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  2. Relax in the soothing isolation of outer space or embark on a new journey with friends and strangers, all made more entrancing than ever thanks to the power of virtual reality. An endless universe awaits in No Man’s Sky Beyond, newly enhanced with robust multiplayer functionality, a freshly constructed shared social space called the Nexus, and — of course — full PlayStation VR support. Hello Games’ journey into the unknown has seen myriad updates since its 2017 launch, but perhaps none as significant as the one launching Wednesday. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! Ancestors Legacy PS4 — Digital Ancestors Legacy is a squad-based real time strategy with a strong focus on tactics. Inspired by medieval European history, it brings to life four different nations and their conflicts, usually resolved by war. The game combines resource management and base building with large-scale, squad-based battles across vast battlefields. Edna & Harvey: Harvey´s New Eyes PS4 — Digital (Out 8/14) Shy schoolgirl Lilli is having a tough time at the convent. Only her imagination helps her to escape from the strict rule of Mother Superior. When her best friend Edna disappears under mysterious circumstances, Lilli faces a tough journey not only to get her friend back but also confront her own subconscious fears. Exception PS4 — Digital (Out 8/14) When an old woman’s computer system is taken over by a virus bent on total annihilation, you assume control of an ordinary software program transformed into an elite combat machine. Exception is a combat platformer set inside a computer system which has been hijacked by a totalitarian virus. Genesis PS4 — Digital Genesis is an action-packed classic MOBA themed around a futuristic sci-fi setting, offering a rich roster of 28 original heroes, as well as various skins, weapons and other cosmetics for players to choose from. Core gameplay will include a competitive PvP mode, as well as a single player co-op PVE campaign. Gravity Duck PS4, PS Vita — Digital (Cross-Buy) Have you ever wanted to be rich? What if you could become rich and control gravity!? This duck can, with your help! Flip, dodge, and traverse mind-bending gravity puzzles in 140 levels in order to grab all the eggs to return to the Maui statue! No Man’s Sky Beyond PS4 — Digital (Out 8/14) No Man’s Sky is an epic science fiction adventure set across an infinite universe, in which every star is the light of a distant sun, orbited by planets filled with life — each yours to visit. Explore never-before-seen worlds and trade, fight and survive on a galactic scale. PC Building Simulator PS4 — Digital Build and grow your very own computer repair enterprise as you learn to diagnose, fix and build PCs. With real-world licensed components and comprehensive hardware and software simulation, you can plan and bring your ultimate PC to life. Vasara Collection PS4, PS Vita — Digital For the very first time, highly acclaimed Japanese arcade shoot’em ups, Vasara and Vasara 2, are made available to the world via this collection. Science fiction meets history in these arcade classics which take place in an alternate timeline where technologically advanced weaponry and equipment are a reality. Red Dead Redemption 2 SCORE Slipknot – We Are Not Your Kind Rick Ross — Port of Miami 2 The Secret Life of Pets 2 Godzilla: King of the Monsters Shadow Season Premiere Sunday, 8/11 at 6PM ET/ 9PM PT on HBO New episodes airing Sunday, 8/11 at 9PM PT on AMC Season Finale Wednesday, 8/14 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. Przeczytaj cały wpis
  3. PlayStation News Blog Bot

    [PSNews] PlayStation Blogcast 340: Evolution

    Email us at [email protected]! Subscribe via iTunes, Spotify, Google or RSS, or download here Welcome back, Dear Listener! This week, the gang recounts the past week’s big EVO tournament in Las Vegas, looks forward to the impending release of No Man’s Sky Beyond, and reads your listener letters about history’s most influential game mechanics. Enjoy! Stuff We Talked About EVO 2019 Game-changing mechanics Vasara Collection Monster Hunter No Man’s Sky A Plague Tale: Innocence Gravity Duuuuuck! The Cast Justin Massongill – Social Media Manager, SIEA Kristen Zitani – Social Media Specialist, SIEA Tim Turi – Senior Social Media Specialist, SIEA Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] Przeczytaj cały wpis
  4. PlayStation News Blog Bot

    [PSNews] Share of the Week – Swimming

    Last time, we asked you to beat the summer heat and take a dip in the digital waters of your favorite games. While you swam through oceans, lakes, and murky waters, we waded through your shares in the #PS4share and #PSBlog tags. Here are this week’s swimming highlights: @SebastianoCatig shared Aloy taking a dip in an oily sink hole in this shot from Horizon Zero Dawn. @JohnnyCrepp showed Nathan Drake taking a dip through some colorful waters in Uncharted 4. @jrcollector91 shared Spyro splashing around in Spyro Reignited Trilogy. The underwater world of Abzu is the perfect summer setting in this share from @JRPyznar. Grand Theft Auto V has some chilling underwater moments, as shared by @lillanothing. Kassandra wades through cooling waters in Assassin’s Creed Odyssey, shared by @warrior_musa 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: Fashion Share by: 9am Pacific on Wednesday, August 14 Next week, get ready to hit the runway. Throw on your most fashionable gaming duds and strike a pose in the game of your choice using #PS4share and #PSBlog for a chance to be featured. Przeczytaj cały wpis
  5. PlayStation News Blog Bot

    [PSNews] Play the Black Desert Beta, Live Today on PS4

    The long-awaited beta for Black Desert on PlayStation 4 is now available as a free download (no PS Plus subscription required) for all players until August 13 at 2:00 a.m. PDT. Begin your adventure and experience the open-world action of our sandbox MMORPG for the first time on PS4 before its launch on August 22. To prepare for the start of your quest, we’re sharing details you should know before diving into the beta! The world of Black Desert contains vast regions, fierce enemies, and an immersive story that’s waiting to be explored. You’ll choose from six different character classes: Warrior, Sorceress, Ranger, Berserker, Wizard, or Witch. Each class offers various strengths and weaknesses, so choose wisely to cast powerful magic, launch stealth attacks, or deliver devastating damage in this open-ended sandbox world. Black Desert provides you with endless customization options to create a living, breathing world that feels like your own. Personalize your character with Black Desert’s highly detailed customization tool and create an Adventurer to become your true self. You’ll be ready to explore three different expansive regions within the beta, Serendia, Balenos and Calpheon, powering up your character to a maximum level of 50. Playing within the beta also rewards you with an exclusive Sky Hawk pet when Black Desert launches on August 22, allowing players to loot items, increase Knowledge Gain Chance and find rare monsters. While the world of Black Desert is known for its real-time combat and in-depth action within quests, your adventure also includes the chance to become a part of an expansive, living world populated by players around the world. Here are a few of the in-game events that you’re invited to join during the beta for the chance to win exclusive prizes and content: Decorate your residence and share screenshots on Facebook, Twitter or Instagram or via our official forums to win ornaments for your home at launch. Test your fishing skills and reel in the ‘Fish Bones’ item for various rewards at launch. Learn to tame a wild horse and win a new horse outfit for use during the beta. Play Hide-n-Seek with Pearl Abyss GMs – finding them gets you a chance to win awards at launch. Compete to become the fastest cart racer in the entire beta, with the fastest participant winning rewards at launch. Participate in a battle of the GMs at the Red Battlefield in a 2v2 match and intense PvP action. On August 13, we’re ending the beta with an enormous fireworks show for all players to enjoy. Think back on all of your amazing adventures and share the moment with friends online as we celebrate the final moments of the beta. We hope to see you all in the beta, and that these tips help your adventure in Black Desert! Przeczytaj cały wpis
  6. PlayStation News Blog Bot

