jeudi 30 novembre 2017

PlayStation Experience 2017 Gear Revealed

Our team is gearing up for PlayStation Experience — and now you can do the same!

The PlayStation Gear store will be back and larger than ever at PSX. We’ll be offering 150 products at the event, including more than 40 items exclusive to PlayStation Experience. We’ll be offering new items from your favorite games, including limited-edition PlayStation T-shirts.

PSX Gear

With our biggest gear lineup ever, you are bound to find the perfect gift for yourself and everyone on your holiday gift list. Some great gifts include PDP’s Kratos with Shield Pixel Pal and Stubbin’s God Of War Plush Bundle, both exclusively made for PlayStation Experience 2017. Don’t forget to include two new additions to the PlayStation Gear line up: Funko’s Horizon Zero Dawn Vinyl POP Figures and PDP’s Ratchet Pixel Pal.

This year, we are teaming up with more exciting streetwear partners like BAPE, Undefeated, and FairPlay. If that weren’t enough, we are coming in strong with even more of our always-popular lifestyle products. Check out our Limited Edition blanket and messenger bag, a small sample of what’s to come!

PSX GEAR

Here’s a sneak peek of some God of War goodies – New God of War T-Shirt Designs, Neca’s Foam Axe Replica, PDP’s Kratos Pixel Pal, and more!

PSX GEAR

New merchandise available at PlayStation Experience 2017, or you can shop anytime on Gear.PlayStation.com.

Don’t forget to get your PlayStation Experience tickets here so you can join in on the fun, December 9-10 in Anaheim, CA.

Products here and items available at the PlayStation Experience Gear Store are subject to change. While supplies last.



from PlayStation.Blog http://ift.tt/2AnsM5z
via IFTTT

Crossing Souls is an Adventure Between Life and Death, Out Feb. 13 on PS4

It’s the first day of summer 1986. Your little brother calls you over the walkie-talkie: “You’re not going to believe this, dude! Hurry! Get the gang together in the treehouse. I have something incredible to show you! I think it’s actually starting to… rot. It smells awful, man!”

That’s how Crossing Souls begins, a game where you join Chris, Kevin, Big Joe, Charlie and Matt in the biggest adventure of their lives.

Crossing Souls

An Ode to the 80s

Crossing Souls is an epic adventure that will take the player to a lovingly familiar place – their childhood. A time when everything was possible and we could live an adventure without ever leaving the house. When the day might hold new and unexpected friends, a spaceship built from couch cushions, or homemade time machine to fight crazy villains that were threatening the whole world itself.

Crossing Souls

With Crossing Souls, we’re aiming to nurture the imagination and reexperience an important part of our team’s childhood from the 1980s through video games, comics, cartoons and film. We will never forget those special moments from The Goonies, E.T., Stand by Me, Explorers, Ghostbusters, Gremlins, Karate Kid, Poltergeist, and more that shaped our view of the world and what was possible. All of these provided inspiration for the story we wanted to tell and enabled us to pay our tribute to all of these influences while adding our own twist. A story that will reach the heart of those of you who grew up in the 80’s and the chance to experience the magic firsthand for those that did not.

Love is in the Details

It is not only how Crossing Souls looks that is important, packed full of homages and references, but also the loving nods in gameplay to our favorites like Streets of Rage or Aladdin that we hope players will recognize and smile at along the way.

The team at Fourattic also made a great effort to tell our story through cutscenes created in that distinct style of classics like Thundercats and He-Man with unmistakably 80s frame rate and image quality. It’s been painstaking work, but the result was totally worth it and we think players will love how it helps to tie the game’s tone and mood together.

Crossing Souls

Crossing SoulsCrossing Souls

Crossing Souls

Starting From Scratch

Fourattic is a really small team, with only five people at the studio. We have grown and learned as we developed our game, putting our hearts and souls into creating a universe that pays homage to our childhood. It is our “first child” born over three years ago and now, finally will arrive on February 13, 2018.

We hope with all our hearts that you enjoy as much as we did making it! We wouldn’t have made it to here if it weren’t for all of you. We want to thank all of you for all the support by the fans and the PlayStation community, we really can’t wait to see you all at PlayStation Experience soon!



from PlayStation.Blog http://ift.tt/2irPN2R
via IFTTT

Dark Eclipse for PS VR: How to Play a MOBA in Virtual Reality

Sunsoft is making a MOBA for PlayStation VR. It’s called Dark Eclipse, and it will be launching in America in Spring 2018. If you’re going to PlayStation Experience, you’ll be able to play the first demo for the game at the event.

Multiplayer Online Battle Arena — or MOBA — games have come a long way, and Sunsoft wants to bring MOBA into the era of virtual reality. We play lots of MOBA games. The thrill of getting a triple-kill, diving under the tower to chase a kill, ganking an unsuspecting opponent, getting that power buff, pushing towers towards the enemy base, receiving cheers from spectators… we want to bring all of this to VR.

