PlayStation.Blog.Europe https://blog.eu.playstation.com Your daily fix of PlayStation news from across the SIEE region Fri, 20 Jul 2018 20:45:18 +0100 en-GB hourly 1 https://wordpress.org/?v=4.9.6 How Capcom’s powerful RE Engine rebuilt Resident Evil 2’s Leon Kennedy, Claire Redfield and Raccoon City http://feedproxy.google.com/~r/SCEEBlog/~3/jZsOWOEiQcs/ https://blog.eu.playstation.com/2018/07/20/how-capcoms-powerful-re-engine-rebuilt-resident-evil-2s-leon-kennedy-claire-redfield-and-raccoon-city/#comments Fri, 20 Jul 2018 20:45:18 +0000 http://blog.eu.playstation.com/?p=276413 Just revealed at the Resident Evil panel at San Diego Comic-Con, we have a bunch of new information on Resident Evil 2, straight from the game’s producer, Yoshiaki Hirabayashi! Remaking a true classic is no easy feat, but the talented team at Capcom behind the upcoming Resident Evil 2 is certainly up to the challenge. […]

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Just revealed at the Resident Evil panel at San Diego Comic-Con, we have a bunch of new information on Resident Evil 2, straight from the game’s producer, Yoshiaki Hirabayashi!

Remaking a true classic is no easy feat, but the talented team at Capcom behind the upcoming Resident Evil 2 is certainly up to the challenge. Originally revealed with the “WE DO IT” video that’s become well-known among fans, Hirabayashi explained how this new version of Resident Evil 2 exists because of overwhelming fan demand.

This is not just a remake – it’s a complete redesign of Resident Evil 2, including the iconic Raccoon City Police Department and the surrounding Raccoon City.

Leon Kennedy

Speaking of, one of the topics covered was Leon’s younger look in Resident Evil 2. Compared to later entries, the goal was to give him more of a fresh-faced rookie look in contrast to the hero that he becomes later on in the series.

Famous for having one of the worst first days on the job in history (they cancelled his welcoming party and everything), a lot of thought was put into how Leon’s new, yet classic, look would work with modern photorealistic graphics.

As a result, the team created a physical version of Leon’s costume, using photogrammetry technology to scan his clothes into the game and added minor details and changes afterwards.

Claire Redfield

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Resident Evil 2 isn’t complete without Claire, our hero who comes to Raccoon City searching for her brother Chris. Claire’s updated design uses the same technology, scanning in a real-world costume to capture every last detail of her outfit.

The team had quite a bit of discussion on how to design her new look, and how much of it should retain her appearance from the original PlayStation release of Resident Evil 2.

Ultimately, the team decided on an appearance that would line up with the iconic scene of Claire entering Raccoon City on her motorcycle. The team is extremely happy with her final design, and hope you all enjoy it as well!

Raccoon City

For the city itself, the team put a major focus on two concepts that permeate throughout the game: a sense of wetness and playing off a fear of the dark.

Using the powerful RE Engine, the team has been able to achieve their goal of creating a sense of dread through these visual cues. The events of Resident Evil 2 take place on a rainy day in Raccoon City, causing puddles and flooding in parts of the city, while others areas are covered in the grotesque aftermath of clashes with the undead and other terrors lurking in the gloom.

Finally, it’s not Resident Evil 2 without zombies! Hirabayashi and the team discussed how they designed the scourge of undead in the remake.

Simply put, they wanted to create something monstrous that you didn’t want to be bitten by! To that end, zombies have been created with the same concepts of wetness and darkness in mind, ensuring that every encounter is just as tense as the one before.

We hope you’ve enjoyed this special look into the Resident Evil panel at San Diego Comic-Con. Raccoon City is ready to welcome you with open arms when Resident Evil 2 comes to PlayStation 4 on 25th January, 2019.

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Treyarch answers 15 questions about Call of Duty’s Zombies to mark the fan-favourite mode’s 10th anniversary http://feedproxy.google.com/~r/SCEEBlog/~3/kwVEUgRxe48/ https://blog.eu.playstation.com/2018/07/20/treyarch-answers-15-questions-about-call-of-dutys-zombies-to-mark-the-fan-favourite-modes-10th-anniversary/#comments Fri, 20 Jul 2018 14:08:51 +0000 http://blog.eu.playstation.com/?p=276353 This year marks a momentous occasion: the 10-year anniversary of the release of Call of Duty: World at War! And along with it, the very first Zombies experience released by developer Treyarch. The rest, as they say, is history. With Black Ops 4 Zombies details beginning to burble out of the Comic-Con murk, we put […]

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This year marks a momentous occasion: the 10-year anniversary of the release of Call of Duty: World at War! And along with it, the very first Zombies experience released by developer Treyarch. The rest, as they say, is history.

With Black Ops 4 Zombies details beginning to burble out of the Comic-Con murk, we put the call out to PlayStation fans for questions — I snuck in a few, too.

Traditionally, Treyarch has tended to be tight-lipped around Zombies details pre-launch.

However, with three radically different Zombies experiences launching with Black Ops 4 on day one, Jason Blundell (Director, Zombies at Treyarch) has graciously offered us a few new insights. Read on for more!

Maps, stories and new souls

    1. Did Shadows of Evil (Call of Duty: Black Ops III) influence the design decisions or flow of any of the new Black Ops 4 Zombies maps?

      Jason Blundell: Shadows was one of the maps where we really tried to challenge expectations – not just regarding time-period and tone, but also through the sheer scale and variety of the environment. More significantly it was also a new cast of characters, so in that sense, Shadows – along with the original Mob of the Dead – was one of the maps that gave us the confidence to take the narrative outside of the Aether timeline.

    2. Voyage of Despair – how does this setting and time period fit into the overall Zombies mythos? It seems like quite a departure.

      I think that’s what’s fun about where we are now with Black Ops 4 Zombies – no longer confined to war-torn environments and grizzled soldiers, we can look at other places and events from history and scratch beneath the surface to explore ancient myths and legends in addition to the more modern ones…

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    1. IX – probably the biggest departure we could imagine for a Zombies map. How did this concept come together?

      Again – it’s about moving away from traditional battle locations, and into something visually exciting that we’ve never really explored before. Aesthetics aside, there are of course significant narrative reasons why the characters are there, and what that experience will mean for their individual journeys, and for the story as a whole.

    2. Is the new story fully disconnected from the Aether story? (via @chromastone10)

      Yes. The Chaos and Aether stories are completely disconnected from each other.

    3. What should we know about each of our four new souls? Are they good? Are they bad? How do they know each other? (via @iSeeBearZ)

      The new characters are all linked through their respective relationships with an eccentric adventurer called Alistair Rhodes. After he gets into ‘trouble’ with the game’s antagonists, his daughter Scarlett brings the crew together.As to whether they are good or bad, that’s something we want to leave for the fans to discover. As with a lot of Treyarch’s characters, the answer is never quite that straightforward!

    4. What are the differences between Mob of the Dead and Blood of the Dead? (via @ANG3X6__)

      Aside from being a very different story – one that fills a specific gap in the Aether timeline – the environment has been significantly expanded, with all-new Easter Eggs and quests. So, while players will encounter elements familiar from the original Mob, they won’t have too much of an advantage when it comes to surviving and uncovering the level’s secrets!

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Weapons, perks and customisation

    1. Any plans to reintroduce classic weapons from prior games, or will the arsenal largely stick with existing Black Ops 4 weaponry?

      As with previous games, the arsenal will be largely drawn from other game modes, but there will be some unique additions made as the season progresses.

    2. Do the perk vapors function exactly like perks do, or are they going to function in a new way? (via @Trey50Daniel)

      The biggest change to perk functionality comes down to customisation. In Black Ops 4 Zombies, players will be able to choose the perks that will be available at each of the Altar locations prior to starting the level. This will present some interesting strategies, particularly when it comes to co-op.

    3. Are there any plans for character customisation in Zombies further than the usual gun customisation? (via @TheBlueSushi)

      Yes.

    4. The Mystery Box is a classic Zombies trope. Will it see any new wrinkles for Black Ops 4?

      Yes. One example I can mention is that it’s now possible to decline taking a weapon from the box, but offer your teammates the opportunity to take it instead.

    5. Voyage of Despair seems to introduce class-based characters for the first time — how do the four different characters stack up? What are their strengths and weaknesses?

      They’re not ‘classes’ as such, as the characters are all capable of the same physical actions, and weapon handling, so the differences really come from their personalities and role in the overall story.

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  1. On a similar note: will we see new enemy types that play off the different character abilities?

    Defeating the new enemy types will indeed require different strategies, but those strategies relate to the actual weapons being used, rather than the characters wielding them.

  2. Are Denizens returning in Blood of the Dead? (via @NukeHead1)

    No denizens. Thanks to Ted, they all got run over by a bus.Splitscreen, and bot support

  3. Will Zombies support local splitscreen play?

    Yes!

  4. What work is Treyarch putting into the new bot support? Any design goals you can share?

    We don’t want the bots to play the game for you, so they won’t solve Easter Eggs! They will however allow everyone to experience dialogue and narrative elements that solo players traditionally miss out on.

The Mystery Box

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Also revealed during Treyarch’s Comic-Con panel yesterday — the Call of Duty: Black Ops 4 Mystery Box Edition, which comes with a ton of collectible items, a puzzle, Darkhorse Zombies comic, lithographs, steelbook and more.

