PlayStation.Blog.Europe https://blog.eu.playstation.com Your daily fix of PlayStation news from across the SIEE region Wed, 12 Dec 2018 17:38:16 +0000 en-GB hourly 1 https://wordpress.org/?v=4.9.6 Try out The Crew 2’s Demolition Derby multiplayer and more for free this weekend on PS4 http://feedproxy.google.com/~r/SCEEBlog/~3/xZbPgLwk9pM/ https://blog.eu.playstation.com/2018/12/12/try-out-the-crew-2s-demolition-derby-multiplayer-and-more-for-free-this-weekend-on-ps4/#comments Wed, 12 Dec 2018 17:38:16 +0000 http://blog.eu.playstation.com/?p=285137 Looking for a place to crash? The Crew 2 just rolled out Demolition Derby, the game’s second major free update including the iconic motorsport in 8 chaotic challenges and 5 fully destructible cars. The update also adds the PvP mode, more than 20 activities all across the USA and 14 new vehicles. During the free […]

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Looking for a place to crash? The Crew 2 just rolled out Demolition Derby, the game’s second major free update including the iconic motorsport in 8 chaotic challenges and 5 fully destructible cars. The update also adds the PvP mode, more than 20 activities all across the USA and 14 new vehicles.

During the free weekend, running from tomorrow, 13th December to 16th December, players will be able to try out this new content in The Crew 2. Here’s four reasons to join the brawl!

1. Fun and thrill, made in USA

What better place than an open world recreation of the entire United States to rev up the thrill of Demolition Derby, that all-American wreck-fest? Crashing your opponents’ cars to bits – and yours, if you’re not careful enough – feels incredibly rewarding.

The Crew 2 now holds two new perfect spots specifically designed to host the party: a booby-trapped arena in the heart of the Bonneville Salt Flats and an eight-shaped circuit in the Tucson aircraft cemetery.

2. Fully destructible cars, both in competition and freeride

The Crew 2

Take your pick from 5 brand new Demolition Derby cars. They might look like your everyday ride got a midlife crisis makeover, but they’re tailored for total destruction thanks to the game’s completely revamped collision system.

Those cars will take the heat, losing body parts along the way, driving on rims until the last puff of smoke. Once you’ve dressed them up with fully customisable stickers and livery, you’ll be free to take them for a spin in the arena or mess around all across America!

3. Total chaos with a pinch of tactics

Go full throttle or play it subtle, there’s no wrong way to blow off steam! Demolition Derby holds the perfect balance between mayhem and strategy, allowing you to crush all and everything or patiently weigh up your opponents’ skills before striking.

You’ll want to avoid getting hit by a random giant spring-loaded boxing glove and aim for your opponents in the most destructive way possible, but don’t forget to watch out for the right bonus, that might award you with points, grant you extra damage ability or even repair your ride!

4. Up to 7 competitors to crash in the new PvP mode

The Crew 2

The Crew 2 latest Demolition Derby update also added PvP to the game, allowing up to eight players to go toe to toe in a wide selection of motorsports, including the flagship discipline Demolition Derby.

You might want to stay classy when racing in your hypercar, but when you take your foot down in a Demolition Derby car, it’s no holds barred and every man for himself. Making the challenge an eight-player clash is just what any petrolhead needs!

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Intense twin-stick multiplayer shooter Hellfront: Honeymoon blasts onto PS4 next week http://feedproxy.google.com/~r/SCEEBlog/~3/q9BenaVRP3g/ https://blog.eu.playstation.com/2018/12/12/intense-twin-stick-multiplayer-shooter-hellfront-honeymoon-blasts-onto-ps4-next-week/#respond Wed, 12 Dec 2018 17:00:24 +0000 http://blog.eu.playstation.com/?p=285095 Hi all! I’m Theo, designer and artist of the three-man Swedish studio SkyGoblin. As you can see in our shiny new launch trailer above, Hellfront: Honeymoon turned out to be pretty dang intense, and I’m here to tell you how it came to be what it is today. Imagine spending eight consecutive years developing slow-paced, […]

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Hi all! I’m Theo, designer and artist of the three-man Swedish studio SkyGoblin. As you can see in our shiny new launch trailer above, Hellfront: Honeymoon turned out to be pretty dang intense, and I’m here to tell you how it came to be what it is today.

Imagine spending eight consecutive years developing slow-paced, laid-back narrative games and you might begin to understand all the pent-up urge for fast-paced, action-oriented gameplay our studio was feeling at the time when Hellfront was conceived.

When we wrapped production of our previous title, The Journey Down, we immediately threw ourselves headfirst into development of Hellfront like a hungry pack of wolves. The game pretty much exploded out of our fingers!

Hellfront: Honeymoon

We’d become quite social gamers during our previous development cycle, hangin’ out with friends and playing local co-op and PvP games, but we all felt that there was something sorely missing from the local game scene.

We wanted intensity in combat. We wanted button-mashing mayhem that engulfed the entire screen in explosions, like the good old days with Smash TV and similar titles that we’d play with our friends after school.

We wanted a game for couches and pubs, a game that people were drawn into and could pick up and play without prior knowledge or any kind of intellectual investment.

We’ve been running this studio for 13 crazy years full of ups and downs, but one thing this bumpy road has supplied us with (other than the hard earned scars of game dev combat) is a strong sense of who does what.

So once development of Hellfront started we all had our roles firmly figured out, so the concept took shape at the speed of light.

 
 
We’d be blasting new features into the game in the morning, spend most of the day playing with them and then, in more cases than not, throw the new features out before the workday was through.

With a firm belief that the core gameplay mechanic was holy and that if a new feature didn’t align with it 100%, it didn’t belong in the game, we ended up with an extremely tight game loop, worthy of basing an entire game on.

And thus, Hellfront: Honeymoon, probably the world’s most intense twin-stick action strategy title ever conceived, was born.

During the final phase of our previous production, we’d been listening to a lot of synthwave music to keep the work tempo high and brutal, so looking to synthwave as a type of soundtrack for the next game was an obvious choice.

We reached out to the awesome synthwave artist Megadrive, and once we put his tracks in there, it was obvious that the adrenaline-fuelled mayhem of his music was a match made in heaven for Hellfront.

 
 
Our original intention was to make a PvP game and just throw in the co-op and single player modes as a means of practicing, but it quickly turned out that playing co-op against the computer was a hell of a lot more fun than we expected.

Also, when we added leaderboards, a whole new dimension was added to the game, and we found ourselves coming into the office every morning bragging about having beaten each other’s high-scores. So, without the intention, we seem to have created an extremely fun speed-running game too!

Hellfront: Honeymoon will be available at PlayStation Store on 19th December, so make sure to save the date. See you at the Hellfront!

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Skyforge’s new Soundweaver class brings action-rhythm combat to the PS4 MMO’s battles http://feedproxy.google.com/~r/SCEEBlog/~3/2OzIaC51V_k/ https://blog.eu.playstation.com/2018/12/12/skyforges-new-soundweaver-class-brings-action-rhythm-combat-to-the-ps4-mmos-battles/#respond Wed, 12 Dec 2018 16:38:40 +0000 http://blog.eu.playstation.com/?p=285121 Dear players, we are happy to bring you another exciting update for Skyforge and Aelion! We are currently in the development of two big updates for the game and would like to tell you more about it. Weaving harmonies and symphonies We are thrilled to present to you our newest class in the game: The […]

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Dear players, we are happy to bring you another exciting update for Skyforge and Aelion! We are currently in the development of two big updates for the game and would like to tell you more about it.

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Working on the concept of alternative Soundweaver class costume

Weaving harmonies and symphonies

We are thrilled to present to you our newest class in the game: The Soundweaver! A support class that fights using auras and specialized instruments to aid their allies or to dish out damage if needed.

Like with every class in Skyforge, the Soundweaver will bring a new and unique twist to battles and gameplay. Imagine playing a mini-game while actively participating in a battle! With the right timing on your button presses, you will deal more damage to your foes.

Using three different auras players will be able to increase the damage output, reduce incoming damage or reduce cooldowns of the whole party. All these effects can be improved with a special loudspeaker to amp it up even more!

Skyforge

Working on Soundweaver class weapon: guitar

But what would be a class without its ultimate ability! Throw a concert for your friends and foes and smash down the ultimate sound! While playing and pressing the buttons in the correct rhythm you’ll invulnerable. Truly a final showdown!

Introducing new worlds

But what would be an update without new lore? We are bringing you special questline that shall unfold itself into a and exciting scenario showing what will be coming ahead.

A strange formation appeared in outer space not far from Aelion. This formation started to grow, and gravitational perturbations became stronger.

