mardi 3 avril 2018

PlayStation Now April Lineup: Homefront, Saints Row, More

This month we’ve got a diverse batch of new action, shooter, racing games and more hitting PlayStation Now, ready for you to stream to your PlayStation 4 and PC. Joining the library of more than 600 games – including more than 150 PS4 games – are Homefront: The Revolution, F1 2016, Saints Row: Gat out of Hell, The Unfinished Swan, Mantis Burn Racing, and more.

New This Month

You are the revolution in Homefront: The Revolution. In an alternate future, build a resistance against the occupying North Korean army in your hometown of Philadelphia. Explore an open world environment, scavenge supplies and modify your weapons and equipment as you start a new revolution.

This month we are upgrading the PS3 version of the open world action game Saints Row: Gat out of Hell to the PS4 version. Play as either Johnny Gat or Kinzie as you tear apart Hell in a quest to save the Boss’ soul. Historical icons, old friends, older enemies, a talking gun, a full length musical number, and a whole lot of other shenanigans all await you in this open world standalone expansion playground. Soar through the air on fallen angel’s wings, and wage war in the five unique districts of hell any way you want.

Get ready to create your own legend and go deeper into the world of the most prestigious motorsport than ever before, with F1 2016, the official videogame of the 2016 FIA FORMULA ONE WORLD CHAMPIONSHIP. Featuring the full 2016 season calendar of 21 tracks and the full roster of 22 drivers and 11 teams, F1 2016 lets you work with your agent, engineer and team to develop your car in the deepest ever career experience, spanning up to ten seasons. Forge your own path to glory, and rise to be the champion.

With the indie hit The Unfinished Swan, explore a mysterious all-white landscape by splatting paint to reveal the world around you. As Monroe, a 10-year-old orphan, you’ll follow a swan that’s stepped out of an unfinished painting and wandered off into a surreal, storybook-inspired kingdom. Each chapter brings surprises, new ways to explore the world, a host of bizarre (and sometimes dangerous) creatures, and encounters with the eccentric king who built this empire.

Omega Quintet is a hybrid RPG and idol simulation where five idols wield Sound Weapons against the dark forces of the world. Build up an arsenal of attacks, get the crowd’s pulse racing with extraordinary skills, and then get them on their feet with a live performance! Customize your idols’ outfits, accessories, hair and more, and enter battle where every fight is a performance and the audience always wants more!

The race is on in Mantis Burn Racing, where fast-paced bumper-to-bumper racing combines with intuitive, tactile gameplay and stunning visuals in one of the most immersive top-down racers around. With a RPG-style upgrade system providing players with deep tactical choices, this is racing at its rawest but most exciting! Features 4-player local split-screen racing with extensive online modes for up to eight players (PlayStation Plus not required for online play through PS Now).

Here are all the new games available to stream on PS4 and PC starting today. We’ve got action, open-world, racing, shooters, puzzle and indie games, unique Japanese imports, and more.

April’s New PS Now Additions

  • APB Reloaded
  • Azkend 2
  • Baseball Riot
  • Dark Rose Valkyrie
  • Dead Island Retro Revenge
  • Dynamite Fishing World Games
  • F1 2016
  • Homefront
  • Homefront: The Revolution
  • Mantis Burn Racing
  • Mighty No. 9
  • Omega Quintet

PS3 > PS4 upgrades

  • Risen 3 Enhanced Edition
  • Saints Row: Gat out of Hell
  • The Unfinished Swan

March’s Most Popular PS Now Titles

  • Red Dead Redemption
  • NBA 2K16
  • WWE 2K16
  • Mortal Kombat
  • Fallout: New Vegas
  • Sid Meier’s Civilization Revolution
  • The Last of Us
  • God of War 3 Remastered
  • The Elder Scrolls IV: Oblivion
  • Payday 2 Crimewave Edition

If you haven’t given PlayStation Now a try yet, check out the seven-day free trial for PS4 and PC to experience the streaming service for yourself. PS Now provides unlimited on-demand access to a growing library of over 600 games, with new games added every month, and no game downloads required. PS4 save data in PS Now is also compatible with PS Plus cloud saves, so you can upload/download save files to and from your own console.

Stay tuned to PS Blog for more PlayStation Now updates. Happy gaming!



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All the Things You’ll Feel in Your First 60 Minutes With Dark Souls Remastered

Full disclosure: I’m a Dark Souls bore. Gaming’s equivalent of one of those guys who pulls out an acoustic guitar at a house party and starts singing Ed Sheeran songs. Everybody knows one.