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Helping you stay safe on PlayStation Network: using PS4’s Live From PlayStation streaming service http://feedproxy.google.com/~r/SCEEBlog/~3/eAXQBjlqHeg/ https://blog.eu.playstation.com/2018/07/20/helping-you-stay-safe-on-playstation-network-using-ps4s-live-from-playstation-streaming-service/#comments Fri, 20 Jul 2018 13:02:01 +0000 http://blog.eu.playstation.com/?p=276345 Since the launch of the PlayStation 4, players have had the ability to broadcast gameplay to viewers around the globe, thanks to Live From PlayStation. This service gives players the power to share their gameplay through popular services like Twitch and YouTube without the need for external technology. In this edition of our online safety […]

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Since the launch of the PlayStation 4, players have had the ability to broadcast gameplay to viewers around the globe, thanks to Live From PlayStation. This service gives players the power to share their gameplay through popular services like Twitch and YouTube without the need for external technology.

In this edition of our online safety PS Blog series, I would like to talk about a couple of points on how PlayStation Network’s Terms of Service relates to live streaming.

If you’re not familiar with the Live From PlayStation PS4 app and how to livestream via the Share button on your Dualshock 4, please see this article.

How do I put a stop to abusive comments?

There are two ways you can go about self-service moderation of your livestream viewing community:

1. Hide stream commentators on PS4

On the PS4 itself you can hide particular players from your comment stream.

To do this, press the Share button to bring up your broadcast settings. Select “view comments”, highlight a comment by the offending player and press Options, and then select the “hide this player” option; any comments this player makes will then be hidden.

2. Hide stream commentators on a second device

If you feel that going into your broadcast settings menu breaks the flow of your stream, you can use your laptop, phone or tablet to access the streaming service (Twitch or YouTube) where you will be able to take action against volatile comments and their authors.

You can even assign moderator roles to your friends or trusted viewers, who will be able to police the comments for you while you continue your stream in peace. Visit the website of the service you are streaming through to find out more.

Can I swear?

Sometimes it’s hard to avoid this, especially when you’re in the heat of the battle, and you might argue that many popular games contain more than their fair share of profanity, so the viewer should know what to expect, right? Remember that PlayStation is an inclusive community, so ensure that what you’re streaming isn’t overtly explicit and won’t cause offence to your viewers.

The use of hate speech has no place within Live From PlayStation, nor does sexually explicit content. While we understand a mild expletive may slip out in the heat of the moment, we do ask streamers to self-moderate when using their microphone on Live from PlayStation.

Likewise, when you’re on camera, keep yourself clothed and appropriately covered up too. Any sexually offensive items should also be kept out of sight and also avoid things like sexually provocative movements or actions.

The game I wish to stream contains graphic violence and nudity, are there any issues streaming this sort of content?

Some games feature mature content and Live From PlayStation is there to be used, so, no, you won’t get punished just for streaming an adult-rated game.

However, focusing entirely on adult content constitutes a violation of the PlayStation Community Code of Conduct and may result in the Moderation team removing your broadcast and potentially even taking action against your account.

Reporting a violation of the Code of Conduct

I hope that you have found my advice helpful and enjoy sharing your gameplay on Live From PlayStation.

If you ever see a broadcast that you think is in violation of the PlayStation Community Code of Conduct, please report it to us, and our moderators will investigate as soon as possible. Our moderators aren’t there to stop people from having fun; but they are to help keep things fun and appropriate for the whole community.

Read more in our “Helping you stay safe on PlayStation Network” series:

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Marvel’s Spider-Man – new story trailer, pre-order updates, and more http://feedproxy.google.com/~r/SCEEBlog/~3/tpI_rRAYTkY/ https://blog.eu.playstation.com/2018/07/19/marvels-spider-man-new-story-trailer-pre-order-updates-and-more/#comments Thu, 19 Jul 2018 21:15:09 +0000 http://blog.eu.playstation.com/?p=276369 San Diego Comic-Con kicked off with a bang this Thursday! Everyone here at Insomniac Games was honoured to be a part of the Marvel Games panel in the legendary Hall H, a hallowed location for major moments in pop culture history. As part of the panel, we showed off our latest story trailer, which had […]

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San Diego Comic-Con kicked off with a bang this Thursday! Everyone here at Insomniac Games was honoured to be a part of the Marvel Games panel in the legendary Hall H, a hallowed location for major moments in pop culture history.

As part of the panel, we showed off our latest story trailer, which had a first look at our original take on Silver Sable, a longtime anti-hero popularised in the pages of the Amazing Spider-Man, in our game. And you could finally hear Norman Osborn himself speak! You can check the trailer out here!

As you saw in the trailer, as events in the city begin to escalate in Marvel’s Spider-Man, Mayor Norman Osborn is willing to take no-risks during his re-election bid. He hires Silver Sable and her mercenary organization to restore order to the city – which includes stopping someone he believes is contributing to the mayhem: Spider-Man.

We also get to see a glimpse of Spider-Man, MJ, and Miles Morales together for the first time. One of the game’s themes is partnership, and this is a little glimpse showing that Spider-Man is even greater if he relies on help from his friends.

We were pleased to introduce some new members of our cast on the game as well. You already know Yuri Lowenthal is playing Spider-Man, but we also introduced Stephen Oyung as Mister Negative / Martin Li, and Laura Bailey as Mary Jane Watson.

Many of you had guessed that the final mystery suit in our Spidey Suit Pack pre-order offering would be revealed at SDCC.

We revealed the new Velocity suit – an original suit for the game that was created by acclaimed comic book artist and film character designer Adi Granov. It joins the Spider-Punk suit and Iron Spider suit (inspired by Marvel Studios’ The Avengers: Infinity War) to round out the set.

Here are all three suits in action, and even if you do not pre-order, you can earn these suits in-game as well.

Adi Granov also created a PS4 Theme – which is also available as part of the pre-order offering! We’re still putting the finishing touches on the Theme, but because we can’t wait to show you, here’s a peek at the art that PS4 Theme will use.

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And if that wasn’t enough news – you may have also heard that we revealed the full line-up of Marvel’s Spider-Man PS4 bundles coming to the region including the Marvel’s Spider-Man Limited Edition PS4 Pro and PS4 slim in Amazing Red, which feature the iconic spider icon emblazoned on Spider-Man’s Advanced Suit in the game. Want more details? Click here.

That’s just the beginning at San Diego Comic-Con. We have our E3 show floor demo playable on the Comic-Con show floor in the Marvel booth, and many more exciting activities happening on stage at the Marvel booth this week. So check out Marvel Games’ Twitter to stay up with all the latest happening from San Diego.

That’s all for now, we’re closing in quickly on the release date. We cannot wait to bring you Marvel’s Spider-Man, exclusively to the PlayStation 4 system, on 7th September.

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Introducing the Limited Edition Marvel’s Spider-Man PS4 Pro and PS4 bundles http://feedproxy.google.com/~r/SCEEBlog/~3/zl8GJupAiWc/ https://blog.eu.playstation.com/2018/07/19/introducing-the-limited-edition-marvels-spider-man-ps4-pro-and-ps4-bundles/#comments Thu, 19 Jul 2018 21:00:26 +0000 http://blog.eu.playstation.com/?p=276341 Can’t wait to run along walls and swing through the air in the upcoming Marvel’s Spider-Man? Us too! Today, we’re thrilled to announce the Limited Edition Marvel’s Spider-Man PlayStation 4 Pro and PS4 bundles, launching alongside the game on 7th September. The limited edition Pro bundle includes a fully customised ‘Amazing Red’ 1TB PS4 Pro […]

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Can’t wait to run along walls and swing through the air in the upcoming Marvel’s Spider-Man? Us too! Today, we’re thrilled to announce the Limited Edition Marvel’s Spider-Man PlayStation 4 Pro and PS4 bundles, launching alongside the game on 7th September.

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The limited edition Pro bundle includes a fully customised ‘Amazing Red’ 1TB PS4 Pro console featuring the iconic Spider-Man logo, a matching Dualshock 4 wireless controller, Marvel’s Spider-Man game on Blu-ray disc and a PlayStation Store download voucher for The City That Never Sleeps DLC.

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The limited edition PS4 bundle includes a 1TB PS4 ‘Amazing Red’ console in the special Spider-Man design, a matching DualShock 4 wireless controller, Marvel’s Spider-Man game on Blu-ray disc and a PlayStation Store download voucher for The City That Never Sleeps DLC.

The limited edition bundles will be available in select retailers across the region.

That’s not all! We have a selection of other Marvel’s Spider-Man bundles available upon release of the game:

  • PS4 1TB Jet Black bundle with matching Dualshock 4 wireless controller and a copy of Marvel’s Spider-Man game on Blu-ray disc
  • PS4 1TB Jet Black bundle with two matching Dualshock 4 wireless controllers and a copy of Marvel’s Spider-Man game on Blu-ray disc*
  • PS4 500GB Jet Black bundle with matching Dualshock 4 wireless controller and a copy of Marvel’s Spider-Man game on Blu-ray disc**
  • PS4 Pro 1TB Jet Black bundle with matching Dualshock 4 wireless controller and a copy of Marvel’s Spider-Man game on Blu-ray disc

On PS4 Pro, 4K TV owners can experience Marvel’s Spider-Man in 2160p dynamic 4K resolution that showcases intricate details of the architecture of New York City and detailed Marvel characters.***

HD TV owners will benefit from the game’s built-in supersampling with increased image clarity and detail. Meanwhile, if your TV supports high-dynamic range (HDR), you’ll experience vibrant special effects like Mister Negative’s negative powers, and brilliant lighting across a picturesque Manhattan.***

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Feel the power of Spider-Man’s improvisational combat, fluid urban traversal, dynamic acrobatics, and environmental interactions with the special edition console this autumn. Let us know what you think in the comments below!

