vendredi 28 avril 2017

The Drop: New PlayStation Games for 5/2/2017

Trapped aboard a derelict space station. Hunted by a shadowy threat. Robbed of your memory. It’s just another day at the office for Morgan Yu, a survivor on Talos I and star of the upcoming sci-fi thriller Prey.

Prepare to use a variety of abilities, weapons, and your wits to unravel the catastrophe aboard the Talos I space station. First-person storytelling and emergent play take centerstage in Prey, giving players complete control of their own experience, and how they piece together Morgan’s past and escape the station with their lives.

For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop!

The Drop

New Releases: Week of May 2, 2017
ACA NeoGeo Last Resort
PS4 — Digital

ACA NeoGeo Last Resort

Last Resort is a shoot ’em up from SNK launched in 1992. Players use lasers, homing shots, and grenades to win the war between robots and humanity.

AFL Evolution
PS4 — Digital (Out 5/5)

AFL Evolution

AFL Evolution brings you the most intense and feature packed AFL. Revolutionary new gameplay system designed to capture the thrills, skills, and excitement of modern AFL.

The Caligula Effect
PS Vita — Digital

Caligula Effect

Featuring a story written by Persona veteran Tadashi Satomi, The Caligula Effect takes you inside a digital prison filled with brainwashed high school students, evil musicians, and an all-powerful virtual idol.

Dreamfall Chapters
PS4 — Digital (Out 5/5)

Dreamfall Chapters

Set in parallel worlds — one a dark cyberpunk vision of our future, the other a magical fantasy realm — Dreamfall Chapters follows two unlikely heroes on their journeys across worlds to save the very fabric of reality from falling apart.

FlatOut 4: Total Insanity
PS4 — Digital (Out 5/4)

FlatOut 4

Flatout 4: Total Insanity elevates the level of hard hitting, fast paced action in the demolition derby style racing genre. Fans will rejoice as the celebrated series offers bigger, louder, better, and more outrageous stunts and collisions.

Gnog
PS4 — Digital

Gnog

Gnog is a tactile 3D puzzle game about exploring whimsical monster heads that hide secret worlds inside them. Filled with eye-catching designs, lively interactions, and a rich, reactive soundtrack, the hand-crafted heads come to life as you grab, poke, spin, pull, and play with each uniquely charming contraption.

Marvel’s Guardians of the Galaxy: The Telltale Series
PS4 — Retail

Marvels Guardians of the Galaxy

Marvel’s Guardians of the Galaxy: The Telltale Series delivers a brand new story of the universe’s unlikeliest heroes, the rag-tag band of outlaws who go by the names Star-Lord, Gamora, Drax, Rocket, and Groot.

Prey
PS4 — Digital, Retail (Out 5/5)

Prey

In Prey, you are the subject of an experiment but things have gone terribly wrong. Your ability to survive a hostile alien onslaught will depend on your wits, weapons, and newfound abilities.

Super Rude Bear Resurrection
PS4 — Digital

Super Rude Bear Resurrection

Super Rude Bear Resurrection is an ultra-tight, masocore platformer that anyone can beat! Every time you die, your previous bodies stack up and you can jump on them, push them around and use them as shields. Each death makes the game slightly easier, but it’s possible to beat the whole game without dying at all!

TumbleSeed
PS4 — Digital

TumbleSeed

TumbleSeed is a deceptively deep roguelike about balancing a seed up a dangerous and ever-changing mountain. Avoid holes and defeat corrupted creatures in this dual-stick action adventure.

World to the West
PS4 — Digital (5/5)

World to the West

A teleportation-mishap, a broken contract, a mysterious tree, and a foolhardy expedition set the stage for our four heroes. Follow Lumina, Teri, Knaus, and Clonington on a rip-roaring adventure full of twists and turns through the World to the West!

