able to play with us for free in our open beta. Also, to thank early adopters we are offering a ton of rewards for pre-ordering the game. Now to the details… During the open beta you will have access to two of the five Titans at any time. The ones you get change every week, and not every player will have the same rotation of Titans; so there will be plenty of variety when you play. But if you pre-order the game, you’ll immediately be able to choose from any of the five titans anytime you want during the beta. And you get all the bonuses listed below, too! Pre-order Megalith to receive the following: Immediately: Unlock all Titans available during the Beta. Bonus: Avatar pack including the starting five Titans. Bonus: One DLC Titan granted when the game releases. Exclusive: Epic skins for each of the starting five Titans when the game releases. How to play In Megalith, choose from one of five starting Titans and work in teams of two to take on other Titans in battle. The Titans each wield unique powers and abilities derived from their origin. These abilities can be used alone, but become even more effective when coordinated with an ally. Each team must protect their side while attempting to lead their minions into enemy territory and breach their defenses. Titans will need to destroy enemy walls and towers in order to make their bases vulnerable to attack. Powerful siege minions can be summoned to aid in the path to Victory. The Titan Roster Here are the five starting Titans and their abilities: Tundra: Frost Blast (Primary), Ice Shield, Ice Shackles, Permafrost, Ice Age (Ultimate) Cipher: Bounce Launcher (Primary), Boomerang, Tether Pull, Rupture, Tracker Orbs (Ultimate) Taur: Swipe (Primary), Charge, Acid Spit, Rage Mode, Stoneblock (Ultimate) Aurora: Ethereal Burst (Primary),Chain Lightning, Ion Shell, Tempest, Wrath Of Heaven (Ultimate) Hunter: Crossbow (Primary), Arrow Volley, Explosive Arrow, Talisman, Solar Beam (Ultimate) More details about their abilities can be found in the images below: We can’t wait to finally play Megalith with you! Don’t forget we are continuing to improve the game during the beta, so please join us in making the game even better. See you in battle! View the full article
  2. Hello again Spyro fans! We are less than 24 hours away from the launch of the Spyro Reignited Trilogy, and we are brimming with excitement here at Toys For Bob. With such a great response to our last blog post, we wanted to follow it up with an inside look at the making of one of our favorite realms in the trilogy, Dragon Shores. A couple members on our team who worked closely on this level, Josh Nadelberg (Art Director) and Ray West (Lead Level Designer), share their experience with bringing back the best theme park in all the Dragon Realms. Josh: The art team had a blast revisiting Dragon Shores for Spyro Reignited Trilogy. As the final “bonus” level in Spyro 2: Ripto’s Rage, we wanted to make sure that Dragon Shores lived up to its reputation as the premier vacation spot in the Dragon Realms. As was our intention with each of the 100+ levels in the trilogy, we wanted to stay faithful to the layout and themes from the original, while enhancing the storytelling and mood with the additional detail we were able to add to the world. In this case, we had a literal Fun Park to play with, and we didn’t pull any punches. For example, to spice things up we designed a giant mechanical dragon to encircle the park and a huge nest of golden dragon eggs perched above the square. Ray: Thinking through the level design, for a project like Spyro Reignited Trilogy it was very important to determine which are the crucial elements that need to be spot-on for parity versus altering it to give the player an updated experience. The original game’s level art and placement/pathing information were invaluable to the design team because it takes away a lot of the challenge with level reconstruction and we could instead focus on building the mechanics/minigames. Dragon Shores was one of those levels where we experimented with making significant changes but all in all it was much more satisfying to experience the original attractions and let the fantastic artwork make them shine. Josh: From an art standpoint, we began production of every level by having concept artists paint over screenshots that we captured of the original game geometry. This approach ensured that our artistic decisions mapped one-to-one with the levels and don’t interfere with gameplay. The concept art guided the environment and lighting artists as they translated the work into 3D, but there’s always room for creativity at every step along the way. Our first pass at Dragon Shores had a more restrained color palette, just like the original, with cream colored stone walls and archways. We didn’t feel like we were evoking the playful energy of a theme park quite yet, so we tried giving the whole place a bit of a paintjob to cheer things up and it made a huge difference. We also added colorful flags and banners throughout to liven things up, and even hung some Spyro Reignited Trilogy posters at the entrance to the theater. To make the Tunnel of Love feel more like a theme park attraction, we built a giant heart and signage to dress up the entrance, and added vibrant red carpets to help to guide the player to each of the different attractions. Ray: Speaking of the Tunnel of Love, it almost had a gigantic cast of characters from all three games in it, but in the end we opted to just stick with the OG list (and because I’d already made FAR too many last-minute surprise animation requests to our animators). We did add a new character into the Dunk Tank, though; he’s the Boat Gnorc from Spyro 1’s Wild Flight level. I initially put him in as a placeholder while the Spyro 2 assets were still under construction, but it was so satisfying to dunk him that I made sure he stayed in there for the final game. Josh: Dunk tank, Tunnel of Love, the rollercoaster — this level really exemplifies the fun and sort of off-the-wall spirit of the Spyro games. Having the opportunity to bring new life to these legendary games has been an amazing opportunity, and we can’t wait for people to have the experience of helping Spyro make his way to Dragon Shores again after all these years. We are excited to share a little tease of the level here with you now. It’s also a reminder that as you’re working your way through Avalar over the coming weeks, don’t forget those gems and orbs! View the full article
  3. Music plays an integral role in the overall gaming aesthetic in Desert Child, coming to PS4 December 11. This was all done by design, as the creator of the game, Oscar Brittain, set out to create a unique gaming experience in this stylized, hoverbike racing RPG. But before we continue, you must be asking yourself, who is Oscar Brittain? To provide some context, Oscar Brittain is a one-man indie game developer from Fremantle, Australia, and is the sole creator of Desert Child. Everything, from game design, art, animation, programming, and music, was created by him, as all elements of the game were carefully designed and curated. How Music Affects the Game As mentioned in the opening, music plays a vital role in the game, especially during the racing element. Initially, there isn’t a clear indicator to notify the player of the distance to the finish line during the race, as this was done be design; after competing in several races, one will quickly discover that the duration of the race matches the duration of the song. To put it bluntly, if you are able to identify the end parts of each track, you will be able to know when the finish line is coming up. Soundtrack Influences