vendredi 31 juillet 2015

Vote to Play Coming Soon Exclusively for PS Plus Members

PlayStation

Hey PlayStation Nation as you all know, we love to hear your feedback and work to bring those asks, demands and needs to life wherever possible. With that in mind, I’m thrilled to announce a new PlayStation Plus promotion that literally puts the choice in your hands – Vote to Play. This promotion enables PlayStation Plus members to vote on one of several PlayStation 4 games for the upcoming month’s Instant Game Collection.

The game with the most votes will automatically be included in our future free game lineup for PlayStation Plus. If your pick didn’t make the lineup, don’t worry. In the first promotion, PlayStation Plus members can get the runner ups at a discount. We love to listen to our fans – and we’re super excited to launch this promotion.

We’ll have more details for you soon on when voting begins, what titles will be up for voting, and how you can cast your vote.

If you don’t already have a PlayStation Plus account and would like to learn more on the benefits of PlayStation Plus, such as the Instant Game Collection, access to online multiplayer on PS4, exclusive member discounts, cloud game saves and more, click here.



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Inside the Tearaway Unfolded Companion App

We recently announced our new Tearaway Unfolded Companion App, which will be releasing alongside the game when it launches next month. Today, we wanted to delve a little deeper into the app and share more about how it works. We’ve even made a shiny new video to show off the app and demonstrate the fun and exciting ways you can interact with the game, all from your couch!

The Companion App works using the official PlayStation App, which you can currently download for free with your valid app store account on your preferred app store, for smart phones and tablets. You can also use the PS4 Link “Second-Screen” function on your PS Vita to run the Tearaway Unfolded Companion App. So when the game launches, you can use your portable devices as a second screen for the game!

One of the main ways you can interact with the papery world using the app is through the trusty cutting mat. If you pick the scissors icon to the far left, you are taken to the app’s cutting mat where you can let your creative juices flow and draw whatever your heart desires! Draw a heart, a flower or whatever you fancy, hit the little stamp icon and your creation will be posted into the game where you’ll see your creation floating through the skies!

You can also use your device’s camera (if it has one) to take photos of the real world, which can then be imported into the cutting mat to be cut and pasted however you want. Simply hit the camera icon to launch your camera, and then start snapping away.

Your photos can also be used to texturize the game world and transform whatever sheet of paper your Messenger is currently standing on!

Tearaway Unfolded Companion AppTearaway Unfolded Companion App

It’s also important when journeying through the world of Tearaway to leave your own papery mark, and what better way than by personalizing your Messenger! When you enter the Messenger customization screen, you can either use the app’s cutting mat to create new decorations and costumes, or you use your device’s camera to take photos that can be customized on the cutting mat to create your own unique Messenger! Fancy giving iota a beard? Or changing atoi’s eyes? It’s all possible with the app.

A really cool thing about the app: it’s context sensitive, meaning that players controlling the app can directly affect what the player is currently playing through in the game itself. You could be customizing your Messenger on the TV while your friend uses the app to cut out a beard which will then appear on your Messenger in the game!

If your friend takes a photo on the app, this will also appear in the game for you to cut up and edit on the big screen. And as you’re running through the game world discovering new lands and battling Scraps, anything made on the app (shapes, decorations, and photos) can be sent into the game, which will float through the air or pop up on the ground beneath your feet. It adds another layer to the fun.

Tearaway Unfolded Companion App

You can also use the app to access tearaway.me, your personal profile page for Tearaway online. You can see all your progress in the game, including any photos you’ve taken and which papercraft models you’ve collected. You can also use tearaway.me to see what the community has been up to, viewing other players’ photos and seeing how creative they’ve gotten with customization. We also regularly pick our favorites on there too for our “Community Picks” section, so you can check out what we’re loving that week.

We hope you folks have fun interacting with the papery world and creating marvelous things! We can’t wait to see what you all make! Tearaway Unfolded comes out on September 8th in the US, 9th in Europe, and 11th in the UK. Pre-order today and receive the Crafted Edition loaded with lots of papery goodness!