Follow this quest chain to uncover the secrets behind this Mantide distortion!

Skyforge

Looking ahead

We have many more updates planned for Skyforge in 2019 and new worlds will be explored.

Did you miss out on the past content of Skyforge or simply couldn’t catch up? If you haven’t played the game for a long time, we’d like to present you a small gift that should help you a tiny bit to catch up.

The up-to-date set of jewelry and Stones of Power together with other useful items will help you dive into the battle. Log in to Skyforge right now and see if you were eligible for our gift! Please note that it may take a few days for the gift to be delivered to all players.

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Capcom reveals more details on Monster Hunter World: Iceborne and The Witcher 3 crossover http://feedproxy.google.com/~r/SCEEBlog/~3/Jhg2mbKifcE/ https://blog.eu.playstation.com/2018/12/11/capcom-reveals-more-details-on-monster-hunter-world-iceborne-and-the-witcher-3-crossover/#respond Tue, 11 Dec 2018 14:01:23 +0000 http://blog.eu.playstation.com/?p=285039 Greetings, fellow Hunters! Hot on the heels of yesterday’s announcement of Monster Hunter World: Iceborne, we sat down with producer Ryozo Tsujimoto from Capcom to learn what’s new in Iceborne, including new threats, new locations, and more. Watch the video below to get first details and read on if you’re more of the written-word type. […]

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Greetings, fellow Hunters! Hot on the heels of yesterday’s announcement of Monster Hunter World: Iceborne, we sat down with producer Ryozo Tsujimoto from Capcom to learn what’s new in Iceborne, including new threats, new locations, and more.

Watch the video below to get first details and read on if you’re more of the written-word type. Either way, enjoy the interview and start sharpening that Great Sword! Or Charge Blade. Or Insect Glaive. Or Hammer. Or…

PlayStation.Blog: Monster Hunter World: Iceborne was just announced and is slated for Autumn 2019. What has been the team’s high-level goal when creating this new expansion?

Ryozo Tsujimoto: The concept behind it is to provide a massive expansion to the world already established in the Monster Hunter: World base game, and give users an even broader and deeper experience.

It features its own distinct story that takes place after that of the base game. It offers new gameplay elements which can be utilised in the base Monster Hunter: World game as well. There’s also lots more we’ll be able to share in the near future.

There’s still plenty of time to prepare for this new content by playing Monster Hunter: World. And for those who haven’t yet played Monster Hunter: World, there will be a trial version available from 12th December at 00:00 GMT until 17th December at 11:59pm GMT. You can carry over the save data from that trial version to the base game, so I hope you try the game.

Did fan and community feedback influence any aspects of Iceborne’s development?

In creating this big expansion that we’re calling Iceborne, we’ve taken into account a lot of the feedback from the community. In addition to more content, we’re also adding lots of quality of life improvements to make the gameplay even more comfortable and enjoyable, so we think users are going to really enjoy what’s to come.

How does the size of Iceborne compare to that of the Monster Hunter: World base game? What new content can you confirm at this stage of development?

We are introducing a new quest rank, and while the content in Iceborne isn’t quite as big as the already huge Monster Hunter: World game, the expansion is sizeable and is really going to build upon the existing world. Fans familiar with the concept of the expansions that we’ve done in the past should have some idea of the scope and that we’ll work to make it as voluminous as possible.

I’m sure the fans must be wondering about what new monsters they might go up against in Iceborne. Of course, there will be some brand-new monsters you’ve never seen before making their first appearance. Also, if you look very closely at the trailer we’ve released, at the very end you might just get a hint at some of your old favourites returning this time around.

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The Monster Hunter World Appreciation Fest kicks off in January, celebrating one year since the game’s initial launch.

On that note, how does the team create a new monster? Has that process evolved at all since the release of Monster Hunter: World?

When the team goes about creating a new monster, they look at it from a back-and-forth gameplay point of view — the sorts of actions that the monster will perform, or what the user needs to do to combat those actions. We start with that, but obviously as there are more and more monsters in the games, we need to get more creative in thinking about new monsters and new actions that haven’t existed in that combination before. That’s where the challenge exists. Each one has to stand on its own gameplay-wise, so we put a lot energy into that thought.

We know that Iceborne is deep in production, but it’s not exactly right around the corner. Are there any other updates or enhancements coming to Monster Hunter: World to keep people playing?

In the run up to the release of Iceborne there is plenty for Monster Hunter: World players to look forward to. First of all, Arch Tempered Kulve Taroth is coming on 20th December.

You can try hunting the same way as before, or you can go deeper and experience its true power for even better rewards. We also have a special in-game festival in January 2019, called The Appreciation Fest, to celebrate the first anniversary of the console game’s launch.

Monster Hunter World x The Witcher III

In addition to all of that, you’ve probably noticed our other teaser trailer for our collaboration with The Witcher 3: Wild Hunt, which features Geralt arriving in the New World.

The quest for this collaboration is really unique because it mixes Monster Hunter: World gameplay along with the RPG elements of The Witcher 3: Wild Hunt to create a really fresh experience we think is going to appeal to fans of both series. You’ll see that coming early in 2019. We couldn’t have done it, of course, without the close collaboration of CD Projekt Red. We’re still working with them right now on the content and I think you’re really going to enjoy it.

Finally, in the spring of 2019 you will see Nergigante, one of the monsters that holds a key role in the Monster Hunter: World storyline, returning as an Arch Tempered monster.

That quest is going to mark the end of the new event quests for the base game. After that, up until the launch of the Iceborne content, we will be re-releasing previous quests for you to catch up. You’re going to want to play the base game in the run up to Iceborne, so that you’re ready.

Monster Hunter World Arch-Tempered Nergigante

Is there anything else you’d like to add for the Monster Hunter fans reading this story?

To all you Hunters out there, please allow me to thank you so much for playing Monster Hunter: World. We really appreciate the support. I’ll be able to tell you more about Iceborne as development continues and I should be able to share some great things in the spring timeframe.

Until then, if anyone out there has not yet experienced Monster Hunter: World, but you think this seems like an interesting game, I encourage you to check out the limited free trial version that starts from 12th December and runs until 17th December. As a reminder, you can carry over your save data into the full game, so give it a shot!

That’s all from me for now, but thanks for all your continued support of Monster Hunter: World and Iceborne and until next time, happy hunting!

Monster Hunter World WallpaperMonster Hunter World WallpaperMonster Hunter World Wallpaper

Celebrate Monster Hunter World with these PlayStation.com wallpapers

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New on PlayStation Store this week: Borderlands 2 VR, Warhammer: Vermintide 2, more http://feedproxy.google.com/~r/SCEEBlog/~3/MfC_gCFseQo/ https://blog.eu.playstation.com/2018/12/10/new-on-playstation-store-this-week-borderlands-2-vr-warhammer-vermintide-2-more/#comments Mon, 10 Dec 2018 18:05:05 +0000 http://blog.eu.playstation.com/?p=284933 Whether you want to spend some quality time by yourself or go head-to-head with other players online, PlayStation Store has something for you in the all-action week ahead. Revisit acclaimed shoot ‘n’ loot FPS Borderlands 2 in VR, dominate fantasy battlegrounds in Warhammer: Vermintide 2, or send alien invaders packing in Earth Defense Force 5 […]

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Whether you want to spend some quality time by yourself or go head-to-head with other players online, PlayStation Store has something for you in the all-action week ahead. Revisit acclaimed shoot ‘n’ loot FPS Borderlands 2 in VR, dominate fantasy battlegrounds in Warhammer: Vermintide 2, or send alien invaders packing in Earth Defense Force 5 – all these and more are detailed below.

1. Borderlands 2 VR

Shoot ‘n’ loot your way through the untamed world of Pandora with PS VR. Choose your Vault Hunter from four distinct classes with unique combat styles – Siren, Commando, Gunzerker or Assassin. Arm yourself with hundreds of over-the-top weapons and fight to line your pockets.

2. Realm Royale Founder’s Pack

Realm Royale Founder's Pack

Skydive into vast maps in Hi-Rez Studios’ vibrant fantasy battle royale where 100 players fight for glory. With five unique classes to choose from, you can devastate your opponents as an axe-wielding warrior or soar through the sky as a fireball slinging mage. Will you be the last champion standing?

  • Available: Tuesday 11th December

3. Warhammer: Vermintide 2 – Ultimate Edition

Be one of the five Heroes of Ubersreik and enjoy early access to Fatshark’s first-person co-op action game. Each character has three unique career paths to level up as you join forces with your friends to do. The Ultimate Edition includes three days early access, Shadows over Bögenhafen & Back to Ubersreik DLC, instant closed beta access and more.