The soundtrack to Desert Child mostly consists of lo-fi and 90’s influenced hip-hop, with most of the music, created by Oscar himself. His musical influences, which range from Tokimonsta, Eevee, Central Parks, A L E X, anything from Inner Ocean Records, and the Wu-Tang Clan, are reflected in the tracks created for the game. You can check out his eclectic Spotify playlist of the various tracks he listened to that inspired the creation of Desert Child. Soundtrack Creation As Oscar did create most of the music himself, a lot of time and effort was put into each song. Below is a list of equipment and software that was used during production: Ableton Live 9 (plugins iZotope Vinyl and Glitch 2 by Illformed) EDIROL Sound Input AKG Perception 420 Condenser Microphone Micro Korg XL Keyboard Fender Stratocaster Custom Teabox Guitar Roland Cube Amplifier Here is a sampling of some of his music that can be found in the game: The Filth Beats To Live By Man, How Wicked Were the 90’s? Gravity’s Rainbow Enlisting Other Artists As there is a burgeoning artist scene in Fremantle, Oscar had to look no further than his own neighborhood to recruit artists for the soundtrack. Several local indie artists, such as Puncture Repair Kit and Girlfriend Material, have all contributed to the soundtrack, with most notably Girlfriend Material’s “Spatula” being used for the promotional E3 2018 PlayStation Trailer. My Freind Marcus is also credited and featured prominently in the game as well, but Oscar has admitted that Marcus contributed nothing to the game, and only left him in there to forever remind Marcus of a blown opportunity to have his music featured in a video game. Additionally, we were able to secure two tracks from Mega Ran at this year’s The Mix showcase during E3, as he was DJing at the event. As we had a relationship with him from a previous game we worked on (The Metronomicon: Slay the Dance Floor), we literally walked up to him, pitched him the game, and came back with permissions to use two of his songs. View the full article
  4. Treat your family, friends, and (maybe) yourself to PlayStation this holiday season. We’ve got you covered during Black Friday week, November 18-26 (November 22-30 in Canada). As Black Friday rolls in, we are giving everyone more reasons to stay inside and play. This new commercial playfully welcomes the arrival of winter, celebrating this time of year as perfect the opportunity to stay at home, bundle up, and play games. The TV spot premieres November 16, and we’re sharing a sneak peek here. From a new PS4 Bundle to sales on PS VR units and digital content at PS Store, this Black Friday delivers great value across the PlayStation portfolio, including: A new Marvel’s Spider-Man Standard Edition PS4 Bundle for $199.99 USD (MSRP) / $259.99 CAN (MSRP).This jet-black 1TB standard PS4 system includes a matching DualShock 4 wireless controller, and a physical copy of the critically acclaimed Marvel’s Spider-Man game from Insomniac Games. A great addition for you or friends who are aching for a chance to play and experience a brand-new and authentic Spider-Man adventure. Select DualShock 4 wireless controllers available for $39.99 USD (MSRP) / $49.99 CAN (MSRP) at participating retailers. Now you can customize the look of your gaming set-up with a wide variety of colors, ranging from the new Blue Camouflage color to Magma Red, Midnight Blue, Gold and Crystal for a great price. PlayStation VR systems available for $199.99 USD (MSRP) / $249.99 CAN (MSRP) at participating retailers. If you haven’t already tried it, now is a great time, with newly released titles such as Astro Bot Rescue Mission, Firewall, and Creed: Rise to Glory alongside upcoming games like Borderlands 2 VR coming soon. PlayStation Plus is offering discounts on their 12-month subscription, while special deals on popular game titles, will be offered at PlayStation Store this November 16-27, 2018. PlayStation Plus subscribers can also purchase the most recent addition to the Call of Duty franchise, Call of Duty: Black Ops 4, for a great price starting today. Black Friday offers will be available at participating retailers starting November 16 in the U.S., and November 22 in Canada, while supplies last. In the meantime, be sure to stay tuned for more details to be confirmed soon! From all of us at PlayStation, we hope you have a wonderful holiday season! View the full article
  5. Playstation

    Chimparty Swings To PS4 Tomorrow

    Hello, PlayStation fans! It’s Lau again, the Creative Director behind Chimparty*. I’m here to tell you that it’s almost time to stop monkeying around, swing over to PlayStation Store, and grab your copy of Chimparty ! We’re super excited to share it with all of you tomorrow! You might be wondering what it is you can expect from Chimparty? Well, the first thing you should know about our family-friendly and accessible party game is that it’s got four great game modes and ninety mini-game levels to enjoy! Whether you’re up for a session with the fam or a group of friends, you’re sure to have a blast competing to see who’s top of the troop! Whether the stakes are for who’s doing the dishes in a family challenge, or you’re just playing for bragging rights against your pals, Chimparty has a game mode to fit the scenario. But it is up to you to find a good reason for a rematch, should you be “unlucky” the first time around! If you like to roll dice, then I suggest you start up the Board Game mode. This is the main game mode of Chimparty where two to four players will adventure through a beautiful game board, and play mini-games across the Jungle, Haunted, Pirate, Wizard, and Alien themes. In the Board Game mode, you move spaces on the board according to the score you get in the different mini-games. Don’t worry too much on lagging behind the other players, if this happens you get to roll the die to see if you can catch up! When you get further through the board, the dice will change based on the area you are currently in. This is where you can get to take back the lead from the winning player with a cannonball effect from the Pirate dice, or even stir up some havoc with the Wizard dice that can allow you to swap places! Who said anything about Chimps playing fair? Chimparty also allow you to traverse the board game world on your own in the Solo Challenge game mode. Here, Orangutan Bob will be chasing you through different levels of difficulty. This is where you can really put your skills to the test, as you will need to score a lot of points to avoid getting caught! If you are in the mood for a more curated experience, you should look into the Custom Game mode that allows you to make a game pack with your very own mini-game favorites. Some of my own favorites include Basket Head and Monkey Shot! If you’re low on time and want to get into the action right away, then check out Quick Play, our last game mode, a studio favorite for getting straight into the action. In Quick Play you’ll be thrown into 10 random mini-games in rapid succession to quickly determine who’s the real ‘Chimpion’ of Chimparty! …Oh. And did I mention that this is a one-button game? It always leaves one hand free for grabbing snacks and beverages without having to worry about getting your phone sticky! Perfect fit for a party game, if I do say so myself! Get your pals, grab some snacks, and pick up your copy of Chimparty tomorrow! And don’t forget about the rest of the PlayLink titles* available tomorrow, which includes Knowledge is Power: Decades, Just Deal With It, WordHunters, Melbits World and Ticket To Ride! * Compatible mobile device and Companion App required. For more information, visit View the full article