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Interview: The Music of Until Dawn, Hear 3 New Tracks

About a month away from the release of Until Dawn on PS4, we had the opportunity to sit down with Jason Graves, the man responsible for scoring Supermassive Games’ branching interactive horror.

Jason is an award-winning composer boasting an impressive CV, including work on The Order: 1886, Evolve, Tomb Raider and the Dead Space series. In short, when it comes to building atmosphere and tension, he has very few peers in the games business.

With his work on Until Dawn wrapping up, he was kind enough to let us in on a few of his trade secrets and discuss how he’s been helping the game’s developers ratchet up the fear factor…

How did you first get involved with Until Dawn?
Jason Graves: I’ve been involved with it since 2011. From the very beginning, we all agreed on a shared vision for the music; an emotional checklist that we were looking for. We really wanted to place you physically in this mountain, and in this cabin.

Until Dawn on PS4
Until Dawn | PlayStation.com

You’re surrounded by a group of friends so there are musical opportunities to have great character themes and some fun pieces, but also you need to be able to score the more ‘horrifying’ situations that make up most of the game.

What is your creative process? Do you go into a project like this with a clear idea of what you want to produce?
Jason Graves: The first thing I like to do is to have a long conversation with the game’s audio director – and that’s exactly what happened with Barney Pratt. I think we must have talked for three hours. It was a really good sign because, not only did we get along personally, but our creative views and perspective of what Until Dawn could do that other games maybe hadn’t in the past were right in line.

It was very easy once I got off the phone with Barney to move forward with the main theme, which is what I like to do first. The idea is that the main theme, even if it is never really used in the game in one particular place, really encapsulates everything about the game that we’re trying to achieve.

Until Dawn for PS4

You’ve talked before about making ‘reactive’ music for Dead Space, where some instruments get louder with your proximity to threat. Did you use similar techniques in Until Dawn?
Jason Graves: That’s more of an implementation idea; how the music is put in the game and how it plays back. Nowadays there’s third party software that does similar things with the music, which is wonderful because it means you don’t have to have an elaborate proprietary music system – it’s available to a lot of folks now and that’s a fairly common technique. We do use that quite a bit, especially during suspenseful scenes; maybe if there’s a door that you’re going to either go in or not, then you can have the music get louder or softer depending on how close you get to it.

Your score for The Order 1886 put a big emphasis on choir, cello and viola. Are there any instruments you’ve brought to the fore in Until Dawn? How would you characterise the game’s ‘sound’?
Jason Graves: That’s a great question. We have no violas in Until Dawn and we didn’t purposely do the opposite of what we did for The Order, but I wanted that space of the strings to have other things instead. Since it is a very cinematic score, a lot of the themes play in that space where the violas would have been.

Until Dawn on PS4

There’s this one little shaker that I have. It’s a goat-hoof shaker. It was actually featured a lot throughout the score to represent the mountains, the location, and the history of the people that used to live there. You can distinctively hear that throughout the main theme and some of the key tracks.

I also wrote a two minute theme that has a couple different melodies in it, and is very tonally ambiguous – you can’t really tell if it’s major or if it’s minor. There are certain kinds of chords in there; is it happy, is it sad? I can’t really tell. And that was the point, because you have eight different characters in the game, you can play as all of them, and there’s a killer on the loose. What’s happening? Who’s the villain? Nobody really knows. There’s definitely an intentional ambiguity in the music.


Until Dawn launches in North America on August 25th! In the meantime, have a listen to three of the game’s tracks below.



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Real World Time and Weather in Spider: Rite of the Shrouded Moon

Imagine you’re riding the bus and playing a great game on your PS Vita. The bus drives into a rain cloud, and… can that be? Now it’s raining inside the game! Later at home, thanks to the one-two punch of Cross Buy and Cloud Save, you pick up where you left off on your PS4. And when the sun sets outside your window, it becomes night in the level you were just playing! That’s what happens in our upcoming game, Spider: Rite of the Shrouded Moon, thanks to the positional features of PS Vita and PS4.