PlayStation Music Logo

  • Gorillaz – Humanz
  • Wale – SHINE
  • Cashmere Cat – 9

PlayStation Video Logo

  • Resident Evil: The Final Chapter (plus bonus features)
  • xXx: Return Of Xander Cage (plus Bonus Features)

PlayStation Vue Logo

  • Breakthrough- May 2 at 10/9c (National Geographic)
  • Property Brothers- May 3 at 9/8c (HGTV)
  • Impractical Jokers- May 4 at 10/9c (truTV)

The information above is subject to change without notice.



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Explore a Wild, Wonderful World in Wuppo, Coming to PS4 This Summer

Hi there! I’m Thomas; Knuist from Knuist & Perzik. Or Perzik. Or maybe we are both Knuist, and we are yet to find out who Perzik really is. Anyways, let’s talk about Wuppo!

Wuppo is our passion project that we’ve worked on for a quite some time now. It started out as a small and fun hobby project, but things kind of got out of hand as the entire project took seven years to complete. Today we’re finally announcing release of Wuppo on PS4!

So, in Wuppo you play as this ‘Wum’ who gets kicked out of its apartment for spilling ice cream in the hallway and is now looking for a new place to live. Your little Wum sets out to explore the world on its own from then and encounters all kinds of strange creatures like Fnakkers and Splenkhakkers.

WuppoWuppo

Alright, so you’re probably wondering what kind of game this is. Well, it’s a 2D Narrative Action Adventure Platformer with RPG elements that contains a lot of humour, doodly art and will put a smile on your face. Have you ever seen a game that combined all that? Yes you have. Once. It’s called Wuppo.

What I personally love most about Wuppo are the many different unique places to explore, like a thriving underground city, a seaside theme park, a vertically travelling train and the ruins of a long lost musical civilization. Every corner of Wuppo’s world is filled with hilarious characters, fun activities and unique backstories.

So if you’re hyped for this wumtastic adventure, make sure you keep your eyes open for Wuppo’s PlayStation 4 release this Summer!

Thanks for the read, see ya!



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Little Nightmares Launches Today on PS4

It’s finally arrived… ‘release week’ is now upon us. That thing developers look forward to and dread in equal measure. Today, you’re free to lock yourselves away, with the lights off and the curtains drawn, and bathe in the primary colours and warm, cuddly characters of our lovely new game, Little Nightmares! It’s been over half a year now since we last spoke about the game here, so I thought it might be nice to talk a bit more about how the game has evolved since its inception and how this evolution has informed our approach. Before we do, here is a nice treat introducing the graceful Lady — the ruler of The Maw and the biggest threat to Six’s survival.

As you may already know, Little Nightmares was actually born under a different name – Hunger – a name that was designed to reflect the themes that we would be exploring. These things are of course still present, but the game naturally evolved over time, turning into more of an exploration of childhood, primal fears, and how it feels to try to survive in a world that was built and run for others.

Little Nightmares

One of the ways we’ve tried to encapsulate this feeling is through the dialogue — or rather, the complete lack of it. Sure, it’s required a new way of thinking in the way Little Nightmares’ story is conveyed, but it was also integral to creating and maintaining that total sense of detachment and isolation you feel when taken out of your comfort zone. If the monstrous residents of The Maw could talk, and if Six could understand them, she is instantly less out-of-place. There is a comfort in communication that we wanted to withhold, because Six is not welcome here, she doesn’t belong here, and this was a perfect way to convey that. But of course, there is a great deal you can do with visual storytelling too, especially when you have an Art team that never fails to impress with their talent and imagination!

The art style of the game has rightly drawn attention as one of the game’s standout features, but it’s not just there to look pretty (alright, “pretty” isn’t quite the word, hopefully you get my meaning). The visual language of Six and the residents is just one example of how we’ve tried to convey these ideas I spoke about earlier. There is a clear contrast between Six – with her stark colour, small frame, and clean, simple shapes – and the rest of this world, which is not only outsized, but also more organic in shape, and presented in a totally different colour palette.

Little Nightmares

And, of course, let’s not forget the audio design, which in my opinion has done a magnificent job in making you feel as lost and alone as Six does. The, thoughtful subtle touches from Tobias and Christian, our Audio wizards, have done so much to underpin the story of Six and The Maw.

