jeudi 31 août 2017

Completing the Experience: 3D Audio and the Sound of Horizon Zero Dawn

Earlier this year, we traveled to Amsterdam to talk to Guerrilla’s audio team about the importance of sound in Horizon Zero Dawn and the ways the game makes use of 3D audio technology built into the Platinum Wireless Headset. The resulting video, which you can watch above, provides a brief but tantalizing glimpse into the world of audio creation.

It became obvious that there was much more to cover regarding the audio in Horizon Zero Dawn, so we reached out to three members of the audio team – Audio Lead Bastian Seelbach, Sound Designer Pinar Temiz and Senior Sound Designer and Music Supervisor Lucas van Tol – to gain further insight into the team’s creation process, the challenges they faced and the creative decisions they made.


Defining an Audio Style – Bastian Seelbach, Audio Lead

When did Guerrilla’s audio team become involved with Horizon Zero Dawn?

Bastian: The audio team got involved in the early days of the project planning phase, helping to find a audio style that fit the initial vision for Horizon Zero Dawn.

During those days, a lot of the game was still in its conceptual stage. Research for Horizon Zero Dawn took a long time, as it was entirely different genre of game; this made it necessary for us to leave our comfort zone and approach a lot of things quite differently.

How did this approach differ from previous projects?

Bastian: The difference wasn’t just in terms of defining the audio style, which was unique and fresh, but also in terms of tackling the huge technical challenges ahead. A lot of our previous approaches to audio wouldn’t work anymore.

From a technical perspective, it was the sheer scale of the game that forced us to approach the sound design and most of the related audio systems very differently. While Guerrilla had a lot of experience with more linear first-person shooters, the world of Horizon Zero Dawn was entirely open. That made it necessary to find a systemic approach for a lot of things that had been hand-crafted up until that point. To that end, Senior Sound Designer Anton Woldhek worked closely with Principal Tech Programmer Andreas Varga to hammer out the tools and systems we would need to ship a game like Horizon Zero Dawn. And, in the meantime, we started making decisions on what would become the audio style outlines for the game.

Horizon Zero Dawn 3D Audio Recording

Can you give an example of systems you required?

Bastian: Some of the systems we required helped us place large parts of the content automatically, using a game data driven spawn logic. Other systems, like the ones we used for reverb and occlusion, helped ensure that our sounds felt natural within their position in the world.

How did you go about the immense task of defining Horizon Zero Dawn’s audio style?

Bastian: Horizon Zero Dawn is a huge game. It has a lot of different environments, cultures, wildlife and machines, as well as a fantastic story that ties the world together. The world offers a lot of contrast; while mankind lives in pre-industrial tribes, highly advanced machines roam the world.

Our approach to defining the audio style of Horizon Zero Dawn was to not nail everything down in one ‘audio bible’ from the get-go, but rather to follow an organic process of incremental decisions. You could call it an evolutionary process. In fact, the entire studio was working that way for a while, as the world of Horizon was defined early on but the exact genre, its features and storyline crystallized over time. So the audio team had to make decisions based on the decisions that were made for the entire game.

How would you describe Horizon Zero Dawn’s audio style?

Bastian: If I were asked to come up with a name for Horizons Zero Dawn’s audio style, I’d probably suggest Na-Fi (Natural-Fiction). Whatever sounds were required had to be believable within the world first and foremost, and we are talking about a realistic, beautiful world. So the sounds we created had to be grounded and a part of their surroundings.


Creating the Machine Sounds – Pinar Temiz, Sound Designer

When did you start working on the sounds for the machines?

Pinar: Most of the core design and implementation decisions for the machines were made early on in the project. Of course, the machines changed and evolved as the project went on, but the core idea of giving them an animalistic and a high tech quality was born early on. Another constant was that the machines were going to be quite varied in terms of size, behavior and look and feel. We knew it was a wide spectrum.

How did you plan to implement such a large number of machine sounds?

Pinar: A large portion of the implementation methods we used were informed by our experiences working on the automata for Killzone Shadow Fall. The scope was vastly different, of course; the challenge wasn’t just striking a balance between ‘machine’ and ‘animal’, but also doing this for numerous machines in an open world, where they might appear in any number of configurations. On top of that, we had to make sure that each machine type remained recognizable, yet coherent as a whole, while offering readable cues for gameplay-critical moments. And on top of that, we had to ensure that everything could be scaled, iterated, optimized and mixed.

That sounds like a tough act to balance.

Pinar: Oh yes! Another question on our minds from the get-go was how to tie Sound Design to AI, Animation and VFX, and yet remain independent enough to make creative choices that were not inherent in the machines’ original design documents – thus remaining purely in the audio domain, without needing to be addressed by those other disciplines. Luckily, our tools allowed for designers and coders to work quite independently, which meant one could implement almost any idea and see the results in-game without having to wait or tax on other’s time.

Horizon Zero Dawn 3D Audio Recording

So how did you determine the right balance for each machine?