*Available in select retailers only in Germany, Austria, Switzerland and Italy

**Available in select retailers only in Germany, Austria, Switzerland and UK

*** Marvel’s Spider-Man outputs 2160p. 4K/HDR TV are required for 4K and HDR

© 2018 MARVEL

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Procedurally-generated dungeon crawler Unexplored: Unlocked Edition comes to PS4 this summer http://feedproxy.google.com/~r/SCEEBlog/~3/93Koh1Vo2oQ/ https://blog.eu.playstation.com/2018/07/19/procedurally-generated-dungeon-crawler-unexplored-unlocked-edition-comes-to-ps4-this-summer/#respond Thu, 19 Jul 2018 14:31:43 +0000 http://blog.eu.playstation.com/?p=276261 Unexplored is a top-down, real-time dungeon crawler, a roguelite that feels like a roguelike. I remember my first minutes with an early build of the game vividly, mainly because I was absolutely convinced that Joris Dormans, Unexplored’s creator, was pulling a prank on me. Unexplored was in early development, so a lot of stuff was […]

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Unexplored is a top-down, real-time dungeon crawler, a roguelite that feels like a roguelike. I remember my first minutes with an early build of the game vividly, mainly because I was absolutely convinced that Joris Dormans, Unexplored’s creator, was pulling a prank on me.

Unexplored was in early development, so a lot of stuff was still wonky, but there was one level that caught my eye. Its main feature was a large chasm in the centre – a chasm with a room floating in the middle.

Untimely demise

Of course, this was the room where I could find the sword I needed to defeat the giant bat that would be waiting for me one floor down. I knew this because I had collected and read the ‘books’ I had found on the previous floors.

Unexplored: Unlocked Edition

Every book handed me a little piece of the puzzle that had led me to this level and the mysterious room above the chasm. I killed some kobolds, forced open a door, and found the teleporter that zapped me to the room where I finally laid hands on this magic sword.

“I came up with something…”

I looked at Joris, who was watching me play, and said “This is not randomly generated! You made these levels by hand! You’re trying to fool me, you… you…” I failed to come up with a clever insult, but Joris started grinning and shook his head.

Unexplored: Unlocked Edition

These levels were, in fact, randomly, or as we like to call it, procedurally generated. The foreshadowing, the ‘treasure hunt’, the circular layouts, they all felt so natural. “I came up with something,” Joris said with a broad smile. He then launched into a passionate explanation of that ‘something’.

Cyclic what?!

Usually, random level generation uses branching paths. The game generates a start and end point, creates a path between them and starts adding branches. In a simple, schematic way that looks like this:

Unexplored: Unlocked Edition

Joris’ concept was as clever as it was simple: replace the branching paths by cycles. That look a bit like this:

Unexplored: Unlocked Edition

We called this new approach ‘cyclic dungeon generation’. It works well for several reasons: it creates multiple ways to one goal, even shortcuts back; it reduces dead ends and backtracking; and, very important, the level layouts feel less artificial, almost natural. In short: cyclic dungeon generation mimics a human level designer far better than the old method.

After playing a couple of more rounds of that early build of Unexplored, I felt I had to be involved with the game. Its looks won’t sway everyone, but I liked the simplicity. I liked the dual wielding real-time combat. But most of all I loved the dungeons. So, I joined the project as composer and sound designer.

Coming to PlayStation

That was two years ago. Now, Unexplored is heading to PlayStation 4 so you get the chance to play it for yourself. It’s not an easy game, the perma-death makes it a tense experience, and beating the entire dungeon will take more than a couple of attempts.

But each time you die, there’s a little piece of music to lift you up and get you back on your feet for another try. It’s a piece I’m a bit proud of, but you’ll probably hear it more often than you’d like. Unexplored: easy to play, easy to die.

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Unexplored: Unlocked Edition (it contains the full game and all released DLC) will launch on PlayStation Store later this summer – exact release date will be announced soon. To stay updated, please follow @PlayUnexplored on Twitter.

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Dodge Roll details all the changes coming to its PS4 shooter Enter the Gungeon with today’s epic update http://feedproxy.google.com/~r/SCEEBlog/~3/713VEx3sNNQ/ https://blog.eu.playstation.com/2018/07/19/dodge-roll-details-all-the-changes-coming-to-its-ps4-shooter-enter-the-gungeon-with-todays-epic-update/#comments Thu, 19 Jul 2018 14:18:53 +0000 http://blog.eu.playstation.com/?p=276283 Hello Gungeoneers, the team at Dodge Roll is so excited to finally share the long-awaited Advanced Gungeons & Draguns update for Enter the Gungeon with the PlayStation community! First, we wanted to thank you all and the folks at PlayStation for supporting us and the game from the start and can’t be more thrilled to […]

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Hello Gungeoneers, the team at Dodge Roll is so excited to finally share the long-awaited Advanced Gungeons & Draguns update for Enter the Gungeon with the PlayStation community!

First, we wanted to thank you all and the folks at PlayStation for supporting us and the game from the start and can’t be more thrilled to bring you something of a remaster of Enter the Gungeon.

So what is Advanced Gungeons & Draguns exactly? The primary focus of the update was to provide a ton of new content and challenge balancing for longtime fans while making the Gungeon a far more generous place for those new to the game.

This takes a number of forms, the first is that drop rates are better pretty much across the board. You will see far fewer brown chests, more high tier chests, more money, better selection in shops, more NPCs and shrines.

Enter the Gungeon: Advanced Gungeons & Draguns

The next form the generosity takes is a total overhaul of our synergies – guns can now interact with other guns and items with items, with often over-the-top and frighteningly powerful results.

This leads to new followers, new orbitals, new gun variants, or just totally new effects. There are around 500 of these new synergies in the game, which you’ll run into naturally as you play the game.

Furthermore, there’s a new NPC you can find who might help you out in completing some of those combinations!

Enter the Gungeon: Advanced Gungeons & DragunsEnter the Gungeon: Advanced Gungeons & Draguns

 

There are a couple of other quality of life improvements, like the ability to save hearts for later (on a floor) and the ability to speed up the player’s movement speed when you are not in combat.

Obviously, there are a number of new items and guns to find and unlock, as well as new enemies and hundreds of rooms and a bunch of other random things we added over the past year.

Also, you can slide over tables now and are invulnerable when doing so which feels awesome.

Enter the Gungeon: Advanced Gungeons & Draguns

Finally, there are two new bosses, and one new mini-boss. The two new bosses are meant for high-level players, and unsurprisingly both are hidden. And Turbo Mode. You can unlock Turbo Mode which longtime Gungeoneers might never go back from.

Everyone at Dodge Roll hopes you enjoy both halves of Advanced Gungeons & Draguns. Whether you’re a new player coming to check out the more generous Gungeon, or you’re a longtime veteran seeking more challenging content, the team appreciates your support, your enthusiasm, and may Kaliber bless your runs!

Enter the Gungeon: Advanced Gungeons & Draguns

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Tell a Maverick from a Reploid with Capcom’s crash-course to the world of Mega Man X Legacy Collection 1+2 http://feedproxy.google.com/~r/SCEEBlog/~3/utQeVF_dW3A/ https://blog.eu.playstation.com/2018/07/18/tell-a-maverick-from-a-reploid-with-capcoms-crash-course-to-the-world-of-mega-man-x-legacy-collection-12/#respond Wed, 18 Jul 2018 15:00:31 +0000 http://blog.eu.playstation.com/?p=276233 The futuristic sci-fi setting of the Mega Man X series ushered in a set of new and exciting gameplay abilities for fans beginning in the early ’90s. Wall-jumping, dashing, and equipping armour upgrades are sublime, but the series also has a grittier narrative for the heroic battles of X, Zero, and Axl. Whereas the classic […]

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The futuristic sci-fi setting of the Mega Man X series ushered in a set of new and exciting gameplay abilities for fans beginning in the early ’90s.

Wall-jumping, dashing, and equipping armour upgrades are sublime, but the series also has a grittier narrative for the heroic battles of X, Zero, and Axl. Whereas the classic Mega Man series focused on fun, Saturday Morning cartoon story pastiche with Dr. Wily’s recurring tricks and antics, the Mega Man X series took on a more mature tone.

In preparation for Mega Man X Legacy Collection 1 + 2 coming to PS4 on 24th July, now is the perfect time to reflect on the series’ story of powerful, sentient androids and their struggle to find footing in human society.

Mega Man X Legacy Collection

The road to 21XX

The first Mega Man X takes place roughly 100 years after the original Mega Man series. Set within the same world as the original series, the titular hero, X, is a different robot from the classic series’ iconic Blue Bomber.

Long before the events of the first 16-bit title begin, Dr. Thomas Light finished his final robot creation before he passed away. A highly advanced fighting robot with intelligence, emotion, and free will, X was made to be an equivalent to humankind.

Light believed X would be critical for the eventual salvation of the planet, but realised that his fellow humans would likely not be ready to accept him due to the potential threat he could pose to society. As a result, Dr. Light sealed away X to run 30 years of diagnostics to ensure his final creation would be ready for the world that awaited him.

A century later, an archaeologist from Able City, Dr. Cain, uncovered the capsule storing X, and was in awe of Light’s technological marvel. X overshadowed even modern advances in robotic circuitry, and as a result, Dr. Cain used X’s schematics as the blueprint for a new, enhanced line of robots called Reploids.

These new machines demonstrated unparalleled combat prowess and intelligence, though none matched X’s integrated empathy and evolutionary potential.

Mega Man X Legacy Collection

Rise of the Reploids

Dramatic leaps in technology always come with risks, and the Reploids were no exception. An unusual virus and corrupted programming infected a number of Reploids, turning them from defenders of humanity into deadly killing machines. Dr. Cain assembled a squadron of dependable Reploids to counter these irregular Reploids that came to be known as “Mavericks.”

X, with his hardwired combat prowess, was selected to join the Maverick Hunter team alongside a red, A-Class Maverick hunter with flowing, golden hair named Zero. Once thought to be a Maverick himself, Zero was repaired by Dr. Cain and became a dependable Maverick Hunter.

