lundi 31 juillet 2017

Vote for Your Favorite: The Elder Scrolls V: Skyrim vs. The Evil Within

Brainchild of our friends on the LATAM team, “¡Vota Por Tu Favorito!” launched a few years ago – giving fans the power to choose the next game that would go on sale at PlayStation Store. We loved the concept so much, earlier this year we brought “Vote for Your Favorite” stateside.

Here’s how it works, we match up two different titles, along with their prospective discounts, and give PS Blog readers the sole power to decide which game we’ll set on sale that weekend.

Today, we’re kicking off another edition with The Elder Scrolls V: Skyrim Special Edition vs. The Evil Within Digital Bundle! Only poll votes will be tallied. Comments, tweets or replies on our social posts do not count!

Vote for your Favorite Poll

Select your favorite by voting above until Wednesday, August 2, 2017. We’ll announce our winner this Friday, August 4! The winning title will remain on sale through the weekend.



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Hands On with Wolfenstein II: The New Colossus

Wolfenstein II: The New Colossus is showing a lot of promise. My recent hands-on time with an early build of the game pointed to a more confident, more polished follow-up to 2014’s subversive hit Wolfenstein: The New Order… which still stands as one of the best story-driven shooters on PS4, by the way.

With Wolfenstein: The New Colossus, developer MachineGames is shifting the fight overseas to a Nazi-occupied “United States of Amerika.”

The themes are heavy, and MachineGames doesn’t pull any punches in its depiction of this dark alternate history — though the studio wisely punctuates the tension with moments of shocking humor, such as the infamous milkshake scene shown at E3.

The New Colossus picks up with William “BJ” Blazkowicz recovering from the crippling injuries inflicted by Wilhelm “Deathshead” Strasse during their duel at the end of Wolfenstein: The New Order. The Resistance leadership has survived by commandeering an enemy U-boat, but the bad guys have finally tracked them down.

In the first sequence I played, Blazkowicz has to fend them off while confined to a wheelchair. This impressive scenario wasn’t just a graphical reskin or an on-rails affair. Though the wheelchair’s movement and handling felt more rigid, more tank-like, I maintained a good deal of mobility as I carefully rolled through the corridors of the surprisingly accessible U-boat, ambushing the invaders and carefully navigating a maze of tricky microwave traps.

Wolfenstein II: The New Colossus for PS4

Later, I went undercover to transport a nuke around occupied Roswell, New Mexico. I wandered around town while taking in the disturbing sights and sounds in a sequence that reminded me some moments in Bioshock Infinite’s Columbia.

Even though this sequence was unsettling, I enjoyed being able to slow down and explore at my own pace. The game is riddled with bits of lore: books, propaganda, audio recordings, and overheard conversations add meat to the game’s narrative bones.

As for the actual shooting gameplay, expect a more refined approach to combat. Building off one of The New Order’s most satisfying features, BJ can pretty much dual wield any weapon, or combination of weapons, in the game. Dual shotguns? Dual sticky bomb launchers? One pistol, one assault rifle? All possible, and all with unique benefits and drawbacks.

You’ll also find weapon upgrade kits that can trick out your favorite guns in multiple ways. But because they’re scarce, you’ll need to choose carefully. Magnum bullets or a suppressor for your pistol? Armor-piercing rounds or reduced recoil for your assault rifle? The upgraded Perk system also grants more passive benefits for hitting certain tiers of headshots, grenade kills, and so forth. In general, the character customization here is far deeper and more satisfying than in Wolfenstein: The New Order.

All in all, a promising early showing here from MachineGames, complete with the excellent writing and performances that made the last game such a pleasure. Look for Wolfenstein: The New Colossus to hit PS4 October 27, and the studio already has big plans for post-release content.



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vendredi 28 juillet 2017

The Drop: New PlayStation Games for 8/1/2017

Pata-Pata-Pata-Pon!

The iconic rhythm RPG marches onto PlayStation once again with Patapon Remastered, which brings the classic adventure to PS4 on August 1.

Behind the Patapon tribe’s cute exterior beats the ferocious heart of a warrior. Pound the drums of war and lead the Patapon tribe into battle against the evil Zigoton army. Every command, from surging attacks to strategic retreats, requires the rhythmic beating of the drums. Campaign across more than 30 missions to discover 100+ items and weapons in the Patapon’s noble quest for victory.

