PlayStation.Blog.Europe https://blog.eu.playstation.com Your daily fix of PlayStation news from across the SCEE region Mon, 22 May 2017 15:18:27 +0000 en-GB hourly 1 https://wordpress.org/?v=4.7.2 Lawbreakers, from Cliff Bleszinski’s new studio, is coming to PS4 this year http://feedproxy.google.com/~r/SCEEBlog/~3/gf8jNFgA9XE/ https://blog.eu.playstation.com/2017/05/22/lawbreakers-from-cliff-bleszinskis-new-studio-is-coming-to-ps4-this-year/#comments Mon, 22 May 2017 15:01:14 +0000 http://blog.eu.playstation.com/?p=246877 Alright, let’s be honest. 10 years ago, who the hell thought I’d be here? Well, here I am writing a guest column on the Playstation Blog So yep – I’m back on console, and it’s pretty damn awesome TBH. PS4 is a new audience for my studio and me (although many people who work with […]

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Alright, let’s be honest. 10 years ago, who the hell thought I’d be here? Well, here I am writing a guest column on the Playstation Blog

So yep – I’m back on console, and it’s pretty damn awesome TBH. PS4 is a new audience for my studio and me (although many people who work with me have shipped PlayStation exclusive titles before). Fun fact: my COO and colleague Arjan Brussee helped found Guerrilla Games. We also made the original Jazz Jackrabbit together, like a bazillion years ago. Small industry. Don’t be a jerk.

We worked out this little writing arrangement with Sony so I could do a proper introduction to all of you and share information about LawBreakers. I feel like it’s something I should do.

Soooooo…

Hi.

I don’t want this to be some shitty marketing garble. I’m going to be honest about where I’ve been, what we’ve been doing and where we all are going.

So where have I been?

KINDA SORT-OF LAWBREAKERS ELEVATOR PITCH:

During my “retirement”, honestly, I was bored as hell. My waifu and I were ready to strangle each other. I was getting fat. Ultimately, I couldn’t ignore the creative need to make something new. During this time, I was inspired by a childhood dream about gravity being disrupted in a BIG way. I also took a Zero G flight once. That was pretty crazy.

So, LawBreakers is the culmination of my dreams as a kid, my career in this industry and my lifelong passion for games. So there we have the inception (HORN SOUND) of LawBreakers. A new futuristic world where the Moon mysteriously exploded, an event known as The Shattering, that devastated Earth. Afterward society recovered, using new gravity anomalies to rebuild and advance.

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The setting is the perfect backdrop for a super fast, omni-directional team-based FPS where we challenge players to get the hell off the ground. The floor is lava, bruh. It’s the skill-based competitive shooter made by shooter fans for shooter players that my team and I have always wanted to play. It honours the old and embraces the new. Old being the feeling of soaring through the air at mach-speed and rocketing-jumping and such. The new as offering a variety of characters each with different movement abilities, multiple weapons, combos and more.

For example:

Our “healer” in LawBreakers can be an offensive badass. In the hands of a skilled player, this role can simultaneously heal two teammates at once, all while lobbing grenades from high above like some flying human artillery cannon. Stuff like that is what LawBreakers is all about. Also we’ve added a few new things too, like being able to blind-fire behind you with any ranged weapon. Yep.

So, about where we’ve been: We’ve actually been working on LawBreakers for PC since 2014 after founding my new development studio, Boss Key Productions, with Arjan, and let me tell you, creating a studio and a game from scratch is tough AF.

Back then it was PC only and free-to-play. Yes, I can officially say we “course-corrected” (to use awful corporate speak) to pivot away from things like F2P. Why? Because we’ve been listening to community along the way and are trying to do what’s best for players, and in turn, best for the game. Funny how those two things work together, right? Our publisher Nexon has supported us along the way, working with us to do what’s right for gamers, and we respect that. Besides, they got tired of making kart racing games for Korea.

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After a few twists and turns last year after our initial Alpha, the game really got in front of a lot of players. There was no NDA so people could post footage, and we found that there was a lot of interest from console players for this very fast, competitive multiplayer game. To be honest my Twitter feed was one part “Bring LawBreakers to console!” or “Fix Gears!” (hah). So, we made something spectacularly vertical. Something heavily skill-based and super competitive, with our twist on game modes that haven’t been done before. We were making the game we wanted to play, and it seemed to resonate. When deciding on platform to bring the game to these players, it was a hard choice. I’ll leave it at that. The choice, obviously was PS4.

Ok – here’s where we all are going. LawBreakers is coming out this year on PS4 as a digital only title. Discs are like voicemail – so ten years ago. It’s important to know that something that’s important for the studio and me is to create a game with no season passes and no “pay-to-win” mechanics at a price that is what we feel is fair to players. It will be $29.99 (regional pricing TBC). We don’t want to fragment our playbase with silo’d season pass BS, nor do we want to pollute matchmaking with “pay-to-win” incentives. We want to create a game ecosystem that’s all about highly skilled players competing on even playing fields, and a landscape for average players to aspire to become better. More details on launch date soon. Right PR?