Pinar: In terms of content, it was a new challenge with each robot. Blending a lot of different sources was obviously a method we used a lot. You’ll find electronic sounds, real-life animal sounds and various kinds of material, from synthetic to organic – all edited and processed until we achieved enough variations and a tone that fit the machine. Our sources changed a lot based on the size of the machine, its function in the world of Horizon Zero Dawn, and its animation. The latter offered a lot of character cues for us to latch onto.

Can you give an example of these character cues?

Pinar: A classic example for us is the Shell-Walker, which came together relatively fast in terms of its sound design. Anthropomorphizing the machines helps with drama, because the moment we first looked at it, we thought “He looks like a cute grumpy crab-guy!” When you look at him you get the sense that he works all the time, mumbling to himself as he goes, obsessed with his little container box. Maybe he has a few colleagues that he hangs out with, but that’s about it – he’s constantly annoyed with something and has no life outside of work. These notions didn’t come from a document, they arose in our minds as we imagined how he might sound while he worked. And so the vocalizations were imagined and designed as close to that ‘feeling’ as possible, using both animal sounds and electronic elements.

Another example is the Watcher, which has its own character: more playful, curious yet dangerous in its own way. We always thought of it as a crazy Chihuahua. One moment it’s all cute and curious, the next it’s ready to bite your hand off.

Did you approach the ancient machines differently from the new ones?

Pinar: Certainly. For example, movement sound tended to be unified along machine factions.

Sonic differentiation between the two was based on the materials, especially the lack of vocalizations and the amount of metal and mechanical elements we chose to use. We also added elements to their movement sounds that stand out just enough for players to be able to recognize the type of the machine. This wasn’t just limited to subtle cues indicating their weight and size, but also encompassed details such as whether they carried liquids, like the Bellowbacks, and whether they had weapon systems with elemental effects.

The new machines are made out of exotic, futuristic alloys – how did you find a sound for those?

Pinar: Personally, I used very few metal sounds for the design of regular machine movements. It’s kind of a self-imposed limitation, due to the funny fact that I can’t listen to metal impacts or scratches for too long. Doing so causes very physical and uncomfortable effects for me: it makes me taste metal and feel textures in my mouth. I’m not sure if this quirk aligns with some sort of sound-touch/taste synesthetic experience, but it definitely makes it hard for me to work on metal sounds for long.

Luckily, I had an in-universe excuse: the machines are made of high-tech alloys that differ quite a bit from the metals we know today. I still recorded a lot of metal impacts and scratches, but I tried to avoid them where possible. Creatively speaking it made for an interesting challenge, communicating high-tech metal substances without using too much real metal.


Environment, Movements and More – Lucas van Tol, Senior Sound Designer and Music Supervisor

What were your first steps when you started working on environment audio?

Lucas: When we moved over to the Horizon Zero Dawn project, there was a lot of information available on paper, but not a lot that you could see and walk through in-game. This was the perfect phase to do some really in-depth research into things like wildlife. Wildlife was never something we had to particularly worry about in the Killzone games, but we knew we wanted this game to be full of life.

For weeks and weeks I scavenged every resource I could find for information on North American birds relevant to the areas in our game. I ended up with detailed information on, no joke, 750 birds, including links to sound files of their call-outs. Once I handpicked the birds for every habitat in our game, we had to make sure they would sound natural when the player walked around the environment. That meant they had to respond in a natural way to changing circumstances like environment, time of day and weather.

How did you achieve that?

Lucas: We achieved this by turning each ‘virtual bird’ into a little ‘sound robot’ by itself. Each bird sound you hear in Horizon Zero Dawn is actually an interactive sound patch that constantly keeps its eye out for changing circumstances. For instance, when you are in a pine forest, the set of birds available will be different than when you’re in the desert.

The system constantly monitors the environment around you and ‘spawns’ these virtual ‘birds’ (and other fauna) based on what kind of environment it detects around you. So although the animals are virtual, they do have a static location in the world. This means that when you’re turning around, or walking through the environments, they will remain locked to the same location (both horizontally and vertically) in the world. This method works very well with the Platinum Wireless 3D audio headset, because we don’t fake anything here.

You mentioned fauna – did you do this for flora as well?

Horizon Zero Dawn 3D Audio Recording

Lucas: Absolutely. Take the sound of winds and rains through the trees for example: obviously, rain falling through coniferous trees sounds different from rain falling through pine trees or palm trees. Rain on the leaves will also sound different, depending on whether it’s a few drops of rain or an enormous rain storm. All of those things will respond real time to changing conditions in-game.

How did you prevent the environment audio from clashing with the music?

Lucas: One thing you have to always be aware of when you work with sounds, is that you have a limited amount of frequencies at your disposal. You can’t just throw anything in there and expect everything to be audible. Since I was both responsible for a large part of the environments and for overseeing the music process, it was in my own interest to make sure both would be audible.

Early on, we came up with a concept where music and environmental sounds would give each other their own moments to shine. Sometimes exploration music is full and lush; we use those moments to subtly communicate to the player what time of day it is, what region he or she is in, and just put them in an ‘exploration mood’. Other times the music is very minimal and in the background; at those times you can really hear the details in the environments.