  6. Spyro means a lot of different things to a lot of different people, but one thing is undeniable: He’s one of the most iconic, memorable, and feisty characters in the pantheon of gaming history. Our purple pal takes flight once again next week on PS4 in Spyro Reignited Trilogy, featuring scaled-up graphics, a re-orchestrated soundtrack created with the help of original composer Stewart Copeland… and all the sass you remember from the game’s 1998 debut. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! Chimparty PS4 — Digital Launch, wobble, jump and rotate your chimps using simple and intuitive one-button controls – just download the free Chimparty app and use your smartphone or tablet as a controller. Chimparty is the newest addition to the PlayLink range of games for PS4. Emerald Shores PS4 — Digital Emerald Shores is a challenging 16-bit platformer with a bunch of twists. Level up, take on rewarding sidequests, play unique minigames, unlock secret levels, raise a pet monster, fight an optional mega-leveled beast of a boss, and more! Fallout 76 PS4 — Digital, Retail (Out 11/14) Bethesda Game Studios welcome you to Fallout 76, the online prequel where every surviving human is a real person. Work together, or not, to survive. Under the threat of nuclear annihilation, experience the largest world ever created in Fallout. Gnomes Garden: New Home PS4 — Digital Gnomes Garden: New home — a continuation of the exciting fantasy strategy game about the world of gnomes. Obtain the Crystal of Eternal Light and return prosperity! Hitman 2 PS4 — Digital, Retail Travel the globe and track your targets across exotic sandbox locations in HITMAN 2. From sun-drenched streets to dark and dangerous rainforests, nowhere is safe from the world’s most creative assassin, Agent 47 in the ultimate spy thriller story. Just Deal With It! PS4 — Digital Just Deal With It! on PS4 with PlayLink delivers a whole new twist on five classic card games, locally or on-line. Team up with friends and family, launch attacks, sabotage the competition, and go all in for the win, in this joyous card game party! Knowledge Is Power: Decades PS4 — Digital Who will be first to scale the Pyramid of Knowledge? Put your pop culture knowledge to the test in this high-energy quiz game show featuring thousands of entertainment-themed questions spanning the last four decades. The Long Journey Home PS4 — Digital (Out 11/14) When mankind’s first experimental jump drive goes wrong, you and your crew find yourselves trapped on the wrong side of the galaxy. The only way back leads through the vast unknown of outer space. One destination. Endless adventures. Mars: Chaos Menace PS4 — Digital (Out 11/16) Humanity is terraforming Mars, but chaos and destruction threaten the planet. Battle your way through innumerable hordes of enemies that wish to destroy you and face the most terrible and powerful monsters in the galaxy. Monkey King: Master of the Clouds PS4 — Digital (Out 11/15) Join Michael Chang, the Monkey King, on his journey through famous landmarks of ancient China and fight off mythical creatures and legends in this classic arcade shooter. My Riding Stables PS4 — Digital, Retail Make your dreams come true on the stud farm near the old mill: renovate your own riding school, look after your horses and tend the cute little foals. As well as wonderful hacks, working in the stables and caring for the horses, you’ll have plenty of other exciting things to do! Project Highrise PS4 — Digital, Retail A skyscraper is more than just steel and glass, it’s an intricate ecosystem, full of people that live and work in the building. They become a complex machine that needs your steady hand to keep it running smoothly and efficiently. The Quiet Man PS4 — Digital (Out 11/16) Unravelling within a single night, players take the role of deaf protagonist Dane as he fights his way through a “soundless” world to discover the motives behind the kidnapping of a songstress from a mysterious masked man. Runner3 PS4 — Digital The rhythm-music gameplay of Bit.Trip Runner and Runner2 is back! The Timbletot is determined to rid the multiverse of all its love and happiness. CommanderVideo is ready to jump, double-jump, wall-jump, slide-jump, slide, kick, float, drive, fly, and dance his way to victory! Slayaway Camp: Butcher’s Cut PS Vita — Digital (Out 11/15) A killer puzzle game where you control Skullface, an adorably demented murderer, across hundreds of isometric puzzle levels in a darkly comic homage to 80s horror movies. Spyro Reignited Trilogy PS4 — Digital, Retail The original roast master is back! Same sick burns, same smoldering attitude, now all scaled up in stunning HD. Rekindle the fire with the original three games, Spyro the Dragon, Spyro 2: Ripto’s Rage! and Spyro: Year of the Dragon. Swords & Soldiers 2 Shawarmageddon PS4 — Digital Take command of mighty Vikings, sly Persians or brutish Demons! Smash your opponent’s base to rubble while defending your own in this action-packed side-scrolling strategy game! Ticket To Ride PS4 — Digital (Out 11/15) Hop on a train with your friends and family and set off to conquer the railways! Who will be the fastest to set up links between cities and achieve their objectives? Explore the strategies in this iconic board game and get ready to connect more than cities! Wordhunters PS4 — Digital (Out 11/15) Dive into a whole new world of competitive word games with your guide, Amy the Aviator. Use the free Wordhunters smart device App as a game controller to compete in 15 party-play word games suitable for the whole family. Bohemian Rhapsody: Songs Inspired By the Film For Honor Playlist Imagine Dragons – Origins Crazy Rich Asians Christopher Robin KIN Watch live on Sunday, November 11 at 6PM PT on E! Don’t miss the final episode Sunday, November 11 at 6PM PT on CNN PlayStation Vue has your favorite sports, news and must-watch shows. The information above is subject to change without notice. View the full article
  7. Last week, we asked you to stop and smell the roses (or horse manure) throughout the world of Red Dead Redemption 2. From riverbanks and farmland to stunning mountainscapes, you shared your best landscapes using #PS4share and #PSBlog. Here are this week’s highlights: @Raffu42 shared a double rainbow, all the way across the sky. @Ps4_Photomodeshared a moment from this wood’s golden hour. Bluebells grow alongside this lush farmland, shared by @juliusjgreen. There’s something calming about this lakeside share from @siaplays. @TheHomoHero shares a look at this foggy roadside. The sun sets over this beautiful farmland share from @VishuPS4. 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: Emotion Share by: 9am Pacific on Wednesday, November 14 Next week, we’re getting in our feelings. Share moments where emotions run high in the game of your choice with #PS4share and #PSBlog for a chance to be featured. View the full article
