PlayStation.Blog.Europe https://blog.eu.playstation.com Your daily fix of PlayStation news from across the SCEE region Fri, 23 Jun 2017 16:34:35 +0000 en-GB hourly 1 https://wordpress.org/?v=4.7.2 Inside Gran Turismo Sport studio Polyphony Digital, a developer driven to perfection http://feedproxy.google.com/~r/SCEEBlog/~3/93y9Lt5t_po/ https://blog.eu.playstation.com/2017/06/23/inside-gran-turismo-sport-studio-polyphony-digital-a-developer-driven-to-perfection/#comments Fri, 23 Jun 2017 16:34:35 +0000 http://blog.eu.playstation.com/?p=249031 Earlier this year, our team had the great pleasure and honour of touring the offices of Polyphony Digital as the developers continued their tireless work on Gran Turismo Sport. Guided by Studio Founder and Gran Turismo Creator Kazunori Yamauchi, we enjoyed a rare look inside the studio, sampling their passion, expertise and commitment to the […]

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Earlier this year, our team had the great pleasure and honour of touring the offices of Polyphony Digital as the developers continued their tireless work on Gran Turismo Sport. Guided by Studio Founder and Gran Turismo Creator Kazunori Yamauchi, we enjoyed a rare look inside the studio, sampling their passion, expertise and commitment to the world’s premier racing series.

See it all for yourself, from the well-earned wall of accolades to prototype furniture designed to house a steering wheel and pedals. Yamauchi shares his feelings leading into the launch of Gran Turismo Sport and — much to our surprise — treated us to an impromptu piano performance that left the team speechless.

We hope you enjoy this insight into the Polyphony Digital team, recorded on location in Tokyo, Japan and debuted live at E3 2017 last week.

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Find out how God of War’s new Norse setting took shape http://feedproxy.google.com/~r/SCEEBlog/~3/0XytbY_E0N4/ https://blog.eu.playstation.com/2017/06/23/find-out-how-god-of-wars-new-norse-setting-took-shape/#comments Fri, 23 Jun 2017 15:00:19 +0000 http://blog.eu.playstation.com/?p=249023 As we journey towards early 2018, we want to bring you behind-the-curtain of God of War’s development with stories you may not hear anywhere else. This is a new beginning, and a deeply personal quest for the franchise and Santa Monica Studio. We’re very excited to bring you into the heart and soul of our […]

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As we journey towards early 2018, we want to bring you behind-the-curtain of God of War’s development with stories you may not hear anywhere else. This is a new beginning, and a deeply personal quest for the franchise and Santa Monica Studio. We’re very excited to bring you into the heart and soul of our process. Follow us @SonySantaMonica to always stay informed.

A freezing blizzard roars while shadows of wolves can be seen in the distance. A seemingly mysterious mountain looms in the distance while a broken, gigantic statue sits in the middle of a quiet lake guarded by a large creature lingering beneath. These embers of our new Norse universe describe the rich, visual areas Kratos and Atreus will experience in God of War. How was the visual look and feel of our take on Norse mythology defined? It all centers around one defining piece of concept art from acclaimed artist, Jose Peña.

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The visual foundation

Jose worked as a concept artist here at our studio at the outset of the new vision for God of War. Excited and wide-eyed at the opportunity, he and our Creative Director, Cory Barlog, immediately connected on the new direction, but leaving quite a bit to Jose’s imagination initially. Unbeknownst to Jose was the immense challenge that would be set before him: create an original defining piece of artwork to set the visual tone of the new direction for God of War. Cory remembered clearly how their first conversation went,

“The inception of this very first concept art was from a one paragraph write-up and a phone call with Jose, talking about the mood and the tone. I think I threw a bunch of stuff at him with buzzwords like more grounded; the fact that his son is not a burden; the fact that Kratos and Atreus are together battling a very hostile world. And he was just smiling at the other end of the Skype call, and because of the new direction, we weren’t able to provide him with exact ideas.”

The call ended, and Jose took a deep breath. He immediately started working and delivered several key concept art pieces to the team within the span of a few weeks. Jose made sure to centre his first concept art piece on a familiar but older Kratos and his son, Atreus. Little did Jose know this concept art piece would be one of the most valuable and foundational pieces for the new visual direction of God of War.

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Cory remembered how amazed he was when he saw the art piece for the first time. He remarked, “The way Jose was able to capture exactly what we were looking for was astounding. He has a grounding in historical illustrations and a desire to dig deep and understand the most about each individual piece. There was so much humanity on top of the mythology and to capture it the first time out was ridiculous.”

There was a consensus amongst our small team at the time, Jose had struck gold. Cory said, “This artwork truly became the beacon and lit the path for us. Everything we did – we referred back to this piece.”

Principal Character Artist, Rafael Grassetti was also there the day Jose’s artwork was shared amongst our studio – he was stunned. “This art piece was definitely what everyone had in mind,” Raf commented. “It was a big inspiration for everyone who joined the project and saw this. Jose was the first one to get what we were doing and what we were making. Even on the final color correction, we kept coming back to what Jose was doing here and integrating every single part of this to try and get it closer to what he did.”

Decoding the artistic details

Take a second look at Jose’s concept art: what stands out most to you? There are so many layers of intrigue and detail all over the piece to decode. For our team, one central theme immediate to us was defining the relationship between Kratos and his son. Raf explained his perspective on the importance of seeing these two characters framed in Jose’s art, “The first time you see Kratos and Atreus’ relationship, you get it. This artwork sells the connection. You see many other elements, but it’s not the main focus. This is more of a piece between the father and the son.”

Cory, nodding his head in agreement, pointed to the significance in the characters’ positioning and stances. “You look at this piece, and you see the idea of Kratos protecting the kid,” he said. “Kratos puts himself in between harm and the son as he wants to take the brunt of the first blows. Atreus needs his father, but he also looks capable. You show the son connecting and holding onto Kratos’ arm, but you also see the kid with his knife out. It’s the idea of this parental yet distant relationship.”

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The change in landscape and adversaries also presented unique challenges Kratos and Atreus would have to face. Raf noted this particular theme as, “a fight against Kratos’ enemies and adventures.” He commented, “In the artwork, you see the challenges ahead and the goal up top. Everything you do to have to protect the son is an integral part of this adventure. Jose played with the focus of the image to have us, the viewer, understand everything going on yet still have lingering questions about the world.”

Cory looked intently at the falling snow, feeling enraptured by the visual cues that alluded to a different yet somewhat familiar journey. He commented, “The idea of this unforgiving world and the visual tone with the snow, it just makes you feel cold. And there is this adversity between you and your destination at all times. Yet there is this building of unknown origin guiding you to the top of the mountain. That is the promise of adventure in every God of War game, and it still rings true here, even in this different setting.”

Tying all of these elements together was the distinctive visual style that made for a fantastical yet grounded filter. Even though this new land may be full of strange, incredible creatures, Jose made the world feel tangible. Cory again reflected on his adoration for the style and its implementation in Jose’s concept art. He stated, “This visual style borrowed from that pre-digital era where everything was optical, like all of those awesome fantasy ’80s movies. They all had this sort of classic, storybook vibe without the super crazy over-saturated colors. There is an element of this storybook fantasy quality in the concept art that you don’t often see in video game visuals.”

From past to present

As Cory now looks at Jose’s artwork months and months later, he reflected on the original inspirational art piece of God of War 1 (pictured below). Here, a very early version of Kratos looks out into the desert landscape. Cory contemplated the differences yet also surprising similarities between the two games. He said, “Looking back on God of War 1’s original concept art piece and our current God of War concept art piece, there are these fantastic creative similarities that I think our studio inadvertently shot for but at two different angles.”

Cory pointed to the first God of War concept art piece and commented, “Initially, our team wanted this very real and mature take on Greek mythology. But even in that original image, you can see a fantastic destination; a chasm seemingly uncrossable that is preventing you from getting there; and the hostile, iridescent environment against you. And then this warrior looking off into the distance.”

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At the same time, Cory noted the key differences between the two art pieces: a maturation of not only the series but Kratos himself. Cory said, “Although the hero’s journey is present in both of the images, I do think there is a sense of growth when you put those images side by side. You see Kratos starting in his youth in the God of War 1 art piece, and in this current concept art, he is now moving towards his middle-aged self – the idea of Kratos taking on this responsibility of parenthood in a different way. He was perhaps too young and impulsive in his early years, which made him make bad decisions, so you see this change and transition in Jose’s art.”

The journey from art to game

A fascinating aspect about game development is the evolution from concept art to gameplay… For instance, Kratos and Atreus’ clothing have been reworked multiple times before final.

Raf commented, “The costuming was awesome to see in Jose’s concept art and that they lived in this universe, but when you put that in the actual game, it’s actually hard to see because of the high-paced combat in the game. We wanted to make sure we stay inspired from the piece in terms of the clothing. It was one of the biggest initial challenges we had after seeing the piece and translating the artwork to gameplay.”

God of War: Defining the Norse Direction

Cory pointed out another challenge – Atreus’ hair. In Jose’s art piece, Atreus’ hair is grey, which constantly fluctuated throughout the production. Cory joked about some of the different iterations they played around with since then, “At one point, we went from the grey hair to an interesting render of Atreus having no hair at all. And I was like, ‘Oh, I kind of like that. Very interesting.’ But I think people thought Atreus suddenly looked like Mini-Kratos and was too ridiculous.” These drastic changes to Atreus’ hair, however, were quickly finalized by Jose with the ‘haircut’ into what we see today.