Something as simple as the light slap of her bare feet fighting to be heard amidst the heavy, industrial machinery of The Maw, can speak volumes about the scale of the task lying ahead. As is always the case with games, if you don’t shout everything from the rooftops, there’s a worry that some things may be misunderstood, or missed completely; but our hope is that it will slip past your eyes and ears and go directly for your subconscious!

Little Nightmares is out today on PS4. You can download it here.



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jeudi 27 avril 2017

PlayStation Blogcast 247: I, Automata

Justin has Nier: Automata on the brain after finishing multiple playthroughs of its unique sci-fi story. But the hosts keep spoiler talk to a minimum, don’t worry! And that’s just the start. Also on the plate: Call of Duty: WWII, Prey, and our favorite side characters. Enjoy the show!

Subscribe via iTunes, Google or RSS, or download here

Stuff We Talked About

  • NieR:Automata
  • Call of Duty: WWII
  • Best side-characters in gaming
  • Prey
  • Super Rude Bear Resurrection

Recent Episodes


The Cast

Official PlayStation Blogcast: Justin MassongillOfficial PlayStation Blogcast: Ryan Clements

Justin Massongill – Social Media Manager, SIEA
Ryan Clements – Sr. Social Media Specialist, SIEA


Send us questions and tips! blogcast@sony.com
Leave us a voicemail! (650) 288-6706

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.]



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Nioh DLC “Dragon of the North” Out May 2

We’re excited to showcase our upcoming DLC for Nioh, Dragon of the North, coming to PlayStation 4 next week. I’m sure many of you samurai have been hungry for more adventures and challenges.

This new chapter picks up after William’s valiant victory in restoring peace to Japan. In keeping with the tradition of our inspiration through Japanese history and mythology, the central character for this new chapter is based on Lord Masamune Date, the ruler of the Sendai feudal domain in the Keicho Era (about 400 years ago). In our opinion, his personality and exploits in history lend himself to become a key player to contend with in the story.

Nioh: Dragon of the North

Masamune is a well-known historical figure who is both brilliant and ruthless. Although he was an exceptional leader; his ambition and lust for power blinded him to all else. He was known for being an impulsive leader who was wildly arrogant of his abilities — believing he was superior to most men, yet at the same time greatly devoted to the his land and subjects. We found this disparity in his personality to be something that we could utilize to create a memorable character and a formidable adversary for William.

Dragon of the North will take place in the Oshu region and introduce the ambitious ruler, Masamune Date, also known as the “One-Eyed Dragon”. Just when you thought that peace was finally restored in Japan, we’ve now begun to hear troubling rumors that the One-Eyed Dragon is secretly gathering spirit stones, setting a stage for more unrest and mayhem to take hold.

Nioh: Dragon of the NorthNioh: Dragon of the North

Prepare to defy death once again as you will face a variety of new Yokai and imposing enemies set in exciting new stages. But rest assured, we will provide you with some formidable ammunition of your own to negotiate your battles. With new Guardian Spirits, armor, ninja skills, magic and a brand new weapon called the Odachi, you should be well prepared to take on your foes. Last but not least, we are proud to introduce the long awaited PvP feature (PS Plus subscription required), which will provide an exhilarating new element to the experience.

We hope you are up for the challenge and enjoy the Dragon of the North DLC. Sharpen your blades and good luck!



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GNOG: How to Create an Audio-Visual Dreamscape

Hey folks,

It’s been a long journey for us but Gnog is finally coming out next week on May 2! You can pre-order it and get a bonus free dynamic theme.

To celebrate we also created three level teasers that show off some art and music from the game. Here’s the first one:

We’ll have the other two ready to show you soon — stay tuned!

We get a lot of really positive feedback about the game’s music, and since audio in general is such an important part of the game, we thought we’d take this opportunity to discuss the process of working with musician Marskye and bringing the game’s environments to life.

