PlayStation.Blog.Europe https://blog.eu.playstation.com Your daily fix of PlayStation news from across the SCEE region Fri, 21 Apr 2017 13:00:03 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.2 Master PS VR shooter StarBlood Arena with these expert tips and tricks http://feedproxy.google.com/~r/SCEEBlog/~3/2RUQ4pbH-QE/ https://blog.eu.playstation.com/2017/04/21/master-ps-vr-shooter-starblood-arena-with-these-expert-tips-and-tricks/#comments Fri, 21 Apr 2017 13:00:03 +0000 http://blog.eu.playstation.com/?p=244713 With Whitemoon Dreams’ PlayStation VR sci-fi shooter StarBlood Arena already witnessing plenty of skill kills and fancy manoeuvres in its opening weeks of release, we caught up with the studio to harvest some tried and tested pointers to make sure you keep up the pace when you next blast into the arena… 1. Starting out? […]

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With Whitemoon Dreams’ PlayStation VR sci-fi shooter StarBlood Arena already witnessing plenty of skill kills and fancy manoeuvres in its opening weeks of release, we caught up with the studio to harvest some tried and tested pointers to make sure you keep up the pace when you next blast into the arena…

1. Starting out? Try out Alice and Elisa, two well-balanced, no-nonsense fighters

David Lee, Designer: Alice, who plays the bombardier, is a specialist in missiles and long range combat. She’s still my favourite character – I can win any match with her and she’s accessible for anyone coming into the game.

I’d also suggest Elisa, who is probably our most well-rounded class/character – she can do it all. She can kill at short and long range, and is also very easy to pick up.

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2. Getting repeatedly creamed? Earn your flight and fight skills in Skirmish

David: Skirmish lets you customise your match – so jump into that and try a standard carnage game. Because you’re playing against any number of AI bots that you select, you can trim it down and tailor your difficulty level. But in a carnage game, the bots are going to shoot each other, so it’s not just an eight player match were everyone is trying to specifically kill you.

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3. Starting to feel confident? Go berserk with Buck

David: Buck is very close range character, who doesn’t use missiles. So use the combined left and right triggers to open up both of his rail guns for extra shredding power. It’s not unlimited, so you’re going to have to pick your moments carefully. And he also has a forward-facing shield, so the more damage he deals out, the more it strengthens his protection. Get in close and cause some destruction.

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4. Feeling like top dog? Sink your teeth into Dregg, Blade and Apolonia

David: These three characters are more complex, but they’re fun to play because they have such different mechanics. Dregg has a weapon which shoots a big white glue-like glob. It doesn’t do anything on its own, but if it impacts a wall it’ll blow up – so you can cause trouble with its massive area effect.

Another thing is that all the characters have a missile lock after two seconds – so if you can keep your head reticule tracking on a ship for that duration, you can guide a missile in. Dregg’s actually got a longer lock time of around four seconds, but the pay-off is his powerful sniper gun will track the target. So if you can master that, it’s very effective.

Conversely, Blade’s an assassin with a melee attack, and two wing blades in front of his ship – you’ll also see a guided rail telling you which way your charge attack is going to go. You can tag multiple guys along the way and literally ram into them. It’s a potentially tricky mechanic to master, but it’s worth it.

And finally, Apolonia is our hunter with useful deployables. She can put out cages and heal fields, so she plays a vital support role. She’s a little bit more difficult to get the hang of, but at the same time very rewarding, so give her a try.

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5. That’s not enough? Try these additional tricks

  • Use your head: Your PS VR headset is the ideal tool to scan your environment, aim weapons systems and track down enemy pilots. Don’t be afraid to look around while flying.
  • Go faster: If you’re having trouble with escaping or chasing down enemy pilots you should probably learn to boost. Use R3 to boost towards or away from your enemies at faster speeds.
  • Get focused: If your headset seems to be losing calibration, hold down the “Option” button on your DUALSHOCK 4 controller for a couple of seconds and it will re-center you automatically!
  • Try new things: Each pilot has varied attributes and loadout options. Don’t be afraid to experiment with different ships, modifications and weapons systems to find a style that speaks to you!
  • Find your team: Trying to figure out who you’re supposed to be shooting? In Team Carnage and Gridiron, the colour of your HUD will match your team’s colour. You can also open the scoreboard by tapping the touch pad and looking for your PSN ID to identify which team you’re on.
  • Access your arsenal: You have LOTS of firepower at your disposal, so use it! Your ship comes equipped with primary, secondary and heavy weapons as well as mines and missiles. Press “Triangle” to switch between primary and secondary guns and to use your heavy, wait until your HUD’s “heavy” bar is flashing and press “Square” to unleash! Missiles are fired with left trigger and mines are dropped by pressing “X”.

Now broadcasting its lawless matches across the universe, the StarBlood Network needs pilots – pilots who are prepared to risk it all. Join them in StarBlood Arena – out now exclusively for PlayStation VR!

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LittleBigPlanet 3: Little Nightmares Asset Pack releases next week http://feedproxy.google.com/~r/SCEEBlog/~3/hznOJqWq8zE/ https://blog.eu.playstation.com/2017/04/21/littlebigplanet-3-little-nightmares-asset-pack-releases-next-week/#respond Fri, 21 Apr 2017 12:06:44 +0000 http://blog.eu.playstation.com/?p=244569 Bring a world of little dangers to our own little world with the brand-new Little Nightmare Asset Pack containing a selection of costumes and creation assets. This new asset pack contains 5 Materials, 3 Lights, 9 Objects, 7 Decorations, 18 Stickers and 4 Costumes that can be used to create the creepiest, most fiendish levels […]

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Bring a world of little dangers to our own little world with the brand-new Little Nightmare Asset Pack containing a selection of costumes and creation assets.

This new asset pack contains 5 Materials, 3 Lights, 9 Objects, 7 Decorations, 18 Stickers and 4 Costumes that can be used to create the creepiest, most fiendish levels imaginable to give your fellow Sackfolk some Little Nightmares!

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Spooky Creations on LittleBigPlanet!

Our community are already well adept at publishing nightmarish levels to bring some scares to LittleBigPlanet, so let’s take a look at some of the brilliantly spooky levels designed to send a chill down your Sackboy or Sackgirl’s spine.

Free Tarsier Costume available

Some of you may already know that Little Nightmares developer Tarsier Studios helped us on LittleBigPlanet and that we previously released a FREE Tarsier Costume as our little way of saying a big thank you to them.

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This adorable costume is still available on the PlayStation Store, so if you haven’t picked up this costume before, be sure to download your FREE Tarsier Costume today!

Visit us online!

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How to master rock-solid PS4 roguelike Loot Rascals http://feedproxy.google.com/~r/SCEEBlog/~3/dPLehcbnYtM/ https://blog.eu.playstation.com/2017/04/20/how-to-master-rock-solid-ps4-roguelike-loot-rascals/#comments Thu, 20 Apr 2017 16:04:47 +0000 http://blog.eu.playstation.com/?p=244679 Loot Rascals has been out for over a month now, and it’s been amazing to see people start to unpick its mysteries and figure out strategies to survive the various mean and unpleasant things the game throws at them. We’re aware that it’s a really hard game, so the fact that so many people have […]

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Loot Rascals has been out for over a month now, and it’s been amazing to see people start to unpick its mysteries and figure out strategies to survive the various mean and unpleasant things the game throws at them.

We’re aware that it’s a really hard game, so the fact that so many people have beaten it repeatedly is kind of amazing! Maybe one day someone will even figure out what those mysterious artefacts do?

But we’ve also spoken to a number of folks who felt a bit stuck – struggling to get over the initial difficulty hurdle – and by asking them questions about what seemed to be going wrong, we’ve compiled a collection of tips to help out new players. We’ve split them into a few different categories, for players of different abilities – the list below contains minor spoilers, obviously.

We’ve yet to find a seed that’s impossible to beat, although some of them are very hard and require advanced strategies to succeed. Don’t give up – we believe in you!