    [PSNews] PlayStation Store: July’s Top Downloads

    Beasts, blocks ‘n beats were last month’s big winners at PlayStation Store. Asymmetric PvP survival game Don’t Even Think debuted at #1 for free-to-play, while Minecraft and Beat Saber sat comfortably atop the PS4 and PS VR charts. Read on for the full rundown, and let us know in the comments how you think August’s charts will shake out! PS4 Games 1 Minecraft: PlayStation 4 Edition 2 Grand Theft Auto V 3 Plants vs. Zombies Garden Warfare 2 4 Tom Clancy’s Rainbow Six Siege 5 Star Wars Battlefront II 6 Marvel’s Spider-Man 7 EA Sports UFC 3 8 Crash Team Racing Nitro-Fueled 9 Rocket League 10 PlayerUnknown’s Battlegrounds 11 MLB The Show 19 12 Need for Speed Payback 13 Battlefield 4 14 Devil May Cry HD Collection 15 FIFA 19 16 Destiny 2 17 DayZ 18 The Sims 4 19 Gang Beasts 20 Red Dead Redemption 2 PS VR Games 1 Beat Saber 2 Superhot VR 3 Vacation Simulator 4 Five Nights at Freddy’s VR: Help Wanted 5 Job Simulator 6 Blood & Truth 7 PlayStation VR Worlds 8 Arizona Sunshine 9 Astro Bot Rescue Mission 10 Drunkn Bar Fight Free-to-Play Games 1 Don’t Even Think 2 Fortnite 3 Apex Legends 4 Dauntless 5 Brawlhalla 6 Pro Evolution Soccer 2019 Lite 7 Warframe 8 Warface 9 Paladins 10 World of Warships: Legends DLC and Expansions 1 Fortnite: Battle Royale – Breakpoint’s Challenge Pack 2 Fortnite: Battle Royale – The Wilde Pack 3 Fortnite: Battle Royale – Shadows Rising Pack 4 GTA Online: Criminal Enterprise Starter Pack 5 Fortnite: Save the World – Standard Founder’s Pack 6 Marvel’s Spider-Man: The City That Never Sleeps 7 Dragon Ball Xenoverse 2 – Ultra Pack Set 8 Dragon Ball Xenoverse 2 – Ultra Pack 1 9 Rocket League – Knight Rider Car Pack 10 Mortal Kombat 11 – Shang Tsung Przeczytaj cały wpis
  7. Hello, PlayStation fans! A few weeks ago, we gave you the opportunity to ask your burning questions about EA Sports FIFA 20 and its shiny new game mode: Volta Football. We sat down with Jeff Antwi, Producer for FIFA 20 on Volta, and Shaun Pejic, Gameplay Producer, to ask them some of your questions and more. Read on to find out the details! Volta Football Q: What the thought process was behind Volta Football? Why bring back street football? JA: We’re always looking for community feedback. And one of the most requested features or modes was the ability to play street football — and when would we be bringing it back to FIFA. It’s something we have been working on for quite some time. And we are really excited to be able to unveil Volta Football this year. Q: What makes Volta Football unique and interesting? JA: In general, the newness of it, and the depth of the mode. The fact that it’s built on the foundation of a great gameplay engine. It’s a mode that is accessible to casual players… and at the same time, it has all the depth that FIFA veteran players will expect. So, we are really excited about the totality and the massive size of the mode. It’s not a little thing. It’s a big part of the game. Q: Did FIFA Street influence the development of Volta Football? (via Tom Clancy’s da Silva) JA: I should clarify [this] is not FIFA Street, it’s street football. That’s a key difference. It’s based on authenticity and being culturally relevant, making sure that we are presenting an experience that is fun and authentic. We were influenced by actual street football legends, we traveled the world, we went to Rio, Amsterdam, London, and all over. We were so inspired by the legends we spoke to, we tried to incorporate them into the experience as well. We were also inspired by real footballers that grew up playing street football… One of the people we spoke to was Ed van Gills, who in Amsterdam is considered the godfather of street football. He provided us with a lot of insight on what street football is all about and the things we should be looking to do in terms of how to design Volta Football. So, thanks to that influence we were able to develop the mode and a number of features around it. Q: Is there a big difference between the skills you need for Volta Football as opposed to a regular FIFA match? JA: In Volta it’s a smaller pitch, you have different elements to deal with, including the wall height, different number of players, and so forth. In terms of navigating the space it’s going to feel different, not to mention the ball is actually different… [and] behaves in a slightly different way because it’s more of a futsal ball which is heavier. Q: Is the gameplay in Volta Football closer to futsal than to Stadium football? JA: Yes, I would say that’s pretty accurate. And what’s really cool is that we actually have futsal as a separate experience within Volta, such as 3v3, 4v4, 5v5, keepers, no keepers and then we have futsal with the rules that come with it. So, it’s penalty kicks, free kicks, and that experience is probably closer to 11v11 gameplay in FIFA. But in general, futsal is kind of the base of all of it in terms of how the players are moving around, quick passing, the pace of it being really back and forth and fun. And then when you add walls there is constant fun and action. Q: Will Volta Football include a Career Mode and Online Mode? (via @Soulrocketzero) JA: With Volta, [we] developed a Volta Tour Mode which is a PvE experience. It’s an offline experience where you are playing against user-generated squads, and the world is populated by everybody who’s playing the game. So, you are competing against everyone else in the community. And then we have a PvP experience which is similar to Seasons. You’re playing, you’re getting promoted, you’re facing allocation, you’re playing through up to 10 divisions. And that’s what we have in the online experience [for Volta] at kick-off. But we also have some other modes we will get to later… Q: Will all the teams be available in Volta? (via Armando Toledo Sepúlveda) JA: All of the licensed teams and licensed players that we have access to [for FIFA 20] are available in our kick-off experience, so it’s nice because you can be playing 3v3, 4v4, 5v5 in all the environments that are available to you and you will also be able to bring your favorite team and player into an environment where you wouldn’t normally see them. Q: For Volta, will you be able to play mixed teams, such as men vs women, using your personalized characters? JA: Yeah, that’s one of the massive innovations for us. One of the things we are really excited about is being able to have male and female players on the teams, playing in the same pitch at the same time. For example, if you create a character in your likeness and your friend creates a character in their likeness, you can play on the same team at the same time [or] compete against each other. That’s one of the biggest innovations for us, Volta as a mode being diverse and fully inclusive as well. FIFA 20 Q: At a broader level, what are the biggest gameplay improvements planned for FIFA 20? SP: The biggest foundation for the gameplay improvements is that we listened to all the community feedback. We brought in a lot of people, professional FIFA players as well as game changers and casual players. So, listening to all of this feedback has produced a set of features for FIFA 20 that addresses a lot of the feedback that we’ve been getting. Q: Was there a specific piece of fan feedback that really resonated with you guys for FIFA 20? SP: Yes, there are quite a few actually. AI defending… we wanted to bring back manual defending a little bit. The feedback was that the AI players did too much work for you in FIFA 19, they were helping you out too much. So, we worked a lot on the AI to kind of slow the game down if you want to play that way and give you more time. It incorporates more manual defending so it’s up to the defender user to use their skill to try and counter that aspect of the game. JA: And on the flip side of that, the work that was done in straight dribbling to create more dynamic one-on-one situations. Volta also benefited from that work because it’s a shared engine. Q: Are you planning any additions to in-game tactics? SP: We’re adding extra player instructions in FIFA 20, so you’ll have more options for your team. [For example], your defensive midfielder has the option to drop into the center-back position. And then, the center-backs go wide — so now he can be that pivot guy and try to play diagonal balls. That’s just one I can tell you about, but we have more new tactics this year. I can also speak to a few other gameplay features we haven’t touched upon yet, like how free kicks and penalty kicks are completely new compared to FIFA 19. So, the new approach this year is actually based off of Lionel Messi. We watched videos of him having this accuracy with the ball where he can spin it any way he wants. Now, you can press shoot and there is a different aiming mechanic. With the right stick, you can adjust the spin you would like to add — top spin, side spin, or you can even try to get the knuckleball effect for free kicks. [We also now] have the ability to add the timing shot mechanic to free kicks and penalty kicks too. So, I think that’s a really cool new feature that gives more depth to the gameplay. Q: Will FIFA 20 appeal to newcomers and veterans alike? JA: Absolutely! As an example… skill moves haven’t necessarily been the easiest thing. So, we wanted to simplify that. We created the simplified Skill move mechanic, which is by holding [L2 and R2] in the controller you gain access to a whole suit of skill moves and it’s just based on the direction that the player is moving. And if you don’t want to do that, we have all of the right stick skill moves that we’ve had traditionally in FIFA. And we added a R3 mechanic in which by pressing that button you lift your ball into the air and that’s what we call simplified flick-ups, there are all kinds of skillful things that you can do with that mechanic as well. FIFA 20 is out worldwide on September 27, 2019. Przeczytaj cały wpis