When From Software’s revelatory action RPG first launched back in 2011, I fell for it hard, playing it over and over and over. NG, NG+, NG++, DLC, NG+++. For a six month period, it dominated my waking hours, and then invaded my nightmares.

But that was seven years ago. Things have changed. Sequels happened. PS4 happened. Bloodborne happened. And with the upcoming release of Dark Souls Remastered looming, I was curious as to how my GOAT has stood up to the ravages of time.

In search of answers, I was delighted to take Bandai Namco up on its offer of some hands-on time with its returning masterpiece.

Here’s everything I learned in my first 60-minute foray back into Lordran…

1. Muscle memory is intact

You know the old saying, “Tiptoeing around Lordran cowering behind a shield is just like riding a bike?” Never a truer word was spoken. It’s been six years since I last booted up Dark Souls and getting back in the saddle was a breeze.

First time around I found Dark Souls’ UI a touch inscrutable. Confession: it wasn’t until I was more than 30 hours into the game that I realized I’d solely been levelling up my Vitality stat. It was an… interesting build.

This time I was equipping items, studying item stats, tweaking my build, and lobbing projectiles around straight out of the gate, like a champ. Come at me, Burg-dwellers.

2. Pity Undead Burg’s hapless residents

Where once I inched through the Burg in a state of permanent paranoid anxiety, this time I marched through its streets with untouchable swagger, dispatching its dead-eyed residents with a nonchalant flick of the thumbstick and a few pithy ad-libbed one-liners. Back in 2011 their booby traps and ambushes elicited shock, awe, and sweaty palms. Not today.*

3. It’s lonely out there

Following the busy world of Dark Souls 3 and the torch-wielding mobs of Bloodborne, the eerie quiet of the Undead Burg was a surprising – and welcome – reminder of just what an amazing job From Software’s classic does of establishing atmosphere and a sense of place.

With incidental music all but non-existent, Dark Souls is a game soundtracked almost solely by your interactions with the environment. With a pair of headphones on, and a big 4K TV screen inches from your nose, it’s still a uniquely solemn, lonely world to inhabit.

4. It’s good to be back at Firelink Shrine

Is there a safer, more tranquil bolthole in any video game than Dark Souls’ Firelink Shrine? I think not. That gentle orchestral theme, the crackling campfire, the Crestfallen Warrior’s rousing pep talks (“There’s no salvation here. You would have done better to rot in the Undead Asylum”) – yup, it’s my happy place.

5. It’s great to get the gang back together

And speaking of friendly faces, it was all I could do to stop myself reaching through the TV and giving good old Petrus of Thoruland a hug when I ran into him mooching about the Firelink ruins.

As per last go-round, the feeling did not appear to be mutual. “Have you business with us? If not, I’d prefer to keep a distance.” <3

6. Dark Souls makes you feel good…

You can’t beat the dopamine release of vanquishing a boss, kicking down a ladder, and having that “Eureka!” realization that you’ve opened up a shortcut back to a bonfire. A close second? Landing your first backstab animation and eviscerating a poor Burg-dweller. It’s the little moments in Dark Souls that really set it apart.

7. …except when it doesn’t

What’s the opposite of dopamine? I’ve no idea – but whatever it is, two things are guaranteed to send it coursing through my neural synapses: Black Knights, and getting poisoned by giant rats.

My first sighting of the former, standing stock-still at the far end of a corridor, sent a familiar chill trickling down my spine. The latter, meanwhile, won my first Dark Souls-inspired volley of four letter words since I last dispatched Gwyn, Lord of Cinder all those years ago.

8. Prepare not to die

Humblebrag: I timed my first death at 53 minutes. I breezed past the Asylum Demon with barely a scratch on me; and the once-feared Taurus Demon capitulated quicker than you can holler “Death From Above!”

I hear you. There are few online cliques more tedious than the “Actually Dark Souls is really easy, dontchaknow” crowd. That said, when you actually know what you’re doing, progress is quick and satisfying. It’s a great feeling clearing out an area in 10 minutes that once took you days of toil.

9. Pride comes before a fall

But with Dark Souls, it’s exactly that kind of complacency that lands you in trouble. There are few other games where disaster can befall you at such unexpected speed – even when you know every inch of its terrain. My assassin? Those darn rats guarding the entrance to the Undead Parish.