So, in conclusion, I’m excited to ship this bad boy and get it into your grubby hands later this year. Remember to look up!

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English Premier League’s Team of the Season is now available for a week in FIFA 17 http://feedproxy.google.com/~r/SCEEBlog/~3/YGOvd75AjKw/ https://blog.eu.playstation.com/2017/05/19/english-premier-leagues-team-of-the-season-is-now-available-for-a-week-in-fifa-17/#comments Fri, 19 May 2017 16:40:16 +0000 http://blog.eu.playstation.com/?p=246835 FIFA 17’s Ultimate Team Team of the Season continues this week with the rollout of the English Premier League. Celebrating the best players in the game, the five week-long Team of the Season releases a new squad lineup every Friday. You can check out the latest list below, and tune in to playstation.com for more […]

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FIFA 17’s Ultimate Team Team of the Season continues this week with the rollout of the English Premier League.

Celebrating the best players in the game, the five week-long Team of the Season releases a new squad lineup every Friday. You can check out the latest list below, and tune in to playstation.com for more updates in the coming month.

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Starting XI

  • GK: David De Gea – Manchester United (England) – Spain
  • RB: Kyle Walker – Tottenham Hotspur (England) – England
  • CB: Jan Vertonghen – Tottenham Hotspur (England) – Belgium
  • CB: Azpilicueta – Chelsea (England) – Spain
  • LWB: Marcos Alonso – Chelsea (England) – Spain
  • CM: N’Golo Kante – Chelsea (England) – France
  • CAM: Dele Alli – Tottenham Hotspur (England) – England
  • RW: Sadio Mane – Liverpool (England) – Senegal
  • LW: Eden Hazard – Chelsea (England) – Belgium
  • ST: Romelu Lukaku – Everton (England) – Belgium
  • ST: Harry Kane – Tottenham Hotspur (England) – England

Substitutes

  • GK: Hugo Lloris – Tottenham Hotspur (England) – France
  • CB: David Luiz – Chelsea (England) – Brazil
  • CB: Toby Alderweireld – Tottenham Hotspur (England) – Belgium
  • CM: Kevin De Bruyne – Manchester City (England) – Belgium
  • CAM: Christian Eriksen – Tottenham Hotspur (England) – Denmark
  • ST: Alexis Sanchez – Arsenal (England) – Chile
  • ST: Zlatan Ibrahimovic – Manchester United (England) – Sweden

Reserves

  • RB: Antonio Valencia – Manchester United (England) – Ecuador
  • CB: Michael Keane – Burnley (England) – England
  • CM: Ander Herrera – Manchester United (England) – Spain
  • CM: Adam Lallana – Liverpool (England) – England
  • ST: Diego Costa – Chelsea (England) – Spain

*Please note: starting line-up and/or player positioning may differ slightly in-game.

TOTS items are available by chance when opening FIFA Ultimate Team Packs.

For more TOTS and FUT news check out EA SPORTS The Pitch and follow @easportsfifa.

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Enjoy a performance by the Philharmonia Orchestra on PlayStation VR’s The Virtual Orchestra http://feedproxy.google.com/~r/SCEEBlog/~3/0wmKh8LD4Qw/ https://blog.eu.playstation.com/2017/05/19/enjoy-a-performance-by-the-philharmonia-orchestra-on-playstation-vrs-the-virtual-orchestra/#comments Fri, 19 May 2017 16:01:18 +0000 http://blog.eu.playstation.com/?p=246693 The Philharmonia Orchestra and Principal Conductor & Artistic Advisor Esa-Pekka Salonen today announce the next stage of their project to develop virtual reality as a medium for orchestral music with the release of The Virtual Orchestra for PlayStation VR. The Virtual Orchestra was created through a partnership between the Philharmonia Orchestra, Southbank Centre, London-based VR […]

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The Philharmonia Orchestra and Principal Conductor & Artistic Advisor Esa-Pekka Salonen today announce the next stage of their project to develop virtual reality as a medium for orchestral music with the release of The Virtual Orchestra for PlayStation VR.

The Virtual Orchestra was created through a partnership between the Philharmonia Orchestra, Southbank Centre, London-based VR specialists Inition and music publishers Music Sales, and marks the first time a symphony orchestra has debuted on PS VR.

The Orchestra worked closely with Inition and Sony’s R&D teams to create this first VR film, one of the highest-quality full-360 3D stereoscopic video and spatial audio live-action VR films yet to be released.

There are two versions of the presentation available on PlayStation Store – Preview and Premium. The premium version is a 14-minute experience, and features a backstage documentary film followed by a full performance – conducted by Esa-Pekka Salonen – of the third movement of Sibelius’ Symphony No. 5, on-stage at the Southbank Centre’s Royal Festival Hall.