This is a game where you need to react to other players — there is no surefire winning strategy, so you need to adapt to each situation. The pace of the game allows you to think strategically in terms of when to attack or defense. Know your enemy, and know yourself. Play wisely.

When we were thinking of player interaction in VR, the first thing we tried was point-and-click and point-and-teleport interactions. While that did work, we were left thinking “What if the interaction was more like real life, where you can just grab things with your hands?”

Unlike VR shooting games, in Dark Eclipse you don’t extend your arms to aim. The game is paced so that you can move more casually. We also designed the game with a rest period between matches, so you can rest your body if needed.

Dark Eclipse is designed to be a competitive game. Like all great MOBAs before it, we are looking forward to seeing skilled players battle opponents who match their skill level, eventually filtering out the top players so we can all watch their godlike gameplay. For that, we will have rank mode in Season 1.

If you are just looking to have some fun, you should know that at first nobody will know the game enough to compete in rank mode, so the launch period will be like “season zero.” So relax, have fun, and enjoy the casual mode at launch.

There are tutorials and a practice mode in Dark Eclipse. We will have a mode for player vs A.I. bots, so you can practice until you are comfortable to play with other live users. There will be rewards as you gain more experience. Rewards you earn will carry forward regardless of solo, casual mode or rank mode.

While traditional MOBA usually requires rapid control of the keyboard and mouse (or touchscreen), in VR, players have motion controllers which allow analog movement input. In Dark Eclipse, you can play with one or two PlayStation Move controllers, or with a DualShock 4, or a combination of both.

Dark Eclipse for PS VR

We have a range of over twenty characters planned for the game at launch, split between human-like characters called Heroes and monster-like characters called Dominators.

When we started playtesting Dark Eclipse in VR, we experimented with having one player controlling up to five characters. We eventually settled down to three controllable characters (leaders) per player because it felt good. The three controllable characters made leader composition an essential consideration, even you’re playing solo.

Because of the large combination of characters to choose from, we are aiming for Dark Eclipse to provide around a thousand hours of gameplay, with matches lasting anywhere from 10 to 30 minutes each. Looking at the hours we’ve put into playtesting this game, this won’t be a difficult task. And it’s going to be fun.

What Lies Ahead

At launch we will focus on 1v1 gameplay, so winning or losing is entirely up to you. This will be the main focus until the competitive season starts. Later, we will move on to 2v2, and the dynamic of the game will start to require teamwork. Eventually, we want to reach 3v3 matches. We don’t want to jump into a situation where there are not enough players in-game at any given time, and we don’t want to have people waiting for a long time for a match.

In short, first claim victory with your own wit, then look forward to team gameplay in a major release after launch. We understand the excitement of a team-based dynamic — looking at MOBAs on mobile phones, it’s easy to get games with five players on each team. But is that the answer for VR MOBA? We are taking steps to find out. The multiplayer online battle experience we want doesn’t necessarily mean 5v5, especially when one player controls three characters. We will keep iterating and evolve the game.

Finally, it wouldn’t be eSports if there are no spectators. For that, we have been prototyping a spectator mode, which will be released in an update after launch.



from PlayStation.Blog http://ift.tt/2kayh3t
via IFTTT

mercredi 29 novembre 2017

PlayStation Plus: Free Games for December 2017

Hey PlayStation Plus members – we have an action-packed game selection for the PS Plus free games lineup in December. Let’s take a look.

Become Death, the most feared of the legendary Four Horsemen, in Darksiders II Deathinitive Edition. The Deathinitive Edition includes all DLC, alongside updated graphics rendering and reworked game balancing. It is instantly playable and sure to make this a Deathcember to remember.

In Kung Fu Panda: Showdown of Legendary Legends, face off alongside or against Po and other Kung Fu Panda characters in up-to four person battles in the iconic Kung Fu Panda universe. This is the perfect game to bring families together for some friendly rivalry during the holidays.

This month’s PlayStation Plus lineup also includes:

  • Syberia Collection PS3
  • Xblaze Lost: Memories, PS3
  • Forma.8, PS Vita (Cross Buy with PS4)
  • Wanted Corp, PS Vita

As a reminder, we are giving PlayStation Plus members a bonus PlayStation VR game – Until Dawn: Rush of Blood. It’s available now through January 2 for PlayStation Plus members in U.S., Canada, and Latin America. This survival horror arcade shooter will be sure to give you a scare as you blast your way through hordes of enemies. Download it now (if you haven’t already) and buckle up for the most disturbing roller coaster ride you’ll ever take.

Monster Hunter: World is rapidly approaching its release, but you can get a taste of the hunt from December 9 to December 12 exclusively as a PlayStation Plus member. In this beta, you’ll be tasked with hunting a Great Jagras and an Anjanath in the Ancient Forest, as well as a Barroth in the Wildspire Waste. While these are your main quest targets, be on the lookout for other deadly monsters roaming each ecosystem.

Lastly, for a limited time, PlayStation Plus members can grab the Smite PlayStation Plus Pack for free! The bundle includes 31 Skins, 20 Gods and Voice Packs, plus the Khepri Announcer Pack. The bundle is available from December 12 to January 9.