Beginner tips

  1. The most important thing is choosing your battles:
    • Health is your most valuable resource, conserve it.
    • Fight weak enemies first, you might gain cards to help with the stronger ones.
    • If you can avoid an enemy hitting you, it’s probably worth it.
    • Read the combat maths board in the dome.
  2. Different rascals have different movement patterns and ranges, pay close attention to them, you’ll learn useful stuff for when you’re in a bind.
  3. If you already have a handful of enemies on screen, consider dealing with them first before exploring further and revealing MORE.
  4. Just because you can run around freely doesn’t mean you always should. Get into the habit of realising when you’re in a tricky situation, and stopping to take the time to plan the next few moves carefully. This is definitely true if you’re in the vicinity of Mercs or Horse Bros.
  5. Most rascals will give up the chase if you pull them far enough away from their starting position.
  6. Ability cards only charge up when you reveal hidden tiles, or when you attack in a fight; simply burning turns won’t achieve anything.
  7. You can use most ability cards while in combat.
  8. If you are on 1 health, you are in a very dangerous position – any hit could kill you. Maybe prioritise gaining health over pushing forwards?
  9. The cards you find should change the way you should play, ‘listen’ to them. Used in the right situation unique and ability cards can make the difference between survival and death. This is especially true for the evasive abilities: spectral decoy and teleport.
  10. Don’t forget that some rascals are weak to fire, ice or plasma. Once you’ve used an ability on an enemy once, you’ll be able to see this forever – above their heads when you bring out your cursor, and in the Journal.
  11. If you get surrounded, focus on escaping the most dangerous foes, even if it means letting a less powerful one get a hit on you.
  12. If you talk to the Puppet King in the dome, you can set a Practice Mode deck for that area.
  13. Practice Mode is really useful for getting to grips with a particular area and its unique challenges!

Intermediate Tips

  1. Attack is more valuable than defence, but neglecting defence too much puts you at great risk.
  2. Rascals can’t walk on bombs, but you can, use this to blow them up!
  3. The biggest, nastiest rascals usually have good cards, if you can kill one somehow it might be worth the effort.
  4. If you’ve found an exit portal, but have spare turns before reinforcements appear, consider exploring further to find more cards.
  5. Drop ability cards on the cards you are least likely to get rid of. In fact, consider keeping ability cards unassigned until you actually need them.
  6. Always kill Golden Pinchlets! They’ve got the good stuff!
  7. A tough Lunk at the start of the second Area could easily ruin your run. Tiptoe around them and let them sleep.
  8. You can waste lots of turns chasing Whiskas around, and it’s not always worth it if you can run away from the Clunkers they are generating instead.
  9. If there’s an ice block preventing you from reaching the exit, it’ll melt soon enough.

Advanced Tips

  1. Rascals with higher power values move with precedence over rascals with lower power values.
  2. Ice blocks last longer when used on an empty tile, you can sometimes hold rascals away for longer this way.
  3. You can explode bombs with a remote fire attack. You can freeze bombs even when they’re armed.
  4. There are a bunch of rascals for whom teleporting onto them to attack is an excellent strategy.
  5. You can enter combat with an enemy, get in a punch, teleport away and enter combat with them again to get a double hit!
  6. Avoid placing sticky cards at the ends, if you find a Muscle Torch or Gains Lamp you’re best placing them on the end of a row.

And finally…

Having bad luck? Stay the course – maybe the best loot ever is just around the corner! Trapped? Stop moving, take careful stock of all your cards and abilities – maybe you have the tools for a cunning escape.

If all else fails, blame @whitingjp.

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“Ridiculously hardcore platformer” Super Rude Bear Resurrection hits PS4 on 2nd May http://feedproxy.google.com/~r/SCEEBlog/~3/DbUCtBYJNdk/ https://blog.eu.playstation.com/2017/04/20/ridiculously-hardcore-platformer-super-rude-bear-resurrection-hits-ps4-on-2nd-may/#comments Thu, 20 Apr 2017 15:00:15 +0000 http://blog.eu.playstation.com/?p=244563 Hey, Alex Rose here, I’m the creator of Super Rude Bear Resurrection, which is coming to PlayStation 4 on 2nd May! SRBR is a super ridiculously hardcore platformer, but one that anyone can beat! When you die, you can jump on your previous bear corpses and use them to get ahead. You can push them […]

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Hey, Alex Rose here, I’m the creator of Super Rude Bear Resurrection, which is coming to PlayStation 4 on 2nd May!

SRBR is a super ridiculously hardcore platformer, but one that anyone can beat! When you die, you can jump on your previous bear corpses and use them to get ahead. You can push them around, use them as meatshields, press buttons with them and so on, and every death makes the game just slightly easier.

If you get crushed by a boulder, next time it’s slightly slower. Die on an axe – your corpse gets stuck to the blade. Got killed by a liquid nitrogen missile? Your frozen body becomes a floating platform to protect you.

Eventually, die enough, and you’ll be able to beat any level.

Super Rude Bear Resurrection

But for those of you who can’t resist a challenge, it’s actually possible to beat the entire game without dying. It’s just insanely difficult. The game is super fair – you never get killed out of nowhere and all the hitboxes are super lenient, but the levels become nightmarishly hard. And you’ll have to live through that nightmare if you want to unlock SRBR’s Platinum Trophy.

I grew up playing super challenging ’90s platformers and amped the toughness up to 11. Normally when you’re designing a game, you have to design based on the least skilled players and make sure the game is possible to defeat by most people.

Not with SRBR – I designed the game so that it’s physically possible to beat without dying, and then focused on making the game autobalance with each death. But if you turn off corpses, you’re left with a challenge so difficult you would normally only ever find it in a romhack.

Super Rude Bear Resurrection

The game is also speedrun friendly. All randomness is all based on your corpse count, so as long as you never die, every run is the same. You can also turn off randomness completely in the menu. There’s a Practice Mode for practicing specific sections, a quick load menu that allows you immediate access to any level from the pause menu, leaderboards and whatnot.

I’ve been working on SRBR for three years, obsessively tweaking every little detail in the design to make everything feel as good as possible – to me that is the number one most important thing in a platformer, it must feel perfectly fluid. It has to feel like your fault when you die. Your character should be an extension of yourself.

Super Rude Bear Resurrection

But moreover, we took the time to make sure the sound is incredible. Sound and music are super important to me, so I teamed up with my favourite UK Grime producer, Deeco, who’s made a 73-song soundtrack for SRBR. Every single level has a unique track, and (I’m allowed to say this because I didn’t make it) – the soundtrack is incredible. Deeco is an absolute genius who never ceased to surprise me with how much awesomeness he could create.

Not only that, but the sound effects were handled by Pierre-Jean Griscelli, sound designer extraordinaire from Batman Arkham Knight.

Super Rude Bear Resurrection

My number one priority was to make sure the game sounds and feels awesome, and I believe I’ve achieved this – I’ve sunk in countless hours playing it over the past three years and I don’t just develop it, I play it obsessively.

If you want to keep up with the community, we have a discord, and you can follow us for updates on Facebook and Twitter.

Feel free to ask anything you want in the comments! I’ll be happy to answer.

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Everybody’s Golf tees off for PS4 on 30th August http://feedproxy.google.com/~r/SCEEBlog/~3/DsNi2Hxt9wY/ https://blog.eu.playstation.com/2017/04/20/everybodys-golf-tees-off-for-ps4-on-30th-august/#comments Thu, 20 Apr 2017 14:01:09 +0000 http://blog.eu.playstation.com/?p=244615 What type of golfer are you? A casual weekend golfer? A semi-pro? Or maybe you’re one of those golfers who spends more time picking out your outfit than you spend practicing your swing? No matter your play style, we’re pleased to invite golfers and gamers of all skill levels to play the next installment in […]

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What type of golfer are you? A casual weekend golfer? A semi-pro? Or maybe you’re one of those golfers who spends more time picking out your outfit than you spend practicing your swing?

No matter your play style, we’re pleased to invite golfers and gamers of all skill levels to play the next installment in the Everybody’s Golf franchise – Everybody’s Golf. And what better way to celebrate the 20th anniversary of the franchise than to launch the next iteration of the series this summer.

We’re pleased to announce that Everybody’s Golf will launch on 30th August 2017 for PS4!