Other aspects of the artwork evolved from the original piece, such as Atreus’ arm tattoos. Although he did not have his bow and arrows just yet, the first signs of his tattoos were shown here, and as Cory described it, “actually allows the kid to have steady aim with his future bow.” Also, Kratos’ base axe model was born from Jose’s concept art. Cory remarked, “Our approach to keep things simple at first allowed us to really hone in on what feels really cool. With the axe, for instance, we started with the straight handle before later adding a curve onto it.”

The enemies that made it into the final game were heavily inspired by Jose’s concept art as well. Raf created the Draugrs specifically for the first E3 2016 trailer and remembered how much the original artwork helped with those designs. He reminisced, “We did a lot of work on those guys, and when we finished, we went back to this particular piece and thought, how do we make it look more like this? How do we capture of what’s happening here?”

A journey like no other

For Cory, Jose’s concept art reinforced a consistent theme: always strive to make quality work with some of the best creatives in the industry – a thread that has run through all of the God of War games.

“If you look back towards the inception of Santa Monica Studio,” Cory said, “we have always been fortunate to have the right people at the right time, like the concept artists that have come through the studio. Each of them have made an impact on this franchise. Their styles were perfectly meshed with where we needed to be and where we needed to go at that time. We’ve had that kind of evolution throughout simply because people were constantly able to look at things a little differently.”

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Cory added his sentiments about the entire studio and the leaders he has been fortunate enough to work with. He commented, “All of these guys have had such a tremendous amount of impact on the lens that we see his world through. You really can’t make anything today of this scale without having visionaries like that. So for me, the best part of this whole project is that we’ve been lucky and fortunate enough to find the right people – to find the ‘needle in the haystack’ so to speak.”

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What it’s like to play The Inpatient, the chilling Until Dawn prequel coming soon to PlayStation VR http://feedproxy.google.com/~r/SCEEBlog/~3/BihySVjjLuY/ https://blog.eu.playstation.com/2017/06/23/what-its-like-to-play-the-inpatient-the-chilling-until-dawn-prequel-coming-soon-to-playstation-vr/#comments Fri, 23 Jun 2017 14:00:21 +0000 http://blog.eu.playstation.com/?p=249021 Unveiled at E3 2017, Supermassive Games’ PS VR exclusive title The Inpatient took us back to a chillingly familiar setting. Set 60 years prior to the events of 2015’s Until Dawn, we pushed open the doors of the Blackwood Sanatorium to see the haunting location in its prime. Keen (but slightly scared) to get hands-on, […]

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Unveiled at E3 2017, Supermassive Games’ PS VR exclusive title The Inpatient took us back to a chillingly familiar setting. Set 60 years prior to the events of 2015’s Until Dawn, we pushed open the doors of the Blackwood Sanatorium to see the haunting location in its prime.

Keen (but slightly scared) to get hands-on, I donned a PS VR headset and steeled myself for a mysterious journey into this sinister facility – and spoke to game director Nik Bowen to find out more about how Supermassive Games are creating a sense of creeping dread and using the full capabilities of PS VR to fully immerse players in their latest nightmare.

Personal space is important

The demo begins with a seemingly friendly, yet somewhat unsettling doctor asking me questions about the apparent psychiatric episode that’s seen me committed to Blackwood’s ward. With no idea what happened, fragments of dreams and memories are recalled to help begin unpicking the mystery – I was hiding, panicked, and eventually discovered by a torch-wielding orderly shining a bright light into my eyes to add to my confusion.

But it’s when the doctor questions me further that things become seriously unsettling. He leans closer to my face, resting his hands on my virtual knees – and the sense of personal space being invaded becomes all-too real and claustrophobic.

As the memories become more intense, the possibly-not-so-good doctor decides medication is called for and plunges a syringe into my thigh. Once again, the immersion that Supermassive have conjured here makes it feels like a real invasion of space, causing me to pull back away from the virtual needle… to no avail.

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Memories haunt you

The medication obviously works, as the next thing I know, I’m waking up in a ward, even more disorientated and piecing together what I know of the situation. It’s an important tool in the storytelling, as Nik tells me:

“We’re really playing with themes of tension, fear and isolation to tell our story and bring the player into our world. And as we’re showing in this demo, fragments of dreams come to you bit by bit to shed more light on what’s going on, and they get more and more intense and messed-up as you move through the story.”

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You choices will guide you

As in Until Dawn, the branching, decision-guided narrative can go in many ways. As characters quiz me, I’m presented with on-screen options that I can select, or simply speak the line of text to make that choice.

“Various options are presented on-screen, so you just have to say the line and the game will move in that way and make that choice” says Nik.

“We use the same butterfly effect system that was shown in Until Dawn – the animated butterflies on-screen will tell you that the choice you’ve made is going to have a significant impact in what happens later on”.

This happens when I’m being quizzed by the doctor towards the end of his sinister consultation. Getting frustrated by his questions, my reply is surly – and I see the butterflies.

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You never know who to trust

Later, I’m shuffling my way down the sanatorium corridor following an orderly that had sat with me in my ward, shooting the breeze and generally being professional but friendly. I thought we’d struck up a rapport – but suddenly, his mood changes.

Darkness envelops my surroundings, and the jump-scare that he gives me is the first real shock of the game and reminds me not to be so trusting.

From then on, the tension and drama of my surroundings become increasingly intense as I move through the halls, glancing into rooms around me and seeing shadows move in my peripheral vision, culminating in a sinister creature moving through the darkness.

Of course, this is only a taster of how the story will progress, as Nik explains;

“You’ll meet a lot of characters as you move through the sanatorium , and you’re not forced to take any particular path – it’s down to you to explore Blackwood, and while it’s a massive part of the game, the choices and butterfly effect aren’t the only way the story progresses. We can’t reveal everything now, but there are other things you’ll need to do to explore and interact with the VR space.”

If you like spine tingling drama and breathless scares, then it’s an experience you’re going to love when The Inpatient comes to PS VR later this year.

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How Ubisoft Montreal has turned Egyptian cartographer for Assassin’s Creed Origins http://feedproxy.google.com/~r/SCEEBlog/~3/hSRpaFttVTQ/ https://blog.eu.playstation.com/2017/06/22/how-ubisoft-montreal-has-turned-egyptian-cartographer-for-assassins-creed-origins/#comments Thu, 22 Jun 2017 16:31:34 +0000 http://blog.eu.playstation.com/?p=248893 There’s a routine that Irish comedian and Go 8 Bit presenter Dara O’Briain performed a few years ago that’s always stuck with me. It touches on the idea that the average person’s worldview becomes rapidly simplistic the further afield any country in question is from them; a rich culture of peoples and lands boiled down to […]

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There’s a routine that Irish comedian and Go 8 Bit presenter Dara O’Briain performed a few years ago that’s always stuck with me. It touches on the idea that the average person’s worldview becomes rapidly simplistic the further afield any country in question is from them; a rich culture of peoples and lands boiled down to two or three basic concepts.

As technology progresses and access to the globe and its multi-region, multi-cultural histories are a mere touch screen away, it’s a routine the grain of truth in which gets more shameful as the years past. We should know – I should know – more about our neighbours. And I’m not talking about the ones you can wave at from your backyard.

So, you say Egypt, and I think two things: deserts and pyramids. Admittedly a pair of defining features to the region, but not the sum total of its parts. Hence I stopped longer than should have been necessary outside Ubisoft’s E3 booth, drinking in the beautiful banner for Assassin’s Creed Origins that hung overhead.

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It showcases new lead Bayek astride a camel to one side. But both are but a minor detail as the eyes soak in not only the lush valleys, rivers and towns, but also the diversity of colour that dominate the landscape shot.

The time-travelling series has always used its setting primarily to have an eye-catching locale for its adventurous romps of silent takedowns and multi-century warring of opposing factions.

But that fiction has always been built on the foundations, and fought over the rooftops of, real-world history. Or at least a close approximation of it.

However small, there has been an educational element to these time hops – Jerusalem, Italy, Paris, London – with the studio(s) behind them rendering the time and place with as much authenticity as possible.

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“You don’t have to pay attention to your level of hydration,” states Guesdon. “You don’t need to drink; but you will experience a bit of hallucination, because of the heat. And so we have what we call this desert overheat system that will make things appear, so it’s always interesting to go there.”

“When we started to dig into it, to learn about it, to study, reading up and meeting Egyptologists, we realised quite soon it’s way more than deserts and pyramids,” acknowledges creative director Jean Guesdon when I catch up with him in the booth proper. Though out of sight, we’re standing only a few feet away from that banner. “Still today in the 21st century, this is a place in time, in the world, that triggers a lot of fantasies. It’s a lost world, a forgotten world.”

The research that followed is possibly the most intensive any team tied to the Assassin’s Creed franchise has had to do, as, Guesdon freely admits, “very few things remain today” of what was there at the time that Origins is set.

“The beauty of that is it allowed our artists to recreate it,” he continues. “It’s more a recreation… we have no maps, no plans, as to how it was. We have a good idea. And so really we’ve put our efforts into recreating mostly the atmosphere… you have the Mediterranean sea, you have the Nile river, you have mountains, deserts… the beauty of this world is that it’s already rich with almost 3000 years of history.”