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

The Drop

New Releases: Week of August 1, 2017
Aven Colony
PS4 — Retail

Aven Colony

Build a new home for humanity. Discover Aven Prime — an alien planet of deserts, tundras, and jungles lightyears from earth.

CastleStorm VR Edition
PS VR — Digital

CastleStorm VR Edition

Catapult yourself onto the battlefield like never before in CastleStorm VR, an exciting new take on the tower-defense action-RPG phenomenon! Pit knights, soldiers, archers, and even griffins against formidable foes in full VR castle versus castle combat.

Demetrios – The Big Cynical Adventure
PS4 — Digital

Demetrios

Demetrios is a quirky adventure game packed with tons of humor! Bjorn Thonen, a slob of an antique dealer living in Paris, is robbed one night after coming home drunk. Forced to conduct his own investigation with the help of his neighbor Sandra, he ends up involved in a murky, mysterious affair. Will these unlikely heroes be able to rise up and discover ancient secrets?

Dino Frontier
PS VR — Digital

Dino Frontier

Build and manage a frontier settlement in a world where the wild west and jurassic collide. Dino Frontier is a virtual reality simulation where players assume the role of Big Mayor. They must carefully balance resources while growing their town and surviving bandit attacks.

Drawfighters
PS4 — Digital

Drawfighters

Drawfighters is a turn-based combat game with funny, amazing visuals. Fighters face each other in their struggle for victory in the Great Tournament of the Three Volcanoes.

Frisky Business
PS4 — Digital

Frisky Business

You are Mr. Falco Frisk, private detective of Frisk Investigative Solutions! Develop your relationships with your team as you take on your very first case.

The Long Dark
PS4 — Digital

Long Dark

The Long Dark is a thoughtful, exploration-survival experience that challenges solo players to think for themselves as they explore an expansive frozen wilderness in the aftermath of a geomagnetic disaster.

Patapon Remastered
PS4 — Digital

Patapon Remastered

Patapon returns to PlayStation with all new enhancements taking full advantage of PS4 and PS4 Pro! For years the Patapon tribe has lived in the desolate frontier, driven from their home by the evil Zigoton army. Finally, their wait has come to an end as the drums of war are heard once again.

Shadow Tactics: Blades of the Shogun
PS4 — Digital, Retail

Shadow Tactics

Japan, 1615. A new Shogun seizes power over Japan and enforces nationwide peace. In his battle against conspiracy and rebellion, he recruits five specialists with extraordinary skills for assassination, sabotage and espionage. But how much are they willing to sacrifice in the name of peace?

PlayStation Music Logo

  • Vic Mensa – The Autobiography
  • Joywave – Content
  • Cage the Elephant – Unpeeled

PlayStation Video Logo

  • Alien: Covenant (plus Bonus Features)
  • Diary of a Wimpy Kid: The Long Haul
  • Alien: Covenant/ Prometheus Bundle

PlayStation Vue Logo

  • People of Earth – July 31 at 10:30/9:30c (TBS)
  • OK K.O.! Let’s Be Heroes – 6:30/5:30c (Cartoon Network)
  • The Sinner – August 2 at 10:01/9:01c (USA)

The information above is subject to change without notice.



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LawBreakers Open Beta Lifts Off on PS4 This Weekend

PlayStation peeps,

Lordy, we’re nearly there. Our LawBreakers launch on August 8 is coming up soon… um, in less than two weeks. TWO WEEKS.

Madness.

Really quick, I want to drop some tips and tricks on you PS4 players to put to use in our open beta this weekend.

That’s right, I said it! OPEN BETA!

Everyone, come in and try the game and help us test our servers one last time before we ship it. It’s important, especially since we want to make sure servers are in order for launch. We’ve only done one closed beta on PS4 previously, so the playing field is relatively untapped – time to get an edge, right?