Not only does Everybody’s Golf boast the same three-click shot mechanic our fans have come to love, the series returns with new features such as more character customisation, robust online modes and other fun activities including fishing, buggy racing and treasure hunting in the open world environment. How you enjoy the game is up to you.

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Pre-order and get bonus items!

Pre-orders will be teeing off soon – keep an eye on our Twitter feed for more information. When they do go live, these are the bonus items that you’ll receive:

Available on day one:

  • The 20th Anniversary Course
  • Rabbit Mascot Costume x1
  • Unique shirt x2
  • Premium Kart x1
  • PS Dynamic Theme x1
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Closed online test

And before we sign off, we wanted to share some exciting news for our most eager fans! We will be conducting a closed online test which starts on 26th May and ends on 28th May. We will send details to eligible players soon, so make sure to check your emails!

Hope to see you on the course soon!

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How Sniper Ghost Warrior 3’s dynamic weather systems will affect the way you play http://feedproxy.google.com/~r/SCEEBlog/~3/__Hb-qeiplA/ https://blog.eu.playstation.com/2017/04/20/how-sniper-ghost-warrior-3s-dynamic-weather-systems-will-affect-the-way-you-play/#comments Thu, 20 Apr 2017 13:00:15 +0000 http://blog.eu.playstation.com/?p=244529 When exploring the war-torn Georgian landscape of Sniper Ghost Warrior 3, players will be exposed to a range of weather conditions that affect the gameplay in various ways. Pulling off a precise shot over a long distance will require paying close attention not only to the instrument readings, but also to your surroundings. Before you […]

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When exploring the war-torn Georgian landscape of Sniper Ghost Warrior 3, players will be exposed to a range of weather conditions that affect the gameplay in various ways. Pulling off a precise shot over a long distance will require paying close attention not only to the instrument readings, but also to your surroundings.

Sniper Ghost Warrior 3

Before you can take the shot, you must make your way to a good vantage point undetected and weather conditions will factor into successful infiltration.

Sniper Ghost Warrior 3

Sniper Ghost Warrior 3 follows a dynamic day and night cycle, so consider the optimal time to approach a mission and if need be, pass the time by sleeping in your safehouse. At night, you’ll be less visible to your enemies, but alternately need to look out for searchlights and various patrols using flashlights to search darkened areas.

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Once on a mission, you’ll be fighting against your enemies, but also need to consider all the challenges of the environment. During rain your footsteps will be slightly obscured and enemy patrols will have a harder time finding you, but you’ll also have to compensate your aim to counter heavier bullet drop.

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When you finally make your way to a sniping position and set your sights on an enemy combatant, consult the wind indicator before shooting. The wind strength will pick up at various times during the day, especially during harsh weather conditions. Any time you want to take a shot, adjust your scope to the target distance, check the wind influence for that setting, offset your target to counter the wind and only then, pull the trigger.

Good luck, sniper!

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An exclusive look at the creation of Nier:Automata’s beautiful concept art http://feedproxy.google.com/~r/SCEEBlog/~3/s6wic5f1jyo/ https://blog.eu.playstation.com/2017/04/20/an-exclusive-look-at-the-creation-of-nierautomatas-beautiful-concept-art/#comments Thu, 20 Apr 2017 12:00:03 +0000 http://blog.eu.playstation.com/?p=244559 I am privileged to write this blog post and I hope you enjoy reading it. Today, I want to show you the process of how we created the art of NieR:Automata. The above images were captured in-game. If you’ve played through the game already, the amusement park it illustrates may be familiar already! I tried […]

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I am privileged to write this blog post and I hope you enjoy reading it. Today, I want to show you the process of how we created the art of NieR:Automata.

The above images were captured in-game. If you’ve played through the game already, the amusement park it illustrates may be familiar already!

I tried to capture a very specific time of day in such a setting; we’re at a point when the park’s evening events are just starting to kick off, and the park’s daytime attendees are starting to head home. It adds to the atmosphere of both the location and scene. Personally, I really like this setting!

But how did we end up with this final, evocative shot? Well, the concept artwork I am sharing with you today will showcase how it came to be. (The art looks much more appealing in the actual game. I really do appreciate the work from the background artists!)

Nier:Automata

To ensure the artwork fitted correctly with the game’s style, I used a screen grab, taken from an early version of the game, to use as reference to capture the correct mood.

Now, please let me show you the process of how the final artwork (which you can see above) was created.

1. An original screenshot taken from the game

Nier:Automata

This picture is from the early stages of the game development. At this juncture, the focus is on the gameplay, so the quality of art is not the priority.

From the artists’ point of view, this is the most painstaking part of the whole process; we need to imagine what the final form the in-game art will take, and work towards capturing that.

This early concept of mine was actually displayed for the whole studio to see, as it was used as a reference image. I felt embarrassed as it was incomplete! You were a really considerate guy, Taura-san!

2. Deciding composition

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For the next step, you start arranging the different elements that’ll make up the final image in the correct order. At this point it’s more a copy and paste job, but the intention is to create a really cool composition. For this setting, we really wanted you to feel the presence of the castle in the background, and give a sense of depth to the amusement park as a whole.

By the way, the galleria-esque facility you can see in the middle? That was based on an idea from a level designer. I think it looks fabulous!

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(The actual castle was cropped and pasted from the art which I had drawn previously.)

3. Lighting and texturing

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Next up, we added the sky and started working on the commercial area around the entrance.

As long as you have the clear idea in your head, this was a relatively easy part of the work, as the process is mostly repetitive.

4. Check with Yoko-san

Nier:Automata

Next, we discuss with the game’s director Yoko Taro, to check whether the direction of the art is okay or he wants to add anything else.

This time, he gave us some feedback such as to remove the reflection on the ground, add more lights and put debris everywhere at the forefront of the shot.

5. Finish

Nier:Automata

At last, we completed the process, and this is the final version of the artwork. The idea is that while the image initially looks very glamorous – as the best amusement parks are – we start picking up on the smaller details, such as the debris, and you realise the entire setting has an uncomfortable eeriness to it.

When you get to visit this area in-game, it would be great if you think about this art while playing!

I hope you enjoy the article and thank you so much for reading!

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Music-themed action RPG AereA is coming to PS4 this June http://feedproxy.google.com/~r/SCEEBlog/~3/7WaoATtBciE/ https://blog.eu.playstation.com/2017/04/20/music-themed-action-rpg-aerea-is-coming-to-ps4-this-june/#comments Thu, 20 Apr 2017 10:30:04 +0000 http://blog.eu.playstation.com/?p=244547 Hi there! I’m Marten, PR guy over at Soedesco. Today I’d like to tell you something about our new IP and game AereA! AereA is a music-themed action RPG releasing on PlayStation 4 on 30th June, both boxed and digitally! First off, let me tell you a little more about the backstory of the game. […]

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Hi there! I’m Marten, PR guy over at Soedesco. Today I’d like to tell you something about our new IP and game AereA! AereA is a music-themed action RPG releasing on PlayStation 4 on 30th June, both boxed and digitally!

First off, let me tell you a little more about the backstory of the game. In AereA everything you see is music themed. From the characters, to the weapons, to the enemies; music.

You explore a music-filled world which was separated into three islands during what we call ‘The Great Separation’. These islands were held in balance by nine primordial instruments, which have been stolen. As a disciple of the Great Meastro Guido, who created the primordial instruments, you have to return them to restore balance and peace to the world.

AereA

A few weeks ago we showed AereA to the public for the first time at EGX Rezzed in London. What we heard a lot of people say, was that the boss battle in the demo was really immersive. The reason for this is that the music was written and composed specifically for each boss, by Deon van Heerden, who also made the soundtrack for BroForce.

All bosses are based on specific musical instruments, so the music you’ll be hearing when fighting the boss will also have this instrument as its lead instrument. This changes the entire fight from a basic battle, into a complete immersive musical composition, in which everything you see and hear is this specific instrument.

AereA

If you’d like to hear one of the soundtracks from AereA, watch the brand new gameplay trailer!