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Guesdon and his team at Ubisoft Montreal – and aided by Ubisoft Singapore – have crammed in all that history into a gigantic map. They started with the bigger picture, then worked downwards, “from global to detail” as the director puts it.

The studio first dropped in simple grey boxes, travelling between them at the speed of a horse to fine tune the volume of content and make sure its deployment of population centres stayed consistent with the real world location.

The map was then divided up between teams. Each used concept art as reference to define its region’s mood, lighting, materials, vegetation, fauna. To echo Guesdon, to “recreate the atmosphere” rather than duplicate what was there.

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“Where do you find the verticality?” asks Guesdon rhetorically. “In Egypt, what we did was that all rock formations, for example, are climbable now. So it’s not only limited to cities, or locations. We have big cities, villages, camps and now all these mountains & rocks that you can climb.”

In previous Assassin’s Creed titles, it wouldn’t be unfair to say most players look for the nearest high point of the map and make a beeline for it. In Origins however, vertical isn’t as prominent, or as important, as the horizontal.

You take a quick sip of the landscape. Then, thirsty for more, you trek into the great unknown. Not surprisingly, given the team behind it is also responsible for Assassin’s Creed: Black Flag, journeying to the distant horizon is a richer and more intriguing experience than gaining an overview from on-high like an eagle.

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God of War: How Kratos’ son Atreus grew from concept to reality http://feedproxy.google.com/~r/SCEEBlog/~3/AuTvC-vk3tc/ https://blog.eu.playstation.com/2017/06/22/god-of-war-how-kratos-son-atreus-grew-from-concept-to-reality/#comments Thu, 22 Jun 2017 15:00:09 +0000 http://blog.eu.playstation.com/?p=248909 As you’ve likely picked up on in the two trailers released to date, Santa Monica Studio has some big, bold ideas for Kratos’ impending PS4 adventure. Gone are the gods of Olympus. With his vengeance complete, Kratos now quietly resides in the realm of Norse gods and monsters. But he’s not alone. Central to the […]

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As you’ve likely picked up on in the two trailers released to date, Santa Monica Studio has some big, bold ideas for Kratos’ impending PS4 adventure.

Gone are the gods of Olympus. With his vengeance complete, Kratos now quietly resides in the realm of Norse gods and monsters. But he’s not alone. Central to the studio’s bold reimagining of its long running series is the introduction of Atreus, Kratos’ son. The youngster will be at your side throughout the game, as father and son embark on a deeply personal quest into the Norse wildlands.

However, this is not your typical stroll in the woods. The pair’s quest represents both a physical journey from point A to B, but also an emotional one. Atreus is Kratos’ second shot at fatherhood, and to get where he needs to go in that regard, he’ll need to confront his rage and rediscover his humanity. Conversely, Atreus will need to come to terms with his own destiny and learn how to behave less like an emotionally vulnerable child and more like a god. Like I say – no teddy bear’s picnic.

To find out more, we sat down with Game Director Cory Barlog at E3 last week, and he was happy to give us a step-by-step rundown of how the character has taken shape:

1) Deciding on Atreus’ appearance wasn’t easy…

Once Cory Barlog had settled on the game’s central conceit, the first challenge was deciding what Kratos’ offspring should actually look like. Given the protagonist’s enormous personality and iconic appearance, this was no small task…

“At first I tried to describe to our artists what Atreus was about to go through, and what he had gone through,” recalls Barlog. “I gave them an idea of the world he was about to experience – a world that is not going to be friendly. But I don’t think that really helped the team figure it out.”

Next, Barlog and his team collated reference images, but again, they continued to struggle to visualise Atreus.

“At one point we actually sat down and said to ourselves, ‘What would Kratos actually look like aged 10? Let’s do a drawing of that and see if there’s something analogous we can work from’. But that didn’t work either – it was just really goofy and weird.”

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2) Atreus’ look is based on a real person

The team continued to run up against a brick wall, right up until the casting process began. But then serendipity struck…

“We met Sunny Suljic and his audition knocked it so far out of the park, that I was like ‘Gosh, this kid is incredible.’ And here’s the crazy thing – he looked exactly like I imagined Atreus should look.

“And it just went from there. The initial images after we scanned his face were just so striking, and that was even before we had hair on him. He has these big blue eyes and that look of innocence, but he also looks like he’s seen things. He was perfect.”

3) Kratos and Atreus relationship was defined in a short story

Just as challenging as deciding on his appearance, was crafting Atreus’ personality and the dynamics of the father/son relationship. The bones of this were initially defined by a short story that Cory wrote at the very beginning of development to serve as a foundation stone for his writing team – Rich Gaubert and Matt Sophos.

It was straightforward – just a brief snapshot of Kratos and Atreus out on a hunting expedition in the woods – but it gave the team vital context to help them make Barlog’s vision a reality.

“I created that story for the rest of the team,” recalls Barlog. “They could read it, they could visualise it, they could feel like they were there. They could go, ‘Ah, that is who Kratos is now, and that is his son.’ I think that short story really helped the team frame it.”

Sure enough, that short story became the basis of the E3 2016 reveal trailer.

4) Defining Kratos’ ‘parenting style’ took time…

So, exactly what kind of dad is Kratos? After all, this is the guy who ripped Helios’ head off and used it as a lantern – he’s not exactly the touchy-feely nurturing type.

“Figuring out how to nail that was hard,” agrees Barlog.

“Kratos is not a guy who’s going to talk to you a lot. I think a lot of us have fathers who are from a generation that is not very loquacious. They were men of few words. It doesn’t mean you had a bad relationship, it just meant you weren’t very chatty a lot of the time.”

It took time for the new, more mature Kratos’ to take shape, and the writing team’s first attempts didn’t always hit the mark.

“Certain people on the team had a lot to say about our early drafts,” recalls Barlog. “I think one person said a very early version was actually depressing to play; that Kratos was just too hard on Atreus and we had gone too far.

“But that feedback eventually led us to the magical moment in the original E3 reveal, where Kratos is starting to yell at Atreus and then catches his breath. He has to calm down, speak through gritted teeth and explain to Atreus what he did wrong. And that’s real; that’s a moment of truth. It didn’t come immediately; it came from that initial struggle with the rest of the team.”

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5) How do you teach a boy to become a god?

As noted above, there are two ambitious narrative arcs in God of War on PS4. Firstly, how exactly do you chart the journey of a regular boy on his way to becoming a god? That’s a tough ask for any writing team.

“Well, it’s not so much Kratos teaching Atreus how to be a god, but how not to make the same mistakes he did,” Barlog clarifies.

“To Kratos, being a god is a disease. It’s a disease that he’s passed onto his kid, and he doesn’t want that. In our children, we often see our own mistakes – the worst parts of ourselves amplified. But Kratos hates everything about being a god. All he wants to do is make sure that the mistakes he’s made are not passed on and repeated.

“But then, of course, he also needs to make sure his kid can take care of himself – it’s not a friendly world out there…”

6) And how do you teach a god to be human?

In turn, it’s up to Atreus – albeit perhaps subconsciously – to teach his father how to be human. So, of the two, who has the toughest job?

“Atreus!” replies Barlog without drawing breath.

“Kratos’ humanity is locked up in a vault deep inside him. The way to get to it is long and hard. But once Kratos gets there, relating to his son will be like riding a bike. It’s just been stamped down for so long.”

The post God of War: How Kratos’ son Atreus grew from concept to reality appeared first on PlayStation.Blog.Europe.

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Detroit: Become Human creator David Cage tells us how to build the perfect android http://feedproxy.google.com/~r/SCEEBlog/~3/GAVxw_x0j4E/ https://blog.eu.playstation.com/2017/06/22/detroit-become-human-creator-david-cage-tells-us-how-to-build-the-perfect-android/#comments Thu, 22 Jun 2017 14:01:59 +0000 http://blog.eu.playstation.com/?p=248887 The story of Detroit: Become Human, Quantic Dream’s upcoming PS4 neo-noir thriller, centres around three androids, built with the sole purpose to serve out their programmed function in the titular city in the near-future of 2038. As with the studio’s previous works, Heavy Rain and Beyond: Two Souls, the game will alternate between the trio, […]

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The story of Detroit: Become Human, Quantic Dream’s upcoming PS4 neo-noir thriller, centres around three androids, built with the sole purpose to serve out their programmed function in the titular city in the near-future of 2038.

As with the studio’s previous works, Heavy Rain and Beyond: Two Souls, the game will alternate between the trio, with the player dictating their every move and choice in an ever-expanding, ever- branching narrative.

In Los Angeles for E3 to reveal the third of that trio – potential revolutionary Markus, who’s reveal trailer and demo focus on him ‘awakening’ his brethren – director David Cage sits down with me to discuss the facts behind his studio’s fiction. I’m here to find out what informed Quantic Dream’s vision of the future android.

In Detroit: Become Human, androids are as ubiquitous and interchangeable as the modern day smartphone. And like today’s essential gadget, androids are a mobile device built to simplify the everyday for its owner, and humanity as a whole.

“Each time we could replace a human with a machine, we imagine mankind did it,” Cage says simply. “They do whatever you need them to do.”

The creator is keen to emphasise how much of the creative thinking behind Detroit’s near-future is based out of what’s happening in modern laboratories and read in today’s research papers. Quantic Dream has just skipped forward a few chapters to answer not ‘if’, but ‘when’ theoretical speculation turns into concrete reality.