And that’s it for the year. See you in 2018!



from PlayStation.Blog http://ift.tt/2AmHnQY
via IFTTT

PlayStation Experience 2017: Panels, PlayStation Presents and More

Hello hello! Hard to believe we’re only 9 sleeps away from the kickoff of PlayStation Experience 2017, starting with Friday night’s PlayStation Presents. Gulp!

Speaking of PlayStation Presents! The show will commence at 8:00pm Pacific Time next Friday, December 8. If you’ve got an Early Bird ticket, you’ll be able to join us on-site in Anaheim, California.

Though PlayStation’s biggest 2017 announcements were revealed at E3 and Paris Games Week, we’ve saved a few stocking stuffers for Friday night. Expect to listen in on candid discussions with some of PlayStation’s top developers, get updates on key titles, and be a part of some special announcements. Even Kinda Funny’s Greg Miller is dropping by!

If you can’t join in on the fun in person, you’ll be able to watch the show at live.playstation.com and earn rewards, or stream on Twitch, YouTube, and Facebook starting at 8:00pm Pacific Time Friday night.

Then, PlayStation Experience will kick off proper. And boy oh boy it’s set to be something special. But we’ll share more details about that soon!

I’m also pleased to share our panel schedule. Panels will take place on Saturday, December 9 and will stream live on live.playstation.com, Twitch, YouTube, and Facebook starting at 11:00am Pacific Time on Saturday. We’ll broadcast game updates, previews, and interviews in between, so don’t touch that dial!

Read on for full details. See you in Anaheim!

PlayStation Experience 2017 Panel Lineup

PlayStation VR Game Panel

11:00am Saturday, December 9
We can’t wait to tell you more about this one! Experience a candid conversation between two legends as they discuss developing their new PS VR title and lessons from VR development.

Media Molecule Presents Dreams

12:30pm Saturday, December 9
Join Media Molecule studio directors Siobhan Reddy, Mark Healey, and Alex Evans alongside a very special guest to take an in-depth look at the development of Dreams during their exclusive Saturday panel at 12:30pm.

IGN Ranks the Top 10 PlayStation Games of all Time

2:00pm Saturday, December 9
IGN’s Podcast Beyond crew is here to figure out the 10 best PlayStation games ever, and they need your help! Uncharted 2 or The Last of Us? Metal Gear Solid, Final Fantasy VII, or Castlevania: Symphony of the Night? Journey or Shadow of the Colossus? Is it too soon for Horizon Zero Dawn to make the list? Help us build the best of the best that PlayStation has to offer. Help us celebrate 20+ years of PlayStation at PSX!

Ghost of Tsushima: From Concept to Reveal

3:30pm Saturday, December 9
It’s been a month since we announced our newest title, Ghost of Tsushima. Here at Sucker Punch, we’ve watched so many reaction videos and read many of your comments with smiles on our faces, so we thought PSX was a great opportunity to share a little more with you all.

Join us on Saturday at 3:30pm as Nate Fox (Creative Director), Jason Connell (Creative/Art Director), Billy Harper (Animation Director), Ryuhei Katami (Associate Producer, Sony Interactive Entertainment) and moderator Brian Altano (IGN) discuss how we approached making the debut trailer and what inspired us to make this game. We’ll share epic concept art that’s driving the tone and visuals for the game, and share a little about our reference trips to Japan and working with new team members that are helping make Ghost of Tsushima even better. Also be sure to stop by our signing session after the panel and come say hi. Stay tuned for more info on time and location.

Uncharted 10th Anniversary Celebration

5:00pm Saturday, December 9
Join us as we celebrate the Uncharted 10th Anniversary at PSX 2017 with an unprecedented gathering of the cast from throughout the series! Nolan North, Emily Rose, Richard McGonagle, Claudia Black, Laura Bailey, Troy Baker, Graham McTavish, and Robin-Atkin Downes reflect on the series and share their memories with guest moderator Greg Miller (Kinda Funny). We’ll also be hosting a special signing session with the cast prior to the panel. Keep an eye on the PlayStation Experience app for time and location!

The Last of Us Part II: Meet the Cast

6:30pm Saturday, December 9
Join Naughty Dog and the cast of The Last of Us Part II as they discuss the making of the cutscene teaser trailer that was revealed just a few short weeks ago at Paris Games Week. Director and writer, Neil Druckmann, co-writer Halley Gross, and key members of the game’s cast discuss the writing process, casting, performance capture, and more. For those attending the event, there will also be a signing session following the panel.



from PlayStation.Blog http://ift.tt/2ilEzgg
via IFTTT

11-Year Willamette Reunion – The Road to Dead Rising 4: Frank’s Big Package

Several years have passed since we’ve had a full Dead Rising release on PlayStation, and thankfully the wait is over as Dead Rising 4 comes to PS4 on December 5. Since some time has passed, now is a great opportunity to reflect on the series’ history and the road to this release, both in terms of the story and the evolution of the core zombie-slaying, open-world action. Considering we’re offering the original Dead Rising as a gift for pre-ordering (at PlayStation Store or Gamestop/EB Games), you’re invited to take the trip down memory lane with us – from Willamette Mall to the entire infected town itself. Let’s look back through the franchise’s history and how it’s evolved from scavenging for helpful objects in a shopping mall to crafting ridiculous combo weapons and mowing down zombies in an armored Exo-Suit.