“This special release cements the Philharmonia Orchestra’s status as a sector leader in the emerging market for Virtual Reality,” said Helen Sprott, Managing Director of the Philharmonia Orchestra. “We firmly believe in VR as a tool for both reaching new audiences and diversifying new revenue streams for the Orchestra.”

Peter Collis, Head of 360/3D Film Production at Inition, continued: “Philharmonia Orchestra and Inition were keen to explore the potential of VR as an insight into what it is like to be a conductor at the heart of the performance. We felt it vital to strive for stunning 360° imagery and crisp, clear positional sound so that the viewer has the full freedom to explore the detailed craft and workings of some of the world’s most talented musicians.”

Buy The Virtual Orchestra from PlayStation Store here.

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Destiny 2’s The Inverted Spire Strike: video and hands-on impressions http://feedproxy.google.com/~r/SCEEBlog/~3/hUlJTDo82i8/ https://blog.eu.playstation.com/2017/05/19/destiny-2s-the-inverted-spire-strike-video-and-hands-on-impressions/#comments Fri, 19 May 2017 15:00:43 +0000 http://blog.eu.playstation.com/?p=246787 Justin here, reporting from the Destiny 2 Gameplay Premiere event in Los Angeles! I’m sure you were tuned in live when they revealed the first-ever gameplay footage for Bungie’s new sequel, but just in case you weren’t I’ll drop this right here. So! Zac and I were lucky enough to play Destiny 2 after the […]

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Justin here, reporting from the Destiny 2 Gameplay Premiere event in Los Angeles! I’m sure you were tuned in live when they revealed the first-ever gameplay footage for Bungie’s new sequel, but just in case you weren’t I’ll drop this right here.

So! Zac and I were lucky enough to play Destiny 2 after the presentation ended, going hands-on with a new Strike called “The Inverted Spire.” It takes place on a Vex-occupied planetoid called Nessus. Here’s a runthrough, with a few notes from Destiny 2 Project Lead Mark Noseworthy (thanks Mark!):

A few personal highlights:

  • Platforming! I happened to be the only one on my Fireteam who made it across the Strike’s early jumping puzzle on the first try *dusts off shoulder*
  • New enemy types: We saw a “War Beast,” a dog-like animal that was tough to pin down, as well as Incendiors: Cabal soldiers with gas tanks strapped to their backs. And you know what to do when you see a gas tank in a videogame…
  • More interactive — and dangerous — environments: About halfway through The Inverted Spire, we encountered a hollowed-out excavation site with a series of massive blades rotating around the area as they drilled into the planet. The goal here was to fight through the enemy ranks while avoiding these giant blades. This made for a… difficult section of gameplay. I don’t want to talk about it.
  • Atheon’s cousin? Okay, okay, I don’t know if the boss of the Strike is actually related to Atheon in any way, but I mean, his name is Protheon. I’ll believe whatever I want to believe! Anyway, the boss fight was quite impressive — a multi-layered affair that saw us (and Protheon) changing tactics multiple times as we whittled down his three-segment health bar (oh yeah, enemy health bars are split into segments now).

Destiny 2 Environment Art

Destiny 2 Environment ArtDestiny 2 Environment Art

Destiny 2 Environment Art

A selection of environmental art from Destiny 2

A few more general observations about Destiny 2, based on what we saw and played today:

  • No more Primary / Secondary / Heavy weapons: Bungie is reworking weapon loadouts in Destiny 2 — Now you’ll equip a Kinetic weapon, an Energy weapon, and a Power weapon. I saw Sniper Rifles in the Power slot, Hand Cannons in the Energy slot… it’s all different!
  • New weapon types: Submachine guns work similarly to the HMG familiar to D1 players, but less powerful and tailored for closer ranges. Grenade Launchers… well, they’re pretty self-explanatory.
  • Class Abilities: A new, third rechargeable icon next to your melee and grenade. Warlocks can hold circle to create a small rift on the ground that either heals or empowers allies. Hunters get a dodge ability (a la Shadestep, but on a cooldown) that will refill your melee charge if used near enemies. Titans can create a small barrier in front of them to protect themselves and teammates. As this barrier takes damage, it displays a cool “shattering” effect so you can tell at a glance how close it is to breaking.
  • Reworked Subclasses: One of the big stars today was the new Warlock subclass: Dawnbreaker. This is a solar subclass with a flaming sword super, kind of a cross between a Raze Lighter (because fire) and a Bolt Caster (because projectiles). Hunters and Titans will each also have a new subclass: Arcstrider and Sentinel, respectively.

Destiny 2

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We also played a couple matches of the new Crucible mode, Countdown. This is an attack/defend mode where one team tries to set charges in specific locations while the other team plays defense. A few quick observations from two rounds of Countdown:

  • Smaller teams: Countdown pitted teams of four against each other, leading to more intimate firefights and an increased need for team coordination. We don’t yet know what other modes will be available or what their player counts will be.
  • Callout locations: No more trying to remember whether you died in “Hallway” or “Alley” — callouts are now baked into the game, displayed in the top-left corner of the screen.
  • New HUD elements: You can now see which Guardians are down, which ones have Supers ready, and when somebody picks up Power ammo.
  • Time-to-kill felt longer: This could be the weapons we were using, or it could be (and likely is) my relative lack of skill, but it felt like it took significantly longer to take down hostile Guardians in the Crucible.