And while you may not see underneath their skin and muscle, the studio had to become both creator and surgeon to know what makes its creations tick.

“I was interested in giving them some kind of biological reality,” elaborates Cage. “What made them possible was the combination of two new technologies. One is what we call bio-components, internal modules that work like organs. The other is the energy generated by those is transported across the body by blue blood.”

Detroit

In-fiction, manufacturing company CyberLife works hard to blend androids in with the population, assuring its customer base by making its products as human as possible. Hence the visual touch to make sure each android’s function is reflected in its design.

Cage points to the ability to hire “an android grandmother to look after your kids. She was designed to look like a grandmother, look motherly and protective.” And even the likes of manual labourers’ strength is dialled back to more closely mimic the muscle capabilities of their human bosses. “Why give superpowers to a teacher or to a nurse? It doesn’t make any sense,” says the director. So don’t expect Super Gran as part of the package.

A smaller, but critical detail is in the eyes. The windows of the soul, as they say, in which we can read what’s going on behind them. But with today’s androids, that canvas is blank. 2038’s versions however…

“We thought that Cyberlife would create androids with living eyes. It is micro-movements, because your real eyes are never still; they always move ever so slightly. It’s very discreet. You don’t really see it, but you feel it. And we thought [Detroit’s] androids would be that way.”

They might be better at emulating life and offer more functionality than today’s models, but CyberLife’s creations are still considered little more than two-legged versions of the handheld device you may be reading this on right now.

Detroit

Cage outlines a two year process by 20 people, iterating on what the androids would wear. Customisation that’d be an analogue for their smartphone status.

“We really struggled to know what clothes they should wear and one of the parallels we make is with phones today.

“We can buy different phones of different colours and different sizes, and at the same time we can customise them. So we just imagined you would buy a simple version at the store, but you could buy extra clothes to make them look the way you wanted them to look.”

And akin to when you walk into any phone shop today, there are different models to suit different price ranges. But ultimately you’ll be enslaved to the perpetual consumerism cycle that funds a lot of today’s society: there’s always a newer, better version.

“You can have an android be your assistant, you can have an android who will teach your kids, an android that can be a nurse,” outlines Cage. “It’s like your phone. You can’t really upgrade it. You have to buy a new one. There’s a business behind it.”

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How Bravo Team is perfecting online FPS co-op action for PlayStation VR http://feedproxy.google.com/~r/SCEEBlog/~3/c9o1I4enbk4/ https://blog.eu.playstation.com/2017/06/22/how-bravo-team-is-perfecting-online-fps-co-op-action-for-playstation-vr/#comments Thu, 22 Jun 2017 13:35:47 +0000 http://blog.eu.playstation.com/?p=248895 Amongst the host of PlayStation VR games showcased at E3 2017, co-op shooter Bravo Team blew us away with its breathless blend of team tactics and cover-based first person shooter action. Getting hands-on with Supermassive Games’ upcoming game, it’s an exhilarating experience. The frantic action will have you ducking, dodging and running from one bullet-riddled […]

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Amongst the host of PlayStation VR games showcased at E3 2017, co-op shooter Bravo Team blew us away with its breathless blend of team tactics and cover-based first person shooter action.

Getting hands-on with Supermassive Games’ upcoming game, it’s an exhilarating experience. The frantic action will have you ducking, dodging and running from one bullet-riddled cover point to the next, taking out unknown assailants as you go. And while it’s a relentless thrill-ride playing alone, it’s when you’re working together with a PS VR-equipped buddy that the game comes into its own.

We caught up with Lead Game Designer, Keith Linares, to find out how important co-op has been to them throughout Bravo Team’s development:

Communication is everything

“Bravo Team has been developed to allow both single player and online 2 player co-op which both offer great gameplay. We didn’t want to make a single player game with co-op mode stuck on – we wanted to create a co-op game where two people have to work together to be successful, they have to communicate and call out enemies to each other. Some of the enemies definitely need two people working as a team to tackle them.”

When I got hands on, I could see exactly what Keith meant and found Bravo Team to be a visceral experience that quickly makes your buddy your most important asset – and vice-versa.

Teammates are fully represented inside the game world, bringing with it more opportunities to get tactical. “Your whole body is represented inside the game” adds Keith.

“You’ll be able to look at your buddy, see where he’s looking, aiming and firing, and can use that to direct each other by gesturing and signalling where to go and when to attack or take cover”.

Take cover, find a line of sight and mount your assault

When you do take cover from enemy fire, the Bravo Team experience becomes even more intense. Keith explains more about how this works:

“We have a quite unique movement system for VR. You’ll scan the environment to decide which route you want to take, locate cover points that could be in several different spots all around you, then the camera will switch to a third-person view as you dash for cover. Then when you get there, you’ll immediately be back in first-person mode, ready for action.

“If you’re getting fired on, you’ll need to duck and cover. If the cover only comes to your chest, you’ll need to duck down as your head is vulnerable, and can peek out when you think it’s safe to spot enemies.

“If you’re worried that sticking your head up will get you shot, you can lift the aim controller above the line of cover and blind-fire in the hope of supressing the enemies ahead.”

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Choose your weapons wisely – and get hands-on with the PS VR aim controller

It’s in situations like this that using the PS VR aim controller comes into its own. The various weapons and sidearms you’ll pick up are fully represented within the game world, but with a limited loadout, success within the game once more comes down to how you plan your assault.

“Bravo Team is very much focused on gunplay, so you’ll get a variety of weapons and sidearms that the aim controller will replicate in-game. And they all feel very different and have different functions.

“In co-op games, planning tactically and choosing different loadouts will be a huge help. For example one of you can provide long-range cover while the other goes on the attack with an assault rifle, moving between cover as your partner keeps enemies busy.

“So it’s vital to communicate not only during the fight but before it, knowing what each role will be and equipping yourselves accordingly”.

Work together against an unidentified threat

What exactly the threat you’re fighting against is isn’t yet clear. At E3, Supermassive showed the very beginning of the game – an all-action shoot out on a city bridge that’s littered with vehicles and cover points for you to shoot from. Keith explains a little more of the set-up, and what we can expect as we move through the city:

“All you’ll know at the beginning of the game is that you’re on an escort mission, escorting an import person, when the convoy that you’re in gets attacked. Everything goes to hell, and the first thing you’ll have to do is get off this and get to safety. You won’t be sure who’s mounting the attack and why, but more will become clear as you fight your way through each area.”

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Fight through a sprawling city in turmoil

It’s the way this city is structured that gives Bravo Team’s continuous mission an extra sense of reality:

“The game is set in one city”, says Keith. “But what’s interesting is that Bravo Team is one long, seamless journey through that city. You’ll go through different districts, through different types of buildings and gradually learn more about how the situation is unfolding in this city that’s been plunged into turmoil.”

If the rest of the game plays out like this E3 taster has, it’s going to be a hell of a ride when Bravo Team releases later this year, exclusively for PlayStation VR.

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Cities: Skylines is bringing its city-building creativity and strategy to PS4 http://feedproxy.google.com/~r/SCEEBlog/~3/U06j3Eh6ZXY/ https://blog.eu.playstation.com/2017/06/21/cities-skylines-is-bringing-its-city-building-creativity-and-strategy-to-ps4/#comments Wed, 21 Jun 2017 13:13:33 +0000 http://blog.eu.playstation.com/?p=248803 Hello, Players and Mayors! The team here at Paradox Interactive is delighted to announce that your demands have now become official city policy: we’re bringing our award-winning city-builder to your favourite console in Cities: Skylines – PlayStation 4 Edition! At Paradox, strategy and creativity are the core of what we do, and judging from the […]

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Hello, Players and Mayors! The team here at Paradox Interactive is delighted to announce that your demands have now become official city policy: we’re bringing our award-winning city-builder to your favourite console in Cities: Skylines – PlayStation 4 Edition!

At Paradox, strategy and creativity are the core of what we do, and judging from the amount of requests we’ve had to release Cities: Skylines on the PS4, they’re passions shared by this community as well.

We’ve been hard at work making sure the roads are smooth and the turbines are tuned, so that everything is ready when you build your first city block — but rest assured, the game is looking and playing great on a controller. When you pull back and watch the sun rise over the bustling city you’ve built from the ground up, it’s going to look truly inspiring on the big screen.

There’s more to Cities: Skylines, of course, than just zoning districts and placing your roads into a neat grid (or using them to spell out your name).

Want to build the all-green-energy and self-sustaining town of the future? Have a diabolical plan to build a dam across the river and funnel wastewater into your tourism district? We’ve even seen an entire town of services and infrastructure built around just one house!

Cities: Skylines is a game all about setting up plans and policies to create a metropolis that’s uniquely your own, and we can’t wait to see what PlayStation players are capable of.

City Skylines

When the game arrives later this year, you’ll get not only a controller-friendly version of Cities: Skylines, but also the tourism and nightlife features from the After Dark expansion. Your thriving community will need some places to unwind once the sun goes down, after all. Please, though, make sure you put in enough taxis and trains to let them get home safely!

We’ll have more info soon on the launch, and then you’ll be able to find the game in the store of your choice, or download it directly from PlayStation Store. Until then, brush up on your civic engineering and prepare your campaign speeches — the mayor’s office awaits!