LawBreakers

LawBreakersLawBreakers

A few pointers:

  • We do have some aim assist on PS4 but it’s pretty minimal, so you’re going to have to, uh, aim and earn those kills and cap those objectives
  • Enforcer’s “run” isn’t just a run, it’s a DISTORTION FIELD BUBBLE that speeds up everything in it, including your shots and teammates
  • Assassin’s grapple has some “wiggle room” to adjust as you zip through the maps
  • The Titan may seem slow but if you blindfire (d-pad) you can fly through low-gravity maps like you’re Mary Poppins, y’all
  • Gunslinger’s “warp” is omni-directional — so look anywhere, hit it, and you GO THERE
  • Juggernaut’s run ability also doubles as a butt stomp when you’re in mid-air – and yes, you can get kills this way
  • Our Battle Medics are surprisingly powerful on offense, so make sure to shell, shell away
  • Vanguards can create a giant zero-G bubble for their ultimate – make sure to use it for extra air time
  • Wraith can triple jump and wall jump, making this role pretty much “the floor is lava” all the darned time

So there you have it, a few key tips that’ll help you play better. Please, get the hell off the ground for godsakes. =)

The team and I will be watching and playing this weekend, so go to PlayStation Store, download LawBreakers now and play it this weekend! If you like what you play, you can support us before August 8 — pre-order the game now to snag some exclusive skins. We’re happy to give ya something special for doing so.

See you online,
-B



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Mages of Mystralia Enchants Your PS4 August 22

Since our last PS Blog post about Mages of Mystralia, we ran a successful Kickstarter campaign and have been hard at work polishing up the game and even adding a few new modes to the game that we’ll share in a future update. For now, we just wanted to announce that we’ve locked in our launch date on PS4. Mark your calendars, because Mages of Mystralia is hitting your favorite console on August 22!

As we mentioned in our last post, we wanted to capture the feeling of what it might actually be like to be a mage. To us, this meant that our spellcrafting system had to be both deep and intuitive. By our internal definition, “deep” meant that there needed to be a very wide range of possible spells you could design, and “intuitive” meant that new players would be able to understand the system and play around with it without feeling overwhelmed.

It is said that good design seems obvious in retrospect. When you look at a well designed user interface, you might think to yourself, “Well of course they designed it that way. How else could you do it?” As it turns out, most elegant user designs are the result of hundreds of iterations – removing what’s unnecessary, clarifying functionality, streamlining, and testing, testing, and more testing. The majority of our team comes from the AAA space, so we put a high value on polish and usability.

Here’s how it works. When you begin the game, you are introduced to the four spell categories: Immedi (for close range spells like melee attacks), Actus (which creates orbs that persist over some amount of time), Creo (for conjuring spells), and Ego (for spells that affect yourself).

Each of the spells can be modified by runes that you collect on your journey. There are three categories of runes: Behaviors, Augments, and Triggers. Behavior runes make the spell do something. For example, if I add the Move behavior to an Actus spell, it will make the orb move.
 

Simple enough. You could also add the Move rune to the Ego spell, which would make you move in a quick dash. (And not to worry – when you discover the Move rune, you can use it in multiple spells. You won’t need to take a rune off of one spell to put it on another.)

Behaviors stack, so you can add, say, Duplicate and Bounce, which will make it a multishot fireball that bounces off of walls. The more runes you add, the more mana it costs to cast the spell, so you have to balance the cost and benefit.

If Behaviors are analogous to verbs, then Augments are adverbs. Augments only affect the rune they’re directly attached to, so the same Augment rune can have a very different effect depending on where you put it. An example of this would be if you add the Right augment to the multishot fireball we made. Depending on where you put it, it can make it do exactly what you want.
 

The Triggers are used to connect one or more spells together to create something greater than the sum of its parts. For example, we can make a decoy of ourselves by adding the Duplicate rune to the Ego spell. We can then add a Period trigger – meaning that we want this Ego spell to call another spell periodically. The system will ask what spell we want to call, and we can select the multishot fireball we made. We can also play around with things further by connecting a Right Augment to the Ego + Duplicate to make the decoy rotate around. And now we’ve got ourselves a spinning fireball-shooting turret!
 

Here are some other spells that we came up with. See if you can figure out how we made them!
 

 

 

In contrast to the way the current spell system works, here are some screenshots of earlier attempts at it from older to newer. If you don’t understand how they work, don’t worry! Neither do we anymore!