Destiny 2

Destiny 2Destiny 2

Phew, so that’s Destiny 2! A small taste of it, anyway. There’s still a lot to learn, and I suspect we’ll have plenty of opportunities before the game launches later this year.

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Housemarque’s twin-stick arcade shooter Nex Machina confirms co-op, release date http://feedproxy.google.com/~r/SCEEBlog/~3/TPzU2NyiY8c/ https://blog.eu.playstation.com/2017/05/19/housemarques-twin-stick-arcade-shooter-nex-machina-confirms-co-op-release-date/#comments Fri, 19 May 2017 14:01:13 +0000 http://blog.eu.playstation.com/?p=246685 Hello everyone. It’s been a while since you’ve seen fresh footage from our new game Nex Machina. And with the fresh footage you see below comes good news. We’re glad to announce that Nex Machina will be arriving on PlayStation 4 on 20th June. This is the day that Housemarque will go down in infamy for creating […]

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Hello everyone. It’s been a while since you’ve seen fresh footage from our new game Nex Machina. And with the fresh footage you see below comes good news. We’re glad to announce that Nex Machina will be arriving on PlayStation 4 on 20th June.

This is the day that Housemarque will go down in infamy for creating one of the simplest - but purest – action arcade games of our generation. A game that will remind you of the arcade classics of the 80’s but backed by modern technology to complement that pure twin-stick joy.

Additionally we would also like to announce local co-op. This is something that we’ve been trying to keep secret for a long time, but many of our friends have already guessed it was coming.

Local co-op will allow two players to play side by side, just like in the old school arcades, competing or helping each other out. So please enjoy the above new trailer, which includes footage from the Winter Tide level with some two player action!

Keep your eyes open for Nex Machina, arriving on 20th June for PlayStation 4.

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How Star Wars Battlefront II bridges the gap between Return of the Jedi and The Force Awakens http://feedproxy.google.com/~r/SCEEBlog/~3/cgDctajcP5o/ https://blog.eu.playstation.com/2017/05/19/how-star-wars-battlefront-ii-bridges-the-gap-between-return-of-the-jedi-and-the-force-awakens/#comments Fri, 19 May 2017 13:21:17 +0000 http://blog.eu.playstation.com/?p=246707 Hard to believe that it’s already been more than a month (a whole month!) since EA announced Star Wars Battlefront II at Star Wars Celebration in Orlando, Florida. Though details are still scarce, it’s clear that Battlefront II is shaping up to be an ambitious game that looks to expand upon its predecessor’s popular competitive […]

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Hard to believe that it’s already been more than a month (a whole month!) since EA announced Star Wars Battlefront II at Star Wars Celebration in Orlando, Florida.

Though details are still scarce, it’s clear that Battlefront II is shaping up to be an ambitious game that looks to expand upon its predecessor’s popular competitive multiplayer in a host of ways: deeper customisation, more playable heroes, and a story-driven, single-player mode.

So we jumped at the chance to spend a few minutes with some of the game’s lead designers, including Mark Thompson, director at EA Motive, and Matt Webster, executive producer at EA Criterion Games.

I also enjoyed chatting with Steve Blank, a creative executive in LucasFilm’s story group, about how the project came to life and how it fits into the larger Star Wars mythos.

Star Wars Battlefront II will chronicle the mysterious 30-year gap between Star Wars Episode VI: Return of the Jedi and Episode VII: The Force Awakens. How did that come about?

Steve Blank: We’re constantly talking with EA about the future of Star Wars in gaming, what that looks like and wanting to tell stories in that space… Motive pitched us a story that would span that time, from Return of the Jedi through to the events of The Force Awakens. Their writers, Walt Williams and Mitch Dyer, are really big Star Wars fans. They had done their homework.

In the leadup to The Force Awakens, we had started to develop a series of new stories that were starting to fill in some of that gap in time. These guys had read all of that material: Claudia Gray’s Lost Stars, Chuck Wendig’s Aftermath, Greg Rucka’s Shattered Empire, all these different pieces.

So when they came with their pitch, they had already integrated all those ideas we had started to put out into the world. So when they shared all of this with us, we were immediately on board. It was a fascinating prospect to do this in a game space, to tell these stories more visually. You get great visuals in a comic, but with the novels you don’t get a great visual element. It felt like a space rich to explore in a game.

Another great thing they included was to do it from an Imperial point of view. It hadn’t really been done before, at least not at that fidelity. So they sold us from day one on that idea, and we put our nose to the grindstone — working on all the details of what that would become.

Enjoy this inside look. We’ll be back soon with another peek behind the Battlefront II curtain.