Dr. Cain also created the imposing Sigma, who he selected to command the Maverick Hunters due to his unmatched combat prowess and decisive nature. Together, the squadron fought against bands of Mavericks to maintain justice and peace in the world.

Sigma’s betrayal

To Dr. Cain’s dismay, his worst nightmare transpired when Commander Sigma went Maverick. The advanced Reploid put down his figurative shield to society, picked up his literal laser sword of destruction, and declared humans inferior and a hindrance to the evolution of Reploid-kind.

He assembled a band of fellow Mavericks, from the frigid Chill Penguin to the hulking inferno Flame Mammoth, and attacked an isolated island near Able City.

This is where the adventure of the first Mega Man X title begins – with X heroically traversing a crumbling, futuristic highway on a mission to stop Sigma and his eight Maverick lieutenants. If you want to learn more about the events before the original Mega Man X, check out “The Day of Σ,” a thrilling animated prequel that’s included in both Mega Man X Legacy Collection and Mega Man X Legacy Collection 2.

Mega Man X Legacy Collection

The Maverick Hunters saga continues

Mega Man X is only the beginning, as X, Zero, Axl, and the rest of the crew pursue the corrupting influence of Sigma through multiple battles and incarnations. The Hunters must face new Reploid menaces gone Maverick, like the slippery Wheel Gator and dive-bombing Blast Hornet.

The evil X-Hunters assemble in Mega Man X2, focused on destroying X and claiming Zero for their own destructive deeds. Mega Man X4 introduces fully animated cutscenes and the Repliforce, a militaristic counter-Maverick force that operates independent from the Maverick Hunters. Mega Man X5 explores Zero’s nightmarish past, revealing his legendarily brilliant-yet-devious creator.

Mega Man X7 and X8 introduce new protagonist Axl, a rapid-firing Reploid seeking a new team after his previous comrades in Red Alert begin showing Maverick-like tendencies. This is the perfect time to return to these unforgettable tales, or experience them for the first time.

The narrative of the Mega Man X series features many twists, turns, unique characters, and unforgettable moments. These dramatic story beats are woven together with satisfying gameplay, wherein players battle a gang of eight Maverick bosses in any order, steal their weapons, and use them against other enemies.

Battle two Mavericks at once in X Challenge mode

If one-on-one Maverick battles don’t quench your thirst for combat, Mega Man Legacy Collection 1 + 2 features the exclusive X Challenge mode, which pits X against two Mavericks at once in a series of intense battles. Think you can take on Wheel Gator’s underwater antics while Bubble Crab dishes out damage? Try it out for yourself!

Dash into Mega Man X – X4 in Mega Man X Legacy Collection, and jump into Mega Man X5 – X8 in Mega Man X Legacy Collection 2, coming to PS4 on 24th July as a digital or physical bundle. Fight like it’s the year 21XX!

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Creator meets creator: Dreams and Concrete Genie’s developers on how to unleash player creativity http://feedproxy.google.com/~r/SCEEBlog/~3/Uw41uR0i6WU/ https://blog.eu.playstation.com/2018/07/18/creator-meets-creator-dreams-and-concrete-genies-developers-on-how-to-unleash-player-creativity/#comments Wed, 18 Jul 2018 12:00:02 +0000 http://blog.eu.playstation.com/?p=276085 At the heart of both Media Molecule’s Dreams and Concrete Genie by Pixelopus is a creative freedom unleashed through artistic expression. In Pixelopus’ action adventure, that’s portrayed through painting lavish landscapes and fantastical creatures that come to life. For Media Molecule, it’s giving players the tools to create, well, anything. Unleashing player creativity,and how both […]

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At the heart of both Media Molecule’s Dreams and Concrete Genie by Pixelopus is a creative freedom unleashed through artistic expression.

In Pixelopus’ action adventure, that’s portrayed through painting lavish landscapes and fantastical creatures that come to life. For Media Molecule, it’s giving players the tools to create, well, anything.

Unleashing player creativity,and how both studios implement it through player agency, is a fascinating subject that’s the core of an exclusive talk between the creative directors from both studios.

Media Molecule's DreamsMedia Molecule's DreamsMedia Molecule's Dreams

 

Taking a break from showcasing their games in Los Angeles during last month’s E3 are Media Molecule’s Mark Healey and Dominic Robilliard from Pixelopus.

The resulting conversation touches upon the stigma of creativity and the tug of war between player agency and studio assistance (“the creatures now communicate and ask for stuff,” Robilliard explains of the studio’s tweaks to help guide players as what to do next).

Pixelopus' Concrete GeniePixelopus' Concrete GeniePixelopus' Concrete Genie

 

Fun fact? The design of Concrete Genie’s painting mechanic was inspired by the creative tools of Media Molecule’s LittleBigPlanet.

There’s much more to unpack from the informative chat, but why read when you can watch? Click on the video below to watch the two creative directors delve into their respective visions.

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9 reasons why Death’s Gambit is a must for action platformer fans when it launches on PS4 next month http://feedproxy.google.com/~r/SCEEBlog/~3/c3f2sMh8M4g/ https://blog.eu.playstation.com/2018/07/17/9-reasons-why-deaths-gambit-is-a-must-for-action-platformer-fans-when-it-launches-on-ps4-next-month/#comments Tue, 17 Jul 2018 18:04:12 +0000 http://blog.eu.playstation.com/?p=276161 Hello, all! Alex from White Rabbit here, and we’re really excited to reveal the final feature list for Death’s Gambit and do a deep dive into the features that make our 2D action platformer shine! 1. Expansive campaign Death’s Gambit is a challenging game. There are many things we do to alleviate the inevitable frustrations […]

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Hello, all! Alex from White Rabbit here, and we’re really excited to reveal the final feature list for Death’s Gambit and do a deep dive into the features that make our 2D action platformer shine!

1. Expansive campaign

Death’s Gambit is a challenging game. There are many things we do to alleviate the inevitable frustrations that come with the territory — from music, to the landscapes, and even how we treat death.

Death is a marker of progression in Death’s Gambit. Certain story beats only unlock upon dying. Bosses will remember if you’ve lost to them before. Does that mean you have to die to get the full story experience? Not exactly.

There is an overarching narrative that plays out as you guide Sorun through Siradon. We’ve made sure the most important story beats happen naturally while playing. And for all you lore hunters out there, there is plenty of hidden subtext within the narrative of the world design and its items that should clue you into some nefarious undercurrents to the main storyline and more!

2. Mortal perma-death

Death is a recurring theme and mechanic of Death’s Gambit. Go figure.

For the most hardcore players, it’s possible to cancel Death’s contract, a mutual agreement that for all intents and purposes keeps you immortal. Cancelling the contract will turn you mortal, and activate iron-man mode, or perma-death. Try it out at your own peril!

3. Non-linear world

Upon exiting the tutorial, the world opens up and allows for multiple routes. Right from the get go there are five bosses that are accessible. Each area has a distinctive feel and aesthetic to it that explores the themes of death and immortality. Should you come across something that seems impossible, fret not! There’s likely another path you have yet to explore.

4. Heroic boss rematches

In the same way you resurrect and challenge bosses over and over again, the bosses can do the same to you. Defeating them once will not stop them. Return to the boss room and face off against a heroic version of the boss that introduces new abilities and loot, at an exponentially harder difficulty!

5. New game +

Now if that wasn’t enough to encourage all the masochistic Souls-like fans, there’s also a New Game+! New Game+ introduces some varying enemy placements, and of course a bump in overall difficulty by scaling health and damage. If you want a real challenge, I encourage you to defeat all heroic bosses in New Game+ as a mortal. Good luck!

6. Seven classes

There are a total of seven playable classes in our game. They determine starting stats, equipment, as well as certain unique gameplay mechanics.

For reference, soul energy is a meter you build up to spend on abilities. Attacking enemies naturally awards soul energy, but most of the classes have an additional method.

  • Soldier: Blocking enemy attacks awards soul energy.
  • Assassin: Dodging enemy attacks awards soul energy.
  • Wizard: Healing awards soul energy.
  • Sentinel: Equip weapons and shields at half the required stats. Parrying awards soul energy.
  • Noble: Gain access to a unique merchant. Using items awards soul energy.
  • Blood Knight: Regain a portion of lost health when dealing damage.
  • Acolyte of Death: Restore broken save points. Killing enemies awards soul energy.

7. Talent tree

While there are 7 different classes, the talent tree remains universal. Each class has one additional talent on top of the base starting talent that determines how they gain soul energy.

Talent points are earned from defeating bosses, but only in the first play through. New Game+ does not award additional talent points. So choose wisely according to your favoured playstyle.

8. No weapon restrictions

While classes start with a specific weapon, they are by no means limited to using that for the whole game. You are free to swap out your weapons however you see fit, as long as you have the required stats. There are two weapon slots in the inventory for you to equip weapons, while a shield is always available.

9. Weapon skills

Weapon skills or abilities are tied to the specific weapon and not classes. Therefore your build depends entirely on what weapon you use.

Each weapon has a set of three skills that perform various functions from utility, pure damage, to applying status effects. Weapon skills are what add dynamism to the combat of Death’s Gambit. Experiment with different weapon combinations and skills to find one that suits your playstyle, or switch them up according to the challenges you face!

But wait!

There’s plenty more, from storing your healing feathers to augment your damage, to chests that only open if you haven’t healed since the last save point. Challenges are strewn around the world, with a ton of tools to customise your playstyle.

We hope you’ve enjoyed this deep dive into some of the mechanics of Death’s Gambit. We look forward to seeing how you all do on 14th August!