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Pillars of Eternity brings an unforgettable RPG experience to PS4 this August http://feedproxy.google.com/~r/SCEEBlog/~3/eJ1oJXEVy1c/ https://blog.eu.playstation.com/2017/06/21/pillars-of-eternity-brings-an-unforgettable-rpg-experience-to-ps4-this-august/#comments Wed, 21 Jun 2017 13:08:26 +0000 http://blog.eu.playstation.com/?p=248807 Five years ago, a group of hardcore role-playing game fans asked the world if they’d like to see a return to the classic style of RPG design — the sort of vivid, lush worlds and rich stories made great by games like Baldur’s Gate and Planescape: Torment. The answer, from over 75,000 backers on Kickstarter […]

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Five years ago, a group of hardcore role-playing game fans asked the world if they’d like to see a return to the classic style of RPG design — the sort of vivid, lush worlds and rich stories made great by games like Baldur’s Gate and Planescape: Torment.

The answer, from over 75,000 backers on Kickstarter and beyond, was a resounding “yes,” bolstered by a record-setting crowdfunding campaign. The result was Pillars of Eternity, which pulled in dozens of awards and glowing reviews when it finally released.

Our team at Paradox was incredibly proud to get to work with the master storytellers and designers at Obsidian Entertainment when we shared Pillars of Eternity with fans on PC. It was a passionate project for us — quite a few people within our company had been Kickstarter backers!

When the game finally did release, and we began to hear back from players who had explored the world of Eora for themselves, we knew we had a truly unmissable experience on our hands.

That’s why today, together with our friends at Obsidian, we are thrilled to announce that this once-in-a-lifetime RPG is ready for PlayStation fans everywhere, in Pillars of Eternity: Complete Edition.

And we do mean “complete” — not only will you get to experience the original Pillars of Eternity on PS4, but you’ll also visit the expanded world and new characters from The White March: Parts I & II, the two expansions that arrived alongside the core game. You’ll have the full experience in your hands on 29th August, 2017, on PlayStation Store and in game stores everywhere!

Every piece of the award-winning story, artwork, and writing is coming to PS4, ready to look its best on your TV – and play its best in an enhanced console interface, with controller-friendly menus, combat, and party management, all developed for console players from the ground up by our own Paradox Arctic studio.

Pillars of Eternity

If you’ve had the chance to try Pillars of Eternity already, then the Complete Edition is a great chance to revisit the detailed landscapes of the Eastern Reach on a big screen, and try new character builds and new paths through the epic story.

If this will be your first time experiencing Pillars… well, to say all of the things that await you would be venturing very close to spoiler territory.

We’ll have more details as we get closer to launch on 29th August. Keep an eye out!

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PlayStation Plus Double Discounts start today on PlayStation Store http://feedproxy.google.com/~r/SCEEBlog/~3/hRkm6Y6jPwg/ https://blog.eu.playstation.com/2017/06/21/playstation-plus-double-discounts-start-today-on-playstation-store-2/#comments Wed, 21 Jun 2017 09:36:42 +0000 http://blog.eu.playstation.com/?p=248811 Our PlayStation Plus Double Discounts promotion is back and we have an amazing selection of PS4 titles available on offer! Make a saving on Call of Duty Black Ops 3: Gold Edition, Pro Evolution Soccer 17, The Witcher 3: GOTY Edition, Far Cry 4 + Primal Bundle, and many more until 5th July 2017. And […]

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Our PlayStation Plus Double Discounts promotion is back and we have an amazing selection of PS4 titles available on offer!

Make a saving on Call of Duty Black Ops 3: Gold Edition, Pro Evolution Soccer 17, The Witcher 3: GOTY Edition, Far Cry 4 + Primal Bundle, and many more until 5th July 2017. And don’t forget, if you’re a PlayStation Plus member, you can save even more as you’ll receive an additional discount on top of these great deals!

If you don’t have a PS Plus membership yet, head on over to the official PlayStation Plus page for more information on how to get started.

PlayStation Plus Double Discounts (until 5th July 2017)

Deal of the Week (until 28th June 2017)

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This week’s Deal of the Week is World War II shooter, Sniper Elite 4. Head to PlayStation Store today and save big on both the Standard and Deluxe editions, available on PS4.

Digital Discounts (until 5th July 2017)

Our Digital Discounts continue with savings of up to 60% on a host of amazing PS4 digital only and indie titles. Whether it’s Firewatch, Adrift, Necropolis: A Diabolical Dungeon Delve, Pineview Drive – House of Horror, there’s something for everyone at a drop down price until July 5th!

Save up to on PS3 and PS Vita (21/06/17 – 05/07/17)

Finally, you can continue to make savings on select PS3 and PS Vita titles. Don’t miss the deals on games such as WWE 2K17, NBA 2K17, Far Cry 4, Lost Planet 3 and many more. Just visit PlayStation Store and save, download and play.

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Watch Chloe and Nadine battle through ancient ruins in the extended Uncharted: The Lost Legacy E3 demo http://feedproxy.google.com/~r/SCEEBlog/~3/j47WLWAaS6w/ https://blog.eu.playstation.com/2017/06/20/watch-chloe-and-nadine-battle-through-ancient-ruins-in-the-extended-uncharted-the-lost-legacy-e3-demo/#comments Tue, 20 Jun 2017 18:01:14 +0000 http://blog.eu.playstation.com/?p=248769 Last week at E3, we were thrilled to share more of what we’ve been working on in Uncharted: The Lost Legacy, including the debut of our new story trailer and a never-before-seen gameplay demo at the PlayStation booth. However, we wanted to make sure that everyone who couldn’t make it to the show had their […]

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Last week at E3, we were thrilled to share more of what we’ve been working on in Uncharted: The Lost Legacy, including the debut of our new story trailer and a never-before-seen gameplay demo at the PlayStation booth. However, we wanted to make sure that everyone who couldn’t make it to the show had their chance to see it by posting it online. Check it out above.

The demo picks up after Chloe and Nadine have recovered a critical clue to finding the golden Tusk of Ganesh—an invaluable ancient artifact–and must navigate through the overgrown ruins of the long, lost Hoysala Empire.

However, their paths soon cross with Asav, our new antagonist revealed in the E3 story trailer. Asav is a ruthless warmonger that’s also out for the Tusk and will stop at nothing to ensure he gets to it first. This level is also a testament to the beauty of India’s Western Ghats and just a small taste of the environments you’ll be exploring on 22nd August.

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Alongside the new gameplay demo, today we also released our latest DLC update to Uncharted 4 Multiplayer and Survival, which will also be included with Uncharted: The Lost Legacy at launch.

The update adds two new weapons, three new Survival boosters, over 60 new character skins and vanity items, 13 new taunts, and more. The update also makes Classic Mode a permanent gametype and a new mode for Ranked play: King of the Hill. Visit NaughtyDog.com for a detailed breakdown of everything included.

We hope you enjoy our new update to Uncharted 4: Multiplayer and our first gameplay demo from Uncharted: The Lost Legacy. We’ve got more exciting plans for the road to the launch of Uncharted: The Lost Legacy, so stay tuned to our official Twitter, Facebook, and Instagram channels.

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Welcome to twin-stick bliss with Housemarque’s arcade shooter Nex Machina, out today http://feedproxy.google.com/~r/SCEEBlog/~3/BiO2gvkTlC0/ https://blog.eu.playstation.com/2017/06/20/welcome-to-twin-stick-bliss-with-housemarques-arcade-shooter-nex-machina-out-today/#comments Tue, 20 Jun 2017 14:01:28 +0000 http://blog.eu.playstation.com/?p=248727 Greetings from Housemarque! It was ten years ago that a game called Super Stardust HD saw the light of day on PlayStation 3. As a Finnish developer with roots in arcade gaming, we at Housemarque got to create a game that combined lighting fast reflexes with a myriad of colourful explosions. SSHD combined a thematic […]

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Greetings from Housemarque!

It was ten years ago that a game called Super Stardust HD saw the light of day on PlayStation 3. As a Finnish developer with roots in arcade gaming, we at Housemarque got to create a game that combined lighting fast reflexes with a myriad of colourful explosions.

SSHD combined a thematic setting similar to the classic Asteroids, blended with the twin-stick control scheme of Robotron.

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Now, after a decade of learning more and more about how to perfect the formula, we are proud to finally release Nex Machina, the culmination of our search for pure arcade gameplay. A game where simplistic design (only two buttons and two sticks are ever needed) allows the player to immerse themselves in what we’ve coined “The Zone”.

Getting into “the zone” allows for extremely complex movement patterns and tactics to arise. Players who wish to compete on the worldwide leaderboards can create truly unique personal play styles.

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With Super Stardust we wanted to keep the arcade torch shining bright and now we want to do that again. Our hope is to capture a bit of that spark that lived in the arcade halls when video games were held back by graphical and technological constraints.

Being able to do that with Eugene Jarvis, who inspired us when we started gaming, is beyond wonderful. So take on the arcade challenge with Nex Machina, and compete against your friends – and the rest of the world – on our global leaderboards.