Marskye’s initial prototypes were much darker and moodier, matching the game’s darker early visuals. Stylistically, we liked both, but felt the overall mood was too intense for the style of game we were making. As we evolved our asset pipeline to bring out the brighter, simpler shapes, however, the soundtrack evolved alongside it. The music became more melodic and varied, and we often found ourselves grooving to the new tracks Marskye sent our way. We began to realize that the evolving soundscapes could be their own reward, and worked with Marskye to work that mechanically into each level. The dynamic layering really drives each level forward, and lets the player feel like they’re not just solving puzzles, but playing a part in an evolving jam session.

After splitting the music layers themselves into layers that stack and evolve, we worked with the level audio as well to harmonize with the evolving soundtrack. For instance, in FRGY, an early level in the game, each major step of solving the Gnog’s puzzle subtly unlocks a new layer in the music. Here’s how it all breaks down.

When you start, you’re treated to an ambient track

Then a subtle dreamy musical layer with more ambience…

A new synth and some voices gets introduced as you interact with the puzzle

A new melody overlays the track

The main melody of the song after you solve the interior puzzle

The final musical layer as you near the end of the level

And finally, this is what it sounds like when you play the level in full

When you finish the level, each layer comes together in a final flourish (which we won’t spoil here) – and completes the composition that you had a part in creating. It’s our favorite part of each level, and something we’re really proud to have been able to build into the game.

Some levels are more upbeat while others are more low-key, and each Gnog is an opportunity to try something new – visually, mechanically, and musically. You may have already heard some of these tracks remixed into the teasers and trailers we’ve released, and we’re absolutely planning to release an official soundtrack after the game comes out.

We’re really proud and excited for people to experience the dynamic layered soundtrack that Marskye has been composing. Music and sound effects are really critical to creating the tactile, dreamlike experience that we’ve been crafting, and have gone through so many iterations since we began working on Gnog three years ago.

We really hope you enjoy the results, and of course we hope you all enjoy Gnog when it comes out next week!



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How Will You Survive the Prey Demo: Opening Hour?

In true Arkane fashion, the world of Prey is littered with world-building secrets and delights. With the ability to go anywhere on the Talos I research facility at any time (provided you can find a way to get there), you’ll be amply rewarded for paying attention to your surroundings and exploring everything.

You can also open up a host of options in the beginning of the game, but you have to be willing to do some hunting, and face off against the Typhon aliens as you make your way through Talos I. Here are five things to look out for while you’re playing through the Prey Demo: Opening Hour, out today on the PlayStation Store.

Feel the Power

When you track down your very first Neuromod, you’ll have a few options. You could install some sweet hacker skills, allowing you to bypass security on doors, safes, and turrets. You could go with the Leverage skill and hoist heavy items out of your way (or use those heavy items as projectiles against enemies).

Or maybe you’re more interested in fixing rather than destroying. By installing the Repair ability, you can patch up busted turrets, grav lifts, and Operator bots to help you navigate the station. These are just a couple of the early abilities you’ll have access to in the demo.

“We want to encourage different playstyles,” says Creative Director Raphael Colantonio. “If you really are the weapons guy then it’s possible to play through just using weapons and gadgets. You can fabricate ammo for yourself and just be that player. However, we also want to encourage players to be a little more indirect and explore with powers and different ways to solve problems.”

Location, Location, Location

If you’re up for a little digging, you’ll be able to hack, wiggle, and GLOO your way into a few choice locations that wouldn’t necessarily be open to a casual player in the first hour of the game. From traveling through tight maintenance shafts to bypass security doors, to snooping through employee emails for the codes to various department doors, Talos I is your oyster.

Even without the ability to hack your way past security measures, you can use the GLOO Gun to create new pathways to higher levels. In the same lobby area where you get your first Neuromod, you can install the Repair ability to fix a nearby grav lift and access the second floor, or you can use your newly acquired GLOO Gun to create a makeshift pathway. Either way, you’ll want to head up to the second level and take a good look around. There are definitely some secrets to discover up there (including a fun new tool to experiment with).

“One of our artists measured the station and it’s more than 700 meters long, so it’s this huge edifice floating in space,” says Lead Designer Ricardo Bare. “We didn’t want to fall into the trap that a lot of space stations do, where they feel cramped. There are some small corridors, sure, but we wanted some really open spaces for the players to feel a lot of freedom in movement.”