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My Life in Games: The Witcher 3’s Konrad Tomaszkiewicz picks his favourite PlayStation titles http://feedproxy.google.com/~r/SCEEBlog/~3/IU_MTSEPUL8/ https://blog.eu.playstation.com/2017/05/19/my-life-in-games-the-witcher-3s-konrad-tomaszkiewicz-picks-his-favourite-playstation-titles/#comments Fri, 19 May 2017 12:00:06 +0000 http://blog.eu.playstation.com/?p=246671 It’s been two years today since CD Projekt Red brought its action RPG opus, The Witcher 3: Wild Hunt to PlayStation 4. The engrossing, immersive adventure saw us lose hundreds of hours travelling across richly detailed locales as monster hunter Geralt, delving into epic storylines and engrossing side quests. To tie in with this particular […]

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It’s been two years today since CD Projekt Red brought its action RPG opus, The Witcher 3: Wild Hunt to PlayStation 4. The engrossing, immersive adventure saw us lose hundreds of hours travelling across richly detailed locales as monster hunter Geralt, delving into epic storylines and engrossing side quests.

To tie in with this particular anniversary (and with news that a Netflix adaptation is on the way) , we talked to CD Projekt Red’s game director Konrad Tomaszkiewicz about the games that shaped his life. In particular…

1. The First PlayStation game you remember playing

“My first PlayStation game was Tekken 3. I actually played the game a lot at local arcades, even before getting it for PlayStation. Ever since I was a kid, I was into martial arts and what I particularly remember about the game are the incredible animations. The way characters were moving and fighting was just amazing. Tekken 3 and Eddy Gordo are actually a huge reason why I started training Capoeira a few years later.”

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2. The game that made you want to be a developer

“My first steps into game development were before the launch of PlayStation, when most computers available on market didn’t have drives, and those that did were cassette-based. I remember rewriting game code from “Bajtek”, an old Polish computer game magazine, and getting access to games that way.

If I were to name a game that made me want to become a game developer, it would have to be Monkey Island and/or Eye of the Beholder. The first one was something that captivated me with it’s quirky storytelling, Eye of Beholder, on the other hand, was the first game that made me feel like I was part of it, and not just playing a video game.”

3. The PlayStation game that you wish you had made

“I’ve been a huge role-playing game fan for a long time now. I love playing RPGs as much as I love creating them. But I wouldn’t mind working on a Naughty Dog game like Uncharted or The Last of Us. They’re very story-driven, action-packed experiences, but at the same time pack a huge emotional punch.”

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4. The PlayStation game that you’ve sunk more hours into than any other

“The games I think I’ve played the most would have to be the Souls series (Bloodborne included) and Nioh. The gameplay here is as much about your character’s level and stats, as it is about your skills as a player. Some of the encounters in these games are very challenging, like the Giant Toad boss in Nioh. To get around this, you need to play a lot, die a lot, figure things out in the process and use that to play better next time. And then you realize it’s 4AM and you need to start getting ready for work. And repeat.”

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5. The last PlayStation game you played that made you rethink the medium

“Like I previously said, I’m a huge RPG fan. One of the most important aspects of the genre is the story, so that’s something I tend to focus on when playing story-driven titles. One of the titles that really got me thinking about storytelling in video games is Heavy Rain. It had a lot of powerful moments that linger with you long after the credits roll, like the shift from a normal everyday life depicted in the game’s beginning into something much darker and depressing later on. It really sticks with you, especially when you’re a parent or expecting to be one. And the way your choices impact the story was really something.”

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6. The last PlayStation soundtrack you whistled in the shower

“I’m going to have to go with The Witcher 3 on this one. We’ve been working on the soundtrack for Wild Hunt with Marcin Przybyłowicz for a long time, so I feel very attached to it, but I also think it’s just really good. Listening to it over and over when we were playtesting the game might have something to do with it, as well. Long story short, I doubt I’ll be able to get it out of my head for many years to come.”

7. The last PlayStation game that you saw the end credits for

“I tend to finish all games I play, but only a few I end up watching the ends credits for from beginning to end. The last one I think was The Last of Us. Playing this game is like riding an emotional roller coaster, and when it came to a stop, I was just sitting there, blown away. I ended up watching the whole credits, much in part thanks to the amazing soundtrack the game has. One of my friends I used to work with on The Witcher was part of the development team on The Last of Us, so I also wanted to spot him in there.”

8. Your favourite PlayStation multiplayer game

“This one’s easy — Battlefield. I’ve spent long days and even longer nights playing games from this series with friends. I don’t remember any other game giving me so much freedom and chance to experience epic moments in multiplayer as Battlefield.”

Read more in the My Life in Games series:

 

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Digital flash promotion on PlayStation Store this weekend http://feedproxy.google.com/~r/SCEEBlog/~3/xLseDGwL33Y/ https://blog.eu.playstation.com/2017/05/19/digital-flash-sale-on-playstation-store-this-weekend/#comments Fri, 19 May 2017 11:00:05 +0000 http://blog.eu.playstation.com/?p=246725 We’ve got an amazing weekend Digital Flash promotion starting today! There’s a host of digital only titles available on PS4, each for under €5*. Make a saving on digital favourites such as Virginia, Megaman Legacy Collection, Limbo, Goat Simulator and I Am Bread, until the 22nd May. Head to PlayStation Store and start your next […]

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We’ve got an amazing weekend Digital Flash promotion starting today! There’s a host of digital only titles available on PS4, each for under €5*.