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15 new family games join the PlayStation Now library http://feedproxy.google.com/~r/SCEEBlog/~3/xrhlBt_Vwv0/ https://blog.eu.playstation.com/2017/04/19/15-new-family-games-join-the-playstation-now-library/#comments Wed, 19 Apr 2017 14:00:10 +0000 http://blog.eu.playstation.com/?p=244541 Let’s ease your post-holiday blues – we’ve loaded the PlayStation Now library with fantastic family fun. Whether you’re looking to breathe some fire into your flying skills with How To Train Your Dragon 2 or bamboo-zle baddies with Kung Fu Panda: Showdown of Legendary Legends – we’ve filled this month with colourful characters to keep […]

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Let’s ease your post-holiday blues – we’ve loaded the PlayStation Now library with fantastic family fun. Whether you’re looking to breathe some fire into your flying skills with How To Train Your Dragon 2 or bamboo-zle baddies with Kung Fu Panda: Showdown of Legendary Legends – we’ve filled this month with colourful characters to keep you and the family entertained for hours.

If you’re not a subscriber yet then there’s no better time to join PlayStation Now* – get your one week free trial today on PC and PS4. Once you’ve enjoyed your trial, you can continue to experience the freedom to play for just £12.99/€16.99 per month.

*This service is currently available in the UK, the Netherlands and Belgium.

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Pilot a WWII bomber in Bandit Six: Combined Arms, out today on PS VR http://feedproxy.google.com/~r/SCEEBlog/~3/Mvb0vgkNq94/ https://blog.eu.playstation.com/2017/04/19/pilot-a-wwii-bomber-in-bandit-six-combined-arms-out-today-on-ps-vr/#comments Wed, 19 Apr 2017 12:00:41 +0000 http://blog.eu.playstation.com/?p=244357 Bandit Six: Combined Arms is two games in one that features 42 action packed levels across land, air and sea and a plethora of unlockables, perks and upgrades for all your weapons. it combines and showcases our first two VR titles for the Studio; Bandit Six and Salvo, games that you could say we cut […]

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Bandit Six: Combined Arms is two games in one that features 42 action packed levels across land, air and sea and a plethora of unlockables, perks and upgrades for all your weapons. it combines and showcases our first two VR titles for the Studio; Bandit Six and Salvo, games that you could say we cut our VR teeth on.

As our very first VR titles we wanted to create a really cool introduction to VR for what would more than likely be players very first foray into VR gaming. Like most devs moving into VR we were super keen to make this first encounter comfortable and motion sick free. But we also wanted to make games, we’re gamers too, not passive experiences, but proper arcade action shooters. Hmmm… motion sick free, arcade, action, shooting, VR, a proper game…

Bandit Six: Combined Arms

Cue light-bulb moment! What if you’re playing in first person (a natural go to for VR), are a gunner (shooter action), a rear gunner (seated play position, restricted forward facing view arc of 170 degrees = very high comfort factor) on a bomber (it’s moving at a constant speed, very high altitude so no concept of acceleration or speed = no motion sickness). Mix this with an intuitive look-to-aim system, plenty of fast moving targets to shoot (arcade action) and you end up with Bandit Six.

With Salvo, we took this concept a step forward. You’re still playing in a seated position with look-to-aim shooting but now we let players teleport instantly between their multiple gun positions so they can move around a level without having to actually move (again no motion sickness).

So far, so awesome. But we had other challenges. And you gotta remember, there was no rule book, “VR for Dummies”. It’s still being written and we were one of the first to put pen to paper (over cooked analogy but you get the point).

Bandit Six: Combined Arms

How do you deal with GUI? It’s a shooter, there’s ammo, health, target indicators. There’s no screen, no edges – OMG no screen corners to put stuff in! Keep calm. We learned to embed that stuff into the world.

In Bandit Six all that info is built into your ‘real’ aiming reticule, in Salvo it’s part of the guns you crew. All the important info you need is always right where you’re looking (remember where you look is where you aim), it’s at a comfortable distance from your eyes (remember its 3D not flat so there is focal depth variations in a scene). Job done.

Then how do you get players to look where you want them to? It’s not a flat screen, not a view through a letter box where the entire scene is in front of you, its VR, THERE IS NO SCREEN – the entire world surrounds you and you can be looking anywhere!

Bandit Six: Combined Arms

We’ve made loads of console games but all the staples including – ‘Right, we’ll do a camera cut here to introduce this enemy.’ – don’t really work. Suddenly changing a VR player’s POV with no warning is pretty unsettling.

So, for Combined Arms, we ruled this out and instead used audio – used sound – to draw your eyes. The audio surrounds you and we used positional audio effects to attract your attention – so when that big battleship sounds it’s klaxon you will naturally turn to see it. Bingo. Since then we’ve made more VR games and learned so much more. But hey, outta words so will have to save that for another time. Tally Ho and watch your Six!

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8 forgotten tips for mastering The Disney Afternoon Collection, out today on PS4 http://feedproxy.google.com/~r/SCEEBlog/~3/pt1JS_uT7aU/ https://blog.eu.playstation.com/2017/04/18/8-forgotten-tips-for-mastering-the-disney-afternoon-collection-out-today-on-ps4/#comments Tue, 18 Apr 2017 16:30:30 +0000 http://blog.eu.playstation.com/?p=244443 Out today on PS4, The Disney Afternoon Collection is here to celebrate everything that made being a ’90s kid great! This throwback pack of six classic 8-bit Capcom-developed games based on characters from Disney TV shows includes DuckTales, DuckTales 2, Chip ‘n Dale Rescue Rangers, Chip ‘n Dale Rescue Rangers 2, Darkwing Duck, and TaleSpin. […]

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Out today on PS4, The Disney Afternoon Collection is here to celebrate everything that made being a ’90s kid great! This throwback pack of six classic 8-bit Capcom-developed games based on characters from Disney TV shows includes DuckTales, DuckTales 2, Chip ‘n Dale Rescue Rangers, Chip ‘n Dale Rescue Rangers 2, Darkwing Duck, and TaleSpin. These six games, plus new ways to play and more, are available from PlayStation Store today.

The late ’80s and early ’90s were a different time for gaming. When games were released in the 8-bit era they were known to have a challenging edge, and we didn’t have the internet yet for when we needed tips to make it to the next level. To celebrate the launch of the collection today, we’ve compiled a list of eight bits you wished you knew when you were a kid. Thanks, internet.

1. Free pass (DuckTales)

In the Amazon level of the first DuckTales, there is a point where you need to rack up $300,000 throughout the level to proceed to the boss. However, there is a way around this. If you move backwards and lure one of the enemies into the statue room, you can time a careful cane pogo jump to bypass this. This will allow you to progress AND keep all money you’ve earned in the stage up to this point!

The Disney Afternoon Collection

2. Scrooge in the sky with diamonds (DuckTales)

The Capcom-developed Disney games often had hidden areas scattered throughout their levels, and DuckTales was no exception. One well-kept secret was the hidden treasure trove in the sky. Throughout your journey you will notice that Launchpad McQuack will offer you rides back to Duckburg. He normally will just bring you back to the level select screen, however, if you hitch a ride back with exactly $70,000 in your pocket, he will drop you off in the sky where Gyro Gearloose will drop precious diamonds that are free for the taking.

The Disney Afternoon Collection

3. Penniless in Duckburg (DuckTales)

Much to the surprise of many gamers who played these games back during their original release, there were actually three different endings in DuckTales. There was the regular ending that most players got by completing all stages and defeating the final boss. Another would unlock if you amassed a fortune of over $10,000,000 in treasure. The most difficult ending you can get though is one that requires you to lose all of your money.

This ending is challenging to get because you need to make it to the final level with exactly $6,000,000 in your account. Once in the final stage, refill your health bar twice by hitting select after taking damage and your balance will be $0. Beat the final boss and you’ll get this ending.

4. Moonbreaker (DuckTales)

For my last DuckTales tip, let’s take a trip to the beloved Moon level of the game. There is a section in this level blocked by an obstacle that only Gizmo Duck can break through after you find his remote. There is a way to get past this without finding his remote, however. If you lure a space duck enemy to you when approaching the pillar, and turn to face it just as it hits you, Scrooge will be pushed through the pillar, allowing you to proceed without finding the remote. This trick will be useful for players who want to perfect their speed running skills in the new Time Attack mode.