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Play a photojournalist in the historically-inspired 1979 Revolution: Black Friday, out next month http://feedproxy.google.com/~r/SCEEBlog/~3/Cyhe2czacOk/ https://blog.eu.playstation.com/2018/07/17/play-a-photojournalist-in-the-historically-inspired-1979-revolution-black-friday-out-next-month/#comments Tue, 17 Jul 2018 15:30:34 +0000 http://blog.eu.playstation.com/?p=276121 Hi everyone. I’m delighted to share the news that 1979 Revolution: Black Friday, a story-driven adventure set within the real-world events of the Iranian uprising, will be available on PS4 starting Wednesday, 1st August. In almost four decades of playing video games, I can safely say 1979 Revolution is quite unlike anything else I’ve ever […]

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Hi everyone. I’m delighted to share the news that 1979 Revolution: Black Friday, a story-driven adventure set within the real-world events of the Iranian uprising, will be available on PS4 starting Wednesday, 1st August.

In almost four decades of playing video games, I can safely say 1979 Revolution is quite unlike anything else I’ve ever come across. Modern-day Iran isn’t exactly a familiar location for gamers (I’ve played more games set in Tamriel), but it’s the turbulent backdrop of Middle East politics as a setting for the story that makes it such a unique experience.

1979 Revolution: Black Friday

I must admit, knowing its political theme, going into 1979 Revolution for the first time I really wasn’t sure how much I was going to enjoy it. But by the end I was completely enthralled. Developer iNK Stories has taken incredibly complex source material and crafted a compelling interactive drama that is simultaneously entertaining and enlightening. I can’t wait for more players to try it when it arrives on PS4.

Until then, and to whet your appetite a little more, here’s some additional info and context about 1979 Revolution: Black Friday…

There are two reasons why you play as a photojournalist

1979 Revolution: Black Friday

Players take the role of Reza Shirazi, a young photojournalist returning to Tehran during the revolution. Over the course of the game, you must make a series of critical choices that determine not only Reza’s path through the revolution, but also of those around him.

The idea to make the main character a photojournalist was twofold: a photojournalist’s role is usually one of objectivity, so the onus is on the player to decide how involved Reza becomes, but it was also a way to make use of the many archival resources that iNK Stories collated during development. For example, players can compare their own photographs taken in the game with those of French photojournalist Michel Setboun, who documented both sides of the revolution.

It’s inspired by the developer’s first-hand experience and memories of the revolution

1979 Revolution: Black Friday

Although he was very young at the time, 1979 Revolution: Black Friday creator Navid Khonsari was living in Iran with his family and can remember the months of escalating unrest and the sweeping changes it brought to the country.

When the revolution was over, looming instability and uncertainty crept into their daily lives and Khonsari and his family – under the pretence of a holiday – left for Canada. The experience made such a lasting impression on Khonsari that, more than 30 years later, he created 1979 Revolution: Black Friday.

The game offers an honest and accurate portrayal of events

1979 Revolution: Black Friday

To ensure 1979 Revolution offers an authentic retelling and framing of events, iNK Stories conducted exhaustive research during its development.

The team interviewed more than 40 people, of all ages, and with varying religious or political beliefs, from Iranian academics to prisoners who were held at Evin Prison (a location which features in the game).

Thanks for reading and I hope you give 1979 Revolution: Black Friday a look when it launches for PS4 on 1st August.

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See No Man’s Sky NEXT multiplayer and third-person mode in action ahead of next week’s launch http://feedproxy.google.com/~r/SCEEBlog/~3/8E9b8xOAP1s/ https://blog.eu.playstation.com/2018/07/17/see-no-mans-sky-next-multiplayer-and-third-person-mode-in-action-ahead-of-next-weeks-launch/#comments Tue, 17 Jul 2018 15:00:48 +0000 http://blog.eu.playstation.com/?p=276051 Hello! On 24th July No Man’s Sky NEXT will launch as a free update for everyone who owns the game. On behalf of myself, and the team at Hello Games, I just want to say ‘thank you’. We are so excited to have made NEXT, and to continue to improve and develop No Man’s Sky, […]

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Hello! On 24th July No Man’s Sky NEXT will launch as a free update for everyone who owns the game. On behalf of myself, and the team at Hello Games, I just want to say ‘thank you’. We are so excited to have made NEXT, and to continue to improve and develop No Man’s Sky, because of you, the community who play, explore and share this universe with us. It means so much to us.

We are focused on development, but we know people are hungry for details so wanted to share this before launch.

When No Man’s sky launched it was broad in a way that almost no other game is, but with four updates it has become broader and so much deeper too. Now, the release of NEXT brings a full multiplayer experience which makes the universe even more rich. We can’t wait for you to play, but hopefully you can see from the trailer this is a very new experience.

Here are a few things you might notice from the trailer…

Multiplayer

TITLE

  • Team-up with a small group of friends and explore the universe together, or be joined by random travelers.
  • You can help friends to stay alive, or prey on others to survive.
  • Tiny shelters or complex colonies that you build as a team are shared for all players.
  • Fight as a pirate or a wingman in epic space battles with friends and enemies.
  • Race exocraft across weird alien terrains, creating race tracks and trails to share online.
  • Character customisation allows you to personalise your appearance.

Visual overhaul

TITLE

  • The game is fully playable in third- or first- person, both on-foot and in ship.
  • Planetary rings and improved space visuals make space more beautiful than ever.
  • Dramatically improved planetary terrain generation, ground textures, water and clouds bring the environment to life.
  • Significantly more detail added to ships, NPCs and buildings.

Unlimited base building

TITLE

  • Bases can now be built anywhere on any planet.
  • Dramatically increased base-building complexity and size limits.
  • Hundreds of new base parts.
  • Own multiple bases.

Command freighters

  • Assemble and upgrade a fleet of frigates and command them from the bridge of your freighter.
  • Send your fleet out to into the universe, or deploy them to help you as you explore a specific system.
  • Improved freighter base building allows a truly custom capital ship.
  • Invite your friends aboard and take on challenging multiplayer missions from the Galactic Commission Station on your bridge.

Nearly two years ago, our small team of friends, with a shared love sci-fi, opened up the universe of No Man’s Sky for the first time. It was an innovative, weird and at times lonely game. I loved that, it reminded me of the science fiction books I grew up with.

This is an incredibly important update for us, but it’s also just another step in a longer journey, and we’ll continue to support No Man’s Sky in this way for the foreseeable future.

We hope you enjoy this and what follows – and we look forward to meeting you out there! Our journey continues.

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The 5 big changes coming to PS4 action RPG Middle-earth: Shadow of War with today’s massive update http://feedproxy.google.com/~r/SCEEBlog/~3/F-lcHCdTNvQ/ https://blog.eu.playstation.com/2018/07/17/the-5-big-changes-coming-to-ps4-action-rpg-middle-earth-shadow-of-war-with-todays-massive-update/#comments Tue, 17 Jul 2018 14:00:48 +0000 http://blog.eu.playstation.com/?p=276095 There’s never been a better time to walk into Mordor for the first time, or to walk right back in if you played Middle-earth: Shadow of War when it released. Here at Monolith, we are so excited for today’s release of our massive game improvement update. Since Shadow of War launched, we’ve had the Flaming […]

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There’s never been a better time to walk into Mordor for the first time, or to walk right back in if you played Middle-earth: Shadow of War when it released.

Here at Monolith, we are so excited for today’s release of our massive game improvement update. Since Shadow of War launched, we’ve had the Flaming Eye pointed directly at our fantastic community, and we’ve been continually watching, reading and listening to your comments, criticisms and recommendations. We want to say thank you because you’ve helped us make Shadow of War into a game we are truly proud of.

We’ve removed the market, streamlined and improved the post-campaign Epilogue, added new player skins, new Legendary gear including Nazgûl masks so you can really confuse those Orcs and introduced hundreds of fixes and improvements.

And if you want to try out Shadow of War before diving into the best version ever of the game, you can play a new demo releasing tomorrow in conjunction with the update to experience the dynamic personal stories of the Nemesis System as you conquer your first fortress.

Here are just some of the improvements we’re most excited about:

1. Free reign

Middle-earth: Shadow of War

We’ve completely removed the market and microtransactions from Shadow of War. Now we have the Garrison where Orcs you recruit through Online Vendettas and Ranked Conquests will be stored, and you can now spend in-game Mirian to train, upgrade and customise your personal Orc army.

2. The Shadow Wars

Middle-earth: Shadow of War

The post-campaign Epilogue has been massively streamlined and polished to include new narration from Shelob, the Witch-king and Dark Talion. Victory in the Epilogue rewards you with the masks of the Nazgûl, unlocks powerful new abilities to raise the dead, summon more powerful monsters or curse your enemies. And if you want to keep upgrading and defending your fortresses and your army in Mordor, you can do so after the final credits roll.

3. More power to you

Middle-earth: Shadow of War

In addition to new Nazgûl gear, the level cap has been increased to 80, and you can level up faster with greater XP rewards for Nemesis missions, defeating Captains and online fort assaults. New Prestige Skills available after Act III can be unlocked multiple times. You can also spend Mirian to upgrade your gear to your current level if you can complete the upgrade challenge.

4. New skins

Middle-earth: Shadow of War

Take the fight to Sauron as Celebrimbor, reliving the first War for Mordor or as Dark Eltariel.

5. Nemesis improvements

Even the Orcs have some presents for you. There are more Legendary Orcs to encounter and followers can now surprise you with the occasional gift. And if you think your followers are too keen to help and have been stealing your kills, you can turn off the ‘saviour’ feature in the menu.

And much More-dor…

Check out our patch notes for an extensive list of the many other improvements and updates, on top of the hundreds that have arrived in previous updates as we’ve continued to improve the game since release.

Thanks so much for reading this. The time has come to head back through the Black Gate and take the War to Mordor. We can’t wait to hear what you think.