  8. I am super excited to announce that not only is Trine 4: The Nightmare Prince coming to PlayStation 4 on October 8, but Trine: Ultimate Collection will also be available on the same day so you can enjoy the entire Trine series in one convenient bundle! The fantasy land of Trine is teeming with obstacles from menacing monsters to impassable terrain. In order to conquer these challenges, you will control the three heroes Amadeus the Wizard, Zoya the Thief, and Pontius the Knight, each with their own unique abilities, weapons, and tools. Freely switch between the characters on-the-fly to adapt to each situation or combine their skills in up to four-player co-op in the biggest Trine experience to date. Whether it’s your first venture into the Trine series or you’re returning for the newest installment, there’s a lot to discover about our heroes and the new abilities available to them in Trine 4. Amadeus A talented wizard capable of levitating objects around the world and materializing platforms, boxes, and durable steel balls which he can use to overcome obstacles. As you improve, so does Amadeus, learning skills such as a horizontal throw or a dangerous box stomp to take out enemies or act as a tool to solve puzzles. The determined magician is a perfect fit for you if you thrive on thinking through challenges and want the versatility to protect your team with conjured objects, disable enemies with levitation, or to send objects and enemies alike flying. Zoya A highly skilled thief who lets actions speak louder than words. The quietest of the bunch, her accuracy with a bow combined with the mobility of a grappling hook makes her an invaluable asset for traversing the world of Trine. Throughout the adventure Zoya’s toolset will only grow more robust, introducing fire and ice arrows that can freeze enemies and objects or set them ablaze for bonus damage, a combat roll to evade damage as well as a Fairy Rope that can make everything from objects to enemies float. Zoya’s grappling hook enables her to create tightropes that allies can walk across and act as a tether to hold objects in place, while her arrows are able to hit hard-to-reach objects and enemies. Zoya’s designed for players who want a little of everything — distinct skills that provide support, tools that allow players to bypass hazards, and ranged attacks to damage enemies in combat. Pontius A loyal janitor turned knight whose sword and shield make him a formidable force in combat and handy in overcoming obstacles. Whether he’s running atop oversized pumpkins or bouncing off huge sea creatures, he goes where his unwavering sense of duty summons him. He can use his sword to unleash a flurry of attacks that can carve a path through enemies while his shield can block incoming damage, reflect projectiles, and create a platform for his partners to hop across. Pontius has a bit more utility in puzzle solving this time around — he can create a copy of his shield using the new Dream Shield ability. This magical blockade will deflect enemies, projectiles and objects alike. Pontius might be for you if you prefer to force your way through a locked door or charge head first into a volley of arrows to close the distance rather than taking a strategic approach to engagements. Each hero has their own strengths and weaknesses, and you’ll need to utilize every tool and weapon in your arsenal to overcome the encroaching dangers present in the world of Trine. Whether you choose to brave the journey alone or in up to 4-player co-op, you will be able to switch between the trio on-the-fly as the situation demands. Amadeus, Zoya, and Pontius won’t be able to complete the quest alone, so you’ll need to combine their abilities to progress — Using Zoya’s rope with Amadeus’ magical box to create a hanging platform, reflecting Zoya’s ice arrows off multiple copies of Pontius’ Dream Shield to hit an enemy in a hard to reach place, or suspending an enemy in air with the Fairy Rope only to cause them to come crashing down from an impact from a zooming steel ball — the possibilities are limitless. You can find out more about the new, nightmarish story for Trine 4 in our announcement blog post. We hope you’re all excited to play Trine 4: The Nightmare Prince, or the entire Trine series in Trine: Ultimate Collection when they both release on October 8! Przeczytaj cały wpis
  9. Oninaki, the third game by the team at Square Enix’s Tokyo RPG Factory, releases on PS4 August 22. Following up JRPG tributes I Am Setsuna and Lost Sphear, Oninaki features a bold, anime-influenced art style with expressive characters and gorgeous lands to explore. We reached out to Square Enix to get a closer look at the concept art behind some of Oninaki’s vibrant locales, objects, and enemies. The captions below are written by producer Ryutaro Sasaki, and you can click through on each image for a higher resolution version. World Great Plain Drawn by Background Designer Oga Takeshi “This image board is for a place that we called the “Great Plain” during the early stages of development, and it was very useful for solidifying the visual image of the world of the dead, Beyond the Veil. We have created a setting that is not just a dark and cold land of the dead, but also has a mysterious and fantastical atmosphere, with interesting features such as the pale lights that appear to shine up from the ground and the uniquely shaped trees that are reminiscent of Eastern designs and traditional Japanese aesthetics.” Szaka Drawn by Background Designer Oga Takeshi “In order to create the unique setting for this title, we deliberately utilized a variety of Eastern design influences. This image board is for the capital city of Szaka, which has a particularly strong central Asian flavor. Special care was taken when depicting the cityscape, centered on the sovereign’s palace that symbolizes the precept of reincarnation itself, as well as the uniquely expressive sky, possessed of a character that is at once the glow of dawn and the haze of sunset.” Ehir Palace Drawn by Background Designer Oga Takeshi “This image board depicts the throne in Ehir Palace, residence of the sovereign who rules over the capital Szaka, and by extension the Inner Kingdom where the story of Oninaki is set. Steeped in an aura of dread majesty, this throne has been the seat for generations of sovereigns who embodied of the precept of reincarnation. The current incumbent is Lady Lobelia.” Objects World Pillars Drawn by Background Designer Oga Takeshi “This is a design for one of the objects known as the World Pillars that can occasionally be seen in the world of Oninaki. Nobody knows who built these artefacts or for what purpose, and their true age is unknown, yet they project a solemn sense of gravitas and the passing of the ages.” Objects of the Inner Kingdom Drawn by Background Designer Oga Takeshi “The objects shown in these designs offer a window into the lives of the regular people who live in the Inner Kingdom. Many Asian influences have been incorporated into the designs for the cityscape and the pillars, such as objects resembling Shinto shrines and Buddhist jizo statues. However, when combined on the streets of Szaka, it results in a unique visual atmosphere that appears neither wholly Eastern nor Western.” Research Room Drawn by Background Designer Oga Takeshi “This is a design drawing for a certain research facility that exists somewhere in the world. As for who works here and what kind of research they are doing in this dark, windowless room… you will just have to find that out yourself!” Fallen Souls Fallen Soul 1 Drawn by Monster Designer Morinaga Koji “The design for this Fallen Soul is based on one of the monsters that appears in all Tokyo RPG Factory games. In the world of Oninaki, when people who have become estranged from the wheel of reincarnation eventually perish, they will transform into the Fallen, and the particle like pattern on its body is based on this concept. I think that the gently flickering flame on its head is quite charming.” Fallen Soul 2 Drawn by Monster Designer Morinaga Koji “This is a design for a Fallen Soul with a fungoid aspect. You can see how it attacks by billowing spores from its head, an attack that will cause no end of grief for Kagachi in the game.” Fallen Soul 3 Drawn by Monster Designer Morinaga Koji “This Fallen Soul is an airborne type. The distinctive design features translucent wings and a single strong leg, and reminds you that the fallen in the world of Oninaki were all originally human. It gives a sense of the fleeting beauty in all living things.” Przeczytaj cały wpis