  8. When I was first approached about working on a new God of War comic, a prequel to this year’s PS4 game, I was both intrigued and intimidated. Intrigued, because I knew from the early promotional stuff I’d seen that the new game would move Kratos away from his roots in Greek mythology and transplant him in a new setting, drawing instead from Norse myths and legends, which I’ve been obsessed with since I was a kid. Intimidated, because it promised to be a huge job. I’ve always loved stories that take characters from one setting or era or genre and drop them into another—samurai warriors in the Old West, western gunslingers in the African jungle, and so on—and the story-telling possibilities of taking a character like Kratos and running him up against the kinds of obstacles he might encounter in a world filled with ice giants and trolls were too intriguing to pass up. But at the same time, I was intimidated to be tackling such a recognizable and well-established character and to be contributing to a franchise with such an enormous scope and backstory. Because it was clear from the outset that what Santa Monica Studios and Dark Horse Comics had in mind was a direct prequel to the events of the new game that would be in continuity, and I knew from past experience working on similar projects that meant a lot of moving parts. Thankfully, everyone involved with the project from my artistic collaborator Tony Parker to the editorial team at Dark Horse to Cory Barlog and the rest of the team at Santa Monica Studio really showed up and helped bring the story to life. I had the basic outline of the plot worked out in the course of my first conversation with Spencer Cushing at Dark Horse, who was the one who originally approached me about the project, but it took some time to work out if it made sense in terms of the continuity of the new game. I was sent a massive amount of background on what the team at SMS had come up with to that point, from outlines to world-building materials to incredibly detailed character backstories, and learned that the antagonists that I’d originally considered using in the prequel comic had already been incorporated into the game. But I noticed that some of my favorite bits of Norse mythology hadn’t yet been used, and fired off a series of questions to the team at SMS about their thoughts, and they sent back more ideas of their own, and from that point, the story came together really quickly. In the final stages, some very productive discussions I had with Cory and the team at SMS helped to bring Kratos into full focus and to really tie our prequel story to the character’s emotional journey in the new game, and then the scripts were off to Tony to do the heavy lifting of bringing the pages to life. And now all of that hard work finally pays off as readers get to see for themselves what we’ve come up with. I hope that everyone who enjoyed the new game checks out the prequel comic, and I hope that they enjoy it, too! View the full article
  9. Okay, I’ll be honest: I just wanted an excuse to feature the launch trailer for Tetris Effect on PlayStation.Blog. You should watch it! Right there, at the top of this post! It’s really good! But, while I’ve got you… I suppose I can share a few tips for anybody interested in dipping their toe into the tetromino-filled waters of Tetris Effect. I know the readers of PS Blog probably have pretty wide-ranging levels of Tetris expertise, so apologies if you already know this stuff. In fact, I’d encourage the pros out there to share your advice in the comments! I’m still trying to master the art of the T-spin, myself… The tips below are reflective of Tetris in general, since I haven’t had a ton of time with Tetris Effect yet and as such don’t yet know the intricacies of its scoring system (except for Zone Mode, which I’ll address a bit further down). Let’s go! Line ’em Up There are lots of ways to play Tetris. Generally speaking, though, you’re pretty much always going to be trying to get a big ol’ stack built up while leaving a single column open for the infamous long (or line, or “I”) block. Use that long block to clear four lines at once and earn a Tetris, usually accompanied by a hefty score bump. Bonus points (no, really, you get bonus points for this) if you can score back-to-back Tetrises by using your held pieces wisely (or stumbling upon the rare double line block drop). Know What’s Next Sure, it’s tempting to keep your eyes on the ghost piece at the bottom of your playfield, but as you start getting better at Tetris and pieces start dropping more quickly, pasting your peepers to that one spot can cost you precious milliseconds of reaction time. Knowing what piece is coming up next (look at the top-right corner of the playfield in Tetris Effect) can mean the difference between a Decahexatris and a demoralizing defeat. Zone Out This tip is specific to Tetris Effect, as it pertains to the new “Zone” mechanic Enhance has introduced. On its surface, going into Zone mode is a great way to recover from a tough situation (since, ya know, it stops time and all), but it also affords more advanced players with new strategic options. When you enter the Zone, lines you clear no longer count toward your progress toward the next level. Used efficiently, this mechanic can help you stretch levels out far longer than they would usually last, ultimately resulting in far more points tacked onto your final score. Not to mention the significant bonuses you get for clearing more than 8 (Octoris), 12 (Dodecatris), or 16 (Decahexatris) lines at once during a single Zone activation. Do not ignore this mechanic! If you’re feeling bold you can even go for a Perfectris (18 lines) or — and this one’s only for the most hardcore Tetris masters out there — an Ultimatris, which requires you to clear the entire playfield in one Zone activation. That’s 20 lines at once! Good luck. Tackle Those T-Spins This one’s a bit more of an advanced tactic, but it’s worth ingraining into your playstyle early on. I grew up playing Tetris before T-spins were really a thing (or at least before games started handing out generous score bonuses for them) so I’m still struggling with this myself, but it’s important! A T-spin is when you spin a T-block into an open T-shaped space that is obstructed by other pieces. There are lots of tutorials out there that can do a much better job than I can explaining the how here, but I’d encourage you to start small learning how to pull off some T-spin double line clears, then once you’re starting to feel comfy with those move on to trying to set up some triples. Don’t Despair! This is the most important piece of advice I can impart on any aspiring Tetris Grandmaster. No matter your skill level, you’re going to end up in tough situations. If you find yourself creeping further and further toward the top of the matrix (that’s the official name of the playfield in Tetris), try not to let your increasing heart rate and sweaty hands distract you from the task at hand: clearing those blocks. It’s almost always possible to recover from even the most desperate situations in Tetris, and remaining calm will increase those odds. The fabled “Ultimatris” Whether you heed the above advice or set off on your own path toward Tetris mastery, Tetris Effect is an excellent venue in which you can practice your block-droppin’ skills. Share your own advice in the comments, and I’ll see you on the leaderboards this weekend. View the full article