The post The 5 big changes coming to PS4 action RPG Middle-earth: Shadow of War with today’s massive update appeared first on PlayStation.Blog.Europe.

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This week’s PlayStation Store highlights: Far Cry 5’s Lost on Mars, Adventure Time: Pirates of the Enchiridion and Tempest 4000 http://feedproxy.google.com/~r/SCEEBlog/~3/mdiY7hp6j70/ https://blog.eu.playstation.com/2018/07/16/this-weeks-playstation-store-highlights-far-cry-5s-dlc-lost-on-mars-adventure-time-pirates-of-the-enchiridion-and-tempest-4000/#comments Mon, 16 Jul 2018 15:40:28 +0000 http://blog.eu.playstation.com/?p=275971 This week, PlayStation Store releases include Far Cry 5’s ludicrous DLC Lost on Mars, colourful action romp Adventure Time: Pirates of the Enchiridion, and techno shoot ’em up Tempest 4000. Read on to find out more. 1. Far Cry 5: Lost on Mars In Far Cry 5’s second DLC, leave Earth behind and go toe-to-claw […]

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This week, PlayStation Store releases include Far Cry 5’s ludicrous DLC Lost on Mars, colourful action romp Adventure Time: Pirates of the Enchiridion, and techno shoot ’em up Tempest 4000. Read on to find out more.

1. Far Cry 5: Lost on Mars

In Far Cry 5’s second DLC, leave Earth behind and go toe-to-claw against Martian arachnids to save the world from an alien invasion. Once you’ve landed on the red planet, your mission is simple: destroy as many of the monsters as you can to prevent an invasion and get back home safely.

2. Adventure Time: Pirates of the Enchiridion

TITLE

The Land of Ooo is underwater and it’s up to Finn and Jake to find out why. Help Finn, Jake, BMO and Marceline as they explore dangerous waters, search for clues, interrogate pirates and fight bad guys in a hilarious and gorgeously animated adventure. Dive into an original Adventure Time story voiced entirely by the show’s cast!

  • Available: 20th July

3. Tempest 4000

TITLE

Blast down hordes of enemies in Tempest 4000, a fast-paced arcade-style shoot ’em up with mind-blowing colourful graphics in beautiful 4K resolution. Progress through and clear 100 unique geometric levels by destroying enemies with various weapons and power-ups, all to a thumping soundtrack inspired by early 1990’s techno and rhythmic beats.

  • Available: 17th July

Now available to pre-order: Darksiders III

Get ready to unleash Fury as the most powerful of the Four Horsemen battles from the heights of heaven down through the depths of hell in a quest to restore the world’s balance.

New PS4 games

PlayStation StoreOut this week

ps4


  • MOTHERGUNSHIP
    17 July

  • Tempest 4000 (Not in UAE, Saudi Arabia, Russian Federation, Qatar, Oman, NZ, Lebanon, Kuwait, Bahrain & Australia)
    17 July

  • Utawarerumono: Deception and Truth Bundle
    17 July

 


  • Hungry Shark World
    17 July

  • Mugsters
    17 July

  • Chicken Assassin: Reloaded
    17 July

 


  • Super Skull Smash GO! 2 Turbo (Cross-Buy) (Not in NZ or Australia)
    17 July

  • The Path of Motus Deluxe Edition (Not in Austria, Bahrain, Belgium, Denmark, Italy, Kuwait, Lebanon, Luxembourg, Netherlands, Norway, Oman, Poland, Qatar, Saudi Arabia, Sweden, Switzerland, Turkey, Ukraine & UAE)
    17 July

  • The Path of Motus (Not in Austria, Bahrain, Belgium, Denmark, Italy, Kuwait, Lebanon, Luxembourg, Netherlands, Norway, Oman, Poland, Qatar, Saudi Arabia, Sweden, Switzerland, Turkey, Ukraine & UAE)
    17 July

 


  • Frost
    18 July

  • Ice Cream Surfer [Cross-Buy + Theme]
    18 July

  • The Mooseman
    18 July

 


  • Guts & Glory
    19 July

  • Sea of Memories
    19 July

  • Marble Duel (Belgium, Denmark, Finland, Netherlands, Norway)
    19 July

 


  • Adventure Time: Pirates of the Enchiridion
    20 July

  • Touhou Genso Wanderer Reloaded
    20 July

  • Eventide 3: Legacy of Legends Deluxe
    20 July

 


  • Gotcha Racing 2nd (Not in Bahrain, Belgium, Denmark, Finland, Italy, Kuwait, Lebanon, Netherlands, Norway, Oman, Poland, Portugal, Qatar, Russia, Saudi Arabia, Sweden, Switzerland, Turkey, Ukraine & UAE)
    20 July

New PS Vita Games

psvita


  • Spacejacked
    16 July

PS4 DLC

17 July

  • Far Cry5
     
  • Lost On Mars
  • Sonic Mania
     
  • Encore DLC
  • LEGO The Incredibles
     
  • Parr Family Vacation Character Pack (Released in UK 10/08/18, Rest of the world 17/08/18)

18 July

  • World of Tanks
     
  • T-103 Ultimate

Remember, if you’ve not got access to your PS4, PS3 or PS Vita then you can also buy through our online store on your mobile, tablet or computer.

Free for PlayStation Plus subscribers in July

The post This week’s PlayStation Store highlights: Far Cry 5’s Lost on Mars, Adventure Time: Pirates of the Enchiridion and Tempest 4000 appeared first on PlayStation.Blog.Europe.

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How Star Wars, Daft Punk and Swiss cuckoo clocks inspired card battler Insane Robots http://feedproxy.google.com/~r/SCEEBlog/~3/UggNqhKKVGg/ https://blog.eu.playstation.com/2018/07/16/how-star-wars-daft-punk-and-swiss-cuckoo-clocks-inspired-card-battler-insane-robots/#respond Mon, 16 Jul 2018 15:00:18 +0000 http://blog.eu.playstation.com/?p=275947 The evil robot overlord Kernel has taken control. His new totalitarian regime demands that any malfunctioning robots be thrown into the arenas where they must survive by battling to the death. Welcome to the world of Insane Robots, a card battler like no other you’ve ever played. Enter battle arenas, power up your robot, and […]

The post How Star Wars, Daft Punk and Swiss cuckoo clocks inspired card battler Insane Robots appeared first on PlayStation.Blog.Europe.

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The evil robot overlord Kernel has taken control. His new totalitarian regime demands that any malfunctioning robots be thrown into the arenas where they must survive by battling to the death.

Welcome to the world of Insane Robots, a card battler like no other you’ve ever played. Enter battle arenas, power up your robot, and fight in a game that has been described as ‘Hearthstone meets The Hunger Games’.

The robots are coming

Insane Robots

You’ll meet a cast of 46 beautifully-realised characters created by some of the UK’s leading illustrators and go on an enthralling adventure plotted by three top game writers! Even though Playniac is far from a huge studio we were able to pull in an immense amount of talent from the creative network we have built up around us so that we could realise the vision that we had for the game.

The game has been created by a unique collaboration with 15 people. Designer Rob Davis had created International Racing Squirrels and festival favourite Cat on Yer Head and pulled in 80 Days and Heaven’s Vault developer Tom Kail, plus two more developers to help.

We had top-class writers who had worked on the likes of Fallen London (Yasmeen Khan) and The Extraordinary Adventures of Baron Munchausen and Paranoia RPG (James Wallis). Plus we introduced new writing talent in the form of LSBU graduate Charlie Carter.

Cuckoo clocks + Daft Punk + Star Wars

Insane Robots

What people usually fall in love with first in the game are the robots. They were inspired by everything from Star Wars, Daft Punk, the Wild West to a jellyfish, a crash-test dummy or a Swiss cuckoo clock.

The robots are a diverse group of characters – some lovable, some formidable – that all look amazing. This is thanks to our group of ace artists, who had worked on the likes of Pokemon, Snipperclips, Detective Grimoire, Total War and Frozen Synapse. The quality just shines through in the game.

Artists included Catherine Unger (Snipperclips, Detective Grimoire, Haunt the House, The Swindle), Fran Court (Hue, Stealth Inc 2, Frozen Synapse 2), Belinda Leung (Total War, Pokemon), Alice Duke (Fantastic Beasts, Lazarus), and Karen Teixeira (Twelve a Dozen, Oceans Heart).

Music is a big part of the game too and the game’s soundtrack includes over 50 tracks, including some by Noise 5000 and legendary French electro producer Kid Loco.

Teamwork makes the dream work

Insane Robots

A crew of 15 people working on an ‘Indie’ game is unusual, but by using the network we have of incredibly gifted people we were able to bring creatives in, when needed, to build a game which has the depth, quality and complexity usually associated with full-on AAA products.

Insane Robots

Every member of the team brought something different, yet they have created a realistic, engaging world where players will battle robots that they care about, that they want to see succeed, to overthrow the despotic ruler and find a bright new future for every Insane Robot!

Insane Robots is now live on PlayStation Store and we can’t wait to see what you think of the game. It’s been a work of passion for such a number of talented people and we are very proud of the end result.

The post How Star Wars, Daft Punk and Swiss cuckoo clocks inspired card battler Insane Robots appeared first on PlayStation.Blog.Europe.

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6 sports-related PS VR games worth playing now the World Cup is finished http://feedproxy.google.com/~r/SCEEBlog/~3/5NltgaJZP68/ https://blog.eu.playstation.com/2018/07/16/6-sports-related-ps-vr-games-worth-playing-now-the-world-cup-is-finished/#comments Mon, 16 Jul 2018 14:30:10 +0000 http://blog.eu.playstation.com/?p=275995 That noise you hear is World Cup fever rapidly vacating the globe for another four years. Understandably being bereft of that electrifying energy from the past few weeks may cause some of us to enter a post-tournament slump. If so though, we’ve a suggestion – six in fact – as to how best to tackle […]

The post 6 sports-related PS VR games worth playing now the World Cup is finished appeared first on PlayStation.Blog.Europe.