  10. Hello! On August 14, No Man’s Sky Beyond will launch as a free update for PS4 and PS VR. We are focused on development, but we know people are hungry for details. Nearly eight years ago, with a love of sci-fi, we started writing the very first lines of code on what would become No Man’s Sky. It was always an innovative and ambitious game, but over the three years since release it has become broad and deep in a way few games are. When we sat down to write those first lines of code I could never have imagined the kind of trailer we just recorded. A multiplayer game, with base building, trading, space combat, giant mechs, economies, freighters, first person, third person, and so much more, all set in a beautiful procedural universe. When we made No Man’s Sky, we always wanted it to feel like you had stepped into the cover of a science fiction novel. Beyond is another step closer to that goal. Even better, if you own a headset, you can experience all of this in virtual reality. No Man’s Sky Beyond aims to bring a huge range of features together into a cohesive whole, with expanded online, virtual reality and hundreds of changes big and small. We want Beyond to be the best time for new players to pick up a copy, for lapsed players to rejoin, and for the players with a thousand hours save to see the game with fresh eyes. No Man’s Sky has always been a science-fiction fantasy come true. That feeling of isolation and loneliness as you explore an alien world for the first time continues to be a unique experience. However, one of the coolest things you will notice from the trailer is what we call the Nexus, a shared social space that brings people together and lets them play with friends or join with random strangers like never before. Suddenly your ship that you spent 50 hours earning can now be seen by others in the Nexus. Your rare spacesuit and unique helmet can be shown off to other players. Friends and strangers can visit that massive base you’ve been working on. Progression in No Man’s Sky is so much more meaningful when you can share it with other explorers and so much more engaging when any creations or missions become shareable. Once you meet fellow travellers who knows what space-faring adventures you will go on together. This is an incredibly important update for us, but it’s also just another step in a longer journey, and we’ll continue to support No Man’s Sky in this way for the foreseeable future. On behalf of myself, and the team at Hello Games I just want to say — Thank you. We are so excited to have made Beyond, and to continue to improve and develop No Man’s Sky, because of you, the community who play, explore and share this universe with us. It means so much to us. We hope you enjoy this and what follows — and we look forward to meeting you out there! Our journey continues. Przeczytaj cały wpis
  11. This month sees Remedy, the acclaimed studio responsible for the likes of Max Payne, Alan Wake and Quantum Break, make its PS4 debut with Control. Any new release for a studio with that kind of pedigree is cause enough for excitement, but the Finnish team’s latest project is buzzworthy in its own right, promising a uniquely avant garde take on the third-person shooter genre. With our interest well and truly piqued following a slew of intriguing trailers and some glowing E3 media coverage, we took Control for a spin and then sat down with Game Director Mikael Kasurinen to pick his brains. Here’s what we found out: 1. Control is seriously out there You play as Jesse Faden, a young woman who finds herself drawn to a strange Tardis-like New York office block, home to a shadowy government agency called the Federal Bureau of Control. Once inside, not only does she discover that it has been taken over by a supernatural threat referred to as The Hiss, but she also learns that she has been appointed the agency’s new director – whether she likes it or not. It’s up to you to tame a set of new-found supernatural powers, figure out what the heck is going on, take the building back, and unravel Jesse’s mysterious past. Sound straightforward? Anything but. Control dazzles with both its striking neo-brutalist visual aesthetic and an ambitious narrative that toys with some head-spinning themes. Fans of sophisticated sci-fi will be right at home. “We’ve been looking at movies that demonstrate elements that are bizarre and beyond our understanding, but somehow connect with the human condition. Movies like 2001: A Space Odyssey, Stalker, and Annihilation,” says Mikael, laying out some of the studio’s inspirations. “Regarding books, House of Leaves by Mark Danielewski has that compelling restrained strangeness and complexity, with a strong personal and psychological layer. It embodies many of the elements we want to express in Control. The same could be said about the Southern Reach trilogy by Jeff VanderMeer. “Then there’s also that quirky Remedy flavor that we want to have there as well, and we’re often handling that through our characters,” he continues. “In that regard David Lynch is a massive inspiration for us, especially Twin Peaks.” 2. Combat is really deep, and really fun In its first few encounters, Control appears to be a pretty no-nonsense shooter. You pick up your service weapon from the office of the former bureau director (he’s just used it to put a bullet in his own head) and go to town on mobs of unfortunate agency staff corrupted by the aforementioned Hiss. Aim, shoot, take cover, repeat – standard stuff. But it’s not long until Control’s combat develops into something far more interesting. As you progress, you learn a series of supernatural abilities that, when combined with traditional gunplay, coalesce into a really deep, playful system. For example, the first two abilities we pick up are Launch, which lets Jesse levitate any bit of furniture she can find and fling it at the enemy, and Evade, which lets her teleport a small distance to dodge an enemy attack or traverse the landscape. In one encounter, we use Evade to dodge an incoming enemy projectile, then unload our side arm into the foe to destroy its forcefield, then use Launch to hurl a desk chair at them and finish them off – all in the time it would take to whisper “ooh, emergent gameplay.” As you progress further, you unlock new firing modes for your weapon and additional abilities, which you need to mix-and-match to take down a diverse array of enemies. Not only is it pleasingly strategic, but wrecking shop in the game’s destructible environments feels great. “The goal was to setup a sandbox that ensures the abilities, enemies and environments feel connected and are as dynamic as possible,” says Mikael. “The player needs to master the different abilities and learn to read the room so that they can use the environment against the Hiss-possessed enemies. “The enemies pose a lot of surprising, complicated scenarios, but through mastering the abilities and the Service Weapon the players can start to improvise… and the game really starts to bloom and become a lot of fun. 3. The Oldest House is an extraordinary setting for a video game Going in, our initial concern was how Remedy was going to be able to incorporate enough variety into what, on the face of it, is essentially an office block. But we’re happy to report that the studio’s artists and designers have gone to town on the game’s labyrinthine setting, crafting an extraordinary, almost Escher-like structure that thumbs its nose at the laws of physic. It’s a constantly shifting place that throws up secrets and surprises at every turn. “The Oldest House is a ‘place of power’ that expresses itself with a certain aesthetic. It is vast, with multiple different areas which the bureau calls ‘sectors’. Each sector has a purpose, like Containment, Research or Maintenance. “But what is important to understand is that there are layers to The Oldest House. It is simply a space that the bureau has chosen to occupy, and this place or the space within, is shifting and adjusting itself to a certain unknown purpose or pattern. “Within, you can find wonderful and terrifying locations, endless vistas, shifting environments, rocky landscapes and weirdly corrupted formations. The mundane ‘office’ area is just a small part of the structure that the bureau has chosen to occupy.” 4. There’s more to Control than just shooting Sure, there’s plenty of action in Control, but it’s by no means a simple shooting gallery. You’ll also need to exercise your grey matter to solve both environmental puzzles and narrative riddles that, in keeping with the dream logic that underpins the game’s plot, demand you think outside the box. “This game has more puzzles than what we’ve ever done before,” claims Mikael. “It’s about us wanting to create an adventure for the player, a world filled with mystery and wonder, with rewards to find and lore to discover. “To achieve that, we needed to create puzzles that feel like they fit into this world and to the overall context of the moment when they’re found. To get variation we have different types of puzzles, some of them focusing on narrative elements, and some on mechanics and physics. “With this type of a setting and mechanics, creating puzzles was actually quite straightforward, but of course we needed to iterate them quite a bit to ensure they are intuitive and fun to execute. It’s a really difficult balance to get puzzles right in an action game, so hopefully we nailed it.” 5. Control rewards exploration There is a linear route to take through Control that sees you going from point A to point B to point C, collecting the necessary items and talking to the necessary people in order to complete the game’s primary narrative – the mystery of why Jesse Faden is here, and how she can fix things. But that is just part of Control. Remedy has filled its sandbox with all manner of optional secondary objectives, squirreling away additional items, story arcs and boss battles way off the beaten track. “You can’t have the full Control experience without exploring the Oldest House,” insists Mikael. “It is filled with secrets and lore that open up the history of the place and maybe gives some clues on the phenomena that you witness. “Instead of making the game ‘replayable’, for us it was more about creating a world that you can keep exploring. Sometimes returning to an old location can be fun since you can access areas that you couldn’t before due to having a new access level, or an Ability. “We had to accept that we will create a lot of cool content that many might never find. This will be the thing that will make people spend time in this world. A huge part of the content is actually purely optional in regards of the main story arc, and we hope that people realise that, so they’ll spend more time exploring the Oldest House. “It is not about repetition, it is about structuring the content in such a way that exploration, and just ‘being there’, is what you want to do, because everything you find will feel meaningful.” Przeczytaj cały wpis
  12. PlayStation News Blog Bot