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New on PlayStation Store this week: Nex Machina, Get Even, Danganronpa PS4, more http://feedproxy.google.com/~r/SCEEBlog/~3/7A19PmC7oj4/ https://blog.eu.playstation.com/2017/06/20/new-on-playstation-store-this-week-nex-machina-get-even-danganronpa-ps4-more/#comments Tue, 20 Jun 2017 11:04:24 +0000 http://blog.eu.playstation.com/?p=248663 Ladies and gentlemen, it’s time once again to check out the week’s newcomers on PlayStation Store. Kicking things off this week is the latest arcade dust-up from Resogun creator Housemarque. Nex Machina sees the Finnish studio team up with legendary developer Eugene Jarvis – expect frenetic top-down twin-stick action, rock hard gameplay, couch co-op and […]

The post New on PlayStation Store this week: Nex Machina, Get Even, Danganronpa PS4, more appeared first on PlayStation.Blog.Europe.

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Ladies and gentlemen, it’s time once again to check out the week’s newcomers on PlayStation Store. Kicking things off this week is the latest arcade dust-up from Resogun creator Housemarque. Nex Machina sees the Finnish studio team up with legendary developer Eugene Jarvis – expect frenetic top-down twin-stick action, rock hard gameplay, couch co-op and – of course – gratuitous explosions.

Elsewhere this week, Bandai Namco drops its surreal new FPS Get Even, there’s a PS4 version of twisted PS Vita adventure Danganronpa Another Episode: Ultra Despair Girls, and new DLC lands for Ghost Recon Wildlands, World of Tanks and Warframe.

See below for the full rundown.

PlayStation StoreOut this week

ps4

 

 

 

 

 

 

ps3

PS4 DLC

19th June

20th June

21th June

  • Warframe
     
  • PS4 Renown Pack XI

22nd June

  • World of Tanks
     
  • Valkyria Chronicles Mega

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 June

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Dive into darkly twisted eSports-inspired movie Ctrl, releasing on PlayStation VR this week http://feedproxy.google.com/~r/SCEEBlog/~3/nLKPHmGUP8A/ https://blog.eu.playstation.com/2017/06/19/dive-into-darkly-twisted-esports-inspired-movie-ctrl-releasing-on-playstation-vr-this-week/#comments Mon, 19 Jun 2017 15:00:19 +0000 http://blog.eu.playstation.com/?p=248075 We are proud to present Ctrl, our first virtual reality short film created for PlayStation VR, launching this Friday, 23rd June. Ctrl is about a young gamer called Liam, who is competing in an e-sports tournament. As the stadium comes alive, you find yourself in front-row seats experiencing this fast-paced strategy game first-hand. The atmosphere […]

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We are proud to present Ctrl, our first virtual reality short film created for PlayStation VR, launching this Friday, 23rd June.

Ctrl is about a young gamer called Liam, who is competing in an e-sports tournament.

As the stadium comes alive, you find yourself in front-row seats experiencing this fast-paced strategy game first-hand. The atmosphere is tense inside the arena and just as victory seems possible, you discover what Liam is really fighting for…

Aimed at any PS VR fans who are hungry for deep and dark stories, this challenging film explores themes of power, control and escapism. Putting on the PS VR headset plunges you into beautiful 360 degree worlds, whilst forcing you to confront the unrelenting nature of the character’s reality – and as the plot develops, you may find yourself reflecting on your own experiences…

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At Breaking Fourth, we are dedicated to immersive storytelling in VR. Ctrl was influenced by both the London theatre world and gaming, bringing together two industries that we feel very passionately about. Shown at the Toronto International Film Festival VR Showcase and Raindance Film Festival in London UK, and nominated for awards at the Wired Audi Innovation Awards and Proto Awards, Ctrl takes VR narratives to the next level of entertainment.

The process of creating Ctrl for PS VR was incredibly interesting and it allowed us to examine how best to draw the audience into a story, as well as navigate the challenges of 360 degree viewing. We focused heavily on viewer experience – we believe that embodiment and presence comes with responsibility – and PS VR gives us such a great opportunity to play with new techniques and make the most of its immersive capabilities.

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As an independent studio focused on creating original content, we are excited by the seemingly limitless creative possibilities associated with VR, especially around immersive storytelling. We believe VR is the best way to be truly immersed in a story, and by harnessing its power of presence and immersion, our team are working hard to create experiences which take storytelling to a whole new level.

You can download Ctrl on 23rd June from PlayStation Store. Discover more about Breaking Fourth on our website and follow us online to keep up to date with the development of our productions coming out in 2017.

 

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How it feels to play The Elder Scrolls V: Skyrim on PlayStation VR http://feedproxy.google.com/~r/SCEEBlog/~3/YEyA93_pOW4/ https://blog.eu.playstation.com/2017/06/19/how-it-feels-to-play-the-elder-scrolls-v-skyrim-on-playstation-vr/#comments Mon, 19 Jun 2017 13:00:51 +0000 http://blog.eu.playstation.com/?p=248625 Announced during the PlayStation Media Showcase at E3 2017, Bethesda‘s sprawling milestone RPG The Elder Scrolls V: Skyrim is coming to PlayStation VR. This isn’t an add-on experience or a demo intended to showcase the potential of the hardware — this is the full Skyrim experience in its entirety, including all of its well-received post-release […]

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Announced during the PlayStation Media Showcase at E3 2017, Bethesda‘s sprawling milestone RPG The Elder Scrolls V: Skyrim is coming to PlayStation VR. This isn’t an add-on experience or a demo intended to showcase the potential of the hardware — this is the full Skyrim experience in its entirety, including all of its well-received post-release content.

I played Skyrim VR with a pair of PS Move controllers, but Bethesda is building in DualShock 4 support as well. Each controller is mapped to one of your hands, and each hand can be equipped with a sword, shield or spell (or a bow and arrow, which occupies both hands). Attacks feel natural, with a sword swing dealing substantial damage to enemies within melee range. Stabbing motions yielded no results in my demo — Bethesda is sticking to slashing motions for hand-to-hand combat to keep things balanced.

Ryan and Justin talk to Andrew Scharf from Bethesda about bringing the landmark RPG to virtual reality
 
 

Wielding a bow and arrow is especially fascinating. It’s a fairly one-to-one affair, requiring the player to manoeuvre the PS Move controllers into position to nock an arrow, hold the right trigger, pull the controller/arrow back, and release the trigger to send the projectile on its merry, violent way. I noticed no auto-aim assistance here, so it took me a few tries to actually peg an enemy soldier firing volleys back at me — all the more satisfying when I finally landed that precision shot and took him down.

Finding the right balance between player immersion and comfort is important to the team bringing Skyrim to PS VR — good news, since this is the full, dozens (hundreds?) of hours’ worth of gameplay we lost ourselves to a few years ago. During my demo, movement was controlled by holding the PS Move button on the left controller to bring up a blue orb, which you could then move to any spot within a few-foot radius, then let go to teleport there. Pressing the two bottom face buttons on the right PS Move controller shift your field of vision a few degrees to the left or right.

Once I became more comfortable with this setup, I was blinking around mountain paths and through trap-filled dungeon hallways with blinding speed — unexpectedly making me feel more nimble and mobile than with standard controls. That said, Bethesda is planning to include options for more traditional movement, which players will be able to adjust depending on their comfort level.

Skyrim VRSkyrim VR

 

Perhaps the most exciting moments I experienced during my short time with Skyrim VR were those when I was able to dual-wield a spell in each hand. Full, independent control of each hand meant that I could equip dual fire spells and rain superheated justice upon any foes unlucky enough to exist within my line of sight. “You learn a lot about a person when you watch them play this,” the Bethesda rep manning the demo remarked as he watched me mercilessly torch entire encampments.

Perhaps a bit of self-reflection is in order.

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8 things we learned about Boomer the dog and Far Cry 5’s other wildlife at E3 2017 http://feedproxy.google.com/~r/SCEEBlog/~3/kM6RuXVg_wM/ https://blog.eu.playstation.com/2017/06/16/8-things-we-learned-about-boomer-the-dog-and-far-cry-5s-other-wildlife-at-e3-2017/#comments Fri, 16 Jun 2017 14:00:21 +0000 http://blog.eu.playstation.com/?p=248573 E3 was certainly not short on heroes this year. From Destiny 2’s resurgent Guardians, to the courageous GIs of Call of Duty WWII, the various press conferences were packed with protagonists to root for. However, amongst the familiar faces was a surprise show-stealing newcomer: Boomer the dog. Far Cry 5’s canine sidekick elicited some of […]

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E3 was certainly not short on heroes this year. From Destiny 2’s resurgent Guardians, to the courageous GIs of Call of Duty WWII, the various press conferences were packed with protagonists to root for.

However, amongst the familiar faces was a surprise show-stealing newcomer: Boomer the dog. Far Cry 5’s canine sidekick elicited some of the biggest cheers of the week when he helped dispatch a gang of nefarious cultists in an on-stage demo of Ubisoft’s upcoming open world FPS sequel.

Of course, anyone with a passing familiarity with the Far Cry series will know that wildlife plays an integral part in what makes the series stand out from the pack. The games’ playful ecosystems help fuel extraordinary emergent gameplay where the player can never quite predict what the environment is going to throw at them next.

Clearly, with the introduction of Boomer in this year’s E3 gameplay demo, Far Cry 5 has got some big ideas for how it’s going to push things forward further. In search of a little more detail on what the team has up its sleeves, we sat down with the game’s Creative Director Dan Hay. Here’s what we learned…

1. Boomer’s a mangy old mutt – and all the more awesome for it

The kernel of the idea that would later grow into Boomer was an interaction Hay had with their guide and his hunting dog while out on a research trip in Montana during the game’s concepting phase. But who provided the inspiration for Boomer’s appearance? One of the team members’ own pets perhaps?