4. Desert Child

Step into the shoes of a talented hoverbike racer on a mission to scrape together enough cash for a one-way ticket to Mars. Take on odd jobs to escape a ruined Earth, and enter the biggest race in the universe, the Grand Prix.

5. Earth Defence Force 5

Join the EDF soldiers and fight off alien invaders in Sandlot’s action shooter, featuring[DF5] more than 100 missions and over 1,000 weapons. Fight alongside other EDF soldiers in four-player online multiplayer or invite a friend over for two-player couch co-op.

This week’s pre-orders

1. Crash Team Racing Nitro-Fueled

Crash Team Racing Nitro-Fueled

Crash is finally back in the driver’s seat and looking better than ever. With gorgeous new graphics and exhilarating online racing, you can show off your skills to all-comers.

2. Far Cry: New Dawn

Far Cry: New Dawn

Venture into a colourful post-nuclear world where nature is bouncing back and survivors have started to rebuild. Launch expeditions, build makeshift weapons and train a new generation of guns for hire as you prepare to face anything that threatens your town.

3. Rage 2

Rage 2

Dive into open-world mayhem in Bethesda’s first-person action sequel, featuring breakneck vehicle combat, upgradable weapons and outrageous action.

PlayStation StoreOut this week

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10th December

11th December

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

Free for PlayStation Plus subscribers in December

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Bethesda’s ‘Year of Doom’ initiative celebrates 25 years of the iconic shooter http://feedproxy.google.com/~r/SCEEBlog/~3/1K1a7yN66GQ/ https://blog.eu.playstation.com/2018/12/10/bethesdas-year-of-doom-initiative-celebrates-25-years-of-the-iconic-shooter/#comments Mon, 10 Dec 2018 15:00:21 +0000 http://blog.eu.playstation.com/?p=284949 The year was 1993. Mariah Carey’s Hero was on top of the charts, Jeff Goldblum became a household name thanks to Jurassic Park, and id Software geared up to release a brand-new game that would go on to help shape first-person shooters forever. On 10th December 1993, Doom was born. As one of my first […]

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The year was 1993. Mariah Carey’s Hero was on top of the charts, Jeff Goldblum became a household name thanks to Jurassic Park, and id Software geared up to release a brand-new game that would go on to help shape first-person shooters forever. On 10th December 1993, Doom was born.

DOOM 25th anniversary key art

As one of my first gaming experiences, Doom quickly became an after-school obsession. There was just so much for a kid to love about being immersed in the ultimate power fantasy: taking down badass demons and blowing them to bits with explosive weapons. My brother and I poured countless hours into the game. 25 years later, not much has changed.

Times change. Doom is Eternal

Doom fans all over the world have their own stories. Whether they started back at the beginning or joined the fun with Doom (2016). From modders that created their own Doom maps on custom rigs, to friends that shared Doom levels thanks to shareware. Doom has always been about the fans, the millions of players that have made the franchise what it is today.

That’s why I’m so excited to announce the Year of Doom, a year-long initiative to celebrate Doom’s 25th anniversary with all of you.

With the launch of our brand-new website on Doom.com, we’ll be sharing some of our favourite memories from the last 25 years, including a look back at the mods, maps, and memories that stand out over the last two and a half decades. We’ll highlight killer cosplay, developer interviews, and incredible fan creations.

And yes, we’ll be revealing much more about the upcoming Doom Eternal throughout the Year of Doom.

Slayers Club logo

As part of the Year of Doom, we’re also launching the Doom Slayers Club, a brand-new official fan club for Doom connoisseurs. Not only does the Doom Slayers Club give Doom fans young and old a place to celebrate the franchise, there are also a bunch of fun incentives for joining the club.

We’ll be sharing more information about the rewards, activities, exclusive content, events, and more, so stay tuned.

If you’re ready to celebrate, head over to Doom.com and join the Doom Slayers Club now. When you join, you’ll receive the exclusive Zombie Doom Slayer skin, available in campaign, Invasion, and the unannounced multiplayer when Doom Eternal launches.

We can’t wait to celebrate Doom’s 25th anniversary with you, the fans, who continue to show your passion for all things Doom. It’s truly been one hell of a ride, from floppy disks to the future. Thank you for your support over the past 25 years. Here’s to 25 more!

exclusive Zombie DOOM Slayer skin

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Monster Hunter World announces new Iceborne expansion & The Witcher 3 crossover, out 2019 http://feedproxy.google.com/~r/SCEEBlog/~3/Oj8_xi9afzs/ https://blog.eu.playstation.com/2018/12/10/monster-hunter-world-announces-new-iceborne-expansion-the-witcher-3-crossover-out-2019/#comments Mon, 10 Dec 2018 14:30:42 +0000 http://blog.eu.playstation.com/?p=284941 Monster Hunter: World marked the start of a new age for the Monster Hunter series on PlayStation 4, and we’re now gearing up to grow that experience even more with Monster Hunter World: Iceborne, a massive expansion coming autumn 2019. Here’s a little teaser trailer summarizing what you can expect from Monster Hunter World: Iceborne. […]

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Monster Hunter: World marked the start of a new age for the Monster Hunter series on PlayStation 4, and we’re now gearing up to grow that experience even more with Monster Hunter World: Iceborne, a massive expansion coming autumn 2019.

Here’s a little teaser trailer summarizing what you can expect from Monster Hunter World: Iceborne.

That was just a teaser video, but if you pay close attention, there’s quite a bit that you can extract from it. Old school Monster Hunter fans will even recognize some audio and visual cues at the end. Let me know what you think!

Just to recap, we’re bringing you a brand new environment, new monsters, new equipment to forge, a new quest difficulty rank, and much more! We’ll have more details on this expansion in spring 2019, so stay tuned.

In the meantime, we’ve also announced plenty of new free content updates coming to the base game Monster Hunter: World.

Everyone is still celebrating the Winter Star Fest, and as the event comes to a close in a couple of days, the Research Commission will allow hunters to take on a revamped Kulve Taroth Siege with an Arch-Tempered form of that Elder Dragon and new rewards!

And as we look to 2019, we’ll start the year off with the Appreciation Fest to celebrate one year of Monster Hunter: World, followed by two more exciting updates: Arch-Tempered Nergigante and a special collaboration with The Witcher 3: Wild Hunt! Check out the collaboration trailer here:

We also know some of you may have not joined the hunt yet, so we’d like to invite you to get your hands on Monster Hunter: World for free with our trial version. This free trial will be available from 12th December at 00:00 GMT until 17th December at 11:59pm GMT and lets you really see what Monster Hunter is all about.

You’ll be able to take on the first handful of story quest assignments as well as optional quests, hunt a variety of fearsome monsters, forge weapons and armour, and explore the new world.

Also, if you have PlayStation Plus, you’ll be able to hunt with up to three other players; these can be trial version players or folks that own the full game. And the best part: all progress you make in the trial version will carry over to the full game once you make the jump.

Monster Hunter World: Iceborne

So to all Monster Hunter fans, and newcomers, out there: thank you for joining us and making this an awesome community to be a part of! Enjoy the last few days of 2018, and we’ll see you in 2019 with a lot more monster hunting goodness! Happy hunting!

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Inside the art of The Last Remnant Remastered http://feedproxy.google.com/~r/SCEEBlog/~3/YfDTaD4-KxE/ https://blog.eu.playstation.com/2018/12/07/inside-the-art-of-the-last-remnant-remastered/#comments Fri, 07 Dec 2018 14:00:21 +0000 http://blog.eu.playstation.com/?p=284920 Hello everyone! Yusuke Naora here. You may know me as art director for many Square Enix titles, including the original release of The Last Remnant in 2008. For The Last Remnant Remastered, which released yesterday, I was on the team to review the graphics upgrades and illustrate the new key visual. Personally, I consider The […]

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Hello everyone! Yusuke Naora here. You may know me as art director for many Square Enix titles, including the original release of
The Last Remnant
in 2008. For The Last Remnant Remastered, which released yesterday, I was on the team to review the graphics upgrades and illustrate the new key visual.

Personally, I consider The Last Remnant one of its kind, even within the Square Enix RPG lineup. It is a title in which we took on many challenges, as there were many things the staff were unable to realize or include back then with the Final Fantasy series, due to limitations on specs and technology. The Last Remnant Remastered turned out to be so much more than we had envisioned back then. Various additional work was done, so it almost feels like a remake rather than a remaster. Even 10 years after its initial release, I don’t find it feeling inferior to other titles.