    [PSNews] PlayStation Blogcast 339: Postmodern Warfare

    Email us at [email protected]! Subscribe via iTunes, Spotify, Google or RSS, or download here The Blogcast is back, with Sid and Tim sharing their explosively positive first impressions of Call of Duty: Modern Warfare! Stuff We Talked About Angry Birds The Movie 2 VR Concrete Genie How to sleep on airplanes Wolfenstein: Youngblood Mechanics that were industry game changers The Cast Sid Shuman – Director of Social Media, SIEA Kristen Zitani – Social Media Specialist, SIEA Tim Turi – Senior Social Media Specialist, SIEA Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] Przeczytaj cały wpis
  13. Come on in, the water’s fine! Rovio’s instantly recognizable avian troublemakers set off on a sub-aquatic adventure in The Angry Birds Movie 2: Under Pressure, coming to PlayStation VR next week. But you can leave your slingshot at home; this one takes a different approach than you might expect. With one player inside the headset and four on the TV, Under Pressure is an asymmetrical co-op affair. The TV players work together to craft ammo for the VR player, who is the only one able to see outside the ship (and by extension the only one who can reel in all the wondrous treasure the ocean holds). Of course, players are able to interact with each other in helpful — and not-so-helpful — ways, which can make for chaotic, hilarious play sessions. For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop! Age of Wonders: Planetfall PS4 — Digital, Retail Age of Wonders: Planetfall is the new strategy game from Triumph Studios. Build your empire with one of six unique factions, ranging from the militant Vanguard to the dinosaur-riding Amazons and the cyborg-zombies of the Assembly. The Angry Birds Movie 2 VR: Under Pressure PS VR — Digital Now the birds and piggies are best frenemies, Red and Leonard team up to assemble a crack(ed) team and investigate mysterious Eagle Island. But first, they must get there in one piece — in a giant Piggy submarine. Can the birds and pigs cooperate, deep beneath the waves? Or will they get that sinking feeling as the pressure rises? Corpse Killer – 25th Anniversary Edition PS4 — Digital (Out 8/5) You’re stranded on an uncharted island of Death. You’re zombifying from Voodoo poison. A mad scientist is on your trail. Originally developed by Digital Pictures and released in 1994, Corpse Killer has been completely rebuilt for the PS4, bringing it to a level of video quality never before seen. Fatal Twelve PS4 — Digital (Out 8/8) Shishimai Rinka thought her life was over… until she woke up and continued her everyday routine as if her fatal accident had never happened. Day by day, her sense of unease grew. Until a mysterious girl spoke to her in her dreams. ‘A game is about to begin. This is your chance to truly be reborn.’ Gravity Ghost: Deluxe Edition PS4 — Digital Surf the night sky. Careen through the cosmos. Find the fox. When a ghost girl’s best friend goes missing, she’ll turn the whole universe upside down to find him. Gravity Ghost is a planetary platformer where orbiting is an art form. In over 100 dizzying levels, put your aerial skills to the test against planets that bounce, break, splash, and more. Illusion of L’Phalcia PS4, PS Vita — Digital (Cross-Buy) Experience epic 3D battles in a fantasy RPG. Ryser and Cougar are in search of the Sword of Amal, an artifact of legend said to grant any wish. Their journey will lead them into fateful encounters with both allies and rivals only to find a mysterious truth awaiting at the end of their adventure. Machiknights -Blood Bagos- PS4 — Digital (Out 8/8) Get ready for an all-new hardcore multiplayer action RPG. Stage by stage, you’ll unravel the mysteries of ancient technologies. Experiment with new Machi Knight equipment to change your gameplay style, and stop the evil organization of Kenos from reviving a terrible long-lost weapon known as Bagos the Giant! Metal Wolf Chaos XD PS4 — Digital The country is in peril as President Michael Wilson defends the nation against a full-scale rebellion led by Vice-President Richard Hawk and the mechanized legions he commands. As the 47th President of the United States, it is your sworn duty to take your country back by any means necessary and end this unjust coup d’etat! Sagebrush PS4 — Digital When the members of a cult take their own lives, only you can discover the truth behind the tragedy. Inspired by real-world cults, Sagebrush is a first-person narrative-driven adventure game which thrusts players into the role of a truth-seeker who must investigate the tragic circumstances of the Perfect Heaven cult’s mass suicide. Tactics V: Obsidian Brigade PS4 — Digital (Out 8/9) Tactics V: Obsidian Brigade is a retro-style tactical turn-based video game in homage to console tactical RPGs from the 1990s. It’s set in a fantasy setting with its own lore and magic, using techniques to convert to a 2D isometric look from 3D assets. Wonder Boy Returns Remix PS4 — Digital (Out 8/8) Wonder Boy was an arcade hit back in 1986, with its intuitive controls and polished game balance. This forever famous side-scrolling action game has been remixed and reborn for the PS4. Join the adventure of a boy who’s doing his best to save his girlfriend Tina — updated with high-def anime-inspired visuals and more! Wordsweeper by Powgi PS4, PS Vita — Digital (Cross-Buy) A crossword puzzle solved using logic and deduction. This new word game draws inspiration from the classic puzzle game Minesweeper, and is exclusive to Powgi! The information above is subject to change without notice. Fast & Furious Presents: Hobbs & Shaw OST Animation Nation TOOL – 10,000 Days Rocketman The Hustle Brightburn Stream all 65 preseason games on NFL Network with PS Vue PlayStation Vue has your favorite sports, news and must-watch shows. The information above is subject to change without notice. Przeczytaj cały wpis
  14. Call of Duty: Modern Warfare is coming, and we played it! There’s a lot to take in — read on to discover what’s in store for the genre-defining Multiplayer mode when it lands on October 25. Cross-platform play means you can play against PS4, PC, and Xbox One players. At its unveil event, Infinity Ward confirmed that Call of Duty: Modern Warfare will support cross-play between PC and console players — a first for the series. How is the studio balancing mouse-and-keyboard users with controller users? “One of the main ways is that we are planning on matchmaking based on peripheral,” Design Director Joe Cecot said. “We’re also supporting different peripherals, so if you want to plug a keyboard [and mouse] into your PS4, you can.” Season Pass is no more. Instead, an ongoing array of free downloadable maps and content will release post launch. “We just revealed, so it’s a little early to talk post-launch, but we can say that it will be a regular distribution of content,” Cecot said. “We have a very full post-launch schedule, because we want players to jump into our game and we want to keep them really busy with new content for a long time.” Weapon customization is extensive. Most Call of Duty games let you swap between a handful of weapon mods. But Modern Warfare’s “Gunsmith” weapon customization is extensive — with 30 to 60 mods available for most weapons. It’s so extensive, that it required an entire mode called “Gunsmith.” Progression and gameplay are unified across all three main modes. Gear you unlock and equip in MP will extend over to the co-op Spec Ops experience and vice-versa. You’ll unlock some gear for MP as you play through the SP experience too, and weapons and mods will feel consistent and unified across all three modes. Night-vision goggles (NVGs) are a game changer… In most games, NVGs paint the screen bright green and highlight threats. Not so in COD: MW. Equip the NVGs on dark maps to transform the game into an otherworldly battlefield where the usual rules may no longer apply. On maps that support NVG, every player will be able to equip them by holding down on the d-pad. …and “laser discipline” will finally enter the 2019 zeitgeist. Since entering ADS triggers your weapon’s laser attachment, you need to be careful when fighting in an NVG-compatible map — NVG-wearing enemies can easily track your position. 2v2 Gunfight is a riot. This white-knuckle atom-smasher might just steal the show. This contest is fought on small “Flash Maps,” and equips all four players with the same randomly selected weapon loadout to keep things fair and square. The resulting cat-and-mouse brawls are real nail biters with a pacing somewhat similar to fighting games. There are three map sizes. “Flash Maps” are designed for close-quarters 2v2 Gunfight matches, while “Tactical Maps” support more traditional 6v6 and 10v10 player counts. “Battle Maps” are reserved for the largest-scale gameplay. We played it via 20v20 matches, but the team said they’ll support more than 100 players! Multiplayer supports more varied playstyles. From team support to run-and-gun, sniping, camping and more, IW is seeking to broaden the number of viable play styles with Modern Warfare. This is partly thanks to a greatly expanded array of gear. Map traversal is more fluid and varied. Perhaps moreso than any prior Call of Duty game, COD: Modern Warfare is all about giving players tactical options. That’s reflected in the new map layouts, which offer more opportunities to traverse through sneaky paths and backdoors to catch foes unaware. If prior Call of Duty maps were a racetrack, COD: Modern Warfare is more like a rollercoaster. Operators are cosmetic only. You can select from an array of cool-looking Operators to represent yourself in online matches, but the benefits are purely aesthetic. Map design took inspiration from classic DM games. Infinity Ward took some inspiration from classic deathmatch games when developing COD: Modern Warfare. More “power positions” — towers and other elevated areas — are scattered throughout the maps. These give you an objective to move for and result in more interesting, varied firefights that flow around the map. It uses a new engine. The game is a looker, pumping out huge, realistic-looking maps loaded with eye-catching special effects, particularly the smoke and fog that actually accumulates after a blistering gunfight. Expect the Realistic mode to make some noise. This new optional setting strips away almost all onscreen HUD elements — even the classic hitmarker and kill notifications. It’s not for everyone, but we tried it out on a nighttime map equipped with NVGs and the results were intense, bordering on survival-horror. “Mounting” gives limited cover to frontline assault players. When standing next to a corner or over a ledge, you’ll see an onscreen prompt to press R3, which allows you to hunker down a bit and reduce your profile. When mounting a corner, you can even use the right stick to peek out a bit to pick new targets from (relative) safety. Doors are more interesting than you think. I know… doors. But Infinity Ward spent a lot of time spicing up these pedestrian portals. You can open doors in multiple ways — running or sliding into them, carefully easing them open, or blowing them open with explosives — and each way has a tactical benefit. They’re also useful as auditory cues, helping you track enemy movement through the level. “Tactical Sprint” provides a short speed boost. Also called the “super sprint,” this new maneuver allows you to cover ground faster, but with a greater delay to Aim Down Sights (ADS) if you encounter a hostile. Trigger it by double-clicking L3. Also, your sprint meter isn’t infinite, though Perks can extend it. The audio design is cutting-edge. Using sophisticated new audio processing techniques unknown to me (I caught a reference of “raytracing”), Modern Warfare is putting a big emphasis on pushing immersive audio. Weapon fire snarls with realistic reverberations, the doppler effect is in full effect, and… Killstreaks are back. Need I say more? Excessive weapon mods will slow your ADS. Each weapon supports up to five mods, including weapon-specific Perks, so it’s tempting to max out your M4 and head to battle. Not so fast: overload your gun and the increased weight will greatly slow your ADS speed, and sometimes even your movement speed, so you’ll lose out to faster-drawing opponents. Be smart and equip only what you really need! The open beta will be big. Literally. Yes, the watch hands show the real time. They really do. We checked. Przeczytaj cały wpis