5.  Basketball rangers (Chip ‘n Dale Rescue Rangers)

One of the best parts of the Rescue Rangers games is that you can play two-player couch co-op with a sibling or friend. Hidden within Rescue Rangers 2 are mini-games that are accessible only when both Chip and Dale players are present. In the sewers of stage 2 there is an area that you can only access by running and throwing either Chip or Dale. Once you’re in this area, you and your partner can step on two switches to open up an entrance to a secret basketball mini-game.

The Disney Afternoon Collection

6. Mission interrupted (Chip ‘n Dale Rescue Rangers)

As with the other games in this collection, there are several hidden areas throughout Darkwing Duck that you can access to get a higher score and power up boost! To find these areas, shoot where the entrances are hidden and get ready to grab as many treasures and items as you can in a short amount of time.

The Disney Afternoon Collection

7. Get ready to kick some cloud (TaleSpin)

In TaleSpin, you play as Baloo the bear flying the famous Sea Duck plane. If you find the secret entrances to special stages though, you’ll get to take a break from flying to surf through the clouds as Kit Cloudkicker. You’ll get a limited amount of time to burst all the balloons and collect as much fruit as possible. The first stage’s secret entrance can be found by shooting at a block of cargo boxes near where you first encounter Don Karnage. Keep searching throughout the rest of the game to look for more secret entrances and get your fill of fruit!

The Disney Afternoon Collection

8. Illusion walls (DuckTales and DuckTales 2)

Some of the DuckTale games’ hidden rooms contain bonus diamonds, but there are also some that contain permanent health increases for Scrooge. One room in particular is pretty easy to find due to an often referenced quote about an ‘illusion wall’ in the Transylvania stage in the first DuckTales. While you’re bouncing around, try moving through walls and you just might find some extra HP that will help you in your fight against the end of level boss.

The Disney Afternoon Collection

These are just a few of the tips and tricks that gamers who experienced these titles growing up might have not known about. Relive your childhood and keep exploring these classics in The Disney Afternoon Collection and you just might find something you never knew about before!

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5 ways PS VR shooter Farpoint shakes up the FPS genre http://feedproxy.google.com/~r/SCEEBlog/~3/kBWxO0Fqo_o/ https://blog.eu.playstation.com/2017/04/18/5-ways-ps-vr-shooter-farpoint-shakes-up-the-fps-genre/#comments Tue, 18 Apr 2017 16:06:35 +0000 http://blog.eu.playstation.com/?p=244415 The way you play first-person shooters in virtual reality is about to change in just a few short weeks – all thanks to a powerful combination of PlayStation VR, the PS VR aim controller and an action-packed survival shooter by the name of Farpoint. Ahead of its 17th May launch, we grabbed an exciting new […]

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The way you play first-person shooters in virtual reality is about to change in just a few short weeks – all thanks to a powerful combination of PlayStation VR, the PS VR aim controller and an action-packed survival shooter by the name of Farpoint.

Ahead of its 17th May launch, we grabbed an exciting new trailer for you to feast your eyes on in anticipation, and had a chat with Randy Nolta, Art Director and co-founder of developer Impulse Gear, to find out why Farpoint is worth keeping locked in your iron sights…

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1. Your aim is true

While you can play Farpoint with the Dualshock 4 wireless controller, the new aim controller offers an enhanced experience, so to navigate the hostile alien environment it’s all about getting to grips with this new weapon in your arsenal.

“Interaction with the PS VR aim controller was really important – the act of holding a physical weapon in your hands, aiming by looking down the sights, reacting, ducking and leaning into cover as you would in real life,” says Randy.

Farpoint

“We also implemented gesture-based motions which allows you to change your weapon by reaching up to your back. It really pulls you into the world and creates a much more impactful and immersive experience.”

“We’ve found that there’s usually a moment where players trying Farpoint realise that this level of responsiveness is something new – and a lot of the time it’s when you pull the PS VR aim controller up and look through the sites for the first time. That’s the moment where it really clicks and changes the way you play.”

Farpoint

2. The story truly gets in your face

Not content with delivering a shooter where spatial physicality is paramount, the Impulse Gear team also wanted to go down a different path when it came to the narrative.

“I think we’ve put together a pretty unique sci-fi story, especially for a shooter,” explains Randy. “The characters are stranded and trying to figure out how to survive, and at the same time getting to know each other.

“It’s emotional, we wanted the characters to get close to you as the player and feel ultra-believable. You care about what happens to them.

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“In some of the cinematics you’re playing the role of another character, so someone will come up to you and interact with you as if you are right there, looking right into your eyes – it’s a way to really enhance immersion in a story. Having characters move into your personal space forces you to get involved in a way you may not get in other games.

“We worked with other developers on our facial scanning and animation to make sure the characters appear realistic. We also used advanced skin shaders and morph targets – all things that we needed to consider in order to make everything feel real – because the characters are getting so close and expressing these varied emotional states.”

Farpoint

3. Stand together & share a virtual world

It’s fun to face off against a bloodthirsty horde of aliens when you have a friend by your side – and that’s exactly what Farpoint brings to you. Yes, there’s a traditional single player mode, but if you fancy blowing away slimy xenomorphs while a mate provides cover (or desperately screams for help over the microphone), Farpoint has four different maps which will put your trigger finger to the test.

“It was really important for us to ensure players would experience a challenge,” says Randy. “To do this, we added more enemies than you would usually get in the single player mode. Two co-op players fighting together with Aim controllers are extremely effective so all our co-op levels were custom created to offer an intense, challenging experience”

Farpoint

4. Levelling the playing field

While Farpoint’s use of the PS VR aim controller makes it easy for anyone to grasp, it definitely packs a challenge for first-person shooter veterans.

“The difficulty is dynamic, so it changes depending on your ability,” reveals Randy. “We didn’t want new players to get frustrated but it was vital that we made things challenging enough for the experts.

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“There’s also an eight level Challenge mode where we’ve removed all the cinematics to increase the speed you engage with the levels, there are different and more frequent enemy encounters, and you have the added pressure of hitting time gates.

“To help balance that out, we let you choose your weapon and load-out with stuff you may not have gained at that point in the story mode. And for extra replayability, we’ve added a multiplier system which decreases when you take damage but increases when you kill enemies, so your score can change at any moment – and whatever you achieve goes up on the leaderboard to compare against other players around the world.”

Farpoint

5. You get a full blast of the VR experience

Never underestimate the effect of virtual reality – especially when it comes to a first-person shooter.

“Virtual reality allows for really awesome moments in Farpoint, due to the physical nature of it. I saw this first-time player who was almost dead and his assault rifle had overheated. A jumping spider leapt towards his face and he reached at his back to switch his weapon to a shotgun at the last second and killed it, completing the level.

Farpoint

“Everything was calm for a moment and then he started whooping and raising the PS VR aim controller in the air in triumph! It’s amazing that the experience can do that, and our developers still have those sorts of moments even after working on the game for two and a half years.”

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Learn more about Farpoint and the PS VR aim controller over on PlayStation.com, and look out for news about other PS VR aim controller compatible games soon.

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Classic adventure game Full Throttle Remastered arrives today on PS4, PS Vita http://feedproxy.google.com/~r/SCEEBlog/~3/ifoDTCCXj6Y/ https://blog.eu.playstation.com/2017/04/18/classic-adventure-game-full-throttle-remastered-arrives-today-on-ps4-ps-vita/#comments Tue, 18 Apr 2017 15:30:35 +0000 http://blog.eu.playstation.com/?p=244369 Full Throttle Remastered is out today, 22 years after it first hit store shelves back in April of 1995. It tells the tale of Ben Throttle, butt-kicking leader of biker gang the Polecats, who gets caught up in a tale of motorcycles, mayhem, and murder. Full Throttle was Tim Schafer’s first game as sole project […]

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Full Throttle Remastered is out today, 22 years after it first hit store shelves back in April of 1995. It tells the tale of Ben Throttle, butt-kicking leader of biker gang the Polecats, who gets caught up in a tale of motorcycles, mayhem, and murder.