Looking back on the creation of the original, we really wanted to make sure we took the time to fully express the characters and the world. For the characters, in order to depict the ensemble cast as well as the battle system, rather than create features that are largely unique to each and every character, the focus was placed on how a given character appears within a given group or race.

Take Rush for example. He is the main character of The Last Remnant and one you will get to know closely. I am quite proud of how his design came out. He starts out as just an ordinary young man from the countryside who gains a better understanding of the world with the same perspective as the player, so we were constantly conscious about depicting him as a neutral figure. With his design, the motif was based on Japanese school uniforms, but we made it a design that would be considered normal in remote regions, and very different from global standards.

We were also quite particular when it came to his animations. For example, there were subtle additions to his equipment to go along with his growth throughout the game. I also asked to include a movement where he brushes his hair back with his fingers when he’s thinking, since he’d be encountering many new and different situations.

In creating the world of The Last Remnant, we also thought about how to portray the “Remnants,” mysterious powerful objects. Our overarching goal was to determine how to depict the largest feature, the Remnant, in a world that is high fantasy, but also while incorporating central Asian design aesthetics.

Specifically for the Remnants, I went about depicting it as something that the people inhabiting the area took for granted in their day to day lives, although they are unsure of who and for what purpose it was created in the past, similar to the Nazca Lines or Stonehenge.

So many details within the world of The Last Remnant work well together, not just from the design sense, but also the soundtrack. I am particularly fond of guitar tracks, so I did listen to the battle songs among others to ramp up my energy as I was working on the game. Please be sure to pay attention to the music as well.

For all those reading, whether you are a fan or a newcomer, I hope that you will give The Last Remnant Remastered a try for its timeless story, beloved characters and beautiful new graphics. Check out the new launch trailer and embark on an adventure I’m so glad to have been a part of creating!

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New Christmas weekend discounts are live on PlayStation Store http://feedproxy.google.com/~r/SCEEBlog/~3/GvWmRzUsRvY/ https://blog.eu.playstation.com/2018/12/07/new-christmas-weekend-discounts-are-live-on-playstation-store/#comments Fri, 07 Dec 2018 09:30:01 +0000 http://blog.eu.playstation.com/?p=284805 PlayStation Store is back with another roster of incredible discounts to enjoy this weekend. Survive the perilous jungles of South America in Shadow of the Tomb Raider, kick the stuffing out of Norse gods in God of War or invite a friend over for some prison break couch co-op in A Way Out. All games […]

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PlayStation Store is back with another roster of incredible discounts to enjoy this weekend. Survive the perilous jungles of South America in Shadow of the Tomb Raider, kick the stuffing out of Norse gods in God of War or invite a friend over for some prison break couch co-op in A Way Out.

All games listed below are discounted until Monday 10th December, so head to PlayStation Store now. And make sure to check back at PlayStation Blog next week for the third and final round of great Christmas weekend promotions.

Christmas Deals

*Please note, some titles may not be available in your region

In addition to the Christmas weekend discounts, there are two other promotions currently underway on PlayStation Store:

Games under €10 (until 21/12)

Pick up huge savings on great games like Tomb Raider: Definitive Edition, Uncharted 3: Drake’s Deception Remastered, Metal Gear Solid V: The Phantom Pain and Watch Dogs. See below for a full list of deals, then click through to PlayStation for pricing in your region.

PlayStation Plus exclusive discounts (until 20/12)

Don’t miss out on new PS Plus exclusive discounts on acclaimed titles including The Witcher 3: Wild Hunt, Mortal Kombat X and Far Cry 4. Not a PS Plus member? You can also purchase your membership at PlayStation Store now. See below for a full list of deals, then click through to PlayStation for pricing in your region.

PS Plus Exclusive Discounts

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Rage 2 PS4 release date confirmed – watch the new trailer http://feedproxy.google.com/~r/SCEEBlog/~3/eCenLO_dKvM/ https://blog.eu.playstation.com/2018/12/07/rage-2-ps4-release-date-confirmed-watch-the-new-trailer/#comments Fri, 07 Dec 2018 04:27:24 +0000 http://blog.eu.playstation.com/?p=284795 The wasteland of Rage 2 is your playground – your very bloody playground – and in a world where there are no rules, insanity rules. Go anywhere, shoot anything, explode everything. Rage 2 will be available on PlayStation 4 from 14th May 2019. Get a fresh look at the chaotic and crazy world in the […]

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The wasteland of Rage 2 is your playground – your very bloody playground – and in a world where there are no rules, insanity rules. Go anywhere, shoot anything, explode everything. Rage 2 will be available on PlayStation 4 from 14th May 2019. Get a fresh look at the chaotic and crazy world in the latest trailer.

Open-world mayhem

The seamless open world of Rage 2 is full of opportunity for an enterprising Ranger. Any time you want to veer off the main path, you’ll find a lot to explore. As id Software Studio Director Tim Willits explains, there’s never a dull moment when you’re prowling the wasteland.

“Once you leave the starting area, the entire world is open, and you’ll encounter dynamic events everywhere you go,” says Willits. “You may find a bandit outpost to clear out, or a race you want to run, or a convoy that needs destroying. Completing these types of activities will also help your relationship with some of the key characters in the main story. Everything you do will be rewarded.”

Races

The Torn Plains Racetrack is heaven for speed demons and adrenaline junkies. Win different cars by racing on the curvy, multi-path tracks, riddled with jumps and hazards. You can also come across drivers anywhere in the wasteland and challenge them to a quick pick-up race. The starting and ending points for a pick-up race are based on where the race is initiated, so no two courses are the same.

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Convoys

Convoys are massive, heavily defended fortresses on wheels; they’ll require skillful driving and all your combat expertise to take them down. Convoys consist of a monstrous leader that is protected by a number of different vehicles, from fast attack bikes to medium-sized muscle cars, all armed to the brim and ready to tear you to pieces. Both the Immortal Shrouded and the Goon Squad have their own convoys with unique faction vehicles that patrol different areas of the world.

Mutant Bash

Face off against wave after wave of progressively more challenging enemies in the Mutant Bash arena to win prizes and wasteland fame. Now hosted by a woman named Desdemonya, this new Mutant Bash TV is more twisted and cruel than ever before. Be sure to stock up on ammo, grenades and Wingsticks before you attempt Mutant Bash. There’s a resupply phase between waves, but it’s just barely enough to keep you in the fight.

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Ark hunting

Locating Arks is your key to upgrading Walker with new gear and nanotrite abilities, but not all of them are easy to find. Some you’ll discover through missions, and some you’ll locate by gathering valuable intel around the wasteland. Talk to folks in town and keep an eye out for data pads or audio recordings that might hold some useful information.

Helping out allies

Your allies in the wasteland are going to have plenty of work for you. Go back to them often to see if they have additional quests (with additional rewards, of course).

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Bounties

Feel like doing a little hunting? Some of the hub cities will have bounties you can pick up. Hunt down your target and take them out for a sweet prize. There’s no “dead or alive” in the post-post-apocalyptic wasteland.

Saving friendly drivers

Just because you’re saving the world doesn’t mean you can’t help the little guys. While cruising around the wasteland, you may come across someone getting chased by a group of bandit vehicles. Should you manage to get all the attacking cars off the civilian’s tail, you’ll be roundly rewarded.

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Authority attacks

With their unrivaled control of the skies, the Authority can strike at any time, anywhere in the wasteland. Incoming Authority aircraft are capable of dropping both troopers and Sentry Turrets, which should be avoided at all cost until you’ve got enough firepower to wipe out a small town.

Create your own chaos

“I like to say that Rage 2 has a high ‘distraction factor’ when playing,” jokes Willits. “I often get sidetracked by something as I drive past, or something happens dynamically in the world. I find that I can spend hours just driving around or flying. I really enjoy the Icarus mini-copter the best. It’s an amazing way to see all the sights. One of the cool things about the Icarus is that it’s a reward for people who explore. It isn’t found on the ‘golden path’ of the game. It’s not just given to you, you need to earn it. But once you have the Icarus, the whole game opens up to you in a new, exciting way.”

Rage 2 is coming to PlayStation 4 – 14th May, 2019. Pre-order to receive the exclusive Cult of the Death God mission and don Nicholas Raine’s legendary armor and Settler Pistol. The RAGE 2 Collector’s Edition is also available for pre-order. Get the full breakdown of all the included goodies here: RAGE 2 Collector’s Edition & Deluxe Edition.