10. And after a fall? Calamity.

Peeved that my bubble of perceived invincibility had been popped so unceremoniously, I duly decided to put my head down and charge back through the battlefield from the nearest bonfire to snatch back my lost souls.

Sure enough, with my blood up and concentration punctured, I got cut down well short of my goal. Goodbye, hard-won soul cache. Never forget, Dark Souls takes great pleasure in punishing greed or hubris. Come May 25, remember to stay humble!

*Okay, yeah, sure – I totally fell for the old “flaming barrel kicked down the stairs” trick ¯\_(ツ)_/¯



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Island Time VR Out Today: Meet Carl the Crab

Aloha, PlayStation VR Fans! Adam Volker here from Flight School Studio excited as heck to tell you that our next PSVR game, Island Time VR, is out today! This arcade-style survival game strikes a very different tone from our last PSVR release, Manifest 99, which was recently nominated for an Emmy Award. In Island Time VR, you are shipwrecked on a tiny virtual island. You’ll have to find a way to survive and not starve; so, you’ll catch fish, craft tools and fend off pesky creatures like seagulls who steal your stuff. Oh! And, you’ll have to start a fire to cook food. Good luck with that one.

And, today, I’m chatting with the amazing Ruby Wang, Art Director for Island Time VR and Greg Miller of Kinda Funny, the illustrious voice of Carl The Crab. As the island’s only resident, Carl is the friendliest crustacean you’ve ever met. He helps players out with (sorta) useful tips, tricks, and the occasional claw. He’s your new best friend. Kinda.
 


Island Time VR: Carl the Crab

Ruby, where did you start with the visual design for Carl? How’d you nail his wacky shape and big personality?

Because Carl is the primary character you interact with and you are constantly dying, it was important that he be as adorable/goofy as possible to give the player encouragement. To try out lots of options, I drew a bunch of character thumbnails to quickly try out several kinds of shapes and styles that might fit his personality. For the team, the round shape version of Carl just stood out as friendly and cute (bottom row second from the left)! So, we expanded his design from that small sketch. Once you know what Carl is like, every design detail just followed naturally!

Ruby, what’s some of the challenges of designing characters and objects for PlayStation VR? What makes a great character like Carl work in VR?

Island Time VR: Carl the Crab

Doing design for VR is a little different than designing things in animation, films, or some games. For art, we have to aim for a big, clear silhouette. Because people can get really close to an object in VR, we have to give a lot of detail to props and characters, even if the design seems very simple. We want our game to look nice from far; but, it still should look great if we get closer. For character design, we have to pay attention to player’s point of view. Most of the time in the game, players see Carl from a top-down view. So, I had to make sure Carl’s silhouette read well and looked cute from that angle. Also, that his floating eyebrows don’t look weird!

Greg, what did you think when you got the first impressions of Carl? How did Ruby’s design impact your voice performance?

Oh, man, I thought he was adorable! The first clip you guys and gals sent me was him just walking around, and even at that rough stage, I thought he looked great. I mean, I’m not a voice actor. I don’t know how anyone can stand my voice! So when you reached out for the role, I assumed I’d have to do something different, but you explained you wanted me for Carl because Carl is me — honest, heart on his sleeve, and positive as can be. Once I saw him — saw Ruby’s design — I got it. The first trailer my voice is in ends with him talking about how impressed he is with the player, and you can see that in his eyes and — hopefully — hear that in my voice. That’s something special.

Greg, what do you think are Carl’s most helpful tips? Do you think he’s truly motivated to help the player?

Carl is 100 percent motivated to help the player. When we were in the booth, you kept bringing me back to honestly being happy with the player’s performance and positive in Carl’s criticism. It’s not about mocking a player — this is Carl’s only friend; he wants the player to survive just to have someone to talk to. As far as tips? Experiment! You folks have done a great job of making a game that seems simple. It gets deeper the more you tinker. There’s plenty the player will be discovering on their third or fifth playthrough.

Alright, for both you: if you could send one thing to Carl to use while stranded on the island, what would it be?

RW: Another friend, like you! We all need friends around us, making sure we have company in difficult times …like dying. He needs you as much as you need him. So, go get stranded on this tiny island and be a lifelong friend with Carl the Crab!

GM: Chicken wings and a PlayStation Vita. Duh.

Island Time VR: Carl the Crab


Well, nobody asked me so “Gee, Adam, what’s the one thing I’d take with me if I was stranded on an island?” I’d start with a comfy chair to sit in and then go from there.