In Spider: Rite of the Shrouded Moon, out soon for PS4 and PS Vita, you play a jumping spider. You can walk on walls and ceilings, jump, and use your silk to create threads. Draw any shape with those threads and it’ll form a web, which is how you catch the variety of insects found at each location. As you make your way from room to room, you’ll slowly realize that you’re exploring an abandoned estate, one riddled with mysteries, clues, and puzzles. Like any good spider, you leave the place covered in cobwebs.

Time and weather matter when on the hunt for bugs. At night, the fireflies and crickets emerge while moths circle around lights. When it rains, mosquitoes come out and inchworms dangle by threads. On a clear day, you might smack a hornet nest to do battle with its defenders, or carefully craft a strong web, required to trap the largest insects. And what dictates whether it’s day or night, rain or shine? The real world. Once you give your permission, the game determines where you are, looks up the time of day and current weather, and mirrors those in the game. So when the sun rises or the rain falls outside your window, the same thing happens inside your game at the mysterious Blackbird Estate.

Time and weather even affect the story and puzzles. Obviously a spider can’t crawl up the water spout when the rain is washing down. The windmill is so old that the sails don’t spin all the way around unless it’s raining, so to explore the whole thing wait until rain falls in real life. If you’re impatient you can use the weather device, but choose carefully — the weather device and time machine give you control, but only one of them can be used per real world moon phase. Moon phase? Yes indeed, Spider: Rite of the Shrouded Moon tracks that too, and you’ll need to be on your best spider sleuthing game to determine how moon phase impacts the deepest, most hidden puzzles and snatch up that Platinum Trophy!

Spider: Rite of the Shrouded Moon on PS4 and PS Vita

Spider: Rite of the Shrouded Moon on PS4 and PS VitaSpider: Rite of the Shrouded Moon on PS4 and PS Vita

There have been a handful of video games, some of them really great, that use your real world information to create gameplay. We were inspired by those, but we wanted to push it further than we’d seen before. Each of the game’s thirty levels can be played in all four possible conditions, each a new combination of insects, secrets, and features, each with its own leaderboard to track which player has truly mastered Spider’s deep scoring system in that environment. We hope that Spider draws you in, that once you’ve been through Blackbird Estate a first time, you’ll eagerly reach for your PlayStation when you notice those raindrops falling outside your window, to follow up on a clue, go for a high score, or just to see what happens in the Graveyard on a rainy night…



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Defenders of Ekron Coming to PS4 This Year

You can’t miss Defenders of Ekron on PS4 this holiday. Tell you why: take the story and gameplay of an adventure game and fuse it with classic shoot-em-up mechanics. Now give it a twist. What do you get? A mix that will blow your mind.

Well, cadet, this is the Technocratic Republic of Ekron. It may seem a peaceful nation, but if you look closely, you’ll see its war scars. You’ll take the role of Eneas, a young and bold cadet of Petra Martial Institute that has trained his whole life to pilot his Anakim, a cutting-edge mech that absorbs the energy around it and transform it into a special ability, called Isvará.

During Eneas’ exam to become a pilot, something goes wrong and he doesn’t develop an Isvará. That’s why, when a civil war threatens to burst, Eneas will join an experimental program to help protect his nation.

Fight with a 360 degree shooting range and explore vast scenarios with the Anakim’s Navigation and Map modes. Discover hidden clues with the Analysis mode and learn new Combat modes, such as pyromancy, dashing, sword fighting, and electromagnetism. Make your way through endless enemies and face Ekron’s most wanted criminals: The Renegades, a group of Anakim pilots that are trying to destroy the planet and find out why Eneas is the only one who can stop them.

Defenders of Ekron

Defend Ekron, experience an innovative gameplay system, but be careful — dark secrets are waiting to finally come out. Limits between right and wrong will slowly fade and the only thing left will be your own instinct.

Revolution starts within.

Any questions? Comment below!



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The Very British Apocalypse in Everybody’s Gone to the Rapture

Mere weeks — all that’s left before finding out how the world ended on June 6th, 1984.

We definitely share The Chinese Room’s excitement and anticipation in revealing what exactly befell quiet Yaughton Valley.