Dead Rising made its bloody debut in 2006, when the open-world genre was still relatively young. The game stars Frank West, who travels to the town of Willamette, Colorado, to investigate why it’s been quarantined by the government. Frank puts his photojournalistic skills to use in one of gaming’s most memorable introductions – snapping photos of the city’s doomed population as they fall victim to a zombie outbreak. Eventually, Frank finds himself in the Willamette Parkview Mall, where he has three days to investigate the mysterious pandemic before his rescue chopper arrives.

Dead RisingDead Rising

The resulting gameplay of the original Dead Rising is a smorgasbord of zombie-slaying variety. Hundreds of objects are available to slice, bludgeon, and explode the undead into itty bits, from flat-screen TVs to full-on battle axes. Dead Rising ratchets up the tension of surviving Frank’s plight by implementing a timer system and dozens of survivors begging to be rescued. Deadly Psychopaths also defend their mall turf, like Adam the chainsaw-juggling clown (who you can slice and dice with in Dead Rising 4’s new Capcom Heroes mode). That terrifying tension was balanced with the game’s quirky sense of humor, helped in part by Frank’s ever-expanding wardrobe – from fashionable skirts to Servbot masks. These elements combined helped it win a place is would-be zombie killers’ hearts.

A new chapter opened for the series when Dead Rising 2 hit PlayStation 3 in 2010. Chuck Greene, a former motocross champion, takes main stage as the protagonist this time. Chuck competes in a deadly reality TV show that pits daredevils against the undead, in order to earn cash for his daughter Katey’s Zombrex medication, which she needs to hold her infection at bay. The TV shows’ pen of zombies ultimately breaks free, sparking a new infection in Fortune City – a gambling, vice-driven town that gives Las Vegas a run for its money. The plot thickens as Chuck is framed for the outbreak, and he works with reporter Rebecca Chang to discover the true culprits behind it all.

Dead Rising 2Dead Rising 2

Speaking of journalists, Frank West makes his return to the series in both Dead Rising 2: Off The Record, a reimagining of Dead Rising 2 with West cast as the main hero and in the add-on content Dead Rising 2: Case West, where he makes a colorful ally for Chuck as they dig deeper into the Fortune City incident.

Dead Rising 2 adds more to the series’ formula than a new story and setting. While the glitz, glamour, and trained tigers of Fortune City offer an exotic backdrop do the trusty zombie-slaying action, the true evolution of Dead Rising 2 lies in the gameplay. Frank could use nearly any object as a weapon in the first Dead Rising, but Chuck adds more malicious ingenuity to common items with his handyman skills. Chuck can create lethal improvised weapons like the Paddlesaw by combining a paddle with a chainsaw, or the Defiler by crafting a sledgehammer together with a fire axe (Dead Rising 4 expands combo weapon options even wider). Chuck needs all the tools at his disposal to hunt down caches of Zombrex for Katey, which adds another layer of tension to the constant ticking threat and mounting zombie threat. Thankfully, the addition of co-op enables a friend to join you in Fortune City for a bloodbath. Dead Rising 2’s exciting expansion of the original games’ zombie outbreak gameplay makes it a special entry for the series.

Both Frank and Chuck sit out for Dead Rising 3, which released in 2013. This entry shifts the setting even further west to the city of Los Perdidos, as the young mechanic Nick Ramos fights for his life in yet another outbreak. The military plans to prevent further infection by bombing the city in a number of days. The stakes may be high, but Nick rises to the occasion by employing his mechanics skill to take the series’ trademark crafting system to the next level. Not only are the combo weapons more sadistic (the Sledgesaw combines a sledgehammer with a cement saw), but Nick’s gearhead nature enables him to create the all-new combo vehicles. The brutally efficient RollerHawg combines a motorcycle and steamroller into a revving, rolling, flame-spewing death machine. Nick knows how to get around Los Perdidos in style.

Dead Rising 3Dead Rising 3

This history of thrilling zombie outbreaks and empowering gameplay evolution brings us to Dead Rising 4: Frank’s Big Package. The man himself, Frank West, returns to Willamette as the unlikely hero of this massive entry in the series. Frank’s comes equipped not only with his grizzled journo veteran status (he’s covered wars, ya know), but also the wealth of gameplay improvements the series has benefited over the last 11 years. Frank’s investigation into a new outbreak in Willamette brings him back to the unforgettable mall, and extends out into the sprawling city itself. Dead Rising 4 touts the iconic hero and setting of the original, the vastly expanded combo system of Dead Rising 2, along with the combo vehicles and open-world exploration of Dead Rising 3. The addition of high-powered military Exo-Suits also gives Frank the hulking strength to wield parking meters as bludgeons or freeze his zombie foes with an arctic vortex by adding an Ice Slushy machine to your Exo-Suit. Taking combo even further from weapons to vehicles, now to “Combo Yourself”.