I feel that this concept is responsible for the natural feel you get while walking around in the world – the subtleness of all parts and the full result of the crazy amount of sound voices that are playing at the same time creates an ever changing audio experience.

What about the sounds of Aloy’s movements? How did you go about recording those?

Lucas: We started out with her most neutral Nora costume, and we must have gone through three or four full iterations where we tried to pinpoint the balance between making her sounding unique, strong but also efficient and quiet – because after all, she’s an experienced hunter. Her base costume eventually involved a lot of different materials, like a suede coat, sheets of leather, and wooden beads. Getting the sound of Aloy’s movements right was actually quite labor intensive.

What made it so labor intensive to record Aloy’s movements?

Lucas: Well, every footstep you hear is a combination of a costume sound and a surface material sound, like metal, sand, water, et cetera. We had all those materials available from our Killzone games, but unfortunately the shoes you wear when you record a surface has a big influence on the color of the sound – and the difference between a militaristic boot and a soft-fabric sole shoe is tremendous, so we had to start from scratch. And then we had to do it again when we found out that young Aloy would be walking bare feet.

What about non-walking sounds for Aloy, like swimming?

Lucas: Aloy’s swimming sounds were largely recorded in a swimming pool in Andalusia (Spain), in March, before the tourist season started. A very minimal setup was used: two mics above the water, two mics under water and a mobile recording rig. This all took place during a holiday break. Sound designers frequently take small recording rigs with them when traveling, because those are the times you’re likely to find cool source material for your personal library.

What is your favorite sound in Horizon Zero Dawn?

Lucas: People often ask me that! For me personally, my favorite is not a ‘designed sound’, although it is something that I recorded. When my daughter Laura was only 6 months old, I recorded her vocalizations at home, and they ended up being used for the intro cutscene for Baby Aloy.

Another thing I love is the indistinguishable ‘walla’ voices in the background of the Proving festival – all the people partying, eating, drinking, and sitting around campfires. They were all recorded from developers that actually worked on Horizon Zero Dawn. We got them in one room and turned those recordings into surround tracks, so you can actually walk amongst our colleagues if you use a surround system or the Platinum Wireless 3D audio headset.


To find out more about the Platinum Wireless 3D audio headset, visit the PlayStation website. To stay up to date on Horizon Zero Dawn and its upcoming DLC, The Frozen Wilds, follow Guerrilla on Twitter and Facebook.



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mercredi 30 août 2017

Kentucky Route Zero: TV Edition Brings Its Magic-Realism to PS4

Hi y’all! For the last several years, I’ve been working with Tamas Kemenczy & Ben Babbitt on “Kentucky Route Zero,” a magical realist adventure game about a secret highway in the caves beneath Kentucky. We’re happy to tell you that, as part of a collaboration with Annapurna Interactive, Kentucky Route Zero will also be available on PlayStation 4.

Our release date philosophy has always been “when it’s done,” but we’re looking at early 2018.

We started working on Kentucky Route Zero almost seven years ago, thinking it was going to be a relatively short sort of exploratory, non-violent game set in Mammoth Cave, in Kentucky. The project grew into something a lot larger in scope: a story that links together dozens of fully-realized characters and the places (some mundane and some surreal) where they live and work — a contemporary tragedy about debt, family, capitalism, and the electronic ghosts of abandoned futures.

As it grew in scope, we decided to release Kentucky Route Zero episodically, which gave us some space to really develop each of the game’s five acts and let them grow into their own through the creative process. The episodic format also gave us a way to keep our heads above water while keeping a manageable pace of work for such a small studio (only three of us!) developing a game full of detailed stories and hidden rabbit holes.

In between episodes, we released standalone “interludes,” short games that offered different mechanics and perspectives, and some more background on the world of Kentucky Route Zero.

For “Kentucky Route Zero: TV Edition,” we’re collecting all five acts and all of the interludes together, so the game on PlayStation will be complete from the day it’s released. We’re adding localization in French, Italian, German, Spanish, Japanese, and Korean for the first time. Finally, we’re doing some tuning and accessibility work to help the game look and play its best on TVs — adjustable font sizes, brightness options, stuff like that. The game already plays great with a DualShock 4 controller.

Releasing a version of the game tuned for TVs is especially meaningful for us — we love TVs. I won’t spoil anything now, but television plays an important role in the story and world of Kentucky Route Zero. It has also played an important role in our lives — the early video artists we studied in school (and still study!) who were entranced by broadcasts and live video feedback — and even earlier late night sessions flipping channels and fiddling with antennas, ears pressed against static, listening for ghosts. Whether you can relate to these particular memories or not, we’re sure you have some vital connection to your TV, and we hope you’ll explore it with us when Kentucky Route Zero comes to PlayStation 4 next year. Maybe, like music critic Ian Penman wrote, TV “has made us all ghosts.”