Make a saving on digital favourites such as Virginia, Megaman Legacy Collection, Limbo, Goat Simulator and I Am Bread, until the 22nd May.

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Head to PlayStation Store and start your next digital adventure today!

*Regional pricing may vary.

PS4

Deal of the Week (17/05/17 – 24/05/17)

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Just a reminder of the PlayStation Store Deal of the Week this week, Mad Max!

Fight to stay alive in this action-packed, open world action hit on PS4, available on offer until Wednesday 24th on PlayStation Store.

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Destiny 2’s epic story, new worlds and subclasses revealed http://feedproxy.google.com/~r/SCEEBlog/~3/YHgHG-ozngk/ https://blog.eu.playstation.com/2017/05/18/destiny-2s-epic-story-new-worlds-and-subclasses-revealed/#comments Thu, 18 May 2017 19:11:40 +0000 http://blog.eu.playstation.com/?p=246713 Hey, PlayStation Nation. At this very moment, we’re in Los Angeles for the Destiny 2 Gameplay Premiere. It’s an exciting time for our studio and the entire community. If you didn’t have a chance to tune into the livestream, I’m thrilled to share some of the details. Destiny 2 will be a brand new adventure […]

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Hey, PlayStation Nation. At this very moment, we’re in Los Angeles for the Destiny 2 Gameplay Premiere. It’s an exciting time for our studio and the entire community. If you didn’t have a chance to tune into the livestream, I’m thrilled to share some of the details.

Destiny 2 will be a brand new adventure — a fresh start for all players. A devastating attack from a new enemy will drive us back into the wild. Every Guardian will need to acquire new weapons and new forms of power if we’re to reunite, fight back, and reclaim the City. Titans, Hunters, and Warlocks will have new subclasses with powerful abilities to master.

Your journey will launch you out to the stars. Four new worlds wait for you to discover them, filled with more action than we’ve ever packed into a Bungie game. The activities that players have loved in Destiny are back, including a Campaign, Strikes, the Crucible, and a new Raid. As part of a streamlined experience driven by a new Director, we’re adding new ways to explore these worlds, including Adventures and Lost Sectors that you can enjoy on the fly without returning to orbit.

In between explosive moments of action, Destiny is a game that builds community. If you’re the leader of a Clan, you’ll find a new set of social tools in the game that will help you recruit new members and build Fireteams. If joining a Clan is not your thing, but you always wanted to find a group to help you embark on a Raid, a new feature we’re calling Guided Games will let you team up with Clans for one mission and experience the toughest challenges that Destiny 2 will have to offer!

The PlayStation 4 will be an amazing place to play Destiny 2. Every player on PS4 will have access to exclusive content. We’ll tell you all about what awaits you this summer. What we can tell you right now is that, on PS4 Pro, you’ll explore the new worlds of Destiny 2 in all their 4K beauty.

There’s so much more to say about Destiny 2, but we’re off to a good start. We can’t wait for you to get a taste of the action yourself in the Beta this summer. In the meantime, check out all the details at www.destinythegame.com.

DeeJ, out.

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How procedural generation lets you explore surreal PS4 adventure Future Unfolding at your own pace http://feedproxy.google.com/~r/SCEEBlog/~3/dZbwI3eBjG4/ https://blog.eu.playstation.com/2017/05/18/how-procedural-generation-lets-you-explore-surreal-ps4-adventure-future-unfolding-at-your-own-pace/#comments Thu, 18 May 2017 14:00:10 +0000 http://blog.eu.playstation.com/?p=246661 Hello! I’m Andreas Zecher from Spaces of Play, a small indie studio based in Berlin. This week we released our game Future Unfolding for PlayStation 4. Future Unfolding is an action adventure that is all about exploration. Your goal is to unfold the mysteries and solve the puzzles hidden in a surreal, procedurally generated world. […]

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Hello! I’m Andreas Zecher from Spaces of Play, a small indie studio based in Berlin. This week we released our game Future Unfolding for PlayStation 4.

Future Unfolding is an action adventure that is all about exploration. Your goal is to unfold the mysteries and solve the puzzles hidden in a surreal, procedurally generated world.

Procedural generation is kind of a catch-all phrase and can mean different things. In this blog post, I want to give you some details on how the procedural generation works in detail in Future Unfolding.

Future Unfolding

The game world’s layout is generated at the start of each play session, making a selection from over 200 areas in total. Each of these areas are hand-designed, and have dozens of procedural variations themselves: The colour palette used, the orientation of the area, what kind of vegetation, animals or artefacts you’ll encounter.