Frank’s Big Package delivers more than just the latest incarnation of the franchise – it also comes with tons of additional content and gameplay improvements implemented since the initial launch. PlayStation owners get every piece of previously released content, like the wacky Super Ultra Dead Rising 4 Mini Golf and dramatic Frank Rising, where Frank finally succumbs to the zombie virus and becomes imbued with powerful abilities. We’ve heard fans’ feedback since the initial launch, and have worked tirelessly to implement improvements to the fundamental gameplay experience. The changes include new difficulty levels, survivor rescue missions, improved Maniac encounters, and more.

Dead Rising 4: Frank's Big PackageDead Rising 4: Frank's Big Package

Most exciting of all is the ultimate experience for Capcom fans: Capcom Heroes. This new mode empowers Frank to take on the appearance of beloved characters from over 30 years of Capcom history. Outfits look great, but when you add the ability for Frank to perform outrageous special attacks from these characters, it make zombie slaying all the more fun. Signature moves and weapons include Dante’s stylish Rebellion sword, Mega Man X’s signature X-Buster, Zangief’s iconic Double Lariat and Pile Driver moves, Ryu’s famous Shoryuken, Amaterasu’s celestial brush, and more.

The full lineup includes:

  • Frank West (Classic), your default character
  • Zombie Frank
  • Adam the Clown
  • Mega Man X
  • Bass
  • Ryu
  • Cammy
  • M. Bison
  • Mecha-Zangief
  • Akuma
  • Morrigan
  • Arthur
  • Dante
  • Viewtiful Joe
  • Sissel
  • Amaterasu
  • Jill Valentine

Dead Rising 4: Frank's Big PackageDead Rising 4: Frank's Big Package

Everyone at Capcom Vancouver truly believe that the franchise’s rich history has been building towards Dead Rising 4: Frank’s Big Package. Now is the perfect time to jump in and see how much has evolved over the years. The inclusion of the original Dead Rising game as a pre-order gift also invites players to appreciate the series’ origins and latest incarnation side-by-side, making for the ultimate open-world zombie-slaying adventure. Thanks so much for reading, and even more thanks from the entire Capcom Vancouver team for sticking with us — one zombie outbreak after the other.

Dead Rising 4: Frank’s Big Package launches on PlayStation 4 December 5. Pre-order now to receive the original Dead Rising free.



from PlayStation.Blog http://ift.tt/2AiPjTB
via IFTTT

Sling Spells in Wizard of Legend, Out Early 2018 on PS4

No wands, long beards, nor drawn out incantations needed here. Wizard of Legend is a no-nonsense, action-packed take on wizardry that emphasizes precise movements and smart comboing of spells in a randomly generated dungeon crawler you can go at alone or with a friend.

The dev team of Contingent99 is two high school friends who decided to tackle gamedev co-op style. The two are big fans of action and fighting games, so they’ve made fluid combat the main focus of the game. Think of Wizard of Legend as a pixelated hybrid of Devil May Cry or Bayonetta style hack-and-slash with Street Fighter combos and super moves.
 

Combat in Wizard of Legend revolves around using magical spell cards known as arcana. Each arcana is unleashed with a simple button press. Unleashing them in quick succession to create a combo will become second nature, as you navigate through the challenges of the Chaos Trials. While you begin the game with just a handful of your favorite arcana, you’ll quickly discover more as you progress, boosting your hand and allowing you to pull off longer, more devastating spell combos.
 

With over 100 different arcana to find and master, there are countless combinations of starting hands to suit your playstyle. In addition, you can equip magical outfits and relics that have a wide variety of effects, ranging from summoning helpful familiars, to raining down lightning on all enemies in the area. Each run through the trials will allow you to permanently unlock additional tools that will help you achieve victory, and shopkeepers will help you even further with the different currencies you collect.
 

You can also grab a friend and tackle the Chaos Trials together in Wizard of Legend’s couch co-op mode. While jumping headfirst into the Chaos Trials as a duo will increase the difficulty of the run, it also allows you to come up with strategic synergies only possible when teaming up with another wizard. Also, the fun isn’t over when your friend goes down in battle, as defeating multiple enemies in a show of skill will grant your partner a new lease on life!
 

We can’t wait for you to enjoy Wizard of Legend’s fast-paced spell-slinging, single-player or co-op style, early next year. You can be the first to play the PS4 version at PlayStation Experience this December at booth 101. See you there at the Presented by Humble Bundle booth!



from PlayStation.Blog http://ift.tt/2ildauU
via IFTTT

Mothergunship Co-Op & Crafting Details, Hands-on Demo at PSX

Hello Playstation Fans! Joe Mirabello and George Mamakos here of Mothergunship, a bullet-hell FPS where you craft your own guns and face off against an invasion of robotic alien monstrosities.