Mages of Mystralia – Old Spellcrafting systemMages of Mystralia – Old Spellcrafting system

Mages of Mystralia – Old Spellcrafting system

We’re very proud of how we were able to keep iterating on the spellcrafting system to the point where our playtesters were coming up with interesting spells and strategies that had never occurred to us. One person made a shield that pushed enemies away and shot lightning bolts at them. Another created a 1-2-3 punch in which he shot a fireball at an enemy, which in turn conjured up a sheet of ice and froze the enemy in place, and then rained down boulders on its head. We’re looking forward to seeing what you create when Mages of Mystralia launches on PlayStation 4 on August 22!



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Sundered Launches Today, Tips and Tricks for Elite Players

Hey everyone. My name is Med, and I’m Thunder Lotus’s QA tester and resident speedrunner. As you can imagine, I’ve played Sundered quite a bit. In total, I think I’ve logged more than 1,000 hours in the game! Today, I’d like to go over some advanced techniques that you should definitely learn if you want to master Sundered.

In case this is the first time you’re hearing about the game, Sundered is a horrifying fight for survival and sanity. You play Eshe, a wanderer in a ruined world, trapped in ever-changing caverns filled with hordes of terrifying enemies. We’re the same studio that made Jotun, a hand-drawn epic set in Norse mythology.

Sundered launches today on PS4, so let’s get started!

Elite Techniques

I’ve always loved the idea of “elite techniques” in games. Hidden moves that occasionally slip through as bugs, but end up as core features of the game. Great examples include “wavedashing” in Smash Bros. or “skiing” in Tribes. One of my greatest pleasures in Sundered’s development has been discovering these strange interactions and convincing the team to leave them in the game. A bug is not a bug if it’s a feature.

For reference, dodging and using the Cannon effectively are critical to your enjoyment of the game, but the following techniques are meant for advanced players!

Sundered

1.) The Cannon

The Cannon’s knockback might seem like a downside, but it is actually one of its best assets when used properly. You can use the knockback’s momentum to your advantage by firing, immediately dodging, then jumping to keep your speed going. The momentum will be kept regardless of the dodgeroll’s direction.

Sundered

Using this technique, you can zoom through the levels with record pace as well as entering Ability-gated areas you aren’t suppose to be in.

Sundered

2.) Air Attacks

The mid-air up-attack has more than an offensive purpose. You get an extra sliver of vertical lift every use, so it comes in quite handy for platforming.

Sundered

It resets every jump, and your double jump is reset when an enemy is hit. Use it wisely. You can scale high walls by wall-jumping/up-attacking/side-attacking back towards the wall.

Sundered

The mid-air up-attack can also be reset with good enough timing, enabling Eshe to essentially fly away by spamming the up-attack, but it is really hard to maintain a good streak.

Sundered

3.) Momentum

Never stop moving. Movement is important as it is what makes you progress through the levels and keeps you alive. A way to create speed is through using the Strength Amplifier, an Ability that grants you chargeable heavy attacks. Charge them towards flat or upward terrain, immediately roll mid-smash, then jump.

Sundered

This creates a massive swing that launches Eshe forward if used with proper timing. Using this technique, you can skip entire sections, fly into areas you should not be able to reach, and utterly break the intended progression of the game with record time.

Sundered

The gun can also be used for this purpose, but requires ammunition and an extra Energy charge.

Sundered

That’s it for now. We can’t wait to watch people play and completely break the game! I’m sure there are many more undiscovered interactions hidden deep within Sundered’s code. We’ll find out soon enough, since Sundered launches today on PS4!

Make sure to tell us what your favorite “bugs that became features” are in the comments!

Resist or embrace.

Med and the Thunder Lotus Team



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jeudi 27 juillet 2017

PlayStation Blogcast 257: Hungry Like the Wolfenstein

Hello friends and welcome back to another episode! On today’s show, Sid interviews Machine Games on Wolfenstein II: The New Colossus — a game that is equal parts blistering action and heart-pounding narrative. We apologize in advance for the quiet echo, but recording in secret underground bunkers produces less than ideal results for our audio quality.

Enjoy the show!