Part of the allure behind Everybody’s Gone to the Rapture is exploring every nook and cranny throughout the valley and finding small yet personal details of its residents. In the midst of a larger and catastrophic event, players are drawn into finding out more and uncovering the story behind this close-knit community.

Creative Director Dan Pinchbeck and Environment Artist Alex Grahame took some time to discuss their thoughts on what makes Everybody’s Gone to the Rapture a uniquely British apocalypse.

North American fans who pre-order Everybody’s Gone to the Rapture between now and Aug 10th will receive this wonderfully crafted Dynamic Theme as a bonus — and if you’re a PlayStation Plus subscriber, you’ll be able to enjoy 20% off the pre-order price as part of PLAY 2015.

Everybody's Gone to the Rapture ThemeEverybody's Gone to the Rapture Theme

And good news to share for those looking forward to Everybody’s Gone to the Rapture: this Dynamic Theme will be available as a bonus with purchase during the first two weeks launch. PlayStation Plus subscribers will also be able to enjoy a 20% off discount within that period.

Visit gonetotherapture.com to find out more.



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jeudi 30 juillet 2015

PlayStation Blogcast 173: You, Me, and Galak-Z

On today’s show, we talk anime, mechs, and interstellar soup factories. That’s right, we have an extended interview with Jake Kazdal on Galak-Z: The Dimensional, and Sid finally sinks his claws into Nom Nom Galaxy with great success. Tune in for all that, and more. Enjoy the show!

Subscribe via iTunes or RSS, or download here

Stuff We Talked About

  • Galak-Z
  • N++
  • Nom Nom Galaxy
  • Shirobako
  • The Strain
  • Destiny

Official PlayStation Blogcast: Sid ShumanNick-OutOfficial PlayStation Blogcast: Justin MassongillOfficial PlayStation Blogcast: Ryan Clements

Send us questions and tips: blogcast@playstation.sony.com or leave a voice message! 650-288-6706

The Cast

[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.]



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Limited Edition Destiny: The Taken King PS4 Bundle Pre-orders Open Today

Guardians! Today, pre-orders are opening for our new Limited Edition Destiny: The Taken King PS4 Bundle, available for $399.99 USD / $449.99 CAD (MSRP).

Limited Edition Destiny: The Taken King PS4

The bundle includes the white Destiny-inspired 500GB Limited Edition PS4 system and a physical copy of Destiny: The Taken King Legendary Edition, as well as content from the Legendary Edition and Digital Collector’s Edition. You can click here to learn more about the bundle and the wealth of exclusive PlayStation content in Destiny: The Taken King.

In case you haven’t been following the news on Bungie’s latest expansion, Destiny: The Taken King is a huge new adventure overflowing with new missions, locations, gear, and rewards. The Taken King also includes all the content from the base game as well as Expansions I and II, plus a host of exclusive* PS4 content including The Jade Rabbit exotic scout rifle, an exclusive Strike called Echo Chamber, an exclusive competitive PvP map called Sector 618, and three legendary gear sets (Hesperos, Azoth Bend, and Neuroghast).

Limited Edition Destiny: The Taken King PS4Limited Edition Destiny: The Taken King PS4

This bundle also includes the content found in the Digital Collector’s Edition: three exotic Guardian class items with XP bonuses, three class-specific emotes, three armor shaders, as well as the early access Hakke weapons pack.

Pre-order so you can dive in when the Limited Edition Destiny: The Taken King PS4 Bundle becomes available on September 15th. Let us know your thoughts in the comments.

Limited Edition Destiny: The Taken King PS4

*Timed exclusive until at least Fall 2016



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The Talos Principle: Deluxe Edition Hits PS4 October 13th

Devolver Digital and our friends at Croteam are excited to announce that the award-winning, philosophical first-person puzzler The Talos Principle will arrive on PS4 October 13th with the debut of The Talos Principle: Deluxe Edition! This definitive version contains the original puzzler in all of its glory and the ambitious expansion The Talos Principle: Road to Gehenna.

Alongside the digital version, introspective PlayStation fans will also get a special boxed release of The Talos Principle: Deluxe Edition courtesy of our friends Nighthawk Interactive in North and South America.