First off, we’re excited to announce Mothergunship will be at this year’s PlayStation Experience in Anaheim, where we will be putting the game in front PlayStation fans for the first time! Those of you who are planning to attend can find the Mothergunship booth in Hall A, booth #102 and go hands-on with the game.

Mothergunship

During the past months, the Mothergunship team has participated in several gaming showcases and the big questions on people’s minds have been whether Mothergunship will include multiplayer action and how the gun crafting system will work.

Today, we would like to confirm that multiplayer will be included in Mothergunship when it will launch in 2018 on digital and retail stores. The game will offer an intense co-op action where players can join their friends online on the main campaign, jump into daily missions together, and compete with other pairs on the Leaderboards!

Apart from the co-op system, we would also like to talk a bit more in depth about crafting in Mothergunship. We’ve mentioned it briefly here in the past and we knew it was a fun system, but we weren’t expecting quite the reaction that the community has had to the system. At every tradeshow this is the thing people bring friends over to tinker with and it quickly became clear that Mothergunship’s flexible and empowering crafting system is its standout feature.

Mothergunship presents the player with a lot of enemies to fight, and those enemies have ludicrous amounts of firepower. Crafting in Mothergunship lets players dance toe to toe with that firepower with its modular system of barrels, splitters, and caps.

Mothergunship

The player can snap these pieces together like building blocks to create powerful arrangements; letting them change obvious qualities like adding barrels or creating funny shaped weapons, but also letting them manipulate and tailor the very behaviors of the gun. Perhaps you want a shotgun rocket launcher? Perhaps you’re more interested in a triple barreled laser? Maybe you want to make a gun that has barrels arranged in a heart shape, allowing you to profess your love to your Co-OP partner?. Well, more power to you; Mothergunship won’t stop you.
Here are some of the recent favorite combinations the Mothergunship team has found.

Mothergunship

We’re calling this one “the window”

Mothergunship

Making a grid-gun is an efficient way to make sure you can hit pretty much everything on screen at once.

Mothergunship

Flamethrowers are always an interesting weapon. Slapping a “bounce cap” on them makes them instantly more glorious though.

All these creations don’t come without some careful balance considerations, but here, too, we empower the player to enjoy Mothergunship their way. Every piece added to a gun has a shot cost associated with it. Building an enormously powerful gun is a completely legitimate way to play the game, but you might only be able to fire it once every few seconds… and your ability to respond to situations quickly is crucial for survival in Mothergunship. Fortunately, you can dual wield these contraptions, allowing you to tailor each gun for different circumstances.

Crafting is a toy within this game, and we encourage players to really dive in and experiment.We give the player the tools they need to construct the things they want to, and then we get out of the way and let them surprise themselves. We can’t wait to be surprised too.

We’re looking forward to seeing you in Anaheim!



from PlayStation.Blog http://ift.tt/2jwsnWz
via IFTTT

mardi 28 novembre 2017

PS4 Remaster of Star Ocean: The Last Hope Launches Today

Hello everyone! My name is Takaaki Kai and I am the producer for Star Ocean: The Last Hope 4K and HD Remaster.

When The Last Hope originally released on the PS3, I was still a student, and it was the first game from the Star Ocean series I ever played. I was captivated by the beautifully scenic outer space, as well as the spectacular effects displayed in battle that were generated through the capabilities of the next-gen hardware. The battles were challenging, and I remember being late to class countless times back then.

It must have been some kind of fate that I have now had the opportunity to take part in the development of Star Ocean -anamnesis-, a mobile game released in Japan. Some anamnesis players became interested in the series through the mobile game, and desired to play the previous console titles. We wanted these players to enjoy the beautiful experience and exhilarating battles from The Last Hope, and then began planning for its remaster.

Star Ocean - The Last Hope Remaster

The game already had gorgeous graphics, so in order to really elevate the value of its beauty, we didn’t want to do a simple remake. Instead, we decided to support 4K resolution, even if it meant that the cost would increase drastically. I thought that the sense of awe I felt looking at the beautiful visuals would not translate appropriately in this day and age unless it was displayed in 4K. On the other hand, there is an established sense of enjoyment in the battles and the game itself, so we kept those intact, since we wanted people to experience those aspects as close to its original form, rather than having us inappropriately meddling in those areas. Thanks to this, the exhilarating actions (i.e., Sight Out, among others) that had been enjoyed since the original release feels better than ever with the beautiful 4K graphics. I’m sure those who played the game back in the day on the PS3 will also be satisfied with what we’ve accomplished.

For this particular title, we focused on maintaining the gameplay experience from the original, while elevating the visual expression. Some of the more representative work done on this title include:

  • Upconverting the textures, and upresing the UI textures to 4K
  • Implementing graphical options, such as camera blur, self shadow, and shadow quality selection.

tri-Ace’s proprietary engine, the Aska library, has also been overhauled since then, so it allowed for a more realistic lighting that also contributed to the overall quality. A big hurdle was realizing 60fps with a 4K resolution. Since a wider area needs to be rendered, the post-processing load was heavier, so when the tri-Ace programmers repeatedly worked to optimize the game, and reached the point where the frame rate was stabilized at 60fps, it was a true moment of relief for all of us.