Thanks Ruby and Greg for bringing Carl to life and for being the absolute best collaborators on the game. I can’t wait to beat your high score.

In any case, dear reader, we’re looking forward to seeing your best survival times and creative solutions to uh… not dying in Island Time VR.



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lundi 2 avril 2018

2MD: VR Football Touches Down on PS VR This Spring

Hi everyone, M from Truant Pixel here; I’m excited to finally reveal that 2MD: VR Football is coming to PlayStation VR this Spring!

2MD is a motion-controlled VR gridiron football game – it’s a thrilling, two-minute drill arcade experience that encourages players to stand up and take on the role of a quarterback tasked with capturing victory in the final minutes of a championship game. The goals are simple: Draw the plays, call the shots, and throw, hand-off, or run the ball to take down opponents before the clock runs out!
 

We’ve built a unique, 1:1 throwing model which allows for natural form in VR. It’s customizable for players of all sizes, for either standing or seated play, utilizing Move motion tracking to create an experience that is truly the first of its kind for PlayStation.

The idea for 2MD came about after we first experienced room-scale virtual reality: we were motivated to create an engaging, physically active experience that would best utilize the technology and the available space, even when the room to move around might be limited. Most important of all, the experience had to be fun in a way that was natural, quick to learn, but challenging to master; kind of like… throwing a ball.

From there, a proof of concept that was drafted – simple at first, inspired by two-minute drill arcade football games of old, with primitives sliding around a bare field, falling over each other to chase down a ball. Drafting plays in VR was subsequently birthed as a natural extension of using the interface to give the primitives on your “team” routes to run. It’s really no exaggeration to say that, with this game, simple and addictive fun was at its core, with the rest of the title evolving from that. We had such a good time with the concept that we committed to turning it into a full-fledged, polished experience, and 2MD: VR Football was born.

2MD is unique to PS VR in several ways. In addition to realistic passing, you can also hand off the ball to a runner, or even run the ball yourself. Because you have freedom to design your own offensive plays (up to eight unique ones that can be dynamically ‘flipped’ for 16 total), you’re in complete control of your strategy before taking the field. Once there, you can call audibles using either standard digital controls, or using speech recognition if you choose. You’ll need a creative strategy, after all, because your opponents are also one-of-a-kind.
 

The defensive AI is deceptively simple at first, but quickly becomes complex as you progress through the seven-round heat. Defenders have unique behaviors that will vary from one play to the next and may act individually or respond as a group. As a result, no two plays will turn out the same. The defense will continue to get better at responding to your strategy, too, so be ready to change it up if you want to earn that championship ring.

In addition to building from the ground-up for PSVR, we’ve taken the time to add even more to round out the experience: We’ve enlisted the talents of professional voice actors like SungWon Cho (@prozdkp) as coach, Xander Mobus (of Persona 5 and Super Smash Bros) as our announcer, and David Wald (@davidwald_va) to voice some of our players. The PS VR release of 2MD also features music by up-and-coming Hip-hop artist K.Carter, whose fight song “Down the Field” plays during the championship game.
 

All this plus eight immersive stadiums (with unique touchdown celebrations and thousands of screaming fans), customizable teams, rapid-fire post-game bonus rounds that allow you to exponentially increase your score, and more. There’s much more to 2MD than I can list here, and that really describes the game in a nutshell: simple to pick up, easy to get into, but with a deeper strategy and challenge beneath the surface for both casual and serious football fans alike.

Thanks for your time, and we can’t wait to see everybody on the leaderboards soon!



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City of Brass Coming to PS4 May 4

G’day from Australia! My name is Ed Orman, and I’m one of the founders of Uppercut Games. I’m super-excited to announce that our hack and slash adventure City of Brass is coming to PS4 on May 4, 2018! To celebrate, we’ve put together a brand-new action-packed trailer showing off the game!

City of Brass is a first-person action adventure, where you take on the role of a daring thief who has entered the ill-fated city in search of treasure, only to find it filled with traps, terrors and an evil curse that forces you to die and be reborn over and over again.

City of Brass

City of BrassCity of Brass

Armed with scimitar and a whip that can grab, trip, disarm, stun or shatter as well as swing, you’ll lash and slash, bait and trap your way through hordes of undead, collecting treasures and powerful relics as you struggle to reach the center of the city and break the curse. You’ll also encounter Genies who will provide their services – for a price.