Each of the 9 different worlds has a distinct gameplay theme and different types of puzzles. There is one main puzzle per world, which will open up access to a new world, as well as optional puzzles and secrets which are harder to find and solve. Many of the puzzles have several solutions, and each world offers you several paths to take.

Future Unfolding

We’ve chosen this particular structure, because we want everyone to enjoy Future Unfolding at their own pace and in their own play style. Maybe you’re one of those people who just want to walk around and have a relaxing experience. Or you want to find every little secret and get the Platinum Trophy. With Future Unfolding, we’re trying to make the game interesting and unique for all types of players.

For the PlayStation 4 version we fine-tuned this balance even more and made several tweaks based on player feedback. Replay the game after you finished it and you’ll see both new and familiar places. You and your friends will have different experiences, see things in a different order, find different solutions to puzzles. “Oh, you haven’t seen this one thing yet?” will be a common conversation you’ll have.

Future Unfolding

The procedural variations keep the puzzles interesting even after you finished the game the first time. They are just different enough on replay, so that you don’t already know all the solutions by heart. I’ve played the game countless hours during testing, and I still discover new puzzle variations that make my head scratch when I replay the game.

I hope you enjoy playing the game as much as we did making it! If you’d like to share your gameplay experiences or have any questions, please tweet at us at SpacesofPlay.

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Try Spotify Premium for three months for only €0.99 http://feedproxy.google.com/~r/SCEEBlog/~3/I_fFBt0FFYM/ https://blog.eu.playstation.com/2017/05/17/try-spotify-premium-for-three-months-for-only-0-99/#comments Wed, 17 May 2017 15:30:29 +0000 http://blog.eu.playstation.com/?p=246623 Tempted to try out Spotify and stream your favourite bands, or sample some killer playlists on your PlayStation 4? Now’s a good time to start your trial, as from today – and only for the next six weeks – you’ll be able to sign up to Spotify Premium and get three months for only €0.99*. And […]

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Tempted to try out Spotify and stream your favourite bands, or sample some killer playlists on your PlayStation 4? Now’s a good time to start your trial, as from today – and only for the next six weeks – you’ll be able to sign up to Spotify Premium and get three months for only €0.99*.

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And even if you decide a world’s worth of music on tap on your games console isn’t doing it for you, you can cancel the subscription at any time – even during the promotional offer period. Once the three month promotional period finishes, the monthly subscription rolls over to its full PlayStation Store price.

The offer’s available to anyone who isn’t currently a Premium subscriber (including current trialists) or has never previously been a Premium subscriber (including previous trialists).

Offer starts on 17 May 2017 and ends 26 June 2017. Limit of one offer per person. At the end of the initial 3 months, the subscription automatically continues and we will charge you a recurring monthly subscription fee at the then current full PlayStation Store price until you cancel the subscription. Offer available on the PlayStation Store on the PS4 console and not on any other PlayStation Store. Terms and conditions apply, see here.

*9,00 Kr in Denmark, Norway and Sweden, 179Ft in Hungary, 0,99zl in Poland, 0,99 CHF in Switzerland and 0,99 TL in Turkey.

 

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Control two characters simultaneously in innovative puzzle adventure Embers of Mirrim http://feedproxy.google.com/~r/SCEEBlog/~3/EVvyrxbGCZc/ https://blog.eu.playstation.com/2017/05/17/control-two-characters-simultaneously-in-innovative-puzzle-adventure-embers-of-mirrim/#comments Wed, 17 May 2017 15:00:43 +0000 http://blog.eu.playstation.com/?p=246601 Embers of Mirrim began as a simple idea. What if a player had the ability to switch back and forth between classic platforming and twin stick controls? We called this core mechanic “splitting”-  you start as a traditional platforming character and then ‘split’ into two other characters, each independently controlled with the left and right […]

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Embers of Mirrim began as a simple idea. What if a player had the ability to switch back and forth between classic platforming and twin stick controls? We called this core mechanic “splitting”-  you start as a traditional platforming character and then ‘split’ into two other characters, each independently controlled with the left and right analog sticks.

We ran with this idea and developed it into a simple prototype room (think grey boxes and spheres) to answer some fundamental questions about “splitting”. How does the player decide when to split? What buttons do they use? How and where do the split characters re-combine? How do the split characters move? Is this actually fun?!

Once we had established what we thought was a fun core mechanic, we started to think about how to turn it into a full game. We wanted variety of gameplay to be the driving force of the game and as a result, we decided on a platforming adventure game that would use our unique traversal mechanic to explore a fantasy world that also presented puzzles, intense chases and bosses.

With this direction in mind, we built a small level that featured some basic platforming gameplay and plenty of “splitting”. Upon completion, we had some of our friends and colleagues try the game. The reception was positive, and people really liked “splitting”, but their success with the mechanic was too dependent on us guiding them through the experience. Our new goal was to find a way to properly teach players how to “split” with as little hand-holding as possible.