Star Ocean - The Last Hope Remaster

There were a few more hurdles we had to overcome to get the game where we wanted it to be for the fans. For example, the texture colors appeared different, areas that shouldn’t be transparent appeared transparent, the dynamic processing changed as well, so suddenly the sizes of the characters had changed. As a result of the cleaner textures, areas that were previously hidden became clearly visible, and as a result of the improved hardware, glimpses of scenes that weren’t dropped due to a slowdown are now visible. There were so many incidents needed to be dealt with until the final stages of development, it was truly a project in which we felt the progress in game development that occurred over the past 10 years.

There were many hurdles, but the team also still had a lot of fun remastering the game as well! For example, there’s an important scene with Deputy Director Shimada that is only played once, but the voice played over the scene is randomized, or whenever the player opens the bathroom door, there’s a 1/16 chance that Bacchus would be sitting there. There are truly many instances that reflect the love and attention that was poured into such small, random moments throughout the game.

For all the Star Ocean fans out there, thank you for waiting. This remake has finally been realized 7 years since its original release in 2010. Rest assured, the high-speed action battles that had been one of the joys of the original experience remain intact, and players can now enjoy their adventures through the cosmic sea with graphics supporting 4K resolution when played on a PS4 Pro. We hope those who experience The Last Hope for the first time, as well as those who played the original game, enjoy its drastically improved, beautiful, spectacular visuals. Lastly, we hope to continue various developments/activities for the overall seires in an effort to satisfy Star Ocean fans, so your continued support for the series is much appreciated.



from PlayStation.Blog http://ift.tt/2zNSRxr
via IFTTT

Meat Your Maker in Gang Beasts, Launching December 12 on PS4

Prepare to scream with horror and delight as gangs of saggy, pugnacious thugs from Beef City punch, kick and slapstick their way across your screen, hurling their foes into hazardous machinery or mercilessly head-butting them into flaming incinerator pits! That’s right folks, the long awaited Beef-em-up Gang Beasts is coming to PlayStation 4 on Dec 12th!

Gang Beasts will launch with a whole glut of customization options, and with several new modes, including clumsy-yet-brutal 2 vs. 2 soccer matches, and a cooperative mode where up to 4 players battle against waves of thugs.

Gang Beasts

Gang BeastsGang Beasts

Settle all your holiday arguments with a trip to Beef City, where harmless, brutal, violence is fun for all the family! Gang Beasts is heading to your neighborhood on December 12th, until then please enjoy the new trailer above and get ready to FIGHT!

One more thing! If you are heading to PlayStation Experience, Gang Beasts brawls and a tournament await you at the Double Fine Booth!



from PlayStation.Blog http://ift.tt/2BkeJgo
via IFTTT

From Kara to Detroit: The Evolution of Quantic Dream

First came Connor, then Markus. Finally, with Quantic Dream revealing the third of its Detroit leads, Kara, we thought it the best time to look back on the tech demo that sparked the android revolution. Five years after its creation, we asked David Cage to revisit Kara, offering his commentary to the demo, and in this exclusive story, offer his insight into the evolving technology that has defined Quantic Dream’s games.


Quantic Dream is one of the few studios in the world to develop a new engine for each game. The objective of this ambitious endeavor is to push the envelope (and the hardware) as far as we can and give our fans the best looking game possible.

We also try to improve the quality of acting performances game after game, which is strongly related to the quality of our technology.

Our evolution from Kara to Detroit illustrates the progress we’ve made in these areas.

Learning from Heavy Rain’s motion capture

One of the objectives in making the Kara short was to complete our first shoot in Performance Capture. Heavy Rain was shot entirely in “Body” Motion Capture, with facial movements and voices shot separately.

All our actors did an amazing job, but their performances were captured in two parts: first we filmed all body animations, then we recorded voice and facial animations in a sound booth, hoping everything would synch together.

As a result, the performances were disjointed – the eyes could never look in the right direction and it was very challenging (for both us and the actors) to get the level of performance we were looking for.

For the Kara short, we upgraded our Motion Capture system to be capable of recording body, face and voice all at once – what we call Performance Capture.

We really wanted a setup that wasn’t intrusive. This meant no helmet, no face camera, no backpack and no wires. We wanted the setup to be as invisible and light as possible, so our actors could quickly forget it. So we installed a wireless mic for the actors to wear and developed a system for tracking markers without a helmet or a projector, a system precise enough to track eye movements simultaneously.

Last but not least, we needed to capture data good enough to minimize the need for post-animations. We shoot massive volumes of dialogue, so we couldn’t afford a system that would provide data of a quality that would require a lot of work to look good in the game.

In short, we wanted high quality data captured with a very light setup, which was a very interesting challenge…

How Kara helped refine the capture system for Beyond and Detroit

The Kara short is the result of this first iteration. When I saw the first captures, I realized that there was no going back. The gain in quality of acting performance was so high that we couldn’t understand how we were doing it before…

After Kara, we kept improving the precision of our capture system. We also greatly increased the area in which we could capture: working on Kara, we were capable of shooting one actor in performance capture in an area of 2 meters square; on Beyond it was four actors in 9 meters square, and on Detroit we were able to shoot six actors in 16 meters square.