With the ability to sprint, crouch, slide, leap and vault, you’ll quickly become accustomed to fluidly moving and fighting through the city. The city shifts and changes every time you play, and we’ve provided tools to allow players to tune the challenge to the level that you are comfortable with. We’re really looking forward to finally getting City of Brass into your hands!

City of Brass



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The King of Fighters ’97 Global Match Out Tomorrow on PS4, PS Vita

Are you prepared to put an end to a fight centuries in the making? SNK is bringing one of the most iconic entries in the KOF franchise to PS4 and PS Vita tomorrow! Releasing at $14.99 with both cross buy and cross play, this is a must-buy for any fighting game aficionado!

The King of Fighters '97 PosterThe King of Fighters '97 Poster

About KOF ’97 Global Match

The biggest addition to this release is the inclusion of online multiplayer, including options such as the ability to play single player while waiting for matchmaking. As with our previous releases that were made in collaboration with Code Mystics, The King of Fighters ’97 Global Match will also include a special Gallery Mode with unlockable art pieces, and the ability to set the Menu BGM to your favorite music track! The original KOF ’97 release was a key entry in the franchise, because it concluded the first overarching KOF storyline, the Orochi Saga, which went on to be a staple in the series going forward.

The King of Fighters '97 Global Match

The King of Fighters '97 Global MatchThe King of Fighters '97 Global Match

Looking Back on the Development of KOF ‘97

I sat down to talk with Yasuyuki Oda and Hideaki Asanaka about the development of KOF ’97 to get an idea of what sets it apart from other entries in the series, at least in the eyes of the developers.

JW: Can you tell us a little bit about your history with KOF ’97?

Oda: Well, I was not directly involved in the development process for the KOF titles as I primarily worked on the Fatal Fury series; however this entry is particularly special because it added a few new characters from the Fatal Fury series, Blue Mary and Ryuji Yamazaki. In fact, one of the new teams added to the game was actually the result of polling fans through a handful of Japanese gaming magazines for characters they wanted added to the series and all three of them (Billy Kane, Blue Mary, Ryuji Yamazaki) were actually characters from my Fatal Fury series, which made me very happy. Billy Kane had already appeared in the KOF series, but the other two made their debut in this title thanks to their popularity among fans. On top of that, we always had trouble creating the sambo style grappling moves for Blue Mary in the Fatal Fury games. In certain titles, we actually started cutting down on her grapple moves because they were hard to balance. However, I feel like the designers who worked on her in KOF ’97 managed to find the perfect balance in her gameplay, which really impressed me as we had struggled there.

Asanaka: I was the Main Sound Designer on KOF ’97 and it still sticks in my mind because we challenged ourselves to create a very different type of soundtrack. As part of the plot, the KOF tournament stops being a secretly held event, with more of a mainstream appeal, complete with sponsors and TV broadcasts. In that sense, we wanted to move away from the standard format with every character having their own music tracks, and instead focus on a more overarching sound styled after competitive events. I believe that the ’96 Olympics being fresh in everyone’s minds also helped influence that direction as well. It was a challenge and there were some necessary cuts made to match that direction, but I think we succeeded in making a very unique soundtrack for the game that still has fans to this day.

The King of Fighters '97 Global MatchThe King of Fighters '97 Global Match

JW: Considering the series had yearly updates during this period, were there any other changes to make things fresh?

Asanaka: The team members for the KOF titles actually changed quite a few times, so each team definitely had their own take on things. One thing that comes to mind is that there was actually a push to add some levity into the title to balance out the fairly dark storyline. The addition of Shingo Yabuki to the game highlights this in my opinion. He’s designed to be a comic foil to the main character Kyo, and his design and personality is definitely influenced by common anime tropes such as school rivalries.

Oda: The series definitely started delving more and more into that realm over the years. I wasn’t involved in the creation process myself, but one example would be the ‘202 Shiki Koto Tsuki You’ move added post- KOF ’94 to Kyo’s move list. Every time I see that move it reminds me of a similar move in one of my favorite 90s giant robot anime! Not sure if that is a coincidence or not though…

The King of Fighters '97 Global Match

JW: Were there any other interesting stories or changes to KOF ’97 that you remember clearly?