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PS Plus: Free Games for September

Greetings PlayStation Nation and welcome to another PlayStation Plus update, this time for September 2017. This month is all about action, featuring inFamous: Second Son and Strike Vector Ex.

inFamous: Second Son is a fresh, open-world action-adventure story in the popular inFamous series. Set years after the initial installments, you’ll play as Delsin Rowe who unexpectedly discovers his own superhuman powers and must choose how to use them in a world where superhumans are now feared.

Next up is Strike Vector Ex, a competitive first-person aerial combat game. Choose a ship and get your blood pumping in one of the many game modes. Strike Vector EX is designed with new console-based controls and upgraded with new features and modes for PS4.

Full Lineup

  • inFamous: Second Son, PS4
  • Strike Vector Ex, PS4
  • Monster Jam Battlegrounds, PS3
  • Hustle Kings, PS3
  • Hue, PS Vita (Cross Buy with PS4)
  • Sky Force Anniversary, PS Vita (Cross Buy with PS4 & PS3)

Here’s a bonus for PlayStation VR owners: PS Plus members in the US and Canada will also get RIGS Mechanized Combat League as a free bonus game from September 5 through November 7. RIGS is a first-person arena-based shooter developed from the ground up for PS VR. Set in the year 2065, it immerses players in an intense, all-action future sport that mixes elements from different athletic fields like combat sports, motorsports, basketball and football.

For those of you who don’t have PlayStation VR yet, we just announced a new PS VR bundle that includes PlayStation Camera for $399 USD (MSRP) / $499 CAD (MSRP). Also, the existing PlayStation VR Worlds bundle (PS VR headset, PS Camera, two PlayStation Move motion controllers and PlayStation VR Worlds) is getting a lower price of $449 USD (MSRP) / $579 CAD (MSRP). With more than 100 games available, it’s never been a better time own PS VR.

Also this month, PlayStation Plus members will be able to play Dead by Daylight from September 15 through 18 for free. Afterwards, members can save 30% on the game with an exclusive discount until September 22.

In the free-to-play realm, starting September 19 members can grab a Neverwinter Plus pack in celebration of their newest update: Tomb of Annihilation. The pack includes VIP time, a panther companion, and more. The Neverwinter Plus pack is available until October 16.

As a reminder, That’s You! is available as a free download (as is the Companion App, which you’ll need to download to your device to play) for all PlayStation Plus members through October 23, so if you haven’t checked out the game yet, now is your chance.

And there you have it! See you next month.

*PlayStation 4 system, PlayStation VR, and PlayStation Camera are required to experience VR functionality.



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mardi 29 août 2017

Art of Fighting Anthology Hits PS4 Today: The Origins of an SNK Classic

Hi everyone. Today sees the launch of Art of Fighting Anthology on PlayStation Store. It’s a compilation that includes Art of Fighting, Art of Fighting 2 and Art of Fighting 3: The Path of the Warrior.

Not familiar with the series? Art of Fighting is an important part of fighting game history as it introduced a variety of systems that have gone on to become staples of the genre, such as Desperation Moves, the Spirit Gauge, special pre-battle intros and much more.

Art of Fighting Anthology

To mark the game’s release, we sat down with Nobuyuki Kuroki who worked on Art of Fighting 2 and Art of Fighting 3: The Path of the Warrior, and Youichiro Soeda who worked mainly on Art of Fighting 2, to get an idea of what development was like behind the scenes.

How was the Art of Fighting style born?

Soeda: From the marketing side, we wanted to show the characters as big as possible on screen. In the early development prototype, this was so extreme that characters were only visible from their knees to upper body as they got closer on the screen.

Over development we obviously scaled this down to be more manageable. However, we still accomplished our goal of having some of the biggest and most detailed sprites among the fighting games of that generation.

Art of Fighting Anthology

We also set out to make the game as innovative as possible, which ended up meaning we introduced a lot of brand-new systems that have now become staples of the fighting game genre. This includes aspects such as taunts (which worked to decrease the opponent’s spirit gauge), the inclusion of Desperation Attacks (hidden commands!), graphical scaling, and in-game battle damage. Quite a few innovative features for the first game in a series!

What kinds of changes were made from Art of Fighting to Art of Fighting 2 in terms of the gameplay?

Soeda: Art of Fighting 2 was focused most on the classic competitive aspect of fighting games. More characters were made playable that time around. Kuroki and I did not expect that even Yuri Sakazaki would appear in the game as the playable character since the story of Art of Fighting focused on a rescue mission for Yuri carried out by Ryo Sakazaki and Robert Garcia. This was unique to us because with games like KOF the story is always based around some martial arts tournament being held. In the end, Yuri went on to become a very popular character with fans and she still is to this day.

Art of Fighting Anthology

Kuroki: Regarding young Geese as the boss in the Art of Fighting 2, the design was largely influenced by the Fatal Fury animation released around that time. I worked on the design with another designer during my second year at SNK.

What was the development situation around Art of Fighting 3?

Kuroki: For Art of Fighting 3 the plan was to use both motion capture tech and 2D animation style graphics. Some of the staff went to the US and worked on motion capture for about a month. We obviously needed to put other key parts of development on hold until we received the motion data. Most of them could not be rendered directly from the motion captured data and the designers ended up with a lot more work than they expected.