“He’s a composite,” confirms Hay. “He’s a mutt. We thought about maybe having a dog that was a pure bred, but then we came up with Boomer. He’s just an awesome mutt with real personality. One ear up, one ear down, the way he growls, the way he looks at you for attention… he’s perfect.”

2. Boomer has got your back

“He has this tendency to be protective,” says Hay, with a hint of understatement. Your in-game canine companion will not only take down enemies for you, but he’ll also pick up their weapon and bring it back to you, like an old pair of slippers.

And beyond that, he’s the perfect hunting companion – not only keeping you safe, but leading you down some unexpected gameplay tangents.

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“Say I’m out tracking animals and not paying attention, and a bear turns up and tries to attack me from behind,” explains Hay, to illustrate.

“I’ll hear this roar and I’ll turn around – Boomer will bark at it and the bear will back off a bit, then Boomer barks again and he backs off some more, and then it turns to retreat. And before I know it I’m off on a bear hunt with Boomer!”

3. Booomer can’t be killed – but that doesn’t mean you shouldn’t take care of him

You’ll be glad to hear that Boomer can’t be permanently dispatched by your adversaries – indeed you can play the entire game with him at your side. However, you’ll still want to keep a careful eye on him.

“We’ve made it so that Boomer can be temporarily put out of commission,” says Hay. “We wanted to make sure he didn’t feel invincible, but we also didn’t want to have it so that he could be killed and be gone forever. He can be taken out of commission for a little while, but he will come back.”

4. Far Cry 4’s honey badgers are absent, but don’t get complacent

I’m sure everyone has fond memories of Far Cry 4’s docile, totally un-vicious honey badgers, right? Right? Well, you might be glad to hear that honey badgers are not indigenous to rural Montana. That said, the team might have something similar up its sleeve…

“There are a bunch of animals in the game that I can’t tell you about just yet,” Hay teases. “But there are definitely some… ah, man, I really want to tell you about this one thing. I can’t though! I will say that there is a pretty fierce little guy that has a defence mechanism that is really fun to play with…”

5. Far Cry 5’s animals have a sixth sense for violence

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As well as the usual array of wild animals you might have come to expect from a Far Cry game, the upcoming sequel also debuts a variety of placid agricultural creatures.

“For the first time in Far Cry we have rural domestic animals, like cows and horses – the sort of animals that you might walk by and think you can just leave them alone,” explains Hay.

Not so fast though.

“What’s interesting is watching what happens to them as the cult descends on Hope County. As they begin to put pressure on the game’s world and encroach into the community, the animals start to get spooked. You’ll get the feeling that things are starting to shift.”

Before you know it, what was once a predictable farm animal, suddenly starts to become a potential threat…

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6. Cat lovers, don’t give up hope

So, since time immemorial there have been dog people and there have been cat people. Boomer has got the former’s needs covered, but what of the latter? Has Far Cry 5 got anything for them? Hays was cagey, but offered a little cause for optimism.

“I desperately want to answer that question but I can’t! If you were to ask me ‘Dan, is there a chance that there is a big cat in this game that could be maybe be your pet,’ I would not be able to answer that question…”

7. Far Cry 5 lets you pick up a rod and go fishing

Given the extraordinary variety of things that the Far Cry series has let players do with animals in the past (for better or worse), it’s perhaps a little odd that they haven’t let us grab a rod and indulge in a spot of fishing yet. Well, that all changes with Far Cry 5.

“Every once in a while you’ll find someone who has been killed by the cult and there might be a fishing rod lying next to them,” explains Hay. “You can pick it up and start to fish. Before you know it, you’ll find yourself trying to catch bigger and bigger fish and competing with friends to land the largest catch.”

It might seem like a frivolous edition, but it’s all part of making the world feel alive.

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8. Far Cry 5’s animals are the series’ most realistic creatures yet

TL;DR: expect Far Cry 5’s ecosystem to be seriously sophisticated.

“It has to feel real. Predators and prey have to behave in a believable way,” he insists.

“If you walk down to the river and you know that there are fish there, the chances are you’re not going to be the only living thing that is fishing. It has to make sense that a bear might come down every once in a while, give you a good look, and then go about its business. It has to make sense that when you’re fishing, your dog might decide to go for a swim. These little interactions have to feel real.”

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5 things we learned from an alternative playthrough of the Days Gone E3 demo http://feedproxy.google.com/~r/SCEEBlog/~3/55CHumfJXyY/ https://blog.eu.playstation.com/2017/06/16/5-things-we-learned-from-an-alternative-playthrough-of-the-days-gone-e3-demo/#comments Fri, 16 Jun 2017 13:04:53 +0000 http://blog.eu.playstation.com/?p=248569 Bikers, freakers and bears, oh my… less than 24 hours since Days Gone roared onto the E3 stage to give us a fresh look at its open world gameplay, I caught up with Geoff Hammon, Technical Game Designer for Bend Studios to find out more about the world of Deacon St. John – and see […]

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Bikers, freakers and bears, oh my… less than 24 hours since Days Gone roared onto the E3 stage to give us a fresh look at its open world gameplay, I caught up with Geoff Hammon, Technical Game Designer for Bend Studios to find out more about the world of Deacon St. John – and see a different take on that on-stage demo.

1. The weather can change everything

As the second play-through begins, it’s snowing, rather than raining. Seemingly a minor point, but enough to change the course of the action. This time there are no wolves to distract Deacon from the road, giving him time to spot the ambush up ahead, stalk through the woodland to flank the attackers and take them out.

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“Depending on what region of the world you’re in and whether it’s raining, snowing or sunny – that’s going to impact what goes on in the world around you, how the bike handles, and the creatures you encounter”, Geoff explains, while scavenging the hapless attackers’ tripwire and weapons.

“As you move through the world, things change all the time. With the clothesline ambush, that isn’t scripted – you won’t always find those guys there waiting to ambush you. There might be nothing there, there might be a different event waiting to happen, or you might get jumped by them in a different way, in a different place.”

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2. Freakers can be used to your advantage

The E3 demo showed Deacon spotting a swarm of Freakers, blowing up the walls of an enemy camp and setting them loose on the humans inside.

“Freakers will kill anything that moves, or at least will try to, so if you find them in the same area as humans, you can definitely use that to your advantage” says Geoff. “There’s a lot of variation in what you could find in different areas and it’s fun to play around with the combinations.”

To prove this point, and to further highlight how scenarios can play out differently, in our play-through, there is no swarm to weaponise. “Freakers don’t like the wet conditions so much”, apparently.

Instead, Geoff creeps through the camp and spots a human tormenting a Freaker that’s chained to a tree. With a deftly placed crossbow bolt, the chain is broken and it’s set free to wreak havoc, causing enough of a distraction for Deacon to take out the sniper nests that ring the camp.

From there, it’s an all-guns blazing assault, taking out enemies with the assault rifle that had been scavenged earlier – a very different approach than letting the Freakers do the work, and more proof that encounters can play out in multiple ways.

3. Your bike is your best friend

Across the plains and deserts of the Pacific North-West setting of Days Gone, travel is done via trails, tracks and forest paths rather than roads, making Deacon’s bike an essential part of his journey.

“Deacon takes the brotherhood and loyalty of a motorcycle club very seriously. It’s something he’ll risk his life for” explains Geoff. And as a result, his bike is a major part of the Days Gone experience.

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“Deacon’s drifter bike is definitely not just for travel – we’re treating it as a character in itself. It’s special to Deacon, he’s crafted it over the two years that the world has changed and you’ll get to customise it and add upgrades. It’s his mobile inventory, so we’re fully integrating it into the game as much as possible”.

4. There’s still hope in the world

Despite the state that we find Deacon’s world in, two years on from the pandemic that ravaged humanity, there are still pockets of civilisation that cling on to hope. The demo begins in Copeland’s camp, and as Geoff explains, Deacon’s relationship with them isn’t straightforward.

“They’re an encampment of law-abiding – if there is such a thing anymore – people who want to carve out a life and try to get back what they lost. Copeland is their leader, but Deacon is a mercenary and not necessarily a law-abiding kind of person. He’s a drifter, he doesn’t want to stay in those places too long. And especially in the early game, Deacon is kind of rough, he’s had a lot of loss, and that’s reflected in his character”.

“When we start the game Deacon is very broken, very rough, he hasn’t accepted how things are, but one of our big themes is hope. And how you come back from what’s happened to the world”.

5. There are bears. Infected. FREAKER. BEARS.

Both the E3 stage demo and our alternative play-through ended at the same place, with a huge, savage bear wandering into the camp dragging barbed wire behind it.

“Infected bears aren’t afraid of anything, they’ll charge and kill anything they see and they’re very hard to fight” Geoff tells me. “I certainly wouldn’t try getting close enough to it to put barbed wire on his head”.

As the demo draws to a close, it’s clear that when Days Gone arrives on PS4, it’s a journey that will give us multiple paths to every destination – and I can’t wait to get started.