Full Throttle was Tim Schafer’s first game as sole project lead at LucasArts, and just like his other Lucas games, Day of the Tentacle and Grim Fandango, it soon became a beloved cult classic. We’ve already remastered those other two, and with this one we complete the trilogy of Tim Schafer LucasArts games.

It’s a good thing that we left Full Throttle last, too, as it’s the most complex one of them all — an ambitious project at the time, it has twice the number of backgrounds and twice as many frames of animation as Day of the Tentacle, and combines both 2D and 3D artwork where those other games stick with just one.

Full Throttle Remastered

To remaster Full throttle we’ve redrawn all of the artwork by hand, and expanded it from 4:3 to 16:9 which meant consulting with concept artist Peter Chan to help us draw in previously unseen parts of every single scene. We recovered all the old, fairly crude 3D models and beefed them up using modern techniques. The original voice sessions were recovered from ancient tape drives to provide cleaned up, uncompressed sound, and we worked with The Gone Jackals, the band who provided the soundtrack, and with composer Peter McConnell to do the same for the music.

We’ve detailed all of this in the built in commentary mode, and curated a huge pile of old concept art to browse through, too.

Something we’re especially excited about is that if you have a PS4 Pro you can play Full Throttle Remastered in 4K! That’s quite a hefty upgrade from the original 320 x 200 resolution…

Full Throttle Remastered

We’re really proud of how all of these remastered games have turned out. We’ve tried our hardest to preserve the original intent of the people who made them 20 years ago by involving them at every turn, and we think that really comes across as you play. Whether you’re a fan from the old days, or have never played before, we really hope you enjoy Full throttle Remastered — out today on PS4 and PS Vita.

Oh! As an special bonus we’ve bundled a dynamic Theme with the game for free! It even has a fancy day/night cycle hooked into the system clock. Make sure to check out our new launch trailer to see more!

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Call of Duty: Infinite Warfare Continuum DLC out now http://feedproxy.google.com/~r/SCEEBlog/~3/pEkIFtzo-HI/ https://blog.eu.playstation.com/2017/04/18/call-of-duty-infinite-warfare-continuum-dlc-out-now/#comments Tue, 18 Apr 2017 15:05:26 +0000 http://blog.eu.playstation.com/?p=244383 Time to break out your disco ball, glue up your Mohawk, and get magnetic as Call of Duty: Infinite Warfare Continuum — our second map pack — launches first on PlayStation 4. We’re bringing some fresh, funky, and unique content to the game with Continuum. Our team has been playing along and poring over the […]

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Time to break out your disco ball, glue up your Mohawk, and get magnetic as Call of Duty: Infinite Warfare Continuum — our second map pack — launches first on PlayStation 4.

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We’re bringing some fresh, funky, and unique content to the game with Continuum. Our team has been playing along and poring over the comments, data, and info we’ve heard from the multiplayer community to make new maps that appeal to both our biggest and our newest fans. To that end, we took another cherished multiplayer map, Rust from Modern Warfare 2, reimagined it perched atop a gilded penthouse amidst a futuristic metropolis, and then created three new, environmentally lush maps that pair well with the classy reimagining.

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Additionally, our four ubiquitous, time-traveling heroes from Zombies in Spaceland have been pulled into the next gruesome film installment from director Willard Wyler, set in one of the most rat-infested cities on earth.

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It’s roller skates, disco, afros, punk rock, lots of Kung Fu, and rats to the max. Yep, it’s 1970s New York City. There’s no better guide through this world than the inimitable Pam Grier. She’ll be your sensei in our latest zombies co-op narrative, Shaolin Shuffle. Can you dig it?

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And you’ll definitely dig this look at our new multiplayer maps. Check out some of the ways we crafted these maps to suit your individual style of play:

Play along with us as the Continuum launch livestreams kick off today, Tuesday, 18th April at 9:00pm BST/10.00pm CEST featuring special guests:

  • Devin Booker from the Phoenix Suns.
  • D’Angelo Russell from the Los Angeles Lakers.
  • Content Creators Swiftor and Mcsportzhawk.
  • Infinity Ward designers from the multiplayer and zombies teams.

Tune in here!

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Save some mullah by purchasing the Call of Duty: Infinite Warfare Season Pass for immediate access to Continuum, our first map pack Sabotage, and both remaining DLC packs.

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Still haven’t joined the party? You can buy the Digital Deluxe Edition today for hours of gaming goodness.

Continuum is available now, first on PlayStation. Do yourself a solid, keep things copasetic, and get down with some new COD!

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New on PlayStation Store: Full Throttle Remastered, Call of Duty DLC, Deformers, more http://feedproxy.google.com/~r/SCEEBlog/~3/GOUecaqPJe0/ https://blog.eu.playstation.com/2017/04/18/new-on-playstation-store-full-throttle-remastered-call-of-duty-dlc-deformers-more/#comments Tue, 18 Apr 2017 13:12:18 +0000 http://blog.eu.playstation.com/?p=244379 PlayStation Store is hitting the ground running after the Easter holiday weekend, with a packed line-up of new releases. Classic adventure game Full Throttle gets a fresh lick of paint for PS4; The Order 1886 developer Ready At Dawn returns with competitive multiplayer game Deformers; Marvel’s Guardians of the Galaxy gets the Telltale Games treatment; […]

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PlayStation Store is hitting the ground running after the Easter holiday weekend, with a packed line-up of new releases. Classic adventure game Full Throttle gets a fresh lick of paint for PS4; The Order 1886 developer Ready At Dawn returns with competitive multiplayer game Deformers; Marvel’s Guardians of the Galaxy gets the Telltale Games treatment; and there’s a major new DLC drop for Call of Duty: Infinite Warfare, to name but a few of this week’s new arrivals.

See below for all the details:

PlayStation StoreOut this week

ps4

 

 

 

 

 

 

 

 

 

PS4 DLC

18th April

  • Call of Duty: Infinite Warfare
     
  • DLC 2: Continuum
  • Ghost Recon Wildlands
     
  • Narco Road
  • Tom Clancy’s Rainbow Six Siege
     
  • Buck GR Wildlands Set
  • Watch Dogs 2
     
  • MEGA PACK (Not in Middle East)
  • No Compromise (Not in Middle East)
  • RETRO MODERNIST PACK (Not in Middle East)
  • GLOW_PRO PACK (Not in Middle East)
  • RIDE BRITANNIA PACK (Not in Middle East)
  • KICK IT PACK (Not in Middle East)
  • VELVET COWBOY PACK (Not in Middle East)
  • BAY AREA THRASH PACK (Not in Middle East)
  • World of Tanks
     
  • Heavy Metal Heroes M51 Super Sherman Loaded Bundle
  • Heavy Metal Heroes M51 Super Sherman Ultimate Bundle

21st April

  • Marvel Heroes Omega
     
  • 500 G
  • 1000 G
  • 2100 G
  • 5500 G
  • 11500 G

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.

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First Look: Star Wars Battlefront II http://feedproxy.google.com/~r/SCEEBlog/~3/uenWuxjN6ts/ https://blog.eu.playstation.com/2017/04/15/first-look-star-wars-battlefront-ii/#comments Sat, 15 Apr 2017 20:40:28 +0000 http://blog.eu.playstation.com/?p=244337 At Star Wars Celebration in Orlando, representatives from EA DICE, EA Motive Studios, and LucasFilm revealed new footage and tantalizing early details for Star Wars Battlefront II, slated for 17th November on PS4. The material we saw and heard suggests a shooter that’s far bigger, deeper, and more ambitious than its predecessor. And the introduction […]

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At Star Wars Celebration in Orlando, representatives from EA DICE, EA Motive Studios, and LucasFilm revealed new footage and tantalizing early details for Star Wars Battlefront II, slated for 17th November on PS4.

The material we saw and heard suggests a shooter that’s far bigger, deeper, and more ambitious than its predecessor. And the introduction of a single-player campaign that looks to be making some bold storytelling choices.

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Notably, Battlefront II’s narrative is focused on the perspective of the Empire. Players will step into the blaster-scarred boots of Iden Versio, an elite Imperial special forces commander. She embarks on a quest of vengeance following the destruction of the second Death Star, witnessed at the end of Return of the Jedi.