Art of Fighting Anthology

For this process, in a lot of ways it ended up taking almost 10 times as long to accomplish compared to what we estimated. Creating sprite graphics is very time intensive. In my case, I can create a dot image in a day, but on the flip side I can probably draw 10 detailed illustrations in a day. This situation was a result of us trying to create a more sophisticated system over the previous two games.

What would you like to do if you have an opportunity to do something for Art of Fighting in the future?

Kuroki: An Art of Fighting reboot would be one of my dream projects. I used to play Art of Fighting after finishing school almost every day. Art of Fighting was one of the biggest reasons why I decided to work at SNK. To a lot of us, Art of Fighting 1 was an action game at heart and I think a reboot could be a great chance to emphasise those aspects. I think Art of Fighting could branch out from being just a pure fighting game.

Art of Fighting Anthology

Who is your favourite character?

Kuroki: I love all of the characters in Art of Fighting 1. If I had to choose, it would be Ryo. I always chose him when I used to play Art of Fighting in the arcades.

Soeda: Totally agree. I also will take Ryo if I can only choose one character.



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Play Ys VIII: Lacrimosa of Dana Today With Free Demo

Hey there! This is Judith from NIS America, and I’m here to bring you some exciting news about the most epic action RPG of 2017… Ys VIII: Lacrimosa of Dana! Those of you who have been anticipating the demo can finally dive into the Isle of Seiren today on PS4.

While I’m sure there are many Ys fans (like myself) who are super excited about this news, there must also be some newcomers to this 30-year running franchise. In a nutshell, the series revolves around the adventures of Adol Christin, a brave, red-headed adventurer who has some pretty awful luck with ships. In Ys VIII: Lacrimosa of Dana, Adol awakens on a cursed island known as the Isle of Seiren after surviving a disaster at sea. Here, he works to find his fellow shipwrecked passengers in order to escape the accursed isle.

In the midst of this, he begins to dream of a mysterious blue-haired maiden named Dana. What secrets does this cursed isle hold? Who is Dana? Well, you gotta play the game to find out!

Ys VIII

One of the most notable qualities of the entire Ys franchise is the blazing fast action! Ys VIII: Lacrimosa of Dana refines the series tradition with some new features and can be enjoyed by Ys veterans and novices alike. Battles are intense, and players must keep on their toes by constantly switching between characters in the moment in order to defeat monsters with corresponding weaknesses. Strategy meets action and speed in this game, so if anyone thought you could button-mash your way through, I’ve got news for you…

Ys VIII

And what better way to celebrate the arrival of Ys VIII than with a playable demo? Players can get a taste of the action-packed gameplay and see the lush graphics of the PS4 version. In this demo, Adol and two fellow castaways named Laxia and Sahad find themselves on a beautiful yet secluded part of the isle and must search for other survivors of the shipwreck. Along the way, they’ll meet some characters (Anyone remember the man who breaks walls?) that appear in the main game, but have no fear, there are no spoilers!

Ys VIII

Veteran Ys fans and newcomers alike will appreciate the expansiveness of Ys VIII. With more than 60 hours of gameplay, this is the biggest Ys adventure yet. There’s also cool, free DLC for the PS4 version of the game to aid Adol in his adventure. Those who preorder the game digitally will also receive a theme, seven avatars, and a digital soundtrack. What’s more, there will be limited-time free DLC featuring some new threads for Adol, including one that screams nostalgia!

Ys VIIIYs VIII

For more information about the game, be sure to check out the official website. Strap on your adventurer’s gear and get ready for the biggest action RPG adventure of 2017. Download the demo and play it today, and get ready for the full game which launches September 12 on PS4 and PS Vita!



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DreamWorks Voltron VR Chronicles Comes to PlayStation VR Sept. 26

Hot on the heels of season 3 of the Netflix original series DreamWorks Voltron: Legendary Defender, we’re proud to present a new cinematic, episodic VR experience called Dreamworks Voltron VR Chronicles. Developed by Digital Domain, in collaboration with Universal Brand Development, this unique adventure puts the user in the role of the Blue Paladin, Lance, as you’re placed at the center of a massive conflict between the Voltron force and the Galra Emperor, Zarkon.

Voltron VR Chronicles for PS VR

Episode 1: Seeds of Corruption

When Lance discovers the remains of a lost alien race deep within enemy space, he releases an unstoppable force that threatens to corrupt the Paladins’ control over both their Lions and Voltron. Jumping into the heart of the adventure, you must overcome the corrupt force and relentless threat of Zarkon as you struggle to solve the ancient mystery and fight your way to victory.

Fans of the show will be thrilled to know that each of the TV show’s voice actors have lent their amazing voice talents to the experience. We were also excited to involve the showrunners who provided some of their writing expertise and thorough knowledge of the Voltron universe. It’s been Digital Domain’s plan to ensure that DreamWorks Voltron VR Chronicles is as authentic as it gets. Once you get your hands on the experience, we hope you feel the love and the insane amount of hours we’ve put into creating this cinematic VR adventure!