  10. One year ago this week, we released The Frozen Wilds – an expansion for Horizon Zero Dawn that adds a whole new chapter to Aloy’s quest, including new territories to explore, new quests to complete, and dangerous new machines to hunt. In honor of the expansion’s one-year anniversary, we sat down with two of our developers, Richard Oud and Pinar Temiz, to talk about breathing life and character into one of Horizon Zero Dawn: The Frozen Wilds’ fiercest additions: the bear-like Fireclaw. The Bear Essentials “Originally we were going to have a bear-like machine in Horizon Zero Dawn, but we had to abandon the idea because of time constraints,” Lead Animator Richard Oud recalls. “It was a shame, because everyone felt it had potential. So when we started working on Horizon Zero Dawn: The Frozen Wilds, the bear concept seemed like a natural choice right away.” The team set out to develop the bear concept into a pair of full-fledged machines, starting with a set of design document and visual design concepts. 3D models of the machines were then created and delivered to the animation department. “From there, we started creating tests and animations for the machines based on the movements and attack areas that were outlined in the design documents,” Richard says. Not everything in the design documents was implemented one-to-one. After a few tests the animation team felt that certain head-on attacks would be too difficult to read for the player. A bit of back-and-forth between the design and animation departments led to a mutually satisfying solution. “We were able to improve the readability of the movement by having the machines attack at more of an angle,” Richard says. “This opened up its silhouette to the player, allowing for a much better impression of speed and motion.” Once the machines were able to move and attack, the AI department put them in the game and Senior Sound Designer Pinar Temiz began the process of providing them with sound effects and vocalizations. “The timings of the animations largely need to be locked before I can start implementing their corresponding sounds,” Pinar explains. “Of course, I can already start collecting materials and textures based on what the design doc tells me– in this case, that it’s a huge bear-like machine with lava-based attacks.” In addition, the basic movement sounds of the Fireclaw drew from a similar set of materials as the other machines in Horizon Zero Dawn, which gave Pinar a clear starting point. “The machines in Horizon Zero Dawn are all supposed to be constructed from special alloys and high-tech polymers,” Pinar says, “so I tried to avoid making the movements sound too clunky or metallic.” Finding Refurrence For the basic movements and walk cycles of the Fireclaw, the animation team had planned to reference nature footage of grizzly bears. “We quickly switched to polar bears, though, because their movements are much more distinguished,” Richard says. “Polar bears have slightly longer necks than grizzlies and when they run, it almost feels like they’re pulling themselves forwards with their heads.” Another important source of inspiration for the Fireclaw’s movements came from an unlikely place: YouTube clips of Red Pandas play-fighting. “I felt like we needed something extra, to prevent the machine’s movements from becoming too straightforward and predictable,” Richard says. “So I started looking at reference footage of other species, and that’s how I came across the Red Pandas. They looked adorable, but I was struck by the way they dropped and rolled and use their weight to pull their opponents down.” Pinar also looked beyond the target species for inspiration. “For the Fireclaw’s vocalizations I initially studied recordings of bears – in particular their grunts and sounds of exertion while moving around,” Pinar says. “Then I began searching for other animals that sound intimidating in a grumpy and gurgly way, and I quickly arrived at walruses and seals.” Combining their grunts with synthetic sounds and even human performances, Pinar then began layering and processing the snippets to achieve the desired vocalizations. Overcoming Beariers A dilemma that animators and sound designers frequently encounter is repetition: if the motions or sounds of a character are presented in the exact same manner over and over, it quickly becomes artificial and grating to players. At the same time, development time and memory are finite resources, so throwing endless amounts of varied content at the problem is not a workable solution. At Guerrilla, the animation and audio departments devised systems that use randomness to pick and mix from a limited pool of content in order to achieve variation. “We actually ran into this issue very early on in the development of Horizon Zero Dawn,” Richard says. “When Aloy rode her mount it would feel repetitive – you could tell it was a cycle, particularly when travelling greater distances. Our solution was to create different versions of the walk cycle for the mount, and then randomly blend between them to achieve a natural, non-repetitive look.” “Audio’s solution works along the same lines,” Pinar adds. “In the walk cycle example, we’d have a container of ten to twenty snippets of sounds and then randomize through them, combining them into different layers of sound with every footstep. We’d add a little bit of pitch shift on the fly to add further variation, and we even differentiated between front and back footsteps on the quadrupeds.” One particular barrier the animation department had to overcome stemmed from the fact that the Fireclaw and the Frostclaw could walk on four as well as two legs. “As soon as we added a set of bipedal animations, it instantly started feeling like a guy in a metal bear suit,” Richard laughs. “So we had to comb through a lot of nature footage to find ways to fix that impression. Locking the hips of the machine during bipedal movement, which made its strides more awkward and ungainly, was one way we were able to mitigate the issue.” Similarly, Pinar’s use of human performances in the mixes for the machine vocalizations proved tricky to get right. “Our hearing is just really adept at recognizing human voices. I pitched them down and mixed them in with other sounds, but there are still certain samples in the final mix that come close to what I would qualify as a human voice,” she says. “Oh no, I hope people don’t go searching for them now!” Diffurentiating the Machines The differences between the Fireclaw and the Frostclaw actually go beyond their distinct models and sizes. “Certain Fireclaw-specific attack animations, such as the one different attack where it grabs and throws rocks at the player, required us to figure out a whole new posture for the machine,” Richard says. “When it handles the rock you can see the machine actually tilt its center of gravity back, to compensate for the extra weight.” The reference for the postures came from watching blockbuster superhero movies. “Hollywood has become really adept at giving CGI characters, particularly supernaturally strong ones, a sense of weight and exertion without inhibiting their speed and responsiveness,” Richard says. “They’re masters at striking that delicate balance.” “For me the difference between the two machines wasn’t so much their personalities but their powers,” Pinar says. “The Fireclaw and the Frostclaw are both grumpy and dangerous, but the Fireclaw has lots of fire and lava elements, which affects not just its attacks but also its vocalizations. I even put little lava bubbling sounds in the gurgles of the Fireclaw.” Despite their different fields, Richard and Pinar both had very similar goals for the Fireclaw: to make it move and sound like a heavy, dangerous machine that could quickly attack and respond to the player without losing its sense of weight and physical presence. The end result meets those goals in every respect, presenting players with a formidable challenge with every encounter. Even bigger and more powerful than its ice-based little brother, the Fireclaw can shrug off fire-based attacks and explosions like they’re nothing. It’s a lumbering hulk of steel and polymer that can easily rip huge chunks of rock out of the ground to use as shields or weapons. Seasoned players will find that taking down a Fireclaw is no simple task… but then, neither was building it in the first place. We hope you enjoyed this look into the creation of the Fireclaw! We’ll be celebrating the anniversary of Horizon Zero Dawn: The Frozen Wilds all week, so keep an eye on Guerrilla’s official Facebook and Twitter accounts for more content. View the full article
  11. Playstation

    PlayStation Blogcast 312: What a Trip!