“The explosion of the second Death Star was seen as a victory [in the film],” Game Director Mark Thompson mused in a small media briefing earlier today. “We wondered, how could we turn that victory into a moment of defeat? How could somebody see that and think, ‘I want to avenge my Emperor?'”

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Battlefront II’s multiplayer is making some big moves too, and will expand to cover all eras of Star Wars film history, including the Clone Wars, Original Trilogy, and the new films. That means you’ll have access to a plethora of new troops, vehicles, gear, and playable hero characters – all recreated with extreme attention to detail.

The playable hero characters – a Battlefront hallmark – will also see significant enhancements. Thanks to the broader scope, new additions such as Darth Maul, Yoda, Kylo Ren, and Rey will join the multiplayer ranks. And the heroes will feature more gameplay depth. “They’re more physical, they have more presence in the game,” EA Dice Creative Director Bernd Diemer mentioned.

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Berndt also confirmed hero “careers” that enable players to unlock new abilities and personalization options. Initiating a hero sequence also works differently: instead of collecting a power-up, players can earn a resource and choose when to spend it. Diemer also hinted that heroes would be a more frequent sight on the battlefield.

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But heroes are hardly getting all the attention on the MP front. Players can now choose between different trooper classes, each suited to the planet or time period you’re fighting in. The balance between trooper and hero combat will see some adjustments, which could see a skillfully played medium-tier trooper stand a (slim) chance against a rampaging Darth Maul or Luke Skywalker. That would be a subtle shift from the previous game, where heroes were nigh-unstoppable terrors.

Even the campaign mode is getting into the hero game. Though you’ll mostly play as Iden, you’ll occasionally encounter scenes in which you play as a hero character – including one sequence as Luke Skywalker, Thompson confirmed.

Other mysteries abound. In a privately screened behind-the-scenes video, we got a glimpse of mysterious red-clad character who looks (and sounds) an awful lot like the Emperor. Who… should be dead following the events of Jedi. Right? Is it a clone? Some sort of digital copy? We just don’t know.

I’m particularly curious to see how much Battlefront II explores the untold story between Return of the Jedi and The Force Awakens. Will we gain any clues or insights into Luke’s motivations leading into The Last Jedi? Only time will tell.

Based on the evidence, Battlefront II looks to be shaping up nicely. The partnership between three great studios – EA DICE, EA Motive Studios, and Criterion – looks to be a fruitful one. We’ll find out for sure when the game launches on PS4 17th November.

The post First Look: Star Wars Battlefront II appeared first on PlayStation.Blog.Europe.

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Star Wars Battlefront II hits PS4 in November http://feedproxy.google.com/~r/SCEEBlog/~3/8P6HGlb-LMk/ https://blog.eu.playstation.com/2017/04/15/star-wars-battlefront-ii-hits-ps4-in-november/#comments Sat, 15 Apr 2017 20:38:48 +0000 http://blog.eu.playstation.com/?p=244325 Welcome to Star Wars Battlefront II, with a new story mode taking players on an epic journey from the battle of Endor to the rise of the First Order. The prequels, original trilogy, and new era meet in a vast multiplayer adventure coming to PS4 on 17th November (or 14th November if for players who […]

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Welcome to Star Wars Battlefront II, with a new story mode taking players on an epic journey from the battle of Endor to the rise of the First Order. The prequels, original trilogy, and new era meet in a vast multiplayer adventure coming to PS4 on 17th November (or 14th November if for players who pre-order the Elite Trooper Deluxe Edition).

Star Wars Battlefront II introduces a new single-player Star Wars story. As Imperial special forces operative Iden Versio, you’ll witness firsthand the destruction of the second Death Star. That calamitous event propels you and your elite team, Inferno Squad, into an odyssey of revenge, betrayal, and redemption. The action-packed campaign that follows spans the 30-year gap between Star Wars: Return of the Jedi and Star Wars: The Force Awakens, and leads you to encounters with some of Star Wars’ greatest heroes.

You’ll also take control of even more of your favorite characters in the vastly expanded multiplayer, including Darth Maul, Yoda, Kylo Ren, Luke Skywalker, Rey, and many more familiar faces from all three cinematic eras. You’ll be able to pilot a variety of starfighters in Space Battle scenarios and master the deep, class-based online gameplay in locations like Theed, Takodana, Starkiller Base, Yavin, Mos Eisley, Endor, Hoth, and more. You’ll have more options than ever with a rewarding progression system, extensive hero customization abilities, and a larger arsenal of weapons with improved modification.

Anyone who pre-orders the Standard Edition will get a whole range of rewards, including exclusive Star Wars: The Last Jedi-themed looks for Kylo Ren and Rey, an ability modifier that upgrades the Millennium Falcon, epic ability modifiers for Rey and Kylo Ren, and more. Players purchasing the Elite Trooper Deluxe Edition receive upgraded versions of all Trooper classes, a A280-CFE blaster rifle instant weapon unlock, an enhanced scope modification, and an epic ability modifier.

We’re very proud of the exciting new single-player story and multiplayer gameplay, but we don’t want to spoil too much too soon! We’ll be revealing new details on Star Wars Battlefront II this summer. In the meantime, we’d love to hear more about the characters, battlegrounds, and features you’d most like to see.

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Nex Machina: Seasons, challenges & replay mode revealed in new video for Housemarque’s shooter http://feedproxy.google.com/~r/SCEEBlog/~3/PAsSoHaLgO8/ https://blog.eu.playstation.com/2017/04/14/nex-machina-seasons-challenges-replay-mode-revealed-in-new-video-for-housemarques-shooter/#comments Fri, 14 Apr 2017 14:00:13 +0000 http://blog.eu.playstation.com/?p=244211 Hello from Housemarque! We have a few new updates on our next top-down shooter, Nex Machina. We’re announcing three new things: the season structure, challenges and replay mode. Season structure On top of the core game experience such as standard arcade and level modes, we want to create a more competitive environment for our players […]

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Hello from Housemarque! We have a few new updates on our next top-down shooter, Nex Machina. We’re announcing three new things: the season structure, challenges and replay mode.

Season structure

On top of the core game experience such as standard arcade and level modes, we want to create a more competitive environment for our players to interact in.

Lasting a specific amount of time (weeks or months), seasons will give you the option to gain ranks, experience points and season coins and compete against your friends or top people of the leaderboards. Seasons also have their own set of different challenges for making your gameplay experience a lot more skill-based and long-lasting.

Challenges

The way that the game has been structured is that all of the key-defining parameters for the gameplay are basically listed in these so called game rules, which then will be mixed and matched to create slightly different game experiences

One example is the game speed, which can be adjusted to be twice as fast to really test how long you can survive – or you could have a challenge with enemy revenge bullets meaning that all the enemies would start spawning those, adding a new layer of reactive gameplay.

Replay mode

Replay mode has been built into the game mainly for the community, allowing you to see other player runs and learn what makes them so good, which techniques they are using, and they approach and address difficult but rewarding situations.

All of the leaderboard entries are effectively recorded which makes it possible to enter the leaderboards, select an entry and watch the wanted replay.

We are quite proud that Nex Machina is very demanding game since it requires a lot of skillful playing. There are a lot of secrets, a lot of things to uncover and a lot of depth in the scoring system.

The idea is that rather have players Google search to see these speed runs themselves, we’re integrated this the game and make it an extension of the experience.

In the following video below, made by our good buddies at New Dawn, we’ll our Head of Publishing Mikael Haveri and Game Director Harry Krueger explain more about these topics and show off some of that sweet magic behind the Nex Machina.

We hope you look forward to playing the next shooter from Housemarque this Summer!

Cheers!