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The Pathless: Giant Squid’s new adventure is about archery, falconry & mythic atmosphere http://feedproxy.google.com/~r/SCEEBlog/~3/UGaUFZEprQg/ https://blog.eu.playstation.com/2018/12/07/the-pathless-giant-squids-new-adventure-is-about-archery-falconry-and-mythic-atmosphere/#comments Fri, 07 Dec 2018 03:49:21 +0000 http://blog.eu.playstation.com/?p=284885 Since the day we released Abzû, the team at Giant Squid and I have been focused on creating a new adventure. The Pathless is rooted in our signature artistic and atmospheric style, but adds some new excitement to the mix. I’m thrilled to finally be able to share some details about it with you! The […]

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Since the day we released Abzû, the team at Giant Squid and I have been focused on creating a new adventure. The Pathless is rooted in our signature artistic and atmospheric style, but adds some new excitement to the mix. I’m thrilled to finally be able to share some details about it with you!

The Pathless

The Pathless is a mythic adventure where you play as the Hunter, a skilled archer who explores a mysterious cursed island with an eagle companion. Your goal is to lift an unnatural shroud of darkness that plagues the world. As you bound acrobatically through dense forests, you will hunt prey, discover ancient ruins, and form a deep bond with your eagle. But beware: dangerous spirits also lurk in the woods. If you aren’t careful, you may become the hunted yourself.

The Pathless

The Hunter is graceful and moves smoothly through the forest with the eagle flying close beside her. To let you truly feel the Hunter’s skill and agility, we took a unique approach to the design of our archery mechanics. We wanted to make cool trick shots effortless while you run, jump, and even glide with the help of your eagle.

In many games, it’s difficult to run while also lining up shots, so they often turn on slow-motion while you are moving quickly and aiming. All I’ll say for now is that we found a different, simple solution that allows you to keep moving at full speed while shooting targets, pulling off cool chains of bullseyes as you navigate. It’s feeling really great to play.

The Pathless

Giant Squid games are defined by their powerful atmosphere, and by the emotional connection that it creates between the player and the world. When we were starting this project, I traveled to the pine and redwood forests of Oregon and Washington to feel that connection for myself. Those dense woods evoke the sense of being in an ancient world, lost in time. We are evolving the technology we used to make Abzû to recreate that mystical feeling in The Pathless, with an even bigger world full of history, secrets and beautiful spaces.

The Pathless

Like Abzû, The Pathless is built on fluid movement, majestic environments and a connection with the natural world. But this time, I wondered what would happen if we heightened the sense of speed, action and daring adventure. The result of combining these elements is an experience that has the DNA of Abzû, but that I think will surprise you.

The Pathless

This is just the beginning- The Pathless is still in development and we will be sharing more details about the game from here on out. Be sure to keep up with us on twitter and other channels. I look forward to when The Pathless is ready for you to experience. -And yes, you will be able to pet the eagle!

The Pathless

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Co-op action RPG Dauntless hits PS4 in April 2019 http://feedproxy.google.com/~r/SCEEBlog/~3/RSIQjA3GoJU/ https://blog.eu.playstation.com/2018/12/07/co-op-action-rpg-dauntless-hits-ps4-in-april/#comments Fri, 07 Dec 2018 03:26:40 +0000 http://blog.eu.playstation.com/?p=284867 Hello there, I’m Jesse Houston, CEO and co-founder of Phoenix Labs. I’m excited to announce that Dauntless, our free-to-play action RPG currently in open beta on PC, is coming to PlayStation 4 in April 2019! Dauntless is the first game from our team, and we can’t wait to introduce it to the PlayStation faithful. Shortly […]

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Hello there, I’m Jesse Houston, CEO and co-founder of Phoenix Labs. I’m excited to announce that Dauntless, our free-to-play action RPG currently in open beta on PC, is coming to PlayStation 4 in April 2019!

Dauntless is the first game from our team, and we can’t wait to introduce it to the PlayStation faithful. Shortly following launch, we’ll have some special in-game goodies for PlayStation Plus subscribers, including an exclusive pack containing cosmetics, potions, and more. We created a new trailer to herald our launch announcement made during The Game Awards, which you can watch above.

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So what is Dauntless all about, you ask? Dauntless is a combat-heavy Action RPG where you team up with friends to take on Behemoths, giant beasts threatening humanity’s survival in the Shattered Isles.

Cooperating with your teammates to strategize the best approach to each encounter is core to the Dauntless multiplayer experience. The untamed world of Dauntless experienced a cataclysmic event that quite literally shattered the land into disparate islands, and these islands remain afloat thanks to a mysterious energy source known as aether. Players take on the role of Slayers, brave warriors fighting for humanity’s survival.

Come out slaying

Hunting Behemoths is the bread and butter of Dauntless. Successfully completing a hunt nets you valuable resources and materials that you take back to the frontier city of Ramsgate to forge new weapons, armour, supplies, and accessories to take on your next outing. As you progress, you’ll begin harvesting Behemoth parts that imbue elemental attributes and other buffs to your gear, and you can further customize your play-style using the Cell system to socket the way you approach combat and team support.

The only thing standing in your way of gaining all these resources is…actually taking down the Behemoths. We currently have six unique weapon classes, with hundreds of variations and options in each class that can help your prowess depending on the type of Behemoth you’re hunting. Customising your load-out and collaborating with your team before heading out on a hunt is paramount to success in Dauntless.

With combat being such a huge element of the Dauntless experience, tight controls are of the utmost importance. We like to give our players the option to play the way they’re most comfortable, and you’ll be happy to know that we already have full DualShock 4 support in the game! We joke around the office, but one of our developers actually prefers to play Dauntless on his fightstick as well.

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Live service meets free-to-play

The live service nature of Dauntless and the ever-evolving Shattered Isles allows us to do some interesting things when it comes to tracking down and slaying specific Behemoths and completing quests, ensuring that players always have new challenges awaiting them every time they log in. We’ve greatly expanded that concept with the Hunt Pass, a new way for Slayers to earn rewards in Dauntless. Hunt Pass launches in Dauntless today, so PlayStation 4 players will have a ton of content at their disposal come April.

Along those same lines, I mentioned above that Dauntless is free-to-play. For us, free-to-play means providing our players with awesome free content, with the option to purchase cosmetics like armor skins, dyes, flares and more. If you see someone walking around with a high level weapon or armor set, you can rest assured that they crafted it by defeating Behemoths in the game, and not through a microtransaction.

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Join the hunt

We hope you’re as excited as we are to bring Dauntless to PS4. Stay tuned for more info, and we hope to see you in Ramsgate soon!

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Far Cry New Dawn brings players into a vibrant post-apocalyptic frontier http://feedproxy.google.com/~r/SCEEBlog/~3/fcWKibFzlpw/ https://blog.eu.playstation.com/2018/12/07/far-cry-new-dawn-brings-players-into-a-vibrant-post-apocalyptic-frontier/#comments Fri, 07 Dec 2018 02:42:41 +0000 http://blog.eu.playstation.com/?p=284853 Far Cry New Dawn – the standalone sequel to Far Cry 5 coming to PlayStation 4 on 15th February 2019 – takes us to a world that’s just beginning to emerge from global nuclear destruction. Set 17 years after the catastrophe, Far Cry New Dawn unfolds in a drastically transformed Hope County. Nature has bounced […]

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Far Cry New Dawn – the standalone sequel to Far Cry 5 coming to PlayStation 4 on 15th February 2019 – takes us to a world that’s just beginning to emerge from global nuclear destruction.

Set 17 years after the catastrophe, Far Cry New Dawn unfolds in a drastically transformed Hope County. Nature has bounced back and taken over, giving way to a brilliantly colorful superbloom phenomenon. Survivors have begun to build a new, makeshift community from the ruins, and you may recognize some of them from Far Cry 5 – like Pastor Jerome.

This new world isn’t all wildflowers and hope, though, because the Survivors now face a new threat: the Highwaymen, a roving band of scavengers led by a merciless pair of twin sisters, Mickey and Lou.

Far Cry New Dawn

The Twins were children when the apocalypse hit, and the lessons they learned growing up on the harsh new frontier gave them a vicious, live-for-today outlook – one they share with their followers.

The nomadic Highwaymen wander the countryside, stripping the meager resources from every place they visit, and either killing or recruiting everyone they meet. Now, they’ve turned their sights on Hope County, and if the Survivors are going to withstand the onslaught, they’re going to need your help. (And the help of your co-op partner, if you decide to team up with another player.)

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Building a defense against the Highwaymen will take more than a quick trigger finger. You’ll need to ally with the Survivors, and help them rebuild the Homebase, called Prosperity. The Homebase is also where you’ll be able to craft makeshift weapons and vehicles, and train a new generation of Guns and Fangs for Hire – including Timber, the Akita who may just become your new best friend.