“There’s a whole world on Talos I,” adds Colantonio. “There’s are entire ecology. People live there. There are the labs and offices, but there are also recreation areas and natural parks on the station. We went pretty far into portraying the luxury of those mega-corporations, but through the lens of space.”

Tune Up

Games feel incomplete without a stellar soundtrack, and with incredible tracks by Prey’s Creative Director Raphael Colantonio and composer Mick Gordon (the mastermind behind DOOM’s award-winning soundtrack), the music of Prey sets the tone for the game immediately.

From the opening moments of when you awaken to the synth-wave beats of Colantonio’s “Mind Game” playing on the radio, to the menacing ambient arpeggiated riffs that accompany your tense exploration of the station, the diverse soundtrack creates the perfect atmosphere for this sci-fi psychological thriller.

Life in Space

In the beginning of Prey, you’re exploring Talos I immediately after chaos has taken hold. When the Typhon break containment, their takeover is swift. And you come in just hours later. You’ll learn about the events that transpired through employee TranScribe messages and emails, and you may even learn how to track down said employees.

Alex Yu. Patricia Varma. January. These are just a few of the people you’ll meet (and voices you’ll hear) in the first hour of Prey. There are many others still on Talos I, fighting to survive. Whether or not you choose to help them, ignore them, or even kill them is completely up to you.

“Occasionally you’ll find characters who know who you are when you run into them,” says Bare. “They know things about you that Morgan can’t remember, and they can fill in some of those gaps for you. They play a prominent role in the story, and the overall evolution of the world. When you run into these characters, how you treat them, how you deal with them, has consequences that ripple through the game, and have a big effect on the ending. You could technically kill anyone you meet in the game. If they’re in the same room as you, they are killable.”

Of course, Talos I is a character as well. In fact, it’s up there with Morgan in terms of main characters.

“It’s fair to say we put as much or more thought into the station itself as we did any of the main characters,” Bare explains. “The space station has a rich history. It has a birthday and a lifespan.”

Fight the Invasion, Save the World

The hunt is on aboard Talos I. Typhon stalk the halls, constantly multiplying and growing stronger. From the sneaky Mimics, which can take the form of innocuous items on the station, to the massive and terrifying Nightmare, there aren’t a lot of places on Talos I where you’ll be safe. You’ll need to get creative and save up your resources if you’re going to save the world.

“It’s up to you as the player to figure out: How did I get here? What’s going on? How do I survive? And how do I get off this space station?” Bare says. “You’ll need to use your wits, the tools that you can scrounge, the weapons that you can find, and ultimately the powers that you acquire.”

You may start off with just a wrench and a will to survive, but with a little time (and a lot of dead Typhon) you’ll eventually become a powerhouse of your own design. Whether you choose to go full-throttle with crazy alien-based powers, or you put all your stock into building up your skills with weapons and the many tools you find on the station, you’ll be humanity’s last hope in the face of annihilation.

Because if even a single Typhon makes its way to Earth, it’s over.



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Announcing Call of Duty: WWII

Today Activision and Sledgehammer Games provided the first glimpse of the title that’s taking Call of Duty back to its roots – Call of Duty: WWII. We’re talking boots-on-the-ground gameplay delivering a visceral and immersive gameplay experience unlike anything we’ve seen before.

In addition to watching the worldwide reveal stream today, we also met with Sledgehammer Games Co-Founders and Studio Heads, Michael Condrey and Glen Schofield for added insights on what’s to come in the new game. They explained to us that Call of Duty: WWII is a very personal journey for the team, as they have been hard at work on this project for the last two and a half years. “This is based on one of the most monumental moments in human history, and we get to honor and respect that global sacrifice, to honor the men and women who fought for freedom on all fronts, on a global scale,” said Condrey.

Schofield added that the team named the main character after his father, who passed away during production. “The story Call of Duty: WWII follows a global and diverse cast, but for me it honors my father Ronald “Red” Daniels and his squad, and not just what they went through from a global perspective, but what they went through personally. We like to tell a story within a story, and this is no different.”