  15. New this week to Days Gone is the latest “bike” challenge, Dead Don’t Ride. Take your seat behind the wheel of an electric golf cart to pick up and deliver passengers at locations around the Salome Hotsprings. There are 36 passengers waiting for rides if you manage to make on time deliveries. You’re working against the clock in Dead Don’t Ride, so in order to get the best passenger ratings and maximize your high score, here are some tips for excelling at the challenge sub-objectives: Close Call: Park Close to X Survivors. When stopping to pick up your next fare, stop as close as possible to the waiting survivor. Stopping close not only contributes toward this sub-objective, but it also gives bonus points toward the overall challenge. 5 Star Driver: Drop Off X Happy Survivors. Once you have a survivor on board, pay attention to their satisfaction meter. You’ll get score and time bonuses for Happy and Neutral drop-offs. You’ll still get some points from Unhappy passengers, but no time bonus. Wild Speed: Drop off X Hard Survivors. Delivery difficulty is indicated by the color of the pick-up ring; yellow for easy, orange for medium, and red for hard. Difficulty is determined by distance to the drop-off destination, and in some cases by jumps or difficult navigation. In addition to advancing this sub-objective, longer deliveries award more points toward the overall score. Since the golf cart has infinite boost, make heavy use of it on long straightaways to achieve this sub-objective. Street Sweeper: Run Over X Swarmers. Don’t worry about alarming your passengers—running over freaks won’t hurt your delivery rating. Each Swarmer killed will add two seconds to the challenge clock. Try and line up your Swarmer kills along your delivery routes because going out of your way for these kills will work against the clock. Additional advice for Dead Don’t Ride: Successfully completing all 36 deliveries will reward 2,000 points for each second left on the clock. So be mindful of finding ways to shave precious time from your run; find the best paths to take, discover the optimal order in which to pick up passengers, drift into stops so you’re facing the drop-off location, and use boost as much as possible (without crashing into obstacles, of course). This challenge awards the “Hit and Run” patch for Bronze or better rankings. This patch reduces the rate at which bikes (and golf carts) slow when impacting enemies. So earning this patch will allow you to keep extra time on the clock, which helps achieve even greater scores within the challenge. Przeczytaj cały wpis
  16. Alright! I played Monster Hunter World: Iceborne! World was the first Monster Hunter game I fully fell down the rabbit hole with, so with Iceborne right around the corner I’m hungry for any opportunity to get an early look. Below are five of my favorite things (aside from the rad new monsters and gear, of course) that I noticed during my time with Iceborne. 1. The “Take All” button QOL, baby! No longer having to hold down X to take each end-of-hunt item individually may not be a back-of-box bullet point, but it’s a nice touch that proves the dev team is looking for ways to make things more pleasant overall. Another welcome QOL change: There’s now a confirmation dialogue when equipping an item loadout that asks whether you want to use that loadout’s customized radial menu as well. Saving and loading custom radial menus was a tough one for me to figure out initially, so I’m grateful for the added clarity here. Meet the Barioth: a real meanie of a new monster. This one doesn’t mess around. 2. The Clutch Claw Hoooooo boy, this is a big one. Iceborne introduces a new tool to Monster Hunter, and it adds a suite of new strategic options for Hunters on the move. To use the Clutch Claw, hold L2 to aim and press Circle to fire (even if your weapon is drawn!) and pull yourself onto specific parts of a monster. Then you’ve got options: When latched onto your target’s head, you can press Circle to make the monster rotate, changing the direction it’s facing. Press R2 to spend all of your remaining Slinger ammo to unleash the “Flinch Shot” (again, as long as you’re mounted on the beast’s head), which sends the monster careening forward. If the monster runs into a wall or off a cliff, it stuns your quarry and gives your squad a prime opportunity to dish out some huge damage. Press Triangle to execute a standard attack — this isn’t the same as what happens when you mount a beast; it’s more of a quick whack on the way back down to the ground. Depending on which weapon you’ve equipped, this will either soften up that part of the monster, increasing damage and making it less likely for your attacks to be deflected, or it will make the beast drop slinger ammo for you and your fellow hunters. There are also some interesting new things you can do without first grappling onto the monster, depending on the weapon you’re carrying. Pressing L2 after applying my hammer to a monster’s face, for example, allowed me to fire off a quick “Slinger Burst” for some extra damage. My time with Iceborne was not quite enough to fully wrap my head around the Clutch Claw and its myriad strategic advantages, but even the few I was able to master made things a lot more interesting. I’m looking forward to playing with this more. 3. Seliana, the new hub area, is more condensed than Astera Seliana is a smaller hub area than Astera, what with its multiple levels and chain elevators and hidden pathways. I haven’t dug into every nook and cranny of the new hub, but your starting location, the hunt board, the Canteen, and the Workshop are all in mercifully close proximity to one another — so it’ll be that much faster to get into your next hunt. Fun fact: the Grammeowster Chef — Seliana’s leader of all things culinary — is the former mentor of Astera’s Meowscular Chef! 4. The “Wide Range” perk works with Hot Drinks Supporting your teammates by speccing into the “Wide Range” perk has always been handy in MHW, but I’m comfy saying it’s less “handy” and more “important” now. Master Rank hunts are no joke, and various ice-related status ailments constantly threaten to end your quest prematurely. Hot Drinks keep you toasty in the expansion’s new icy climate, and chugging one while you have Wide Range gear or decorations equipped will warm up your buddies, too. Reminder: Plenty of other items work with Wide Range, too. Nulberries, for example, are handy for keeping your fellow hunters safe from the ever-present threat of Iceblight, an irritating ailment that hampers your stamina in a major way. 5. New hunts don’t always happen in Hoarfrost Reach While Iceborne’s story will take you to its huge new location early on, it doesn’t send you there for each and every hunt throughout the new campaign. You’ll head back to the base game’s locales from time to time to hunt powerful new subspecies of existing monsters (as well as returning series favorites and all-new beasties). I love the new map, but I’m glad we’ll have excuses to return to the world of… well, World. Three ferocious new subspecies you’ll encounter in Iceborne (top to bottom, left to right): Coral Pukei Pukei, Nightshade Paolumu, Viper Tobi-Kadachi Monster Hunter World: Iceborne launches September 6, but in the meantime you can hop into World during its currently ongoing festival, which sees the return of various limited-time event quests each week. Did you miss the Aloy armor and Watcher Palico set when they came around before? Now’s your chance to grab ’em. Got questions about Iceborne? I’ll be checking in on the comments throughout the day and will answer the ones I’m able to! Przeczytaj cały wpis
  17. Hello, colonists! Brian Heins here, Senior Designer from Obsidian Entertainment, and I’m going to be your guide as we check out The Outer Worlds. In case you haven’t heard, The Outer Worlds is a first-person, single-player role-playing game in which you will decide how the story plays out. We will be looking at a bit of the game’s features as well as the town of Edgewater. Edgewater is a backwater settlement located in the region of Emerald Vale, owned and operated by Spacer’s Choice. The people of Edgewater are hardy, loyal company folk devoted to working in the town’s Saltuna Canning Facility until the day they die, at which point they’re buried in the local Spacer’s Choice Cemetery — provided they’ve paid their burial fees. The Spacer’s Choice family takes care of its own. Reed Tobson — Edgewater’s administrator — can help you find a power regulator to repair your ship. A staple in Obsidian games has always been a complex narrative with a variety of dialogue options, and The Outer Worlds is no different as you will have multiple options when approaching conversations. Your character’s abilities and companions also play a part in conversations. For example, you may have the option to lie to someone if you have enough charisma, or potentially your companion is a skilled engineer and can help dig you out of a technical discussion that is way over your head. Reed points you to a power regulator in the nearby botanical district. All you need to do is head down to the geothermal plant, cut off power to the botanical district, and take their power regulator for yourself. As often with the decisions you face in The Outer Worlds, this will not be an easy choice and you will see that the botanical district is home to a group of refugees led by Adelaide McDevitt. Adelaide McDevitt was once Edgewater’s finest flavor specialist. Remember that limited edition run of White Chocolate Saltuna? That was all Adelaide. Not a lot of people know what made Adelaide abandon her job and leave town. Today, Adelaide and a small band of loyal followers live together under the shade of a garden, surviving off the land and keeping to themselves. Adelaide holds a bitter grudge against Edgewater. She wants to hurt Edgewater by destroying their power supply, and she needs your help to do it. With this information and a weighty decision to contemplate, you will make your way to the next objective — the geothermal plant. If deciding the outcome of these settlements was not enough, the path to the geothermal plant is riddled with violent marauders and aggressive fauna. While it may be possible to avoid conflict using stealth, dialog, and other means, if you do end up fighting you will have a variety of options to ensure you remain above ground. Depending on your character, you may opt for getting close and personal with a melee weapon or simply value taking cover with a rifle in hand. Either way, you should take advantage of Tactical Time Dilation. Due to some minor brain damage from being suspended in hyperspace, your character perceives time differently. This allows you to slow down the perception of time which can drastically improve your effectiveness in combat. Depending on how you invest your skills, Tactical Time Dilation can be improved to provide unique combat possibilities like being able to cripple or blind enemies. It will also allow you to scan enemies and get detailed information about them. Your path will lead you to the geothermal plant, where you will have to navigate around or confront various patrolling security bots, and ultimately decide the fate of Edgewater and Adelaide’s deserters. There are many ways to resolve this quest, and the options and possibilities you discover along the way are very much at the core of The Outer Worlds. We look forward to seeing all the paths you take in your adventure when the game comes out on October 25. Przeczytaj cały wpis
  18. Hello everyone, we know that there is a lot of hunger out there for news and updates on No Man’s Sky. We’re very excited to be able to share more information from behind the scenes. Our next chapter, No Man’s Sky: Beyond, is coming on August 14. That’s very soon! Beyond will contain three major updates rolled into one larger free release. These changes are a mix of features we’ve been dreaming of for a while, and a reaction to how we have seen folks playing since the release of NEXT. While in No Man’s Sky you have an infinite universe to explore, we know that the moments players talk about the most are coming across another traveller at random and adventuring together or landing on a new planet only to discover the remnants of another explorer’s habitat. Watching these moments has inspired us to create an expanded Online experience will bring a radical new social and multiplayer experience which empowers players everywhere in the universe to meet and play together. While this brings people together like never before, and has many recognizable online elements, we don’t consider No Man’s Sky to be an MMO. It won’t require a subscription, won’t contain microtransactions, and this update will be free for all existing players. Meanwhile, VR support will bring the entire game experience to life in virtual reality. Grab the joystick and thruster to fly your starship over an unexplored alien planet as you peer out of the cockpit at the view below. Reach into your backpack to grab your multitool, touch it to switch to terrain manipulation and carve out intricate shapes with unprecedented control. Play in multiplayer and casually wave to your non-VR friends or fist bump your PS VR peers. Anything possible in No Man’s Sky, NEXT or any other update will soon be ready and waiting as an immersive and enriched VR experience. Beyond will be our most ambitious chapter so far, and something we’ve been working ridiculously hard on. We’ll continue to support No Man’s Sky in this way for the foreseeable future. We look forward to sharing more in the coming weeks. There’s a bunch more to talk about and we can’t wait for you to join us on August 14. Przeczytaj cały wpis