    Email us at! Subscribe via iTunes, Spotify, Google or RSS, or download here So, Tetris Effect! It’s really good! There’s a demo live now at PlayStation Store, and to celebrate we sat down with Tetsuya Mizuguchi and Mark MacDonald of Enhance to talk about the origins of the game, Mizuguchi-san’s creative process, and more. Enjoy! Oh, by the way, we’ve heard feedback about the show being too quiet so we tinkered with a few back-end settings this time. We plan to adjust our mic volume to decrease distortion in future episodes, but for now please let us know if the overall show volume is at a good level. Thanks! Stuff We Talked About Tetris Effect How to pronounce “Déraciné” The Shining Red Dead Redemption 2 Soma MediEvil The Cast Sid Shuman – Director of Social Media, SIEA Justin Massongill – Social Media Manager, 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
  12. What if the creator of groundbreaking audiovisual masterpieces Rez and Lumines made a Tetris game? Tetris Effect, from Tetsuya Mizuguchi and Enhance Games, is the answer to that question. Experience the new “Journey” mode or a number of “Effect” modes, including an unpredictable new Mystery mode that’s sure to keep even the most hardcore Tetris veterans on their toes. And for the ultimate immersive experience, strap on your PS VR headset and a set of headphones to be enveloped completely by the mesmerizing sights and sounds of Tetris Effect. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! 11-11: Memories Retold PS4 — Digital (Out 11/9) 11th November 1916, a young photographer leaves Canada to join the western front in Europe. The same day, a German technician is told that his son is missing in action. Both want to preserve their humanity and come back alive to their loved ones. Carnival Games PS4 — Digital, Retail Like a real-life county fair, Carnival Games bursts with exciting mini-games that you can play over and over. Classic mini-games such as shooting basketballs (“Swish”) and taking down unfriendly clowns (“Clowning Around”) are joined by brand new attractions like flying drone racing (“Light Speed”) and cosmic bowling (“Cosmic Strike”). With 20 total games Carnival Games is a fantastic time for all. Déraciné PS4 — Digital, Retail (GameStop only) Déraciné is a brand new story adventure created by the renowned Bloodborne developer, FromSoftware, available exclusively on PS VR. As a spirit in a secluded boarding school, the player must prove its existence and build a unique bond with the students as the world is uncovered through discovery and exploration. As the mystery of the story unfolds, the spirit must travel in time to change the fate of the pupils. Grip PS4 — Digital, Retail Harnessing gravity defying physics alongside a bristling arsenal of outlandish weapons, Grip delivers the fastest, most competitive racing experience ever. Scale walls, ceilings and anything else you can get your tyres on to… as you master tantalising tracks, tricks and perform mind-blowing stunts to race your way across the cosmos. Jagged Alliance Rage PS4 — Digital, Retail Jagged Alliance is back – With a new take on turn-based tactics, adventure elements and the well-known quirky mercenaries! Set 20 years after the first Jagged Alliance, this spin-off lets you experience a road trip into a jungle hell to test your mind and body to the limits! This time it’s just you and a few allies versus an entire island ruled by a drug overlord and his crazed army. Do you have what it takes to rise to old glory? Nekopara Vol. 1 PS4 — Digital Minaduki Kashou leaves a family-run traditional Japanese sweets (Wagashi) shop and opens his own cake shop, ‘La Soleil’, as patissier. However, inside the luggage sent from the house was a mixture of human look-alike Nekos, Chocola and Vanilla. He tried to send them back, but their desperate appeal for his sympathy, Kashou went one step back. Eventually, ‘La Soleil’ has opened with a person and two Nekos. The Heartful Neko comedy, with two Nekos doing their best while making some mistakes, is open for business! Noir Chronicles: City of Crime PS4 — (Out 11/9) Step into the shoes of Alfred Fox, a private eye with a knack for getting into trouble, and confront the danger looming over your old flame, Barbara Le Purr. Using your own intuition and wide investigation techniques you will follow the intrigue and face many, sometimes deadly, consequences. Omen of Sorrow PS4 — Digital, Retail Clear your mind, clench your fists and get ready for a wicked battle. Powered by Unreal Engine 4, Omen of Sorrow delivers a deep 2D battle system inspired by the classics, bringing back the edge, mindset and philosophy rooted in the genre’s arcade legacy, taking it to the next level with innovative features and fighting mechanics. Join the battle, conquer darkness. Road Redemption PS4 — Digital (Out 11/6) Road Redemption is an action racing game where you lead your motorcycle gang on an epic journey of pursuit, blood, and speed. Through your travels, you will upgrade your character, bike, and weapons by completing races, assassinations, robberies, and more. The Shapeshifting Detective PS4 — Digital, Retail The Shapeshifting Detective is a supernatural-noir murder mystery FMV game. Play as a detective and investigate the murder by shapeshifting into any character… even the next victim. Skytime PS4 — Digital (Out 11/5) In SkyTime, you are a scientist who lost their family in an avalanche and are trying to get them back. You created a time machine, but it was missing one key component: a reactor core to power it. You stole one from the evil private military company Mortech, and are now being chased. Can you outrun them? Starbear: Taxi PS VR — Digital (Available in US & Canada only) A fast-paced, VR-native title that really delivers. Race a spaceship taxi around Starbear’s tiny, futuristic city to deliver busy bear passengers to their desired destinations. Bears gotta be places too, you know?! Steel Rats PS4 — Digital (Out 11/7) Wreck and ride in a visceral and groundbreaking evolution of the 2.5D action arcade genre, fusing destructive, octane-fueled, motorbike combat and death-defying stunt gameplay, set in a visually stylized retro future world. Switch between 4 characters, each with unique abilities, as you wreak havoc fighting deadly Junkbots! Syren PS VR — Digital “Syren is an intense survival horror game in which you must use your wits to navigate through a labyrinthine underwater base. In episode 1, you must use stealth, and solve puzzles to survive, while in episode 2, you must blast your way through the deadly swarm of syrens stalking you. Tetris Effect PS4 — Digital, Retail (Out 11/9) Tetris Effect is Tetris like you’ve never seen it, or heard it, or felt it before—an incredibly addictive, unique, and breathtakingly gorgeous reinvention of one of the most popular puzzle games of all time, from the people who brought you the award-winning Rez Infinite and legendary puzzle game Lumines. Fully playable on either a standard display (up to 4K and 60fps on a PS4 Pro), or optionally in mind-blowing 3D on PS VR. The Forest