You’ll also be able to use it as a launching point for Expeditions, missions that will take you far beyond the borders of Hope County to explore wetlands, canyons, and other new locations around the country. The Expeditions will be different for every playthrough, meaning there will be plenty of unpredictable chances to blow stuff up and wreak havoc among your enemies. The battle against The Twins comes to PS4 on 15th February, so get ready to cobble together a DIY arsenal and face the new threat.

Far Cry New Dawn

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PlayStation Classic Collector’s Bundle launches today http://feedproxy.google.com/~r/SCEEBlog/~3/Lr9VAVzZCZU/ https://blog.eu.playstation.com/2018/12/06/playstation-classic-collectors-bundle-launches-today/#comments Thu, 06 Dec 2018 16:30:38 +0000 http://blog.eu.playstation.com/?p=284445 Equipped with 20 iconic pre-loaded games plus two controllers for multiplayer showdowns, PlayStation Classic is the perfect portal back to the golden era of ’90s gaming. Announcing the PS Gear bundle As well as being available stand-alone through many retailers, we are excited to announce that, from today, players in the UK, France, Germany and […]

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Equipped with 20 iconic pre-loaded games plus two controllers for multiplayer showdowns, PlayStation Classic is the perfect portal back to the golden era of ’90s gaming.

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Announcing the PS Gear bundle

As well as being available stand-alone through many retailers, we are excited to announce that, from today, players in the UK, France, Germany and Benelux can also pick up the console as part of a limited collector’s bundle on PlayStation Gear.

This great value bundle is the perfect gift for retro-loving fans, featuring the carefully replicated mini console – plus a whole range of extra collectibles inspired by the original 1994 console.

PlayStation Classic

The nostalgia-packed extras include a ’94 messenger bag, 3D key ring of the original PS console, a PS gift set containing exclusive glass, mug and coaster designs, plus a set of playing cards presented in a console shaped tin.

All of this is available for a great price of €140.99/£123.99, which gives fans a saving of over 50% on the extra included collectibles.

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Head over to playstation-gear.com now where you can grab the bundle and save up to 30% on other select retro inspired PlayStation merchandise until 10th December.

You can also find out more about the mini console itself at playstation.com.

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Fortnite Season 7 detailed in full http://feedproxy.google.com/~r/SCEEBlog/~3/4UJeY4F2wfQ/ https://blog.eu.playstation.com/2018/12/06/fortnite-season-7-detailed-in-full/#comments Thu, 06 Dec 2018 15:00:24 +0000 http://blog.eu.playstation.com/?p=284779 Season 7 has arrived with the smash of a mysterious iceberg! Winter has brought many changes to the Fortnite map for you to explore. Ziplines are a new way to help you travel to and from high terrain. For you chill and thrill seekers, the new Frosty Flights location and Expedition outposts are outfitted with […]

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Season 7 has arrived with the smash of a mysterious iceberg! Winter has brought many changes to the Fortnite map for you to explore. Ziplines are a new way to help you travel to and from high terrain. For you chill and thrill seekers, the new Frosty Flights location and Expedition outposts are outfitted with the new Stormwing planes so you can take to the skies.

There are tonnes of new areas to venture to and secrets to uncover, so stay frosty.

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A new season also means a brand new Battle Pass. Over 100 new exclusive rewards are ready for you to unlock, and it still costs the same 950 V-bucks. This season, you get the Zenith and Lynx progressive outfits instantly when you purchase the Battle Pass, both of which can level-up to unlock new styles.

We’ve also added a new item type: Wraps! These allow you to customise your weapons and vehicles with all new looks to match and complement your favourite outfits.

Battle Pass owners will also get early access to their own island in Creative: a brand new place for you to build your dream Fortnite with your friends.

The Epic Games team will be taking its own holiday break this winter, so Season 7 will be extended by two weeks and end on 28th February. We’ll still have new updates coming out during that break period bringing new items and challenges. You can plan on more holiday cheer to hit before the New Year as well!

Thank you for showing your passion and creativity within Fortnite!

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Test your fear of heights in Richie’s Plank Experience on PS VR, out next week http://feedproxy.google.com/~r/SCEEBlog/~3/J8JAiMdIN_s/ https://blog.eu.playstation.com/2018/12/06/test-your-fear-of-heights-in-richies-plank-experience-on-ps-vr-out-next-week/#comments Thu, 06 Dec 2018 14:00:20 +0000 http://blog.eu.playstation.com/?p=284771 You asked for Richie’s Plank Experience on PSVR – it’s coming 12th December! Richie’s Plank Experience was created to entertain your friends and family with a thrilling heights challenge. Everyone reacts differently as they step out from an 80-storey skyscraper and walk the plank. Your guests will scream, laugh or swear like a sailor. Although […]

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You asked for Richie’s Plank Experience on PSVR – it’s coming 12th December! Richie’s Plank Experience was created to entertain your friends and family with a thrilling heights challenge.

Everyone reacts differently as they step out from an 80-storey skyscraper and walk the plank. Your guests will scream, laugh or swear like a sailor. Although it’s short, the powerful feeling inside can last for hours.

The PlayStation VR release of Richie’s Plank Experience has been our most requested version and we are excited to finally bring it to your living room in time for the holiday season! Mark your calendars: as of 12th December, Richie’s Plank Experience will be available to play on PS VR in Europe, Australia and Americas.

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Yes, you can fly

If balancing on a plank isn’t your thing, switch over to the Fire Deck which has you fighting fires and flying between skyscrapers like a superhero. Our husband and wife indie studio expanded to a team of five developers to ensure we were able to include this bonus flying mode in time for launch.

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Plank setup

If you’ve played Richie’s Plank Experience on other platforms, you’ll notice that the PS VR version is quite unique. We’ve kept the ability to clone your real world plank into the virtual world, but in a new way. You’re now able to punch in your plank dimensions and position your physical plank with your virtual one – by simply looking down and peeking under your headset.

We’ve also added a new feature for those with a limited play space: artificial locomotion. With a push of a button, you can move forward or backward in the virtual world. Best used to avoid jumping into your TV. Note that locomotion and real world plank setup cannot be used together!

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Tech changes

We went through a massive amount of usability and frame rate optimisations to ensure the smoothest possible experience for the players.

Whether you are standing on the plank looking down at the massive city, or flying in-between the buildings at high speed, it is all at 90 frames per second. Our testers described it as “silky smooth”.

Another focus was making Richie’s Plank Experience player-friendly. The rockets and fire extinguishers are re-designed for the Dualshock 4 controller and the PS Move controllers.

Snap turning and a tunnel-vision effect is also included while flying at high speed to make the experience more comfortable.

All this paired with the framerate of 90 makes Richie’s Plank Experience come together as a smooth, comfortable and easy-to-use VR experience on your PlayStation 4.

Merry Christmas from Toast VR

We’re extremely excited to share Richie’s Plank Experience with PS VR users on 12th December. From the entire team here at Toast VR, Merry Christmas and we hope the plank terrifies you, your friends and your family.

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Crash Team Racing Nitro-Fueled roars onto PS4 in 2019 http://feedproxy.google.com/~r/SCEEBlog/~3/Lwt6NO1jh7o/ https://blog.eu.playstation.com/2018/12/06/crash-team-racing-nitro-fueled-roars-onto-ps4-in-2019/#comments Thu, 06 Dec 2018 03:08:16 +0000 http://blog.eu.playstation.com/?p=284817 I got my first job in the game industry in 1999 which is right around the time Crash Team Racing originally launched. I was a huge fan of the Crash Bandicoot series at the time, so you can imagine my excitement when I heard a brand-new kart racing game starring Crash was coming out! I […]

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I got my first job in the game industry in 1999 which is right around the time Crash Team Racing originally launched. I was a huge fan of the Crash Bandicoot series at the time, so you can imagine my excitement when I heard a brand-new kart racing game starring Crash was coming out!

I remember how smart I thought it was to introduce an adventure mode in a racing game. There was nothing like it at the time. The amount of time I spent playing that game! The countless hours I spent competing against my girlfriend at the time who had also started in the game industry. It was nothing short of my favourite game.

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You’re kidding, right?

Fast forward many years. Our studio gets the proposition, ”How would you guys feel about remastering CTR?”. I remember pausing for a second. And then I blurted out: ”You’re kidding, right?” I felt a sudden rush of adrenaline. That tingling feeling of joy and excitement spreading through your whole body.

Throughout the discussions, I remember telling myself: ”Please, please, oh please, let this project become real.” And here we are! The game we were so eager to reveal to the world has been announced. No turning back now! We’re going full throttle towards 21st June and we’re so excited to show you what we have in store!