  19. Names are loaded with meaning, and Activision said a lot with “Call of Duty: Modern Warfare.” The name invokes Infinity Ward’s sublime Call of Duty 4: Modern Warfare, which ranks among the most influential FPSs of all time. Activision proved during a recent hands-on event that Modern Warfare has more in common with that seminal game than just a name. It aims to similarly move the genre forward with bone-crunching audio and visuals, while doubling down on the weapon and loadout customization that immortalized Call of Duty 4: Modern Warfare. Activision kicked off the event stating their mission — a unified experience for all Modern Warfare players. Season Pass is gone, and instead players will receive a mix of post-launch maps and other content for free. Crossplay widens the base by allowing console players to match up with PC players (with options to customize whether or not you face off with mouse-and-keyboard players). The promise for a cohesive and intense Modern Warfare experience is enticing, but the proof is in Infinity Ward’s striking gameplay. Your Loadout Defines Your Playstyle Modern Warfare is a teeth-rattling return to the core gameplay that made COD4: MW legendary. The most impactful change is that now you can mold your weapon and overall loadout to your playstyle preference in their Gunsmith system. Operators are cosmetic options with eye-catching skins and colorful voiceover (become a doomsday prepper or scrappy resistance fighter), but you won’t be harnessing special abilities with cooldowns. Instead, you’ll burrow into gunsmithing options that let you modify your firearms to an outlandish degree. Want a shotgun with a sniper rifle scope or a laser-sighted LMG with a three-round burst? Go for it. Swapping between 30 to 60 muzzles, sights, lasers, Perks (quick reload for me!), and more per weapon is almost overwhelming at first, but the stats menu makes trade-offs crystal clear. Maybe that weighty fifth attachment isn’t worth the hit to your mobility, after all. Customization expands far beyond guns. Killstreaks return with a cathartic vengeance. Favorites like the UAV, Care Package, and tide-turning Juggernaut return. Rack up eight consecutive kills to unlock new tools like the Infantry Assault Vehicle – a light tank that can be piloted by one player while another unleashes the .50 cal on top. Potent field upgrades like stopping-power rounds and a recon drone to spot enemies are available after enough time elapses in a match. Player Perks also enable useful passive benefits like tracking the steps of a nearby enemy or retaining credit towards a Killstreak even after death. The breadth of options speak to Infinity Ward’s aim to cater to any Call of Duty playstyle, be it sniping, run ‘n’ gunning, team support, or even camping. A New Level of Warfare Infinity Ward’s obsession with impactful, authentic gameplay drops players onto the battlefield. The Call of Duty series is already known for its stellar production value, yet Modern Warfare improves upon FPS audio and animation in stunning new ways. The minimap is no longer present by default, tucked away to be earned through Killstreak rewards. Instead, a minimal compass at the top of the screen tips off enemy locations. My eyes remained transfixed on the unfolding action, no longer tempted to scan the minimap every other second. My ears also became more active to gather more info on enemy positions, and were treated by the new levels of gut-punching audio fidelity. Zeroing in on rifle blasts and crunching footsteps make locating enemies feel more earned and satisfying. Animation improvements also pull players in deeper. More believable recoil makes shotgun blasts feel forceful enough to bruise your shoulder. Dropped enemies toss their weapons aside as they fall, adding satisfying visual flair. Robust Multiplayer Mode Variety Activision gave us hands on with a handful of modes from Modern Warfare, ranging from time-tested Team Deathmatches to close-quarters brawls. The highlights: 2v2 Gunfight: One of Modern Warfare’s newest and most addictive modes is also the simplest concept revealed for Multiplayer so far. In Gunfight, teams of two face off in short, intense rounds with cycling weapon loadouts on condensed maps. Wasn’t expecting to battle with just a scoped .50 pistol and a flashbang? Surprise! The result is an exciting, unpredictable, and intimate competitive mode. 6v6 Cyber Attack: A round-based mode where each player has one spawn. Win by planting an EMP device near the enemy’s data center to win the match. The high-stakes objective and emphasis on teamwork makes each exhilarating round pass by lightning fast. 10v10 Headquarters: A king of the hill-style mode where opposing teams track down HQs that populate the map, holding them down to earn points for victory. The constant journey across the map provides an intoxicating mix of wide-open firefights and close-quarter HQ defense brawls. Respawns are disabled for the team defending captured HQs, which makes for intense action when combined with the freshly removed minimap. 20v20 Domination: The biggest match size for Modern Warfare revealed so far features 40 total players. The team confirmed that they are aiming to support over 100 players in this large-scale mode. We played on the sprawling Aniyah Palace – a ruined historical building surrounded by maze-like walls and wide-open spaces. Juggling five control points with teammates makes for a frantic scramble toward victory. Modern Warfare’s Tactical Sprint option – which grants an extra burst of speed while making you especially vulnerable – comes in handy here. Modern Warfare’s multiplayer showing demonstrates that Infinity Ward aims to elevate the series’ successful core formula to new heights. This offering alone is enough to justify counting the days until it launches on PS4 October 25, and we haven’t even played single-player or Spec Ops yet. Thankfully fans can get their hands dirty with weapon loadouts and dive into the Multiplayer Beta when it launches first on PS4 September 12. Przeczytaj cały wpis
  20. It’s summer! Take a break from that bright, hot ball in the sky and treat yourself to some video games. You’re worth it. July saw a few fun surprises like Wargroove, Sea of Solitude, and Songbird Symphony, as well as bigger hits like Dragon Quest Builders 2, FFXIV Shadowbringers, and Wolfenstein: Youngblood. But, as always, only one can wear the coveted Players’ Choice crown. Take a moment to consider your options, choose your favorite new game, and click the appropriate button below to cast your vote. We’ll shut down the polls next Thursday, August 8, at 11:59pm, then reveal the winners a few days later. Go! How does it work? At the end of every month, PlayStation.Blog will open a poll where you can vote for the best new game released that month. Soon thereafter, we’ll close the polls, tally your votes, and announce the winner at PlayStation.Blog. PlayStation Store will also showcase some top Players’ Choice winners throughout the year. What is the voting criteria? That’s up to you! If you were only able to recommend one new release to a friend that month, which would it be? In keeping with our long tradition in the Game of the Year Awards, remastered or re-released games won’t qualify. Ambitious, larger-scale rebuilds and remakes like Shadow of the Colossus and Crash Bandicoot N. Sane Trilogy will. How are nominees decided? The PlayStation.Blog and PlayStation Store editorial teams will gather a list of that month’s most noteworthy releases and use it to seed the poll. Write-in votes will be accepted. Players’ Choice: What Was July 2019’s Best New Game? Przeczytaj cały wpis
  21. Hello PlayStation fans! Whether you’re someone who likes watching professionals compete and has always thought about trying it yourself, or someone who already enjoys playing online, I’m excited to introduce to you PS4 Tournaments: Challenger Series. With this, PlayStation invites gamers of all skill levels to play and enjoy competitive gaming from the comfort of their own homes on their PS4 system. We’re kicking off on August 6 with the Mortal Kombat 11 PS4 Tournaments: Challenger Series, followed by FIFA 20, Battlefield V, Warface and other AAA titles coming later this year. No matter your skill level, you’ll be able to compete against both friends and others in the PlayStation community, with several opportunities to win and many prizes for those who are victorious.* SEASONS: PS4 Tournaments: Challenger Series is seasonal, giving you a chance to come back and compete in your favorite games repeatedly. In each season, progress through stages to test your skills with a level playing field, earning prizes for your efforts. See how far you can go – then come back for the next season and see what new prizes you can win! COMPETITION STAGES: Every tournament season has three stages of competition. Everyone will start in Stage 1, and for Mortal Kombat 11, you must win at least 3 out of 4 matches to advance to Stage 2. This allows more chances to advance than in a single elimination structure. In Stage 2, you will compete at a higher skill level and need to win to move on to Stage 3. In this final stage, you will join the best to contend for the championship title. PRIZES: Compete and win for escalating prizes. As you progress through the competition stages, the value of the prizes will increase. From unique game specific dynamic themes to in-game currency and cash prizes, there are plenty of reasons to compete throughout a season. Ready to Play? Visit Tournaments within the Events Tab on your PS4 console to find official PS4 Tournaments: Challenger Series. For more information about the Challenger Series, please visit playstation.com/tournaments. *Restrictions apply. Active PS Plus membership required for most tournaments. See each tournament’s official rules at https://esl.gg/MK11Series-Ruleset for more information. Przeczytaj cały wpis
  22. B.J. Blazkowicz is the FPS genre’s premiere lone-wolf hero. Unlike the grizzled Nazi-killing star, his twin daughter protégés appreciate the value of teamwork. Wolfenstein: Youngblood improves upon the iconic series’ silky gunplay with dynamic co-op action and dual protagonists who exhibit an infectious rapport. A recent hands-on session focuses heavily on Jessie (“Jes) and Zofia’s (“Soph”) backstory and an intense assault on a Nazi zeppelin. Flashbacks reveal how B.J. and Anya groomed their daughters to survive in a harsh world. Soph wails on a punching bag and screams as Anya pushes her past her limits. Soph learns to dial in a shot while hunting boar as B.J. explains how to hone her killer instincts. As with the past two Wolfenstein games, character interactions are refreshingly authentic with a healthy dose of absurdity (after her first Nazi kill, Soph cheers, abruptly pukes, then cheers some more). “Confronting a heavily-armored Nazi flamethrower trooper is more manageable when your partner can flank him and burst his gas tank.” The sisters’ quips and colorful dialogue add welcome color to Wolfenstein: Youngblood’s reliable gunplay. Stealth tactics or all-out firefights are still your two options for tackling the airship infiltration mission, but the twins’ power suits layer on more gameplay options from the get-go. Double jump together around vertical locales, cloak up for synced takedowns, and spend ability points to gain skills like dual-wielding or knife-throwing. An RPG-like leveling system adds a rewarding drip-feed of overarching progression to the experience. These new features, along with the new two-player co-op, elevate Wolfenstein’s gameplay to new heights. Confronting a heavily-armored Nazi flamethrower trooper is more manageable when your partner can flank him and burst his gas tank. The sting of falling in battle is smoothed over by having your partner nearby for a quick revive. A treacherous boss battle against a power suit-equipped general is more dynamic thanks to his aggro being split between both players. Every aspect of Wolfenstein’s challenging, top-tier gunplay benefits from having a friend along for the ride. A few more highlights and random observations from my time with the game: Enemies now have health bars above their head – useful info for strategizing with a friend against heavily-armored foes. Leveling up mid-firefight restores your health, a classic RPG rite that’s handy in a pinch. Melee is more powerful than ever. Your hatchet or knife is invaluable for close-quarters executions. A “ping” system allows players to quickly tag ammo, armor, and other pickups in the area so their partner can find them. Each player gets their own pickups (e.g. that piece of body armor in the corner can be grabbed by both players – no squabbling!) The twins each have colorful emotes they can direct at one another for helpful buffs (e.g. Jes raising devil horns boosts Soph’s armor). If a downed partner isn’t revived before a timer runs out, one of the players’ shared lives will be spent. Prepare to team up with your most trusted co-op buddy and find B.J. Blazkowicz when Wolfenstein: Youngblood launches on PS4 July 26. Przeczytaj cały wpis
  23. PlayStation News Blog Bot