Subscribe via iTunes, Spotify, Google or RSS, or download here

Stuff We Talked About

  • Wolfenstein II: The New Colossus
  • Destiny 2 Beta final thoughts
  • Pyre
  • Busy week at the ol’ PlayStation.Blog

Recent Episodes


The Cast

Official PlayStation Blogcast: Sid ShumanOfficial PlayStation Blogcast: Justin MassongillOfficial PlayStation Blogcast: Ryan Clements

Sid Shuman – Director of Social Media, SIEA
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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30 Years of RPGs: What Makes the Ys Series So Special

Nihon Falcom has been in operation for more than 35 years. The small, passionate team has produced some of the most beloved adventures out of the Japanese development industry. The first entry in the quietly renowned Ys series launched in 1987, and now — three decades later — Ys VIII: Lacrimosa of Dana is set to launch September 12 on PS4 and PS Vita.

We had the great pleasure and honor of corresponding with Nihon Falcom President Toshihiro Kondo-san about the company’s rich history, dedication to RPG development, and how the team rises above the challenges those projects entail.


PlayStation.Blog: Nihon Falcom has a long history of developing role-playing games. What drew the studio and the original team to this genre in the first place?

Toshihiro Kondo: Honestly, because we like RPGs. Many of us grew up playing RPGs and we have memories of being emotionally moved by them and enjoying the feeling of expectation they created. We want to give those feelings to players today.

RPGs have story, music, gameplay, and graphics — in other words, they contain every element you can have in a game. It’s a genre that offers a lot for creators. Other genres, of course, have their own draws, but RPGs are special to us.

PlayStation.Blog: What separates Nihon Falcom from other Japanese developers working on role-playing games?

Toshihiro Kondo: I’m not certain how other developers approach their work, but when we design games we have the freedom to do what we want.

We’ve always emphasized making something that we can be proud of, and this approach has been consistent since the beginning of the company. We’re invested in this approach so much that we will not release a game that we don’t believe in.

Of course, games are developed under various restrictions and deadlines. But within these limitations we always make games that we’re proud of. We can do this thanks to the relatively small size of the company, and the fact that we do nearly everything in-house.

This philosophy was, of course, laid down by the people in the company that came before us. You could call it our “secret sauce,” which allows us to create games with that “Falcom Flavor.”

Ys VIII: Lacrimosa of Dana

PlayStation.Blog: The Ys series has a passionate following of fans. What qualities make Ys unique? And how does Lacrimosa of Dana differ from previous entries in the series?

Toshihiro Kondo: The main characteristic of the Ys games is that the action is simple and the controls feel great. Originally it was Adol by himself and he would just bump into enemies. Of course now we have the party battle system; this might seem like the game has evolved into something different, but the Ys games have consistently made fighting even the most normal enemies fun and exhilarating.

We will continue to focus on this aspect in the future. Some of the details, like the party system or the setting, might change according to the times, but so long as we follow this rule of fun combat, the game will always be an Ys game.

What we focused on with Ys VIII, more than the story, was the gameplay. This is in contrast to the Trails series where the story is the main focus. At the core of Ys, as I mentioned earlier, is the fun gameplay, so we build the story elements around that.

For example, in Ys VIII, you have to develop a village and defend it throughout the course of the story. This allows even the narrative elements to bring the main focus back to the action and gameplay, and this further feeds back into the story. This creates a nice cycle that I think hasn’t been seen before in the series to this degree.

Ys VIII: Lacrimosa of Dana

PlayStation.Blog: What do you think is the most important thing an RPG needs to get right?

Toshihiro Kondo: Playing an RPG means that you take on the role of the main character and it’s extremely important to make sure that the player is invested in the world, setting, and story. In the case of Ys and Trails, even though the approach might be a bit different, they both offer fascinating worlds for the players to get lost in.

PlayStation.Blog: What is the most valuable lesson you’ve learned during your time at Nihon Falcom?

Toshihiro Kondo:You encounter many roadblocks during game development. Despite this, it’s extremely important to keep at the issues you face. With anything in life, people succeed when they think carefully about their problems and tackle them from several different angles. For any trouble you face there are various ways to approach it, and even things that seem insurmountable can be overcome if you keep at it diligently.