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Being authentic

Like myself, we have huge fans of the franchise on the development team. We know how dear the original Crash Team Racing is to so many people, so we’re spending a tremendous amount of time making sure it’s the same great racing experience that fans remember, with a level of polish that could only be achieved by today’s standards.

Our first design pillar in approaching this game was strikingly obvious: authenticity. Whatever improvements or bells and whistles we were going to add, we needed to be authentic to the inspiration of the original experience.

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Wait, there’s more!

The technology leap of the past 19 years allows us to push the graphical fidelity to a whole new level. As much as CTR is about racing, it is first and foremost about character.

We established very early on that we wanted CTR Nitro-Fueled to be brimming with personality both from an environmental and character stand point. Fans will see this attention to detail shine through in every part of the game, from the camera work, to the characters’ quirky animations, to the lush environments you’re racing in.

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The game is called ‘Nitro-Fueled’ for a reason. As die-hard fans of the game, we felt compelled to modernise the experience and infuse it with features that are expected of any great kart racing game. Playing split screen is a lot of fun, but racing online is awesome! In Crash Team Racing Nitro-Fueled, you will have the opportunity to show your skills to anyone around the world and that’s a first for CTR.

Plus, there’s even more that we’re adding to the experience that hasn’t been shown yet, but we can’t wait to reveal soon!

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By the time Crash Team Racing Nitro-Fueled ships, I will have been in the industry for 20 years. I can’t help but smile at the idea that CTR will be celebrating its 20th anniversary at the same time as I am. I guess I’ve come full circle!

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GT Sport’s December update features a new track, seven new cars and a seasonal Scapes setting http://feedproxy.google.com/~r/SCEEBlog/~3/8fE87j6HVqc/ https://blog.eu.playstation.com/2018/12/05/gt-sports-december-update-features-a-new-track-seven-new-cars-and-a-seasonal-scapes-setting/#comments Wed, 05 Dec 2018 17:00:51 +0000 http://blog.eu.playstation.com/?p=284749 Hello again, GT fans. Today, we’ve released our free December update for GT Sport – patch 1.31. It features a selection of seven stunning vehicles, including European supercars, elegant saloons and some old-school American muscle. All of which are ready to race against the backdrop of a new Tokyo-based track. New vehicles Ringing in the […]

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Hello again, GT fans. Today, we’ve released our free December update for GT Sport – patch 1.31. It features a selection of seven stunning vehicles, including European supercars, elegant saloons and some old-school American muscle. All of which are ready to race against the backdrop of a new Tokyo-based track.

New vehicles

Ringing in the season at Brand Central are seven new vehicles, from limited edition Ferraris to Gran Turismo Award winners.

  • Ferrari F50 ’95(N500)
  • McLaren P1 GTR ’16(Gr.X)
  • BMW M3 Coupé ’07(N400)
  • Tesla Motors Model S Signature Performance ’12(Gr.X)
  • Pontiac Firebird Trans Am ’78(N200)
  • Chevrolet Corvette Sting Ray Sport Coupe (C2) ’63(N400)
  • Greddy Fugu Z (N300)
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New track – Tokyo Expressway South Route

A new ‘South Route’ layout has been added to the Tokyo Expressway street course, which is based on the Shuto Expressway of Tokyo.

With a home straight lining up next to the high-speed railway and a series of mid to high-speed S curves, this track has a very different character to the Central and East routes – sure to put experienced drivers through their paces. In addition to the Outer Loop layout, there’s also an Inner Loop layout that passes through a scenically gritty shipping terminal, with some tough hairpins and chicanes.

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GT League

This month, we’ve mixed things up a little, and added seven new rounds to four fan-favorite League events.

Beginner League

Two new rounds have been added to the Nissan GT-R cup event.

Amateur League

Two new rounds have been added to the Real Circuit Tours event.

Professional League

Two new rounds have been added to the Mercedes AMG Grand Prix event.

Endurance League

One new round has been added to the Gr. 3 Endurance League event.

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In addition, the Catalunya Circuit Grand Prix Layout has been added to the Circuit Experience, and we’ve added a dedicated FIA section to the Museum. Finally, in Scapes mode we’ve added Peugeot-related spots to Brand Central, and a special “Season’s Greetings” backdrop to help with those holiday-themed snaps.

Please enjoy this month’s update, and remember you can find all the latest GT info here on PlayStation Blog and on the official Gran Turismo website. Until next time, drivers, we’ll see you out on the track.

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How God of War’s quest system gave the epic PS4 series a fresh feel http://feedproxy.google.com/~r/SCEEBlog/~3/mqXW3z_lcCQ/ https://blog.eu.playstation.com/2018/12/05/how-god-of-wars-quest-system-gave-the-epic-ps4-series-a-fresh-feel/#comments Wed, 05 Dec 2018 16:00:22 +0000 http://blog.eu.playstation.com/?p=284725 God of War was built around three core pillars that would influence all design decisions for the project: Combat, Father/Son, and Exploration. When I started at Santa Monica Studio in May of 2015, the Exploration pillar was the least defined. The franchise had traditionally been a solely linear experience, but the team was hoping to […]

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God of War was built around three core pillars that would influence all design decisions for the project: Combat, Father/Son, and Exploration. When I started at Santa Monica Studio in May of 2015, the Exploration pillar was the least defined.

The franchise had traditionally been a solely linear experience, but the team was hoping to add ten additional hours of optional content outside of the critical path. To accomplish that goal, a team focused on the “Exploration” portion of the game was formed. I was tasked with helping them define what the content would be and, ultimately, to design the quests that would help entice the player into participating in these optional activities.

God of War

Establishing constraints

One of the first challenges we faced when thinking about quests was that we had a game world devoid of friendly NPCs.

There were no towns or bustling hubs and the characters we did have (Brok, Sindri, Freya) were all heavily tied to the core narrative, which was still in flux. I set out to create a quest giver that was light-weight, but also flexible enough to be used in multiple locations, while providing a varied suite of quest activities.

My initial prototype was a burial circle with an interact that popped in a ghost guy from Helheim. The “wayward spirits” gave a human voice to the mythical world around you. Being able to tell stories from people who lived in this world made it feel more alive, which is ironic since they were all dead.

God of War

As the project moved forward, we started defining buckets in which these quests would fit. Each bucket was defined by the amount of work required to bring the quest to a finished state:

  • “A” quests
    • Full levels of dedicated content
    • Cinematic support, heavy narrative
    • Quests acquired through an established cast member (Brok and Sindri)
  • “B” quests
    • Encourage exploration to the islands and beaches in the Lake of Nine
    • No cinematic support, moderate narrative support
    • Quests acquired through the wayward spirit module
  • “C” quests
    • Provide additional discoverability and reward exploration
    • Light, non-critical narrative support
    • Utilise gameplay modules such as Treasure Maps and Artifacts
  • “D” Quests
    • Checklists, milestones, stat counters
    • No narrative support
    • Labors, Ravens, Challenges

“Got time for a favour?”

While focusing on our “A” and “B” quests, one of the first steps was defining how the player would interact with the NPCs to start their quest. We settled on a flow that looked something like this:

God of War

This flow obviously went through a tonne of iteration, mostly in response to problems we identified in playtesting:

  • Initially, there was no in-world icon call-out until after the greeting had finished playing. Players were routinely running past quest givers, not realizing that a quest was available. The interact icon was changed to be available immediately, allowing players to interrupt the greeting and start the quest briefing.
  • The briefing is typically the meat of the interaction, explaining to the player exactly what they need to do. Because so much of this is informational, there is little room for narrative without locking the player down for too long. An optional briefing follow-up was added to fit in additional narrative and lore. We ended up doing the same thing for the completion too.
  • Speaking of locking the player down, this was a point of contention. When giving the player a briefing or completion dialogue, what are they doing? Are they completely locked down, unable to move? Can they run off at any time and interrupt the briefing? We eventually settled on a system where we would lock you down within a range, with a custom camera, and a forced slow walk. That way, the player still maintained a measure of control, while ensuring they heard the relevant information.
  • There were still people who wanted to do the quest for the reward, but didn’t care about the narrative. We added the ability to skip lines late in the project.

God of War

Filling in the blanks

By the time we actually starting writing and implementing our quests, most of our exploration spaces were already laid out by Level Design:

  • Large Levels – Konunsgaard, Viethurgaard
  • Dungeons – Volundr Mines, Landsuther Mines, Fafnir’s Storeroom, Northri Stronghold
  • Islands & Beaches – Lookout Tower, Iron Cove, Isle of Death, Forgotten Caverns, Stone Falls, Cliffs of the Raven, The Mason’s Channel, Ruins of the Ancient, Buri’s Storeroom

Starting with our “A” quest givers, Brok and Sindri, we began assigning these spaces to their respective quest lines. I knew I wanted both Brok and Sindri to each have a short quest-line that culminated with a shared quest after their reunion. With four dungeons, we gave the two mines to Brok and the other two dungeons to Sindri, reserving Konunsgaard for their penultimate quest.