    [PSNews] Citizens of Space Launches Tomorrow on PS4

    I’m Ryan Vandendyck, game director for Citizens of Space and the creator of the Citizens franchise, and this is a window into a subtle, but crucially important, element of the design of the Citizens games — namely, the diversity among the titular Citizens. The seed of the Citizens franchise began a decade ago in 2009 with a simple idea — what if regular people, the ones typically NPCs in most games, were the heroes? This simple idea was provocative enough to make us eager to explore the possibilities and we set to work on what would become Citizens of Earth, the first game in the Citizens series. But we quickly encountered the question of what these regular people would look like? If indeed the cast was meant to represent the people of Earth in Citizens of Earth and the people across our galaxy in Citizens of Space, we realized the cast would have to be diverse enough to be believably representative. This realization, far from being a restriction on us (as in, “Oh we need to make x more people that look like so-and-so, and more people that look like such-and-such”), ignited a fire of creativity that let us stretch our imaginations about the possibilities about who could be a hero. And since the average ‘hero’ in a video game is often pretty recognizable as a heroic type (how cliché to have a heroic character look heroic!), we realized we had a great opportunity to do something very different with our Citizens. In Citizens of Earth, we not only had an equal number of male and female Citizens (which was a balance we wanted to achieve from the outset) but Citizens of all ages, body-shapes, and in a variety of life circumstances. Since the game’s theme and story revolved around regular people being the heroes, we wanted the regular people playing the game to see themselves in the heroes they were able to recruit and utilize. And of course, there was a basic practical and aesthetic consideration here too — with 40 recruitable Citizens in both Citizens of Earth and Citizens of Space, it’d be pretty boring if they all looked very similar! When transitioning from Citizens of Earth to Citizens of Space, we had a new challenge — we had to consider diversity for entirely new categories of beings, specifically robots and aliens. Now unlike Citizens of Earth, this was less to do with ensuring that everyone who plays the game can see themselves in the game’s heroes since we don’t expect many aliens or robots to play the game (but aren’t giving up hope of that happening!), but more about continuing the theme of diversity and bringing regular galactic folks into the spotlight as interstellar heroes. This broad diversity is a recurring theme within Citizens of Space, in that every Citizen you meet is unique in appearance and capabilities, both in battle and out. In battle, you can expect every Citizen to play a bit different, not only because of their battle abilities but also because of the new battle minigames that you can play to power up the abilities of the Citizens! And of course, since they’re regular people, every Citizen has a day job or, as we call it in the game, a Talent that you can use to expand your ability to interact with the world. If you like buying and utilizing items, level up the various store-based Citizens (like the Pizza Bot and Chef) to gain access to new and more powerful items. If you enjoy exploring the world, level up the Miner and Decorator to smash rocks and move aside blocks to access secret areas and reap the rewards of exploration. Or perhaps you appreciate more aesthetic touches — if so, level up the Composer to customize (permanently, if you so choose) the music that plays in various levels, the Meteorologist to play around with the game’s weather systems, or the Curator to take a look at behind-the-scenes concept art. And if you like advancing your mastery of game systems, consider leveling up your Assistant or the Ship to gain better control over battle frequency and fast travel respectively. Although the core of the Citizens franchise is a fun, comedic RPG adventure, I always like threading an underlying positive message into the games we make. And for the Citizens series that message is: just like how all of the ‘regular people’ in the game are unique and special heroes, so too is every ‘regular person’ in our world a unique and special hero and we’re thrilled to continue that message of diversity and intrinsic value of regular people in Citizens of Space. I can’t wait for you to meet and recruit the huge variety of Citizens when Citizens of Space launches tomorrow on PS4. Thanks, everyone! Przeczytaj cały wpis
  24. Greetings, PS VR fans! I’m Graeme and I’m the Tech Director and All-Hat-Wearer at Owlchemy Labs. We’re excited for Vacation Simulator to make a splash on PlayStation VR tomorrow, and today I’m going to share a bit about some of the most intricate tech in the game — water! From the beginning, we knew water was going to be a big part of Vacation Simulator. Large bodies of water that the player can directly stand in are featured prominently in all three of our destinations, and each of these brought different challenges to the development team. Our technical deep dive starts on Vacation Beach. On a beach, having water that both looks and feels good is essential to the vacationing experience. We experimented with different ways of rendering water and learned a lot about how the feeling of water changes when you’re in VR. Common tricks for cartoon-style water and animation just felt… off in VR. A flat plane of water is uncomfortable to stand in and makes you feel like you’re standing through a solid object, but waves that animate too intensely can also make you feel motion sickness. We had to strike the right balance of transparency, wave displacement, and textured layers of foam to create an ocean that both fits with our colorful art style while still being comfortable to stand — and splash! — in. Of course, having visually appealing water is great, but if it doesn’t react properly to your hands or other objects in the world, the illusion is immediately broken. At Owlchemy Labs we’re all about physics interactions, so we put together a system that makes items bob around and provides satisfying splash and ripple effects. All of this happens dynamically with all of the objects in the game, including ridiculous player-created objects like giant waffles or custom shrubs. Our system automatically figures out the best way to make things float based on their shape, volume, and other factors, blending realistic physics with those only possible in VR for the most fun. In Vacation Forest, water takes the form of a swiftly flowing river. The river is powered by the same buoyancy system that makes the beach work, but with a new twist: While the ocean focuses on gentle waves, rivers need to flow! The forest’s river has lots of turns, rocks for water to flow around, and even a small waterfall. We needed a way for water to flow around all these elements and translate that into water physics motion for not just items floating down the river, but the fish who live there as well! To do this, we created a map to show how the water should flow — in technical terms, a flow map. Lastly, the frosty climate of Vacation Mountain may not seem like the most obvious place for a body of water, but we didn’t want mountain vacationers to miss out on any of the fun! The lodge’s hot tub combines buoyancy with another one of our more complicated systems — temperature. It can be set to cold or hot, freezing items solid, heating them, and even cooking them! Of course, what’s a hot tub without jets? The flow feature we developed for the Forest’s river made it easy to get swirly in the hot tub as well. Large bodies of water are certainly complicated, from rendering to physics to the way they interact with all of our other systems, but we knew the world of Vacation Simulator wouldn’t be complete without them. Wherever you choose to vacation, we hope you enjoy splashing around and playing with all your favorite items in the water — and remember to stay hydrated! Bot Voyage, – Graeme @ Owlchemy Labs Vacation Simulator is available tomorrow, June 18, for PlayStation VR. Przeczytaj cały wpis
  25. PlayStation News Blog Bot

    [PSNews] Mini-Mech Mayhem Launches Tomorrow for PS VR

    Mini-Mech Mayhem is out tomorrow and behind the bright and colorful aesthetic is a deceptively deep and highly-strategic experience. Whether you’re battling others online or tackling the AI in single player, you’ll need a playbook to guide your mech to victory. While there’s a robust tutorial, which includes 30 hand-crafted challenges to explore some more nuanced maneuvers, we at FuturLab would like to share some of our own strategies to help you towards total tabletop domination! Basic Training There are two phases to a match of Mini-Mech Mayhem: planning and action. In the planning phase, you must plan three actions — two moves and a shot, or two shots and a move. You won’t know what other players are going to do, so you need to predict your opponent’s behavior while remaining unpredictable yourself. In the action phase, you watch as moves are played out one after another. It’s here that you can use special intercept cards to change the course of a match. Intercepts cost power which is awarded at the start of each round, can be collected from the board or stolen from another player. There are 25 intercepts in total, so be sure to check out the intercept guide on the in-game settings menu for full details of what they all do. The aim of the game is to win yourself some Victory Points and it takes three to win a match. Victory Points are awarded for directly causing the destruction of an opponent with a projectile or push, or by ending a round on the victory square. So let’s take a look at some of our favorite, fiendishly fun ways to make that happen… The Vulture Don’t be afraid to fight dirty — your opponents almost certainly will! Try letting them do all the hard work to capture a victory square, then play a shuffle or rotate position intercept to end the turn in their spot and take it for yourself. The Cheap Shot Directly cause an opposing mech to fall into a hazard and you’ll score yourself a victory point. Headshots are a great way to do this so keep an eye on the victory square; if there’s an adjacent hazard, line yourself up with it and wait for an opponent to take the bait, then BAM! A headshot will knock them back and down they go. Like A Record, Baby You won’t get a victory point for a leg shot which diverts a mech into a hazard, but such an action might keep your plans on course and allow you to win one another way. If you think a mech will be heading for a square you’re on and you don’t want to get shoved out the way, hit ‘em in the leg to keep them off your back. Wherever your opponent is going, a leg shot is a great way to make sure they don’t get there. The Triple Play Sometimes it’s worth biding your time. Opponents with a victory point or two will make themselves a target of other players’ interceptions, leaving the quiet ones to line themselves up for a sudden strike to seal victory… In the example above, a victory point for each of the two mechs in the hole and finishing up on the victory square is enough to secure victory in a single action! Mini Mechs, Massive Mayhem Even the best laid plans of mechs and avatars can fall victim to some unpredictable intrusion. Whether it’s a freak wind knocking out the Spanish Armada or a cat jumping on the board in the middle of a chess match, forces beyond our control can often determine the course of battle, just like some intercepts here. Whether things end up in your favor or not, it’s best to just enjoy the chaos, hope the pieces fall in your favor and regroup to fight another day. Cool Metal Jacket Between bouts and away from the mechanized madness of the battlefield, there are tons of cosmetic items, dances and weapons available for personalizing your avatar and mech. We’ll be releasing more items in the coming weeks and months, giving you shiny new things to grab as you move through the levels to find and unlock that perfect outfit. Looking good might not help you win, but it can always make you feel better about losing! Przeczytaj cały wpis
  26. PlayStation News Blog Bot

    [PSNews] PlayStation Blogcast 334: E3 2019 Impressions

    Email us at [email protected]! Subscribe via iTunes, Spotify, Google or RSS, or download here We just couldn’t resist a quick jaunt down to Los Angeles to get our hands on some of the new games being shown at E3 2019. Listen in for our thoughts on Cyberpunk 2077, Final Fantasy VII Remake, Doom Eternal, and more. Enjoy! Stuff We Talked About E3 2019 Cyberpunk 2077 Final Fantasy VII Remake Borderlands 3 Control Doom Eternal The Cast Sid Shuman – Director of Social Media, SIEA Justin Massongill – Social Media Manager, SIEA Kristen Zitani – Social Media Specialist, SIEA Tim Turi – Senior Social Media Specialist, SIEA Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] Przeczytaj cały wpis
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