The Talos Principle: Road to Gehenna will take experienced players through some of the most advanced and challenging puzzles yet. Players will return to a strange, hidden part of the simulation as Uriel, Elohim’s messenger, and attempt to free the souls trapped in this mysterious place. The ambitious expansion includes more than twenty new complex puzzles with hours and hours of thought-provoking gameplay sure to challenge even the most experienced The Talos Principle veteran.

The Talos Principle: Deluxe EditionThe Talos Principle: Deluxe Edition

We can’t wait to share Croteam’s masterpiece with you all on PS4 later this year.



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Rocket League “Supersonic Fury” DLC Pack Coming This August

Thank you! Thank you very much!

We’re extremely excited about the success of Rocket League since its launch in PlayStation Plus on July 7th — we couldn’t have done it without you! For those of you who haven’t played Rocket League, it’s still available for free on PlayStation Plus until August 4th so join in on the fun!

We thought we’d bring you a complete rundown of what to expect in our upcoming “Supersonic Fury” DLC Pack.

As we mentioned in our launch post earlier this month, the Supersonic Fury DLC Pack includes two brand new Battle-Cars: the over-the-top American muscle car Dominus, and the souped-up Japanese street racer Takumi. Both of these vehicles offer six different Decals for Garage customization (12 total) and are only available for play in the DLC.

Besides the new Battle-Cars, the DLC Pack also includes two all-new Rocket Boosts (“Nitrous” and “Burnout”), two new Wheel sets (the soccer ball-themed “Cristiano” and the very-cool “Spinner” set), five all-new Paint Types (“Brushed Metal,” “Carbon Fiber,” “Metallic Pearl,” “Pearlescent,” and “Wood”), and a handful of new Trophies. This entire collection will be available in early August for $3.99.

Rocket League: Supersonic FuryRocket League: Supersonic Fury

In addition to the Supersonic Fury DLC, we will also release a free game update that offers an assortment of new content, including our first new map, Utopia Coliseum, and more than 70 new country flags. The long-awaited “Spectator Mode” will be in there too, allowing viewers to watch live games in real-time from any angle in the arena. Spectator controls are very similar to that of our existing “Replay Viewer’s,” so start practicing now and get ready for the drop!

Further enhancements, like updated Goal explosions and Demolitions, are planned for the free update as well, along with the brand new song, “Firework,” from the critically-acclaimed electronica group, Hollywood Principle.

Rocket League: Supersonic Fury

It is our sincere hope that this mix of paid DLC and free add-on content is what Rocket League fans have been waiting for, and it’s just the beginning of what is plenty more to come. Thanks once again for your continued support and we’ll see you again very, very soon.



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mercredi 29 juillet 2015

PS Plus: Free Games for August 2015

What makes treasure hunting even more appealing? Treasure hunting with friends! Lara Croft and the Temple of Osiris leads the lineup of free PS Plus games for August, which includes four games that are playable on PS4. Which games, you ask? Well, you’ve come to the right place…

Temple of Osiris follows in the footsteps of Guardian of Light, with fast-paced cooperative play, head-scratching puzzles, and glorious treasure. Traverse the dangerous environments solo, or with friends, and guide Lara on yet another supernatural adventure.

Lara Croft and the Temple of Osiris

Also up for grabs is the critically-acclaimed Limbo. This haunting story has captured the hearts and minds of gamers around the globe — and has chilled a fair number of spines. If you have a fear of spiders, be prepared to cover your eyes.

If that sounds a bit too unnerving, jam out and get creative with Sound Shapes — which is also available on PS3 and PS Vita. Sound Shapes revolves around musical platforming, fantastic visuals, and a powerful level creator.

Rounding out the PS4 offering for this month is Stealth Inc. 2: A Game of Clones, which is also available on PS3 and PS Vita.This puzzle platformer tasks you with escaping a dangerous research facility in which death is readily distributed to your hapless clones.

Also, joining the August lineup are God of War Ascension (PS3) and CastleStorm (PS3, PS Vita), ensuring that you have plenty of gaming to keep you busy this month.

These games are available to PS Plus members starting on Tuesday next week. Enjoy!