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Superhot and Superhot VR coming to PS4 and PS VR in a few weeks http://feedproxy.google.com/~r/SCEEBlog/~3/s8NwVHh4k_Y/ https://blog.eu.playstation.com/2017/06/15/superhot-and-superhot-vr-coming-to-ps4-and-ps-vr-in-a-few-weeks/#comments Thu, 15 Jun 2017 17:01:04 +0000 http://blog.eu.playstation.com/?p=248317 Alright everyone! We’ve been keeping this under wraps for quite a while now. I pretty much assumed Szymon (our community manhandler) will just up and burst with anticipation at some point. We have been looking at a literally constant stream of messages, tweets and emails from you guys. And they were all basically asking the […]

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Alright everyone! We’ve been keeping this under wraps for quite a while now. I pretty much assumed Szymon (our community manhandler) will just up and burst with anticipation at some point. We have been looking at a literally constant stream of messages, tweets and emails from you guys. And they were all basically asking the same single question – PS4 WHEN?
Well, I’m excited out of mind to finally be able to tell you. Superhot and Superhot VR are releasing for PlayStation globally in just a few short weeks!

They’ll be available across all continents, fully adapted for the platform, meticulously tweaked for PlayStation controllers and fancifully bundled as one big package of Superhot goodness — or as separate digital downloads if you’d rather take this mind-bending and time-twisting experience one angry red crystal figure at a time.

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Oh, and if you’re not fully certain what in the world am I even talking about —

Superhot is the FPS where time moves only when you do. We started building it over three years ago and with lots of outstanding support from Kickstarter and the gaming community, we rolled it out for PC last year to raving reviews and critical acclaim. It was immediately picked up and touted as the most disrupting thing in the genre, proving that there was still more to be discovered in the 25 year old art of FPS game design. Superhot proved that you can make players feel like the most badass of action heroes and cranked it all the way up to eleven.

The game started winning awards and working its way into game-of-the-year lists all over the world while we doubled down, started to work on the PS4 version of Superhot and on some serious trailblazing with Superhot VR.

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What we found out at the very beginning of our VR works (way back in the wild west VR days of 2014/2015) was that just plopping a non-VR game into VR is the worst design compromise ever. The gameplay needs to be designed from scratch, the level architecture needs to be built specifically for VR… even the menus and basic interactions in the game are just stupidly clunky unless you figure them out with VR and VR alone in mind.

So we scrapped pretty much the entirety of Superhot and started building Superhot VR from scratch. A year of intense, hard work later and the team was finally ready to release. And damn was the game good. The guys really outdid themselves. They pushed the envelope of the genre even further this time.

Superhot VR immediately became one of the fastest-selling VR PC games ever and started hauling wheelbarrows of recognition and good will from industry gurus and our awesome community.

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And now, after a few more months of porting, optimizing for the platform and tweaking the game for some sweet sweet PSVR and PS Move controller action, we’re officially ready to release! We’re just putting a few final cherries on top of everything.

This is really exciting. It’ll be amazing to release the games to you guys in just a few short weeks. I’m starting to hold my breath now.

#spreadthesystem

Thank you for being amazing.

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New Destiny 2 trailer debuts at E3, and PlayStation-exclusive content detailed http://feedproxy.google.com/~r/SCEEBlog/~3/dbk9gv84Yro/ Thu, 15 Jun 2017 16:37:42 +0000 http://blog.eu.playstation.com/?p=248385 Greetings, PlayStation Nation! This is DeeJ, reporting from E3 where we just introduced you to the enemy you’ll face in Destiny 2. Meet Dominus Ghaul. This all-new adventure kicks off with a surprise attack on the City. You’re about to face the most dreaded foe we’ve ever sent against the Guardians. To mount a counter-attack […]

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Greetings, PlayStation Nation! This is DeeJ, reporting from E3 where we just introduced you to the enemy you’ll face in Destiny 2.

Meet Dominus Ghaul.

This all-new adventure kicks off with a surprise attack on the City. You’re about to face the most dreaded foe we’ve ever sent against the Guardians. To mount a counter-attack and take back our home, you’ll need to venture back into the wild to master new forms of combat, collect some new loot, and reunite our forces. We know you’re up to the challenge.

To help you prepare for the final battle against the Cabal Empire, we’ll have some PlayStation exclusives to augment your experience. On PlayStation 4, you’ll find an additional competitive multiplayer map, a three-player cooperative Strike, a blue and white colored ship, specialized gear sets, and an exclusive exotic weapon. Check ’em out:

Your chance to experience the action for yourself will be in the Destiny 2 beta. You can be among the first to play on 18th July if you pre-order. We’re looking for every Guardian, new or returning, to join this adventure. If you’re a veteran of the Tower, or have studied our community from afar, this is a great time to join us as a protector of humanity. This new journey across the solar system and back begins on 6th September.

Be brave!

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Fortnite Coming 25th July With PlayStation-Exclusive Heroes http://feedproxy.google.com/~r/SCEEBlog/~3/lY7k8ff-T18/ https://blog.eu.playstation.com/2017/06/14/fortnite-coming-25th-july-with-playstation-exclusive-heroes/#comments Wed, 14 Jun 2017 00:55:59 +0000 http://blog.eu.playstation.com/?p=248547 Fortnite is coming to PlayStation on 25th July. Build huge forts, craft exotic weapons, find loot, and level up your squad while leading the world’s remaining Heroes in the fight to save humanity and take back the world. You can watch our brand new gameplay trailer [here] to get a feel for the game and […]

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Fortnite is coming to PlayStation on 25th July. Build huge forts, craft exotic weapons, find loot, and level up your squad while leading the world’s remaining Heroes in the fight to save humanity and take back the world. You can watch our brand new gameplay trailer [here] to get a feel for the game and even pre-order a Founder’s Pack. In addition to the Founder’s Pack, we’ll be offering PlayStation-exclusive hero cards only available to players on PlayStation 4. These special cards sport a unique color scheme designed to show off your Sony pride.

The Soul of Fortnite

Everybody loves building forts. Whether it was blankets and couch cushions, or building a fort in the woods by your house, you and your friends could spend Saturday afternoons hiding out, or repelling monstrous hordes of imaginary creatures. This idea is universal. It’s everywhere in stories and movies. It’s Harry Potter defending Hogwarts from Voldemort’s army, and Aragorn, standing against the orcs at Helm’s deep. This idea inspired the rich, colorful world of Fortnite, where you and your friends are Heroes, building forts and making a stand against hordes of monsters, and of course, blowing them up.

The Game

The world of Fortnite is expansive and uses a hybrid of procedural generation with sculpted “puzzle pieces” to create interesting play spaces to explore. Almost anything can be harvested for loot and materials, and used for crafting. Build the equipment you need, when you need it. Knowing when to spend your hard-earned resources is part of the strategy of mastering the world of Fortnite.

Let’s talk about the rewards you get in Fornite. (Everyone likes to get stuff right?) Fortnite takes a bunch of Epic’s gunplay know-how and smashes it together with a Diablo-style RPG system. We have a solid assortment of guns: sniper rifles, rocket launchers, lasers and shotguns galore all in your favorite rarity colored flavors. We also have a pile of close-combat weapons that range from claymores to katanas and my favorite: the rocket-powered sledgehammer. Along with weapons, players are also able to collect and recruit Defenders. These are specialist NPCs that help you hold the line against the Husk hordes.

Building in Fortnite is designed to be usable before combat and in the heat of battle. Need to throw up a quick wall? It’s a tap and a trigger away. Want to build more impressive structures? The editing tool puts the power of building customization in your hands, choosing between fences, windows, stairs, ramps and doors in your fort. Fortnite buildings can also be built from three different materials with different properties: wood, stone, and metal. Building coupled with the ability to craft a whole host of deadly traps, can eliminate creatures before they can even get to your Fort’s walls! It’s up to you to decide which one to use in a pinch.

Last, but certainly not least, is classes and combat. Players collect hero cards drawn from a pool of four core classes:

  • Outlanders: Explorer class
  • Soldiers: Ranged weapon masters
  • Ninjas: Melee and mobility experts
  • Constructors: Masters of buffing forts

These classes gives players certain edges in the fight to retake the world from the monsters. A well-balanced team can nearly always save the day, but mix-and-match different specialties to find all new effective combinations. Combat is fast and chaotic in Fortnite, with a diverse groups of monsters, trying to overwhelm you with hordes of Husks, or even flinging themselves onto the roof of your fortress in an attempt to burrow from above. You’ll have to utilize all the tools in your toolbox to be successful at the top end of gameplay in Fortnite.

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That’s only the tip of the iceberg of all the things Fortnite has to offer, and as an online game we will be adding new content monthly, with events, new heroes, new creatures, traps, and weapons. Fortnite is designed to continue to be built with the community, and represents a multi-year commitment from Epic Games. If the players want more Fortnite, we will keep making the world bigger, with big new features and gameplay types.

We are about to enter into a new phase of development, where PlayStation 4 players can be part of the paid Early Access. It is our intent that Fortnite will evolve into a free-to-play title during 2018. However, we wanted to give people the opportunity to gain Early Access to the game along with exclusive items and in-game events that come only with the Founder’s Early Access.

So if you want to come hang out with some cool folks, get tons of cool loot, and help make Fortnite more awesome … jump on board and help us build the community. Still not sure? That’s cool too. You decide when you want to jump onto the train. We mean it. No BS. We will be here when you are ready to build kick-ass forts with your friends!

Questions/comments? Come hang out with the team. They are badasses and love making games for you. I’m really proud of the all the people who have contributed to the world of Fortnite, (devs and the community) and I’m really looking forward to more people taking back the world and making it their own!

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