Asanaka: There is one more actually, though I’m not sure how interesting people will find it! One issue we always had with KOF was that the arcade center income was less efficient than other titles such as Fatal Fury. This was just simply because having a 3v3 system meant it took longer per play for rounds to finish, which meant less 100 yen coins for the company! We obviously did want to touch that system as it is central to the KOF experience, but we made changes elsewhere, such as speeding up the message speed.

Oda: Yeah, actually we did something very similar with Real Bout Fatal Fury 2, removing a lot of extraneous features so that matches started and ended much quicker.

JW: Do you have any last comments for the fans?

Asanaka: KOF ’97 felt like a turning point for the franchise as we finished the first overarching storyline and it was a huge hit with fans. I hope they enjoy the unique soundtrack we put together for this iconic release.

Oda: KOF ’97 is still currently one of the most popular eSports titles out there, especially in China where huge tournaments are still regularly held. I hope that this release motivates more fans overseas to try their hand at competing in these retro titles!



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Chasm Lands on PS4, PS Vita This Summer

If you were deciding whether to get a PS4 back in 2014, you may have walked up to a demo kiosk at your local Best Buy or Target and tried out a game called Chasm. Or maybe you were already familiar with it from the time it first hit the public eye the year before when it blew away its funding goal on Kickstarter. And then you may have wondered whatever became of that game that reminded you of your favorite games from back in the day.

Well, I’m happy to report that the little team that could is now putting the final touches on this passion project that has consumed five people for nearly six years. We expect to be submitting the final game to Sony in a couple months and launching this summer.

Chasm

Welcome to Chasm, an action adventure game in which you play a new recruit undertaking your first mission for the Guildean Kingdom. Thrilled to prove your worth as a knight, you track strange rumors that a mine vital to the war effort has been shut down. But what you discover in the mining town is worse than you imagined: The townspeople have begun to disappear, kidnapped by supernatural creatures emerging from the depths. Honor-bound to solve the mystery and restore peace to the Kingdom, you embark upon an epic adventure, with deadly battles against cunning monsters, exploration of ancient catacombs and castles, and powerful new equipment hidden at every turn. Though the overall story is the same for all players, your hero’s journey will be unique: each of the rooms has been hand-designed, and behind the scenes Chasm stitches these rooms together into a one-of-a-kind world map that will be your own.

Chasm

This map isn’t a spoiler since yours will be different!

We were grateful and humbled by the outpouring of enthusiasm for Chasm when we first announced it five years ago. So many people tried the demo we put out with the Kickstarter and thought that it already seemed like a finished game. In fact, we’re still using some of the assets from back then, including the main character, some of the NPCs, and a few enemies. So what have we been up to all this time?

We certainly fell prey to Hofstadter’s Law, which states that things always take longer than you expect, even when you take into account Hofstadter’s Law. A lot of our favorite games took over five years to make, including Axiom Verge, Owlboy, and Spelunky. On one hand, we may have started talking about Chasm too early, so people who were excited by it felt that development was taking forever. On the other, had we not talked about it when we did, Chasm would never have gotten made. The game exists thanks to the financial and emotional support of those early fans, and we are eternally grateful.

One of the most difficult things to get right was the underlying code base. When we made that early demo, it was stitched together with bubblegum and duct tape. We wanted to make sure that everyone playing Chasm would have their own world map that was unique to them, and we also wanted to make sure that every possible world map had the right pacing, variety of gameplay, and challenge. I think we succeeded. Many of our playtesters didn’t even realize that their world was a one-of-a-kind until they started a second playthrough.
 

Another challenge was the sheer volume of content. We had an overall story arch and world structure in mind when we set out to develop the game, and that required a lot of content. Whereas the earliest demo had a few enemies and room types in the first area of the game, Chasm now has six fully realized areas, with tons of enemies, bosses, puzzles, and platforming challenges. Detailed backgrounds, sound effects for every enemy, puzzles, and side quests are all critical to the creation of an immersive make-believe world.
 

We don’t want to spoil too much with our official release finally just around the corner. But we will give you one final bit of new information. Back when Axiom Verge launched on PS Vita, lots of people asked Dan Adelman (who handles the business side of both games) if Chasm would launch there too. Dan replied that it would depend on how Axiom Verge did. Well, I’m excited to confirm that Axiom Verge did well enough on PS Vita that we decided to make Chasm cross-buy. And best of all, this added no time to our schedule, since the guy who did the Axiom Verge port was able to get Chasm’s code base up and running while we were still working on the game.

We’ll have more details about the specific release date soon, but for now, keep your summer open!



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