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That noise you hear is World Cup fever rapidly vacating the globe for another four years. Understandably being bereft of that electrifying energy from the past few weeks may cause some of us to enter a post-tournament slump.

If so though, we’ve a suggestion – six in fact – as to how best to tackle those blues and reignite your competitive, sporting spirit.

Below you’ll find a half-dozen PS VR games that require sporting finesse to overcome adversity and arcade thrills to drive the adrenaline back up to those World Cup heights. So grab your PS VR headset and choose your favoured activity.

1. Hone your football skills with…Headmaster

Take a trip to the Football Improvement Centre and hone your ability to head a ball (amongst other things) in this fun arcade romp. With a robust 40-level single player campaign and a local party mode, Headmaster will help fill that gap left behind by the World Cup.

2. Join the futuristic dodgeball elite in…Sparc

From the creator of Eve: Valkyrie comes a very different competitive sci-fi multiplayer experience. Compete in frenetic, full-body contact sport with a Tron-like visual design and fast-paced tactical play. Try to strike your opponent while simultaneously dodging or blocking their projectiles.

3. Become an intergalactic parkour master in…Sprint Vector

Feel the need for lightning-fast speed and crazy parkour moves in this ultra-colourful and stylish racer. But it’s not just about being fleet of foot: you’ll need skill and tactics to be first to the finishing line. Sci-fi thrills for adrenaline junkies.

4. Learn archery to survive a hostile environment in…Apex Construct

Sure you can take your time, take a breath, take a bead on a far away target in an archery range. Or you could up the ante and test of your aim in a post-apocalyptic setting where a bullseye if the difference between life and death. Aim true and destroy murderous AI before they strike in this slice of sci-fi action from the minds behind Mirror’s Edge.

5. Outbox a moustachioed Octopus in… Knockout League

Coupled with a pair of PS Move controllers, PS VR can make you feel like you’re in the ring and going 10 rounds against boxing’s best. But Knockout League favours arcade speed over laboured simulation, and stacked as it is with a roster of memorable fighters (including an octopus called, obviously Sir Octopunch) you’ll have more memorable wins than Rocky.

6. Build the perfect team strategy against the clock in… 2MD: VR Football

TITLE

Play coach and quarterback in this arcade take on the NFL. Every play runs over a short but tense two minute timer. Draw out your on-pitch strategy pre-match before testing your tactics on the field as you throw and run the ball for a touchdown and leaderboard glory.

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Resurrection, dynamic exploration and a multi-tooled arm: Hidetaka Miyazaki talks Sekiro: Shadows Die Twice http://feedproxy.google.com/~r/SCEEBlog/~3/DnbW_7r7fV8/ https://blog.eu.playstation.com/2018/07/13/resurrection-dynamic-exploration-and-a-multi-tooled-arm-hidetaka-miyazaki-talks-sekiro-shadows-die-twice/#comments Fri, 13 Jul 2018 17:00:25 +0000 http://blog.eu.playstation.com/?p=275689 A few weeks ago, I was granted an opportunity one does not pass up: a one-on-one interview with Hidetaka Miyazaki. The famed director of Dark Souls and Bloodborne set aside an hour on the final day of E3 to answer my questions about Sekiro: Shadows Die Twice, the mysterious new PS4 project currently in development. […]

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A few weeks ago, I was granted an opportunity one does not pass up: a one-on-one interview with Hidetaka Miyazaki. The famed director of Dark Souls and Bloodborne set aside an hour on the final day of E3 to answer my questions about Sekiro: Shadows Die Twice, the mysterious new PS4 project currently in development.

We discussed the game’s setting, Miyazaki-san’s reoccurring theme of death, and his philosophy on “lore” vs “story.”

Sekiro: Shadows Die Twice

PlayStation.Blog: Sekiro is set during the late 1500s in Sengoku-era Japan. What led you in that direction?

Hidetaka Miyazaki: If we’re going to do something with ninjas, there are two key areas that are relevant: the Edo period and the Sengoku period. For context, the Sengoku period was a bit earlier than the Edo period.

We ended up landing on the Sengoku period [because it] was dirtier — it was grittier and bloodier. It had more of a feel of the type of world we’d want to create…

A good fit for a FromSoftware game!

The other reason we landed on this period is because [it still seems] “medieval,” vs the Edo period, which feels more modern. In my mind, it felt more believable to see something mystical or having to do with the presence of gods in the Sengoku period.

Another thing is that it’s set at the end of the Sengoku period. The reason for that is, in my opinion, there’s a nuance — a beauty — in the finality of something coming to an end. That fits our artistic sense, and we wanted to express that.

On that note, your games often deal with death as a theme. What impact will death have on the story and gameplay of Sekiro?

Probably the best way to cover that question is to directly address the fact that there is resurrection in the game.

My idea of a ninja fighting rather than, say, a knight fighting, is that ninjas can’t take a lot of damage. They’re taking a huge risk, they’re very vulnerable while they’re fighting. It’s this idea of fighting on the edge, it’s a risky situation where if you screw up by a hair’s breadth, it’s over. With a knight, there’s more back and forth, there’s armor and all that. The idea of that type of fighting is where the idea for resurrection came from.

With that image for the combat, that it’s risky, a slight mistake and you’re dead, if you had to go back every time you die and walk back to where you were, the tempo of the game would not feel very good. The idea of resurrection is that it helps the flow of the game. Yes, you have this battle, but you don’t necessarily need to go back every time you die, this helps to balance that out and allows for that riskier “edge of the knife” type gameplay.

It’s also related to the game’s story. It’s related to the mystery surrounding the main character as well as the young lord. Resurrection will have something to do with them.

One of the general concepts for the game is that you can kill ingeniously — a ninja is so resourceful that he can even make use of his own death to gain an advantage. That’s kind of the idea we had.

So, to answer your question, there are three ways death influences Sekiro: for the gameplay purposes of keeping the flow good and being able to have this risky situation, to be able to use it creatively, and also that the story centers around the concept of resurrection.

There’s one thing I’d like to make sure isn’t misunderstood: the resurrection system was not introduced to make the game easier. If anything, it actually can make the game harder because it allows us to push the edge of risky combat where the player can die at any moment.

So the game’s difficulty was balanced around the idea of knowing the player can die and resurrect?

Yeah, exactly.

Sekiro: Shadows Die Twice

Can you speak more about what resurrection entails in Sekiro? How exactly does the mechanic work?

The system itself is not yet 100% final, so we don’t want to say anything that might end up changing. What we can say is that it’s in place to maintain the tempo of the game, and the difficulty of the game will be based around it. Just because you have this resurrection mechanic, it doesn’t mean the player won’t be afraid of death.

Can we talk about the main character’s missing arm, and how it will affect gameplay?

There were two things we really liked about using a ninja, in terms of game design. We’ve always designed stages with verticality in mind, we consider it one of our strengths. What really appealed to us was being able to explore that dynamically — not relying on ladders and other ways to move around these stages, but being able to just ‘boom, I’m there’.

The other thing is that when you’re designing gameplay around a ninja, it’s not like a samurai. With a samurai, you’d go right in with a sword, with a ninja you can sneak around, you can do things that are considered unfair — you can blind guys, you can do stuff that’s not honourable. It was really exciting from a gameplay perspective because it opened up so many options.

So, the two key aspects of this shinobi prosthetic are that you can explore with verticality, and you have a variety of moves that you can use in combat.

There was a desire to have a symbol for the idea that you have a wide variety of things at your disposal. That’s how we came up with the arm. It was a way to put that in a single place. This arm can let you do so many things, you can see that there are wires on it, there are tools on it, it kind of gives you the idea that you have this multi-use feature.

Sekiro: Shadows Die Twice

Sekiro feels much faster than, say, a Dark Souls or Bloodborne. Is this more of an action game, or will fans of those series feel at home here?

There are two key things about battle in Sekiro. In combat, one of the key aspects that’s important in this game is the violence of the clashing of swords. The other thing is the verticality and dynamic movement that you’re allowed.

That dynamism is in the combat, as well. There are lots of different ways to approach a battle, such as stealth, or using your arm tools. Attacking from above, for example. Some of your ninja tools can take advantage of an enemy’s weakness, as well. Or, if you want, you can just go straight in with your sword.

There are lots of different things you can do that will help you in battle. The game is designed in such a way that even if you’re not insanely good at the game, you can figure out how to get through it if you think about it and play it smart.

Changing gears, what’s your philosophy when it comes to the idea of “lore” versus “story”? The former being focused on world-building within the game, the other the act of actually telling a story.

There are some aspects of Sekiro that will be different than our previous games, and others that will be similar.

In Sekiro, the story is actually centered around the main character. He’s a character in the story, who exists in this world. Previously we had nameless characters who weren’t as involved. Thanks to making the main character part of the story, the beginning of the game is probably easier to understand than our previous games.

Aside from that, not too much is different. This isn’t a game where you go through one area, kill a boss, watch a cutscene, then the game tells you where to go next. The story trickles in as you’re playing the game, you’ll find things that will give you more information on the world — the lore, if you will — along with actual story information as well. In that way, it’s similar to our previous games.

Sekiro: Shadows Die Twice

Is there a particular reason you choose to tell your stories this way? Do you find that it’s a more effective way of storytelling?

I’m a fan of stories that require you to use a little bit of your imagination in order to really understand the whole thing.

When I was young, I used to enjoy reading books that were too hard for me, where I could only read maybe half the kanji, and using my imagination to fill in the gaps. I wanted to see if I could bring that kind of experience to a video game, where you use your imagination to bridge those gaps.