People who understand this will grow in life, whereas those who give up and stop thinking carefully about the issues they face will not. A person’s growth or lack of growth doesn’t have as much to do with his or her natural abilities or talents, but rather how willing he or she is to keep thinking about the problems ahead. This is something that I always tell staff and this is probably the most valuable lesson I’ve learned from my time at Falcom.

Ys VIII: Lacrimosa of Dana

PlayStation.Blog: How do you stay motivated through challenging times and keep your team’s energy high?

Toshihiro Kondo: There are very few things in life that are truly impossible. Whenever we reach a challenging moment, I remind myself and the team about what I said above, and encourage them to keep at it.

It’s very important that we come together and not just spin around in circles in the same thought patterns by ourselves. Japanese people have a habit of not saying that something is impossible, so we hold those thoughts back when we discuss problems with one another and one person’s potential solution can be the key for solving another person’s problem.

PlayStation.Blog: Why do you think the Ys series has found such a devoted community in the United States, and other western countries?

Toshihiro Kondo: I’m not American, so I’d actually like to turn that question around on you. (Laughs) Recently, more people in the West seem to have the same reaction to our games as Japanese fans. When it comes to Ys, a big positive reaction is to Adol, who is a very appealing main character. Another thing is the simple but exhilarating action that I mentioned before.

Ys VIII: Lacrimosa of Dana

PlayStation.Blog: Who is your favorite hero in Ys VIII: Lacrimosa of Dana?

Toshihiro Kondo: My favorite character is Dana, and that is perhaps because of the amount of difficulty I had in creating her. Compared with previous installments, Ys VIII essentially has two scenarios. In the case of Memories of Celceta, players felt that the heroine was weak, so we tried to make Dana a good enough character to beat even the fan-favorite Feena from Ys I.

To do this, we allowed players to control her as well as focused a lot of energy on her scenario, so I have a deeper appreciation for Dana compared to past heroines.

PlayStation.Blog: What makes a great story? Are the rules of storytelling different in role-playing games compared to books and movies?

Toshihiro Kondo: The feeling of wanting to know what happens next all the way up to the end of the game is the hallmark of a good story. If you can easily guess what’s going to happen next, you lose motivation. Games require a lot of time, so it’s important that they keep players motivated by keeping them invested in the story and wanting to know what happens next. For the Ys and Trails series, problems that come up throughout the course of the story are solved, but at the same time the solutions lead to deeper mysteries and this is the best way for a story to proceed.

And yes, [the mediums are] different. Novels and movies, compared to games, are passively received by the reader. Games, on other hand, reflect a lot of the player’s will. Understanding this difference is the basic rule of how to make different types of stories. With games, you can’t explain everything. To a degree, you have to leave things up to the player to decipher.

Ys VIII: Lacrimosa of Dana

You can’t say a lot of things directly like you can in novels and movies, because the main character is an avatar of the player thinking what they are thinking. Therefore, you have to write in a way that anticipates how the player will think and that, in turn, changes the rules of storytelling.

Translated answers have been edited for brevity and clarity.



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Brawlhalla Founders Pack Available August 1, Includes All Future Fighters

The Brawlhalla PlayStation beta is entering its final stage, and on August 1st we’re celebrating with the exclusive Founders Pack.

Brawlhalla Founders get all Legends forever! This means all thirty-two current fighters, plus all the fighters we release in the future are automatically unlocked for you. Founders also get exclusive rewards: the sleek new Personal Sentry IV sidekick, the Founder’s avatar, and the Founder’s nameplate. Together these items forever identify you as an honored Brawlhalla Founder. On top of everything else, Founders get instant access to the Brawlhalla beta.

In this update we’re opening up Mallhalla—the in-game store—to spend your earned gold, rank points, and Mammoth Coins. Show off your favorite skins, color schemes, KO fx, and more! Furthermore, the friends list arrives, connecting you in-game with all your Brawlhalla playing PlayStation friends. Finally, we’re introducing our newest legend, Caspian, a gauntlet and katar wielding rogue.