PS4 PS4 PS4, PS3, PS Vita
PS4, PS3, PS Vita PS3 PS3, PS Vita

Before you go, we want your feedback! Please take our poll, and leave us a comment below. If you’re still feeling chatty, join us in our PlayStation Community forums.

Until next time! Enjoy.



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Action-platformer Iconoclasts Coming to PS4, PS Vita

Hello! My name is Joakim Sandberg, also known as Konjak, and I am making Iconoclasts for PS4 and PS Vita. It’s been in development since 2010, and been in planning stages long before that! For the last five years, I’ve worked on the game all by myself, and now Bifrost Entertainment is helping me finish it up.

Iconoclasts is an action-platformer with a heavy emphasis on puzzling level design. Not only do you beat up enemies, you beat your head against the puzzles, too. You solve your problems by screwing them up with your giant wrench, or simply blowing your way through with your modified stun-gun.

The adventure spans a vast, mysterious world to explore. There are secrets to be found, power-ups to earn, and a host of interesting characters trying to deal with the world in their own ways.

You follow the young, naive, and helpful mechanic Robin and her companions as they try to escape the soldiers of the religious authority One Concern — but it’s not just a simple story of good fighting evil to save the world. It’s about people caring for people, but having no real idea how to do it right.

As has been the case for my other projects, the game will offer a lot of action and, most importantly, bosses! I’ve always had a great fondness for them, both as a kind of test of what you’ve learned, or a trial-by-fire. They’re the exciting performance exams at the end of a gameplay semester.

IconoclastsIconoclasts

But the action isn’t my entire ambition!

Since I was very young, I’ve wanted to make a game that mixes a bit of Metroid Fusion and Monster World IV; an action-filled adventure with a strong narrative, and also a bunch of world-building and discovery. I always loved the mix of charm and emotion in Final Fantasy IX and wanted a sprinkling of that feeling in the game’s characters, as well.

I’ve combined those main influences and used them to express my own genuine, personal thoughts and questions about sharing a world with other people, and dealing with their expectations.

I have a deep love for game mechanics, and polishing them down to the most dynamic ideas. No clutter, only the ideas that have the most uses, and combine them to expand your capabilities. I feel that has more potential for satisfying flow, and more player freedom to explore and understand the abilities you might’ve had all along. Couple that with a fast and athletic character, and we’re set!

Iconoclasts

Iconoclasts has taken a lot of time, both from my life, and those who have waited for it since I first revealed it in 2011. If you’re one of those people, and you’re still here, thank you! That’s why I’m still making it, no matter that it’s grown so much bigger and harder to complete than I ever expected.

Now it’s time to finish this story. I’ve come to love the game, the story, and its characters, and now I am confident I will achieve what I set out to do with Iconoclasts. Hopefully before we all drive flying cars.



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mardi 28 juillet 2015

Conversations with Creators: Santa Monica Studios

The fourth and final episode of Conversations with Creators, hosted by Wil Wheaton, is now out and in the wild on PlayStation Store and on YouTube.

For some strange reason they asked us to be on it. This action-packed, verbal free-for-all includes long time Santa Monica Studio greats; Creative Director Nate Gary, Lead Combat Designer Jason MacDonald, and Studio Head Shannon Studstill… along with the guy who gets them coffee and asks if he can buy a plane — me.

As you all have seen from the previous conversations, we sit in a circular blue room and talk video games for a little more than thirty minutes… which is actually nice (taking time out of the insanity of development to reflect a bit on the past, present and future of what we do). I personally loved hearing the inside story from the devs at Naughty Dog, so hopefully ours is as illuminating.

We are discounting many of the top Santa Monica Studio games on PlayStation Store beginning Tuesday afternoon so there has never been a better time to play, including Escape Plan, The Unfinished Swan, Flower, and much more. Also, if you haven’t yet, grab yourself a copy of God of War III Remastered and feast your eyes on the epic finale.

Conversations with Creators: Santa Monica Studio

Thank you to every single player of Santa Monica Studio games as well as all players of games across the world who are helping to make this incredible art form better and better each day!

High Fives,
Cory Barlog



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