Both Condrey and Schofield underscored the fact that Call of Duty: WWII is about a squad’s remarkable journey of personal growth and heroism across Europe in World War II, and is a story about common men and women doing uncommon things to preserve freedom.

Call of Duty: WWII

Call of Duty: WWIICall of Duty: WWII

Welcome to the Fighting First

No mission too difficult. No sacrifice too great. Duty first!

Call of Duty: WWII focuses on the actions of a squad from 1944 to 1945, but will also touch on events from 1940 to 1944 to help set the stage for the narrative and establish the characters. It takes place in the European theater of conflict, at a time when the Allied forces were finally starting to gather strength on their march into Germany. You and your squad will fight your way through occupied France, Belgium, and across the Rhine into Germany.

The Front Lines and Beyond

Highlighting the diverse ensemble cast, players will also encounter the French resistance movement, featuring strong and vibrant characters who were fighting for their homeland even after all seemed lost. The game takes players from the beaches of Normandy to the liberation of Paris and beyond, across a variety of heart-racing engagements and epic battles.

To complement today’s gameplay reveal trailer and touch on more of the action that is coming in Call of Duty: WWII, here’s a few insights on two of the missions from the Campaign:

  • Hürtgen Forest: An old-growth forest on the German border where Allied forces engage in devastating encounters. In the heat of battle, the German Army uses tree burst bombs that detonate at treetop level, showering soldiers with wooden shrapnel. When your unit is zeroed-in-on by hostile artillery, the forest explodes around you as debris rains down.
  • Normandy: From inside a Higgins landing boat, your squad will storm Omaha Beach in a visceral audiovisual experience unlike any D-Day landing experienced in a game to date. You and your fellow soldiers must overcome the enemy defenses to serve as the tip of the spear for the Allied invasion.

Call of Duty: WWII

Call of Duty: WWII will be released on November 3, 2017. Pre-orders at participating retailers include access to the Private Beta, available first on PlayStation 4, scheduled for later this year.

For more intel about Call of Duty: WWII, visit CallofDuty.com/WWII and follow @CallofDuty and @SHGames on Twitter.



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PS Plus: Free Games for May 2017

Greetings, PlayStation Nation! The free PS Plus games for May are upon us, and we have something special for everyone. This month we have Tales from the Borderlands and Abzu on PS4.

First up: Tales from the Borderlands, a five-part episodic series from the experts at Telltale Games. Set in the unforgiving world of Pandora after the events of Borderlands 2, follow the journey of Rhys and Fiona as they are thrown together to recover a fortune they both believe is theirs.

From there, put your feet (Flippers?) up and relax with Abzu. Immerse yourself in an ocean full of life and wonder. Feeling stressed? This is the relief you’re looking for.

Full Lineup

  • Tales from the Borderlands, PS4
  • Abzu, PS4
  • Blood Knights, PS3
  • Port Royale 3: Pirates and Merchants, PS3
  • Laser Disco Defenders, PS Vita (Cross Buy with PS4)
  • Type:Rider, PS Vita (Cross Buy on PS4)

Enjoy these games, and see you next time!



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Brawlhalla Out This Summer, Sign Up for the Closed Beta

Brawlhalla is coming to PlayStation, and we’re finally ready to ask the community to help us polish the final product. Sign up and reserve your spot in the closed beta starting soon. We are very excited!

If you aren’t familiar with Brawlhalla, imagine a classic platform fighting game – you pick a character, and then run, jump, dodge and hit until you knock your opponent off the stage. (Or you get knocked off yourself – it happens.) Next, imagine you can pick up weapons that completely change your playstyle mid-match. Now imagine this is happening in Valhalla, a golden hall filled with the greatest warriors from every time and place, where Odin has created the Grand Tournament in a vain attempt to keep these warriors from tearing the place apart.

Now imagine you have triple jump, you didn’t pay anything for the game, and you’re having tons of fun fighting with three friends on the couch, and four more online. Now imagine it all in glorious, hand-drawn 2D.