Brawlhalla on PS4Brawlhalla on PS4

Sure that’s a lot, but we have more huge news. It’s been a long road to get here, but we are very happy to announce that on release, Brawlhalla will feature cross-play! This means that soon, PlayStation players will be able to invite PC friends to join them in Brawlhalla, and vice versa. Imagine brawling in a wild eight-player free-for-all with three friends on your couch, two friends on their PlayStation across town, and two more friends playing on their PCs!

Getting cross-play working has been quite a project. Among other challenges, we’ve had to get gameplay to work exactly the same on both platforms. Brawlhalla uses predictive networking for responsive online play, and for that to work, each player’s inputs have to produce precisely the same results on both platforms—down to the thousandth of an inch—or the differences build up over time and cause havoc. I’m really proud of the job our tech team has done getting the game ready. And now that we’ve solved the technical hurdles, we’re beyond excited to get this feature into your hands.

Brawlhalla on PS4

Some of you are wondering, “What is ‘Brawlhalla’ anyway?” Brawlhalla is a classic, high-energy platform fighter you can play with your friends on a couch or online. Set in Valhalla, a golden hall filled with the greatest warriors from every time and place, Brawlhalla is the Grand Tournament Odin created in a vain attempt to keep his warriors from tearing Asgard apart.

Brawlhalla has it all – couch co-op, vikings, triple jump, cowboys, great online play, ninjas, ranked ladders, pirates, team battles, aliens, fun game-modes, weekly updates, explosions, a worldwide tournament scene, and much more.

We’re really excited for the next phase. A huge thank you to everyone who’s joined the beta so far. You can still sign up at beta.brawlhalla.com to get into the beta queue. Or pick up the Founders Pack for instant access! We’ll see you in Brawlhalla.



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mercredi 26 juillet 2017

The Sims 4 is Coming to PS4! Out November 17

Greetings Simmers! I’m thrilled to announce that The Sims 4 is finally coming to PlayStation 4 November 17th!

Over the last couple of years, we have heard from many of you about how much you want the game to come to console, and I have been right there with you. I love our PC game, but what I’ve really wanted is to plop down on my sofa, and play with my Sims at a larger than life size. And in just a few months, you can do just that right alongside me on PlayStation 4.

For those of you unfamiliar with The Sims, it is a game that gives players the imaginative power to create and control virtual people and play with moments of their lives. You can create and customize who you want; find your first love; land your dream job; build the perfect home; start a family; and more. The Sims offers you a sandbox for you to tell, observe, or influence life’s little dramas, while offering one of the most sophisticated character creation tools in the market.

And soon, you’ll be able to jump in the game to create yourself, your friends, your family, or maybe something a little more out of this world on your PlayStation 4. The only limit to what you can create is in your imagination.

To be clear, this is not the first time we have brought The Sims to console – but it is the very first time throughout the history of the franchise that you can experience the gameplay and content that the PC game offers. The current generation of hardware has enabled us to translate code to PlayStation 4 without any major system changes, so that it is no longer about which platform has the superior version, but where you like to play.

Right now, the team is currently preparing for launch (looking for bugs, and making little improvements that will ensure this is the best Sims game EVER on console). It is certainly no small task to try and bring a PC game over, but we are doing a lot of iteration and testing to make sure we meet your high standards and deliver an experience we will all enjoy for years to come.

In the meantime, pre-order The Sims 4 Standard Edition on console and get The Sims 4 Perfect Patio Stuff Pack*, offering hot tubs, more fashion, and bonus décor to customize your Sims experience with.

And for those looking for even more fun, pre-order The Sims 4 Deluxe Party Edition* to get the same great Stuff Pack as well as:

  • Unlocking Early Access to the Full Game, up to three days in advance of the worldwide launch on November 17;
  • Life of the Party Digital Content, featuring the Flaming Tiki Bar and sleek, stylized outfits for your Sims;
  • Up All Night Digital Content, featuring the Laser Light Show, fun decorations, and outrageous party costumes;
  • Awesome Animal Hats Digital Content, featuring a collection of fun animal hats for your Sims to wear and show off.

We are so excited to share more with you over the coming months, and I look forward to hearing your thoughts when you get to experience the game on PlayStation 4 this fall.

Happy Simming!

*Conditions and restrictions apply. See http://ift.tt/2uZzlL5 for details.



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