God of War

Our “B” quest givers, the wayward spirits, were used to encourage exploration around the islands and beaches, which had two distinct states as the water dropped.

We wanted players to explore all the Lake of Nine had to offer at both water drops and designed the quests to help naturally drive you around the islands. Every one of these quests and their components served a very specific purpose.

Some areas, such as Viethurgaard were meant to be purely discoverable, so a quest may have been positioned nearby, but it was still up to the player to explore and discover on their own… which in itself is a very rewarding experience.

If the quest didn’t serve a definitive purpose, it didn’t make it into the final game. This was the case with the very first quest we built, “Oh Brother, My Brother.” In the quest, a spirit asked you to find his brother who was dead, but didn’t know it.

After telling the brother he was dead, he got upset and cursed his brother’s name. You return to the initial quest giver, only to find out… wait for it… he didn’t know he was dead either. It was an interesting narrative twist, but at its core, it was a glorified fetch quest with no gameplay. We all felt strongly about not having content for the sake of having content.

Sometimes cutting content actually makes the game stronger and, more importantly, we learned some valuable lessons from this initial attempt.

God of War

“I am no errand boy.”

A lot of the narrative for our quests began with questions about the characters’ motivations.

For Brok and Sindri, it was logical that legendary blacksmiths would want to craft legendary weapons and armour. To fit the quest structure, we decided that they would both be searching for the tools to craft the Dwarven Armor of Legend and that they wouldn’t find what they were looking for until the second quest in the chain.

We intentionally structured the first quests in their respective chains to end with an item acquire, but not the item you were looking for. This helped us to build in a time gap between quests 1 and 2 as the dwarves examined the items you found.

After finishing the second quest for both Brok and Sindri and retrieving their legendary crafting tools, you could embark on their shared penultimate quest, Hail to the King. That quest ended with the acquisition of ingredients that could be used to craft the armor set from either Brok or Sindri.
The armour served as the player motivation for undertaking these quests, but we failed in effectively communicating from the start that the four quests would pay off with a high level armor set. If we had done a better job communicating this, I think we would have seen less people waiting until the end of the game to do these quests.

God of War

The harder question for us to answer was Kratos’ motivation. As a character, Kratos is not the type to go out of his way to help a stranger.

When doing a favour for Brok and Sindri, we always tried to hammer home the idea that Kratos was doing this to craft better gear to help with his journey. This was less clear with the wayward spirits, but Atreus’ naivety and kindhearted nature leant itself well to wanting to help the spirits.

The wayward spirit quests were all written with the theme of Kratos teaching his son a lesson, which helped clarify Kratos’ motivation support the Father/Son pillar. This idea of using quests as a teaching opportunity became core to all of our “B” quests. We knew this content would not receive the same support as the main game, but with the narrative being such a core part of the game and this theme tying all the quests together, we were able to build light-weight, optional content that felt worthwhile.

God of War

Tying everything together

Now that the game is in the wild, I see a number of factors as being key to our success:

  • “Let’s explore!” – These lines that were added for Atreus meant so much to us. It was just a small handful of lines, but it clearly let the player know they were at a point where they could continue down the critical path or head off and explore. The addition of these lines had measureable impact on Exploration engagement.
  • Density & placement – We always tried to put a little bit of everything into each Exploration space. In the ideal scenario, you would be doing an “A” quest, find a Treasure Map that leads you past a “B” quest, stumble upon a chained dragon, all while collecting Artifacts, finding lore, and killing ravens along the way.
  • Player freedom – It was important to us that players could experience the exploration at their own pace. We knew we never wanted a quest to expire after becoming available, but that presented some challenges. When Atreus learns he is a god, his attitude changes and side quests are locked out for a brief time to avoid an awkward shift in tone. We also had to account for players who went off exploring without the quest. Entry stones and Jormungandr’s body were used as gating mechanisms to ensure the player didn’t boat down a path for 10 minutes only to find a dead end.
  • Loot – We saw a direct correlation between the reward players received for completing a quest and the scores they gave the quests in playtests. When we play tested with placeholder rewards, scores were quite low. After giving players better loot, scores went way up. Credit to Cory and leadership for not panicking and overhauling the quest when all we needed was a better reward.

Working on these quests was an extremely rewarding experience for me. The team here at Santa Monica has a dedication to their craft that I’ve rarely seen anywhere else. We put everything we had into creating some enjoyable and memorable experiences for all of you. I can only hope you all enjoyed playing it half as much as I enjoyed working on it.

God of WarGod of War

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Hands-on with Capcom’s resurrected survival horror classic, Resident Evil 2 on PS4 http://feedproxy.google.com/~r/SCEEBlog/~3/cKd_4n4ZCv4/ https://blog.eu.playstation.com/2018/12/04/hands-on-with-capcoms-resurrected-survival-horror-classic-resident-evil-2-on-ps4/#comments Tue, 04 Dec 2018 16:00:22 +0000 http://blog.eu.playstation.com/?p=284679 After 20-odd games, Resident Evil is one of gaming’s most storied series… but all those offshoots, reinventions, and remakes make it hard to nail down what, exactly, gaming’s original survival-horror series stands for. But I bring good news: following nearly three hours of hands-on gameplay, I predict that the PS4 Resident Evil 2 remake is […]

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After 20-odd games, Resident Evil is one of gaming’s most storied series… but all those offshoots, reinventions, and remakes make it hard to nail down what, exactly, gaming’s original survival-horror series stands for.

But I bring good news: following nearly three hours of hands-on gameplay, I predict that the PS4 Resident Evil 2 remake is going to make old-school Resident Evil fans very, very happy.

The visuals

On a purely visual scale, this PS4 incarnation or RE2 is a knockout. I played on the original PS4, and the game’s grimy, rain-slicked world glistens with atmospheric lighting effects that made me jump at shadows. The characters all look hyper realistic, from the rain droplets pitter-pattering on Leon’s shoulders to the pores and small freckles etched on his face.

The gore level is admirably gag-inducing, too. Slashing or shooting advancing zombies opens up gushing flesh wounds that would make George A. Romero blush.

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Two campaigns, three playable characters, three different gameplay approaches

As in the 1998 original, Resident Evil 2 on PS4 offers two playable characters split across two separate playthroughs: rookie Raccoon City cop Leon Kennedy is just trying to survive, while Claire Redfield is searching for her missing brother.

My play time was split across both Leon and Claire’s chapters. And it was was soon clear that this remake seeks to pay homage to the original RE2, not create a soulless monument.

From what I played, Leon’s sequences veered closer to the white-knuckle action-horror of RE4. His triple-burst “Matilda” handgun, shotgun, and magnum pistol all provided ample stopping power, but ammo was tight and enemies were numerous.

Resident Evil 2Resident Evil 2Resident Evil 2Resident Evil 2

Meanwhile, my experience with Claire skewed closer to “traditional” RE2 gameplay, with a focus on non-linear exploration, puzzle solving, and inventory management. I fought off (or avoided) Lickers and zombies using Claire’s snubnosed 9mm revolver and grenade launcher, complete with acid and flame rounds.

Then there’s Ada, who pops up as a third playable character during parts of Leon’s campaign. Her sequences seemed especially tense given that she packs only a snubnosed pistol and a handful of rounds, relying more on her wireless hacking device, which can peer through walls to breach security systems that reveal new routes. Ada’s new tech is not only cutting edge for the game’s 1998 setting, but also highlights her mysterious connections.

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The game’s controls

Capcom clearly worked to deliver an intuitive control scheme here. The directional pad handles weapon selection, Triangle opens your inventory, and holding L1 activates your secondary weapon, whether it’s a knife slash or tossing a flash grenade (note: you can use these to escape the clutches of a zombie as in 2002’s Resident Evil remake). Though I did slightly reduce the analog stick sensitivity, I didn’t ever find myself fighting the controls – a testament to the strong UX work here.

I noticed that series mainstays like healing herbs and typewriters made the jump; I didn’t see any ink ribbons, so saving at the iconic typewriters may be unlimited. And ala RE3 and RE7, I could craft more ammo by collecting and combining various gunpowder pickups scattered throughout the environments.

So far, so good! I’m dying to play more of Resident Evil 2 when it officially launches on PS4 25th January, i.e. less than two months from now!

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