PS4 — Digital As the lone survivor of a passenger jet crash, you find yourself in a mysterious forest battling to stay alive against a society of cannibalistic mutants. Build, explore, and survive in this terrifying first person survival horror simulator. Timber Tennis Versus PS4 — Digital (Out 11/8) Take part in the annual Timber Tennis world championships – use your special skills, watch out for super shots, and collect prizes to beat all the rivals and reach the grand final! Unlock all the characters (including Princess, Hipster, Boxer and many more), win trophies, and compete in local or online multiplayer mode with your friends! Transpose PS VR — Digital Transpose is a dreamlike VR puzzle game set in a universe where time and gravity are used as tools to manipulate the world. By creating and working with looped recordings of their actions, players must solve increasingly complex physics puzzles in a mysterious setting where notions of space and time no longer apply. Metal Kingdom: Avenged Sevenfold Takeover Hip-Hop and Play: P-Lo Takeover Tenacious D – Post-Apocalypto Series Premiere Saturday, November 3 at 9PM ET/PT on Showtime Season Premiere Saturday, November 3 at 9PM on Travel Channel PlayStation Vue has your favorite sports, news and must-watch shows. The information above is subject to change without notice. View the full article
  13. Playstation

    Share of the Week: Red Dead Redemption 2

    Last week, we asked you to grab your cowboy hat and dive into the world of Red Dead Redemption 2. In between bank heists and fishing, you shared your favorite shots using #PS4share and #PSBlog. Here are this week’s highlights: Arthur Morgan strikes a post in this share from @Raffu42. @TheHomoHero’s character died capturing this share, so we had to highlight it. Arthur pauses for a moment with his horse in this winter share from @leofongtv. The gang’s all here in this moody share from @the_phoenix227. @Spiggy_Smalls shares a beautiful look at the detailed night sky. Arthur’s horse gets the spotlight in this portrait from @senseisnapshots. 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: Red Dead Redemption 2 – Landscapes Share by: 9am Pacific on Wednesday, November 7 Next week, we’re keeping our boots in the world of #RDR2. Share wild and unforgiving landscapes while you traverse the environments using #PS4share and #PSBlog for a chance to be featured. View the full article
  14. Bryce Harper is one of the biggest names in baseball, and he’s got the stats to show for it: 184 home runs, 521 RBIs, Six-time MLB All-Star, 2012 NL Rookie of the Year, 2015 NL MVP––the list goes on. But as free agency has begun, the world is left wondering: where will he be in 2019? We’re proud to announce Bryce Harper as the cover athlete of MLB The Show 19, and we are excited to partner with him for the reveal of his ‘2019 team on our upcoming final game cover art. Bryce’s unapologetic raw passion for the game and search for a potential team makes him the player to watch this off-season. We’re at the beginning of a new chapter in the epic MLB legacy of Bryce Harper. He’s got the skill and tenacity to be a hall-of-fame ballplayer. He’s got an explosive drive to win, and he’s hungrier than ever for a World Series ring. So, what jersey will Bryce champion on the final cover of MLB The Show 19? Follow The Show to see what the future holds for baseball’s most exciting free agent and what jersey he’ll be wearing on The Show 19. Get ready to smash it out of the park! MLB The Show 19 launches on March 26, 2019 The Standard Edition is $59.99 USD (MSRP) / $79.99 CAD (MSRP). Pre-order now and be ready for action. When you pre-order, you will receive 10 Standard Packs and 1 Gold Player Choice Pack for The Show 19 when you pick-up or download the game from any participating retailer. Pre-order at GameStop and receive an additional 1 Gear Up Choice Pack. Lastly, if you pre-order on PlayStation Store, you’ll also get 5,000 Stubs for MLB The Show 19 and INSTANTLY receive an Bryce Harper MVP Flashback Card you can use right now in MLB The Show 18. Here’s a handy chart below for the pre-order goods: Retailer Pre-order Items PS Store 10 Standard Packs 1 Gold Player Choice Pack 5,000 Stubs Instant Reward | Bryce Harper MVP Flashback Card for MLB The Show 18 GameStop/EB Games 10 Standard Packs 1 Gear Up Choice Pack 1 Gold Player Choice Pack All other retailers 10 Standard Packs 1 Gold Player Choice Pack Gone Yard Edition (GameStop/EB Games Exclusive) How about something shiny and new? This year we wanted to create a truly unique collector’s edition baseball hat. To do so, we’ve partnered with New Era once again to create a limited Gone Yard 9FIFTY commemorative snap back cap. Pre-order now, because quantities are limited! The Gone Yard Edition is $99.99 USD / $129.99 CAD (MSRP). Gone Yard Edition includes: 1 New Era Gone Yard Edition 9FIFTY Hat Limited Edition Steel Book Digital Diamond Dynasty New Era Gone Yard Edition 9FIFTY Hat for use in game 1 Prestige Gear Up Choice Pack Choose 1 of 30 Diamond Flashbacks 15,000 Stubs 20 Standard Packs Choose 1 Classic Stadium 30 Custom Avatars Digital Deluxe Edition (PS Store) For our biggest digital fans, we are bringing back the Digital Deluxe Edition for ’19, at the PlayStation Store. The Digital Deluxe Edition is $99.99 USD / $129.99 CAD (MSRP). For those of you that need packs on packs on packs, this is the edition for you. Digital Deluxe Edition includes: 1 Prestige Gear Up Choice Pack Choose 1 of 30 Diamond Flashbacks 15,000 Stubs 1 Ballin is a Habit Pack Choose 1 Classic Stadium 30 Standard Packs 30 Custom Avatars MLB The Show 19 MVP Edition The gamer’s favorite MVP Edition is back for another year! This $69.99 USD / 89.99 CAD (MSRP) edition not only includes a ton of digital goods, but also the limited edition Steel Book (physical version only). It’s available for Pre-Order now at retail and on the PlayStation Store. MVP Edition includes: Prestige Player Gear Up Choice Pack Choose 1 of 30 Diamond Flashbacks 6,000 Stubs Choose 1 Classic Stadium 10 Standard Packs 30 Custom Avatars This is an especially exciting year for us here at PlayStation. We’re thrilled to welcome a new class of Legends to the team, including some all-time greats, and even more excited to show what else we have in store for you in The Show 19! In the meantime, please make sure to watch The Show Nation, our Twitter, Facebook, and Instagram accounts between now and March 26th for the latest updates. View the full article