The precision of the data we capture has improved dramatically. We now capture details on Detroit that we could only see on set before.

We have also continued to improve all the technologies linked to the quality of acting performances.

We have developed a muscle simulation system, a wrinkle simulation, a shot by shot lighting rig to have soft and detailed shadows, real time translucency (like how your ears become red when there is a light behind you — yes I know, it’s not a common situation) and many other technologies that you may not see but that play an important part in the impression you get playing the game.

Since the engine we created for Kara in 2012 and the one we use for Detroit today, our rendering technology has also been through many iterations. The engine used for Kara was an evolution of Heavy Rain’s engine and the first version of Beyond: Two Souls’ engine.

After Heavy Rain, we wanted to improve the rendering of skin and eyes, and we wanted to have more subtle light and shadow on faces. We also worked on some improvements regarding image rendering, especially depth of field (the blurry area in the background when the camera is focused on the character).

We were quite satisfied with the progress compared to Heavy Rain, and I remember we all feared that the demo would over-promise compared to what we could deliver visually in our next game Beyond: Two Souls. Working on a short demo is always different to a full game, so we had many discussions about whether it would be fair to show this short. In the end, we decided to present it because we were confident that Beyond would look at least as good, if not better.

The evolution of engines from Beyond to the Dark Sorcerer to Detroit

Beyond used another iteration of the same engine, which improved every single aspect of the tech. To my mind, the game looks considerably better than the Kara short.

Dark Sorcerer was a major step forward for the studio as it was our very first PS4 engine. It remains, for me, one of the best-looking demos we have created.

For Detroit, we’re using a brand new engine again. We invested a lot of time in having optics that are physically correct, unlike some virtual cameras. In short, virtual cameras have no limitations and can emulate optics that cannot exist, resulting sometimes in visuals that are not very convincing.

For Detroit, we worked on aligning all parameters on real optics so we can use the rules that are commonly accepted by our audience. This little change had a massive impact on the visual quality of the game. We added many new features, from bokeh, advanced lens flares, improved lighting, real-time motion blur, volumetric lights, higher resolution on PS4 Pro and many other features.

This new engine combined with our progress in performance capture makes Detroit the most advanced title ever produced by my studio. From Heavy Rain to Detroit, Quantic continues to seek new ways and create new technologies to better capture and inspire emotion.

Although technology will never create emotion, it opens new possibilities and gives creators access to nuances and subtleties that were impossible before.



from PlayStation.Blog http://ift.tt/2ic2PBs
via IFTTT

lundi 27 novembre 2017

Let It Die Celebrates 1st Anniversary, World of Tanks Collaboration Starts Nov. 30

It’s hard to believe we launched Let It Die during a surprise announcement at PSX just a year ago! Now the time has come to celebrate our first anniversary with a bang—really more of a thunderous “BOOM!” since our anniversary event includes an explosive collaboration with Wargaming’s World of Tanks. From November 30 to January 11, Let It Die will feature a host of special events to excite both veteran “senpai” and brand-new Fighters alike.

Let it Die – World of Tanks Collaboration

The World of Tanks collaboration event will feature 10 new and original Premium Skill Decals. Unlike other Skill Decal events, this one will eliminate the possibility for duplicate results unless a player decides to reset the event’s selection. Some of these unique decals may dramatically increase your defense or even turn your normal ammunition into explosive rounds!

Let it Die – World of Tanks Collaboration

On top of that, we will have a special collab armor for direct sale on the PlayStation Store. This armor is based off the design of one of the most popular tanks in World of Tanks, the T-34/76. It can even be upgraded to the mighty “4th Tier.” In addition to these store elements, there will be special decorations available for your Waiting Room, limited themed quests, and special equipment that may be obtained by defeating WARDOGS in the Tower of Barbs. The WARDOGS will be equipped with special design variants of War Ensemble equipment inspired by themes found in World of Tanks (one of these WARDOGS is being punched in the above screenshot).

Let it Die – World of Tanks Collaboration

Aside from the special collaboration, we are also giving out rare mushrooms for players who log in during a certain period. Closer toward the apex of the holiday season, we will have a very special bonus for players. We’ll be sending out a powerful pair of shades modeled after those belonging to everyone’s favorite mascot, Uncle Death! Extremely durable, these special specs will give a decent boost in defense and an incredible boost in stamina!

We couldn’t be more excited to share this massive event with the millions of players who made this all possible. Hopefully, you’ve been having a goretastic time exploring the Tower of Barbs and raiding the pants off your enemies (literally). Let It Die has grown and changed a lot over the last year, and you can be sure more will be coming your way sooner than you can say “secret of my success” ten-times quickly.

For more details on this and other events, you can check our official website!



from PlayStation.Blog http://ift.tt/2zI4y99
via IFTTT