The cinematics in this episode feature a visual style reminiscent of the animated TV series but presented for the first time in fully immersive 360° VR! The use of VR technology allows for more dynamic storytelling and incredible in-your-face action sequences. The experience will also feature moments of interactivity where the user takes control of Lance’s actions. These interactive moments include several highly engaging puzzles as well as exciting missions where the user pilots the Blue Lion, battling Galra forces with an array of highly advanced weapon systems.

Developed by Digital Domain, a leading creator of in-house original content, visual effects and immersive experiences, DreamWorks Voltron VR Chronicles will be available for purchase at PlayStation Store starting September 26.

All of us at Digital Domain look forward to you getting your hands on this VR experience! We absolutely, positively cannot wait to hear what you think. For those of you who simply cannot wait, pre-order it exclusively at PlayStation Store today!



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The Inpatient, Bravo Team Release Dates Confirmed for Later This Year

Hello everyone, I’m Simon Harris, an Executive Producer at Supermassive Games. I’m hugely excited today to share some updates on our upcoming PSVR games The Inpatient and Bravo Team. These are two very different games but they share our passion for immersion and innovation.

VR is something we are very excited about at Supermassive Games. We’ve taken a lot of the learnings from our previous PS VR titles – Until Dawn: Rush of Blood and Tumble VR – into The Inpatient and Bravo Team and can’t wait for you to play them. The good news is you won’t need to wait long – we’re delighted to announce that Bravo Team will be launching on December 5, 2017 and The Inpatient on November 21, 2017.

Bravo Team

Bravo Team for PlayStation VR

That’s not all. We’ve got a new trailer for The Inpatient that we are excited to premiere here! The focus of the trailer is on the story of the game. As you explore Blackwood Sanatorium you’ll start to piece together the rich backstory. Certain objects you find will trigger vivid flashbacks, helping you to discover your past and the circumstances which brought you there. You’ll also get to meet the staff and patients, each with their own agendas and motivations which may or may not be immediately clear. We hope you enjoy the trailer and can’t wait for you to play The Inpatient and Bravo Team soon.

As you may remember from our E3 announcement, The Inpatient is a horror game with psychological elements. Set in the Blackwood Sanatorium from Until Dawn, the game transports you back to the 1950’s when the facility was in its bustling prime. You take on the role of a patient with no knowledge of who you are or how you got to be there. Choice and consequence are integral to the gameplay. As you investigate the Blackwood Sanatorium in an effort to recall lost memories and discover who you are, your decisions and actions will determine the fate of people that you meet.

The Inpatient

The Inpatient for PlayStation VR

You’ll get to influence and shape how the story unfolds as you witness the horrific events of the sanatorium’s final days.

Our other upcoming PSVR game is Bravo Team. This is a first-person cover based shooter built for teamwork – both in single-player and two-player online co-op. Set in a fictional modern-day Eastern European city, Bravo Team puts you into an intense firefight that will test both your shooting and tactical combat skills. We were inspired by action movies set in warzones, so think intense combat, quick thinking and constant communication. While the game is fully compatible with the standard DualShock 4 or Move controllers, we have really enjoyed exploring the immersive opportunities of the PS VR Aim controller. For example you can raise the Aim to view through the iron sight or hold above your head to blind fire.



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My Life in the Mafia (Games): Looking Back on the Series’ 15-year History

My name is Roman Hladik and early on, I was caught up in “the life.” I cut my teeth with Tommy Angelo in Lost Heaven. (I worked on the art direction for the characters in the first Mafia game). I went along with Vito’s moves in Empire Bay (I was the art director for Mafia II) …and stuck by him down in New Bordeaux (art director on Mafia III). I’ve been working on the Mafia franchise since the very beginning. If you told me that I’d be looking back at a game I worked on over 15 years ago, I wouldn’t believe you. And if you said that I’d work on the same franchise for that long? I’d say you’re nuts. But that’s exactly what happened. And right now, I’m going tell you a little bit about how we got here.

It was just after the fall of the Iron Curtain in Czechoslovakia, and I had convinced my parents to buy a Commodore 64. I discovered the magical world of computer games and drawing software. Just trust me, trying to draw by using a joystick is a fairly demanding discipline. After working on – and playing – games in high school, I eventually joined Illusion Softworks to work on a new project.

MafiaMafia II

Mafia III

At the very beginning, there were just five of us – game development teams were not much bigger back then. We started to develop a fantasy RPG game, but after a gaming tradeshow, we decided to change direction. We put our heads together again. We’d been thinking about the games we play ourselves and how to combine all these different game mechanics. If we’re being honest, our mission became designing the game that we wanted to play.

Our inspirations were classic gangster movies and we tried to capture that atmosphere in a video game. If I recall correctly, the player was originally supposed to be a policeman, but when Daniel Vávra got in charge of script, he flipped the roles and it clicked with everyone. There was no looking back. We had our plan.