Housemarque Team

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Why, and how, Tarsier is bringing multiplayer into its upcoming PS VR puzzle mystery Statik http://feedproxy.google.com/~r/SCEEBlog/~3/K3-ayLJYkGE/ https://blog.eu.playstation.com/2017/04/14/why-and-how-tarsier-is-bringing-multiplayer-into-its-upcoming-ps-vr-puzzle-mystery-statik/#comments Fri, 14 Apr 2017 12:00:34 +0000 http://blog.eu.playstation.com/?p=244203 Almost 13 years after Tarsier was founded, April will see the release of not one but two original Tarsier games, Little Nightmares and Statik – and both released in the same week, no less! This calls for a celebration, and what better way to say hooray than a blog post all about the lesser-known of […]

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Almost 13 years after Tarsier was founded, April will see the release of not one but two original Tarsier games, Little Nightmares and Statik – and both released in the same week, no less! This calls for a celebration, and what better way to say hooray than a blog post all about the lesser-known of the two; our strange but gifted child – Statik (which, by the way, PS Plus members can still pre-order for a whopping 20% discount!).

Statik is a VR puzzle game. You assume the role of a test subject who is challenged to solve a series of hand-mounted puzzle devices using the fully tracked and mapped Dualshock 4 controller, but there’s more to it than that.

From the earliest prototypes, we felt the gameplay had real potential to satisfy the masochistic puzzle fiend in all of us, but we didn’t want to stop there. We wanted to wrap it all up in something different, something that complemented the gameplay, something … unusual.

These days it seems the whole world wants to know how we feel. Social media, feedback forms, and the ubiquitous ‘how did we do?’ units in airports, supermarkets, and public toilets. It all vanishes into the black box, and we rarely have any idea what purpose it served. It can be unnerving if you stop to think about it, but it’s quicker and easier to not worry.

For example, years ago my sister and I were at the shops in Birkenhead when we were approached by a friendly lady who invited us to take part in a survey. We weren’t worried … she had a clipboard and everything! So off we went to a large, nondescript hall, where we joined all the other volunteers eating things, drinking things, and writing down our opinions. Never once asking anyone why.

When we were done, they thanked us for our time and released us back into the world, with a free pencil for our trouble. Foolish behaviour really, but 25 years later it did help out with the story for Statik!

Despite Statik being largely a game about solving puzzles, we also want you to wonder why you’re solving them, and why anyone would volunteer for something like this.

That’s the whole point of Dr Ingen – to draw your attention to the world around the puzzle device – and hopefully his unusual behaviour will prod your paranoia button just enough to knock you off balance. He’s not a hero or a villain, he’s a professional with a clipboard and an important job to do … you just don’t quite know what that job is yet.

One other thing that’s been unannounced so far is that Statik is no longer just a single-player game. It mostly is … mostly, but we’ve also remixed some of our single-player puzzles into cooperative challenges, where one of you uses the controller in the virtual world, and the other uses your tablet or phone in the real world.

Both of you have different parts of the same puzzle, so the only way to solve it is by talking and working together. Sorry ’bout that! But it’s kind of your fault…

You see, originally we had only ever planned for a single player mode. One of the main themes we explore is this idea of being stuck alone in someone else’s room, so multiplayer just didn’t seem like a natural road to wander down.

But when we started taking Statik to events like E3 and Day of the Devs, we saw how the game wasn’t just involving the player, it had caught the spectator too. Eventually it got to the point where we couldn’t help watching the spectators, so we knew that we had to do something about it. This wasn’t ideal for the schedule (or our need to have some sort of a life outside of work), but it felt like too good an opportunity to miss, so we went back in to see what we could do.

Our main focus was to pinpoint an aspect of the single-player game that felt like a natural fit for co-op. In classic ‘staring us right in the face’ fashion, it turned out to be the entirety of single-player mode. This is a game that was designed to make you feel in control, utterly alone, but in control.

So, even though the solution to each box can be taxing, there is a satisfyingly direct reaction to each of your actions – ‘A’ does ‘B’, ‘C’ does ‘D’, and so on. For co-op mode, we simply deviate from this, whereby we give the action to one of you, and the re-action to the other, meaning that while you do ‘A’, only your friend will see ‘B’.

You’re in this thing together, and only together can you get out of it! I’d love to be more specific about this stuff, but as with the main game, it’s so much more fun if you come into this with as little knowledge as possible!

We tested out one of these co-op remixes at PAX South recently and it was great to see that the concept worked as we had hoped. People were working together, sharing information, and overcoming complex problems – the future could be bright after all…

Statik is a Playstation VR exclusive and will be released on 24th April.

Pre-order it on the Playstation Store for a 20% discount.

Visit the official site here.

The post Why, and how, Tarsier is bringing multiplayer into its upcoming PS VR puzzle mystery Statik appeared first on PlayStation.Blog.Europe.

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Flinthook: Hook, Shoot, and Loot on 18th April http://feedproxy.google.com/~r/SCEEBlog/~3/9HVYFu3nKkg/ https://blog.eu.playstation.com/2017/04/13/the-latest-from-pixel-art-masters-tribute-games-puts-you-in-the-tiny-boots-of-the-galaxys-greatest-space-pirate/#comments Thu, 13 Apr 2017 15:00:55 +0000 http://blog.eu.playstation.com/?p=244233 We all feel a bit tiny sometimes. Flinthook, the short hero of our game of the same name, has a smaller stature than the action heroes we’re used to. However, our masked hero isn’t intimidated at all — Flinthook is, after all, the greatest space pirate in the galaxy, armed with a trio of impressive […]

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We all feel a bit tiny sometimes. Flinthook, the short hero of our game of the same name, has a smaller stature than the action heroes we’re used to. However, our masked hero isn’t intimidated at all — Flinthook is, after all, the greatest space pirate in the galaxy, armed with a trio of impressive gadgets that would make gods of war jealous.

Equipped with the mighty Quickhook, the Blasma Pistol and the ChronoBelt, Flinthook has a unstoppable desire for treasure and is ready for adventure!

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A lot of games play with different ways to make their hero move vertically, with double jumps, jetpacks, and air-dash mechanics. My favourite has always been the grappling hook, as there’s a solid connection between the hero and the hook — a physical action that’s easy to grasp.

Inspired by many of the hookshots from games I’ve played through the years, Flinthook’s iconic Quickhook is, in my opinion, the best hookshot ever!

It’s just so simple and direct — attaching to a ring propels you towards it, and launches you forward with momentum afterwards. Since rings abound in space pirate ships, this straightforward gadget gives you a fantastic freedom of movement in an intuitive way.

In seconds, you’ll be flying from ring to ring in quick succession, traversing hazard-filled rooms with great ease. And for once, being tiny is actually helpful as you can zip between bullets, spiked balls and lasers with a swift throw of the anchour.

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So with the hook you’ll be able to dodge obstacles, but you’ll need to dispatch enemies too. Luckily, Flinthook is equipped with a Blasma Pistol, a small but powerful tool of destruction! With the same 360 degree aiming freedom as the hook, the blaster is an efficient match with the hookshot — zip over an enemy as it shoots, drop quickly behind them, shoot a few Blasma bolts, and up you go again. Or just stay in the air the whole time — hook, shoot, hook, shoot! Alternating between moving and shooting is the true rhythm of this game, and it’s a tune I sure don’t get tired of.

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Over the course of the game, enemies and hazards become more complex, as the Cluster Clan attempts to stop Flinthook from reaching their overlords and stealing all their treasure. As you make progress through the campaign, you’ll realise how much you need the third part of our arsenal — the infamous Chronobelt. This powerful artifact lets our space pirate slow down time for a few seconds! Combined with such amazing movement and firepower abilities, it’s pretty much overkill!

You can zip above a group of enemies, activate the belt, adjust your aim and shoot below in slow motion, turn back to another ring and hook away as the time manipulation ends. You can, and should, use it all the time, as it recharges by itself within just a couple of seconds – dodging bullets, timing a jump through lasers, lining up a perfect shot, looking cool – all much easier thanks to good old time manipulation!

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There is, however, a caveat to all this power in your (tiny) hands. As the game designer behind Flinthook, I was very well aware of the might I was giving to players, so… let’s just say I had a lot of fun creating herculean challenges for you. Expect rooms full of killer traps, puzzling arrays of obstacles, relentless waves of mighty enemies… and formidable bosses that will thoroughly test your abilities!

In Flinthook you’ll be tiny, sure, but you’ll have marvellous dexterity and power, matched with a proper Goliath of a challenge. I hope you’ll buy the game on the 18th April, take on Flinthook’s quest for treasure, and enjoy being the tiniest, but greatest, space pirate in the galaxy!

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