  15. The team at Toys For Bob has been thrilled and honored to be able to play our part in the Spyro universe, and we can’t wait to share Spyro Reignited Trilogy with the world when it launches on PS4 November 13. Since the launch is just around the corner, we thought it would be fun to give you some perspective from team members here about their experiences working on these beloved games. Peter Kavic (Senior Producer) What has been your favorite part of bringing the first three Spyro games back to life in the Reignited Trilogy? Peter: For me, it’s probably the degree of inspiration and passion this game brought out in the team and the fans! When you get to go into a discussion with the team, for instance, that ‘enemy X in level Y should be reacting sassy, but cautiously, because A, B, and C is going on with other enemies and NPCs in the level’… you’re transported to this place of creative depth and problem solving. In instances like these, the team was able to rely on their experiences with the original games to infuse additional humor and help make the world feel more lived-in. Add to that the stories of how Spyro and his adventures have meant so much to so many people over the years… people doing some amazing fan art, getting tattoos, and sharing opinions so we can make the experience feel as accurate as possible. On a personal level, that all was fuel to make thoughtful decisions and keep the player experience at the forefront – that’s easily my favorite part. What do you think the fans will be most surprised about when they get their hands on the Reignited Trilogy on November 13? Peter: It’s gotta be that pang of fond memories – it’s profound! There’s a reason these games are so beloved, and having them fully scaled up on today’s consoles just makes it clear that the Reignited Trilogy is a really memorable experience. Stephan Vankov (Music Remixer) How did you approach bringing the soundtrack of the original Spyro games back for the Reignited Trilogy? Stephan: The original Spyro trilogy holds a special place in people’s hearts, and a large part of that is due to Stewart Copeland’s memorable, bold, and innovative soundtrack. We felt a great responsibility in making sure we shepherd his amazing music into a new generation with care and respect in the Spyro Reignited Trilogy. So, setting out on the Reignited Trilogy, we had an interesting challenge on our hands – how do we give players a new way of experiencing the themes they love so much, while staying true to the original music’s intention and style which gave the franchise so much color and vibrancy. What was the process to make sure you achieved this? Stephan: To create the “reignited” music, we reconstructed all 120+ themes from the original trilogy, transcribing each piece note-by-note. This gave us the flexibility to update some of the instrumentation and also gave us access to individual instrument parts for use in our dynamic music system, which allowed us to add a whole new dimension to the music experience. Our goal during the production process was to stay faithful to the energy, feel, and instrumentation which gave the original music its distinct flavor, such that without a direct A/B comparison most fans wouldn’t immediately recognize that it’s been touched. We met with Stewart several times throughout the project to share progress, and we think we even managed to trick his ears on a couple of tracks! In general, our mantra was “how would Stewart make this music sound, were he composing it with today’s tools?” In most cases, we strictly used the original music as goal-posts, constantly switching back and forth to make sure our rendition was capturing the essence of the composition accurately. In cases where appropriate, we referenced the awesome level art that our team was creating to see if we could gently nudge the composition in a direction that would better match the aesthetic of the remastered levels. Exclusive clip from the Frozen Altars realm in the Spyro Reignited Trilogy, showcasing the remastered soundtrack What was it like working with such a beloved soundtrack, and getting feedback from such an iconic musician as Stewart Copeland? Stephan: Working with Stewart Copeland throughout the project was an amazing experience. He’s such an approachable, fun guy, and his enthusiasm is infectious. This energy permeates the music he has created for the original Spyro trilogy and we wanted to make sure that our work accurately captured this spirit. So, we met with him several times throughout the project to share progress and get his feedback. We also showed him what we were doing with dynamic music and were happy to find out that there were discussions about having dynamic music in the original games but they were unable to achieve it at the time due to technical limitations. We’re honored to bring such an iconic soundtrack into a new generation, and we think fans too will appreciate the love and care that’s been poured into the Spyro Reignited Trilogy music experience. Jan Stec (Senior Technical Designer), Russell Vaccaro (Senior UI Artist): Why do you think fans connect so much with these games, and particularly, with the Spyro character? Russell: Players really like that Spyro is an underdog, he is a small dragon that is taking on the world. For me, playing Spyro makes me feel like when I was younger, fun, carefree and courageous. There’s something timeless about a journey like that! Jan: I think it comes down to creating lasting memories. Character-based games create deep connections between players and protagonists, because we’re bringing those characters to life as we play. Spyro in particular is super playful and fun to move around, and I think those feelings of happy muscle memories are really sticky, even 20 years later. When fans saw the announcement for the Reignited Trilogy, all those feelings came back, and though we each experienced the original games in our own way, we’re all bound by the same happiness. When I’m walking around with a Spyro shirt on, I’ll get excited comments from complete strangers from all walks of life. We don’t know anything about each other, except that we share the same happy memories. Isn’t that wonderful? Above all, what is the one thing that you hope the fans take away from the Reignited Trilogy? Russell: I hope people feel like we were honoring the original games, because we loved these games, too. I got to work on a game that inspired me when I was younger and hope we did its justice for today’s audience. If I had to boil it down, the details that we wanted to fold in, like the minimap across the three games or the different color theming between the titles, that you can see on the game select screen… little touches like that were our way of adding life. It felt like we got to restore a treasure of the past. Jan: We hope both returning fans and newcomers feel the same magic and sense of wonder we all felt 20 years ago when we first played Spyro The Dragon, through the amount of love, passion, and attention to detail that we put into bringing him back to life. It really mattered to us that this was done the best possible way, because we’re huge Spyro fans as well! On a personal note, I hope fans enjoy how Spyro controls in the game. When reimagining Spyro’s controls, our goal was to design them in a way that felt familiar, yet fresh and modern. In addition to nailing details like how high he jumps or how fast he runs, there was a lot of art, math, and magic put into modernizing how the player interacts with Spyro, and how Spyro interacts with the world. Some things will obviously change in a remake, but the magic stays the same! View the full article