That was the beginning of Mafia.

Mafia

None of us realized how big that challenge would be back then. The development for the first game took almost five years while the team grew to nearly 40 people. Since we were so close to the game, we didn’t know what to expect when it shipped– but we obviously hoped people would like what we made. The reaction of players and critics who loved the original Mafia game made it all worthwhile. It was a game with a strong story and film-like atmosphere, which was a bit unusual in 2002.

After the success of the first game, we knew we wanted to work on a sequel. So Daniel was already working on the script of the second Mafia game. We thought: “We just launched this great game, the sequel should be a piece of cake, right?”

Well, a console generation jump was coming, so we made a decision to develop the game further on an internal engine that we had created for another Illusion Softworks game and prepare for a new generation of hardware. The only things we had to go on: the script, several concept images and a new gaming engine we were still building. At the time, we were learning how to work with shaders and what to do with the new hardware coming.

Mafia IIMafia II

Of course, new technologies mean an increased demand on the quality. At the peak of development, the Mafia II team had nearly 200 people at two studios in Prague and Brno.

The work on Mafia II was more intense for me, because on the original Mafia, I was responsible for the characters. In the sequel, I was in charge of art direction for the whole game. The team’s goal: give players an intense and authentic experience, and I’d like to think we did just that. Again, we created a story – and a game – that we were all proud of at launch.

We took a small break then threw ourselves into the third Mafia game. We had the same conviction as at the beginning of the second Mafia game to increase the quality. Our need to improve quality coincided with another console cycle change (funny how history repeats itself!). So we decided to switch to newer hardware again (planning for Mafia III to appear on the PS4).

Mafia III

Nested in the authentic New Bordeaux environment, we had a new vision – to provide a raw, less romantic view of the American underworld. Just like the two previous installments, the third is based on a very strong story and, moreover, offers a larger, more open world than the previous titles.

If you’ve never had the chance to play Mafia II, it’s available to stream via PS Now. And, of course, Mafia III just completed its season pass DLC so you can get the full New Bordeaux experience on the PS4. I’d love to hear about your experiences in Empire Bay and New Bordeaux!

Mafia 15 Year Anniversary

And for those of you who have been with us and played our games, I wanted to take this opportunity to say thank you. I am grateful to everyone who has allowed me to take part in an amazing series and, above all, to my parents for not having hesitated and investing 28 years ago in a Commodore 64.



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lundi 28 août 2017

Everybody’s Golf Tees Off Tomorrow on PS4

Almost 20 years since its first release in North America, the beloved Hot Shots franchise returns tomorrow with the launch of Everybody’s Golf, boasting more challenges, character customization options, and game modes than ever before.

Clap Hanz and JAPAN Studio are super excited to launch Everybody’s Golf for the PS4 system, and we wanted to give you a few tips to get you ready to take on the friends you meet on the course!

Practice Range

Before you jump into an online Turf War battle* and play for bragging rights with your buddies, we recommend you hop into Solo Stroke mode. In Solo Stroke play, you’ll be able to play all of the courses without pestering friends trying to distract you from sinking your birdie putt!

Take your time, study the greens on each hole, perfect your backspin, approach shots and master the franchise’s three-click shot mechanic so when you hop into the game’s more challenging multiplayer modes, you’ll have a leg up on the competition.

And don’t forget: we’ve upped the ante this time around when it comes to putting. Previous games in the series only required you to click twice on the controller during putting, but Clap Hanz wanted to raise the stakes and intensity, so now you’ll need to click three times to putt. Make sure you get some practice so you don’t fold under the pressure!

Everybody's Golf

Character and Equipment Upgrades

Once you’re feeling more comfortable with your shot repertoire, we suggest you move on to Tournament mode* so you can upgrade your equipment and boost your character’s attributes. As you progress through Challenges in this game mode, you will face rival characters and earn handsome rewards like better clubs, upgraded balls, more outfits, cheery spectators… everything you need to improve your game.

And don’t miss out on Lucky Time! Lucky Time are side quests that occur randomly in Open Course mode and by completing these quests, you’ll be rewarded with even more goodies!

Everybody's Golf

Outside the Tee-Box Activities

With an open world that players are free to explore at their leisure, you’ll connect with up to 50 players when you play online*. And if you hadn’t already heard, Everybody’s Golf has plenty of fun activities that you can participate in when you need a break from the links.

You’ll unlock Fishing and Golf Carts as you improve your skill level and beat rival characters while progressing through the five available Open Courses. Once you’ve unlocked Fishing and Golf Carts, you can pick up your fishing gear at the counter by the pond and golf carts will magically appear by pressing the triangle button while walking the course. Treasure Hunting events, however, are randomly placed throughout Open Courses and all coins collected can be used at the shop!

Everybody's Golf

Fashion Envy?

While Everybody’s Golf characters are customizable from head to toe, we’ve created a tool so you can copy character designs from those avatars you meet on the course when you play online*. So, if you happen to meet some friends and you just have to have their look, try the Avatar Copy feature by selecting the options button on your DS4 to see a list of players in your course. Find a character you want to copy, and simply chose Copy Character. You can copy any character so long as the player has enabled the Copy Character option.