Brawlhalla

BrawlhallaBrawlhalla

We built Brawlhalla from the ground up to play great online, to be very easy to pick up and play, and to be free-to-play — not pay-to-win. Then we put in playable vikings, ninjas, aliens, pirates, cowboys, werewolves, knights, androids, superheroes and much more. So we think you’ll really like it.

Casual Brawlhalla is fun, but competitive Brawlhalla is where things get really good. Be like me, and join the ranked queues and climb from Tin rank all the way up to high Silver. Maybe low Gold. Or be like everybody else at Blue Mammoth Games and reach Platinum or even Diamond rank.

Tournaments, both online or offline, are going on every weekend. The biggest tournament of the year is the Brawlhalla World Championship. For the second year in a row, the best Brawlhalla players will gather from all over the world in Atlanta to settle who is the best of the best. Of the best.

So please join us in the closed beta starting soon by signing up now. As a special thanks, at launch everyone who participated in the Brawlhalla beta will get an exclusive “I was in the beta” in-game avatar, and a free character unlock. And look for Brawlhalla’s full release this summer. We can’t wait!



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I Cannot Describe to You How Incredibly Strange What Remains of Edith Finch Is

Today our game is available on PS4! We’ve spent 4 years working on it but I still have trouble describing it.

The short version is easy. What Remains of Edith Finch is a collection of playable short stories, each following a different member of the Finch family at the moment of their death.

The long version is… complicated.

Originally, we were trying to make a game about awe, about what it feels like to see something that’s simultaneously astonishing and overwhelming. Like being at the bottom of the ocean or in the middle of a dark forest.

What Remains of Edith Finch

But awe is tricky. It’s personal. Seeing a gorgeous sunset in person might fill you with awe but a picture of a sunset just feels like a cheesy greeting card.

So instead of a game about awe we made a game about the experience of awe. Rather than trying to evoke awe directly, we’ve made a collection of stories about people being overwhelmed and given players a chance to see the world through their eyes.

Since it’s easier to evoke a sense of awe when it’s something you’ve never seen before, we’ve tried hard to make each story unique. For characters that meant adding lots of little details (often pulled from our own personal lives) to help them feel like real human beings. For game mechanics we focused on controls that were unlike anything we ourselves had ever seen before (but that were also easy to pick up, which was hard).

What Remains of Edith Finch

All of which is to say, we spent 4 years with everyone on the team (sometimes as many as 15 people), cramming in bits of themselves and at the same time trying to make this all feel somewhat cohesive. It helps that families and houses are inherently chaotic so the work of many hands actually added a believable sense of life and the passage of time.

Somehow the game evolved into an exploration of death, family, stories, childhood, history, and many other elements I’m only dimly aware of. But hearing players talk about their experience after they finish the game it sounds like they played the thing we were trying to make. I don’t understand how it all works, but it does.

It’s eerily similar to what happened on our previous game, The Unfinished Swan.

When you’re making something, assuming it’s going well, there’s a point where you can feel things starting to come together. Often that comes after a long phase when it seemed like none of this was ever going to work so the joy of seeing it gel is mixed with a lot of relief that it’s working at all. After the initial rush dies down then the whole team spend months (or years!) fixing and polishing it, giving it to playtesters to try, then polishing it some more based on their feedback.

Then something weird happens. You look up and realize that every corner of the world is covered in tiny, wonderful details.

Sometimes it’s as subtle as the angle a rocking chair is turned so that it subconsciously guides players to see a photograph they otherwise would have missed, and sometimes it’s as obvious as a room-filling mural that inspires just the right tone of confusion and wonder.

What Remains of Edith Finch

When I look at our game now I’m not just immensely proud of it, I’m intimidated by it.

I see how much energy and discussion and thought went into this world and I think, “Man, we are so incredibly lucky this came together so well. I’ll never be able to make something like this again.”

Now that it’s over, I can’t pretend to understand our game any more than I could hope to fully understand the people who made it. All I know is that I sincerely appreciate how much everyone gave to make this game what it is. Whatever that is.

I hope it’s an experience you’ll never forget and one you’ll have as much trouble describing as I do.



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