FromSoftware announced two games at E3: Sekiro: Shadows Die Twice, as well as Déraciné for PS VR. Has it been challenging to work on both simultaneously?

Actually, I’m very used to directing multiple titles at once. Armored Core 4 and Demon’s Souls were at the same time, while Bloodborne and Dark Souls 3 were at the same time. This is a pretty normal situation for me, but what wasn’t normal was announcing two games at the same time.

I actually prefer “parallel direction” — directing multiple projects at once. As a creative, if you’re focused on a singular thing all the time it’s easy to get stuck in that mentality. It’s easier to find inspiration when you’re working on multiple things than it is when you’re totally focused on one. I enjoy that.

Any final thoughts?

Sekiro: Shadows Die Twice is a different kind of game. Our previous titles have been action RPGs, this time it’s an action adventure.

There are lots of cool new things that I’m looking forward to fans enjoying. Particularly the new story format, or at least the fact that the main character is a big deal in the story. The new ways to explore the world, and the new way that you’re going to become more and more powerful.

There are lots of aspects from our previous titles that I feel we’ve been able to iterate upon. The dynamic exploration, the violent swordfighting, and the huge number of strategic options. I feel that these are all major steps forward for these mechanics, and I’m really looking forward to fans playing it.


The above interview was conducted via an interpreter, and answers have been edited for length and clarity.

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Black Ops 4 private multiplayer beta comes to PS4 first with exclusive weekend on 3rd August http://feedproxy.google.com/~r/SCEEBlog/~3/1QWW5wqyb0w/ https://blog.eu.playstation.com/2018/07/13/black-ops-4-private-multiplayer-beta-comes-to-ps4-first-with-exclusive-weekend-on-3rd-august/#comments Fri, 13 Jul 2018 16:00:30 +0000 http://blog.eu.playstation.com/?p=275907 Today, we’re excited to announce that there are two betas on the Black Ops 4 horizon: a private multiplayer beta in August, as well as a wholly separate private Blackout beta in September. PlayStation players will get the first access to the private multiplayer beta starting at 5pm BST / 6pm CEST on 3rd August, […]

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Today, we’re excited to announce that there are two betas on the Black Ops 4 horizon: a private multiplayer beta in August, as well as a wholly separate private Blackout beta in September. PlayStation players will get the first access to the private multiplayer beta starting at 5pm BST / 6pm CEST on 3rd August, via an exclusive PlayStation 4 beta weekend.

The team at Treyarch is 100% committed to ensuring the best possible day one gameplay experience, and the feedback generated from going hands-on will allow us to do just that – which is why we can’t wait to get the game into everyone’s hands.

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Available to those who have pre-ordered Black Ops 4 for PlayStation 4*, the private multiplayer beta will give the public a hands-on opportunity to enjoy grounded combat, fluid gameplay, our Pick 10 system, new Gear and Loadouts, as well as explosive tactical play. And that’s just scraping the surface! To better prepare you, here is some intel that should come in handy for you:

Specialists

Specialists bring special equipment and game-changing weapons into the fight. On a single team, each player will choose a specific Specialist:

  • Recon
  • Crash
  • Battery
  • Torque
  • Ruin
  • Seraph
  • Ajax
  • Firebreak
  • Nomad
  • Prophet

 

Specialist skills can be combined through tactical teamplay for creative and highlight-reel ready gameplay. Discovering unique and powerful ways to use the different Specialists’ abilities and weapons is one of many reasons to test out each of the Specialists during the beta.

You can still be a Call of Duty badass on your own, but there is a great deal of power that can be unlocked when you combine talents to work as a team.

Modes & maps

The private multiplayer beta returns several fan-favourite game modes including Team Deathmatch, Hardpoint and Domination. Also, be on the lookout for Search & Destroy – the first time that the mode will be playable in Black Ops 4. The beta will also offer participants a chance to experience the newest game mode: Control.

In Control, teams are tasked with either attacking or defending two static objectives. Each team has a limited number of lives in this first-to-three-wins match-up, so strategic strikes and defensive positioning are a necessity. The clock also factors into gameplay as each round is timed, making for frenetic and fun gunfights.

All the private multiplayer beta game modes will be available on four playable maps:

  • Frequency: A covert listening station deep in the mountainous region of Hunan Province is being used to track strategic targets across the globe.
  • Contraband: Surveillance of an international arms smuggling operation has uncovered this shipping hub on a remote, uncharted island off the coast of Colombia.
  • Seaside: An anti-government protest in this quaint coastal Spanish town grew out of control and forced a military shutdown.
  • Payload: A defensive ICBM launch facility deep in an Icelandic mountain range has been infiltrated by hostile forces attempting to steal a nuclear warhead.

 

Along the way, PlayStation players will be treated to two brand new maps, new to the Black Ops 4 Multiplayer rotation: Hacienda and Gridlock.

With the beta, our intention was to provide a range of maps that support various playstyles: verticality for long-range experts, tight corners and areas for melee and shotgun players, and plenty of open-space and cover for assault weapon veterans.

In closing…

The benefit of a multiplayer beta is that it gives us the opportunity to assess the game with a broader pool of players and ultimately deliver on the best day one experience possible. So, thank you for playing and doing your part to help us make Black Ops 4 all it can be!

We can’t wait to see you online!

*MP beta starts 3rd August 3, 2018 on PS4. Actual platform availability and launch date(s) of MP and Blackout beta subject to change. See www.callofduty.com/beta for more details. Minimum beta duration is 3 days. Limited time only, while beta codes last, at participating retailers. Internet connection required.

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Behold ‘The Adventures of Mega Penguin’ – Media Molecule’s extraordinary E3 Dreams game jam http://feedproxy.google.com/~r/SCEEBlog/~3/m8broZCLo0w/ https://blog.eu.playstation.com/2018/07/13/behold-the-adventures-of-mega-penguin-media-molecules-extraordinary-e3-dreams-game-jam/#comments Fri, 13 Jul 2018 14:59:22 +0000 http://blog.eu.playstation.com/?p=275443 At E3 2018 we rounded up a host of developer friends and asked our wonderful Community to give us a story to create in Dreams! Our Co-Founder Alex Evans kicked off the tale while Lead Artist Francis Pang and Audio Programmer Bogdan Vera took the reins on bringing the incoming ideas to life, all from […]

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At E3 2018 we rounded up a host of developer friends and asked our wonderful Community to give us a story to create in Dreams! Our Co-Founder Alex Evans kicked off the tale while Lead Artist Francis Pang and Audio Programmer Bogdan Vera took the reins on bringing the incoming ideas to life, all from within our own little hideaway at Sony’s booth (aka, the Lair of the Mega Penguin).

We didn’t know what to expect when asking for ideas, only that it would include a Mega Penguin stuck on the moon (nothing is weird to us anymore). That said, the E3 Mega Penguin jam was a great demonstration of one of our favourite things about Dreams – how easy it is to collaborate, create and spend some quality time together doing it.

From John Beech working on props like the most intricately made strawberries imaginable (every pip, John, really?!) and snowman rocket special effects, to Tom Colvin lending his dulcet tones to Mega Penguin, our E3 managed to work lots of extra silliness into the piece.

Before we left Los Angeles, we even did a Molecule controller-passing jam session with the whole team in poor Bogdan’s hotel room to add the finishing touches, like some lady penguin voices (Siobhan and Abbie) and snow effects – we even had a task list courtesy of our on-site producers always having post-it notes on-hand!

Dreams game jam

But, how did it turn out? Did we include everything tasked of us? Well, let’s find out. Bring on the Mega Penguin!

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Sonic Mania Plus races onto PS4 next week with new characters, modes and reimagined zones http://feedproxy.google.com/~r/SCEEBlog/~3/GS1lNSvtzDo/ https://blog.eu.playstation.com/2018/07/13/sonic-mania-plus-races-onto-ps4-next-week-with-new-characters-modes-and-reimagined-zones/#comments Fri, 13 Jul 2018 14:05:47 +0000 http://blog.eu.playstation.com/?p=275805 After the launch of Sonic Mania last year, fans kept asking us for one thing: “Give us a physical version, please!” On 17th July, your wish will become a reality – and not only will the game come in a physical package, but also, we’ve added more content and amazing bonuses! If you haven’t had […]

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After the launch of Sonic Mania last year, fans kept asking us for one thing: “Give us a physical version, please!” On 17th July, your wish will become a reality – and not only will the game come in a physical package, but also, we’ve added more content and amazing bonuses!

Sonic Mania Plus

If you haven’t had a chance to play Sonic Mania yet, Sonic Mania Plus is the perfect opportunity to experience the definitive version of the game. The game will be available in a collectible physical package, with new characters, features and reimagined zones for new and veteran players alike.

Already own Sonic Mania digitally? We have you covered! The Encore DLC features all of the in-game content available in Sonic Mania Plus. Just head over to PlayStation Store on 17th July to upgrade.

One of the new elements we’re most eager to share with fans is the return of Mighty the Armadillo and Ray the Flying Squirrel, both of whom are playable characters in Sonic Mania Plus.

People have asked for Mighty and Ray to make a reappearance for years, so we can’t wait to see you guys enjoy these blasts from the past! Harness the power of Mighty’s shell as you smash through obstacles, or glide through zones with Ray’s flying ability.

Sonic Mania Plus

We’ve also added an all-new Encore mode, which challenges players to run through fresh new versions of Sonic Mania Zones as they’ve never seen them before! You can now play with up to three other friends locally on Competition mode, or battle for the quickest time in Time Attack mode.

Sonic Mania Plus

Thanks again to all the fans who played and supported the original Sonic Mania. We’re thrilled for you to continue the adventure on 17th July with Sonic Mania Plus, and we hope you enjoy it as much as we enjoyed putting it all together!

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