Everybody's GolfEverybody's Golf

We’re grateful to our beloved fans who’ve stuck with us for 20 years now and we invite a new audience of PS4 system owners to give Everybody’s Golf a shot!

Looking forward to seeing you all on the course!

*Some online modes require PS Plus membership.

Everybody's Golf



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A Brief History of Sparc, Out Tomorrow for PS VR

This week we’re excited to launch Sparc onto PlayStation VR. It’s a project that has evolved from early prototyping, so we thought we give the PSVR community a bit of insight into the origin of Sparc.

CCP VR Labs

“VR Labs”

Our small studio is based in Atlanta, part of CCP Games, creators of the long-running space MMO EVE Online. Originally formed to be a virtual reality research & development team (called “VR Labs” internally), our task was to explore the rapidly developing world of virtual reality, and to start learning what it meant to create compelling interactive multiplayer experiences in virtual space.

In our early days, we were working with a Frankenstein’s monster of hardware, hacked together with code, extension cables, and many rolls of gaffer’s tape. We created a VR prototypes for spinning virtual EVE ships, kicking over stacks of blocks, and throwing fireballs at targets. From that early exploration, we knew we wanted to make an experience centered around player-to-player interaction in virtual space. And when we put two players in the same virtual room and let them throw stuff at each other, it got really interesting.

Sparc for PS VRSparc for PS VR

“Project Arena”

Every Spring, CCP holds Fanfest, an event in Reykjavik, Iceland, where EVE Online players meet for several days of panels, parties, pub crawls and more. As part of that event, CCP likes to show off a bit of what the rest of the company is up to, so we were asked to bring several of our VR prototypes to EVE Fanfest 2016.

One of those early VR prototypes was an experience that we called “Project Arena”, and it wound up really grabbing people’s attention at Fanfest. We had many people queue up multiple times to play over and over and we saw some great matches play out between the competitors. Even in that early incarnation, players were having a lot of fun, and we could see the potential for something special and exciting. That excitement, coupled with an overwhelming response to our early “mixed reality” test video , led us to the decision to make Project Arena into a real product.

Sparc for PS VR

Creating a Virtual Sport

We liked the social dynamics of a 1v1 sport, but instead of translating a real-world sport into a VR version, we decided to try to make a sport for VR, a virtual sport, one only possible in a virtual world.

We’ve been calling it a “vSport”, and we approach our design decisions from the perspective of designing an actual sport. While we’ve tried to have some fun and funky character customization options, your avatar in the game is meant to be a representation of you, not some fictional character. We think of your VR gear as your sports equipment, just like you’d need a tennis racquet or a baseball glove. If you get tired from playing a particularly intense game, we have Courtside, where you can take a step back and just watch others play for a bit while you recharge.

Sparc for PS VRSparc for PS VR

Sparc is Here

Sparc is finally here, and we’d love for you to try it out. Join us online in the game for a friendly match, then join us in the Sparc forums to tell us about your experience. We are listening and looking forward to your feedback and tales of glory.

See you Courtside!



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PS VR Bundles Available at a Greater Value Starting September 1

We have some exciting news for those of you that haven’t picked up PlayStation VR yet. Across the U.S. and Canada, we’re launching a new bundle that includes the PlayStation VR headset and PlayStation Camera for $399 USD (MSRP) / $499 CAD (MSRP). This essentially gives you the PlayStation Camera at no extra charge, and will be the core PS VR bundle moving forward.

What’s more, the existing PlayStation VR Worlds bundle (PS VR headset, PS Camera, two PlayStation Move motion controllers and PlayStation VR Worlds) will be available at a new lower price of $449 USD (MSRP) / $579 CAD (MSRP) – so you can get started with an all-in PS VR package at an even greater value. Both bundles will start arriving at retailers on September 1, so check with your local retailers for availability.

PlayStation VR Bundle

This is a great time to jump into the PlayStation VR experience, with a huge lineup of over 100 games, including recent favorites like Arizona Sunshine, SUPERHOT VR, Tiny Trax, Fantastic Contraption and Dino Frontier. If you’re new to PS VR, don’t miss out on marquee titles like Farpoint, Batman: Arkham VR, Star Trek: Bridge Crew and Resident Evil 7 biohazard. The PS VR games portfolio keeps growing, so visit this page to keep up with all the new releases.

Also, if you’re brave enough to be transported into an unnerving world full of dangerous aliens, the Farpoint PS VR Aim Controller Bundle is now back in stock.

On the horizon, we’ve got a great lineup of games, including The Elder Scrolls V: Skyrim VR, Doom VFR, Sparc, Bravo Team and The Inpatient. The system itself also continues to evolve, as we just announced that the latest PS4 system software update 5.00 will include some enhancements for PS VR like 5.1ch and 7.1ch virtual surround sound in Cinematic Mode.

We hope you get a chance to pick up a PS VR system and step into amazing virtual worlds.



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