Our breakthrough was to separate the prologue of our game into two unique playable characters. One creature (Rim) is used to teach the right stick controls and another (Mir) is used to teach the left stick. These two foes fatefully meet up and are forged into our protagonist: Mirrim. Splitting up the prologue allowed us to get the player familiar with the visual language of our game and prepare players for that crucial first “split”. This concept also helped lay down a foundation for our narrative which would be built on themes of balance and unity.

We used a condensed version of this tutorial as our demo at both PAX East and PAX South, and we were very pleased to find out that it worked as we hoped. Players understood and enjoyed “splitting” on their own, and we had confidence that we could take that basic mechanic and expand upon it throughout Mirrim’s journey.

Constructing the entire game still presented many challenges. Some dual stick actions are difficult and some tasks can “break your brain” in unexpected ways. We used playtests with local college students to refine the game so the learning curve wasn’t too steep but still provided a satisfying challenge.

The team here at Creative Bytes Studios is very proud of Embers of Mirrim. We hope everyone has as much fun playing the game as we had making it. The game will be available 23rd May on PlayStation Store. Let us know what you think of the finished product — we hope you will discover that splitting is believing.

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Want to survive Farpoint’s enemy encounters? Follow these combat strategies http://feedproxy.google.com/~r/SCEEBlog/~3/2FiYFfhELNM/ https://blog.eu.playstation.com/2017/05/17/want-to-survive-farpoints-enemy-encounters-follow-these-combat-strategies/#comments Wed, 17 May 2017 14:00:45 +0000 http://blog.eu.playstation.com/?p=246522 Farpoint is out today! As you embark on your journey to locate the survivors of the Pilgrim, you are going to encounter varied life forms populating the planet you’ve crash-landed on. Here are some tips to take on some of the early enemies in the game – I don’t want to go too deep into […]

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Farpoint is out today! As you embark on your journey to locate the survivors of the Pilgrim, you are going to encounter varied life forms populating the planet you’ve crash-landed on.

Here are some tips to take on some of the early enemies in the game – I don’t want to go too deep into the horrors this planet hides and spoil the game for you!

1. Jumpers

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The earliest enemies you meet in the game. The jumpers are devious and will pop up out of nowhere. The 3D audio lets you hear them crawling around, even when you can’t see them. Listen for their trademark sounds to locate them and clear them out with an assault rifle. Don’t let the rifle overheat though or you’ll be in trouble as they attack.

2. Goobers

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One of the most deadly schemes about the Goobers isn’t the projectiles that they hurl at you, but the surprise that happens after they die – I wouldn’t get too close.

3. Brutes

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It’s best to stay back from these massive beasts when you run into them. Brutes are heavily armored and will hunker down when threatened. Find the cracks in their armor (or create some) by shooting from far away with the Assault Rifle. Be ready with some serious firepower when you see their little wings start to flutter- that means they are getting ready to charge.

4. Drones

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When you encounter the drones, the best strategy for survival is to kill rocket drones first before taking out the rest. Once you’ve done that, you can sneak around unseen.

Did I say too much with that last one? There are more inhabitants of this planet than you’ve seen in the demos. We’re excited for you to see them all!

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How Motörhead’s music, plus Lemmy’s weapon expertise, shaped action RPG Victor Vran http://feedproxy.google.com/~r/SCEEBlog/~3/xk6RnrWOLGQ/ https://blog.eu.playstation.com/2017/05/17/how-motrheads-music-plus-lemmys-weapon-expertise-shaped-action-rpg-victor-vran/#comments Wed, 17 May 2017 13:00:14 +0000 http://blog.eu.playstation.com/?p=246502 As one of the ideas behind the game is to journey through the 40 years of Motörhead, we wanted to feature a mix of old and new tracks, as well as a mix of must-have classics like ‘Ace of Spades’ and hidden gems like ‘Jailbait’. At the time of closing all the contracts with the […]

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As one of the ideas behind the game is to journey through the 40 years of Motörhead, we wanted to feature a mix of old and new tracks, as well as a mix of must-have classics like ‘Ace of Spades’ and hidden gems like ‘Jailbait’.

At the time of closing all the contracts with the band and various record labels, ‘Aftershock’ was Motörhead’s most recent masterpiece – a brilliant album that will surely live on! That’s why the three tracks from that album are the newest in the game.

‘Aftershock”s masterpiece ‘Queen of the Damned’ was high on our must-have list from the start. From the very beginning of writing the game’s concept I wanted to bring the Queen to life, as she perfectly represents the battle between Rich and Poor, apart from also being one of my all-time-favourite Motörhead tracks!

Victor Vran

Early concept art for the Pub at the End of Time – with Motörhead classic ‘End of Time’ the natural backing.

What was generally important to us was to get as many instrumental versions as possible. One reason was a drive for even more exclusive fan-fest material that hadn’t been released, but the main reason was that listening to lyrics all the time during gameplay, can get distracting. Now we have the perfect mix – 13 tracks, old & new, plus 12 instrumentals, plus the crazy remixed “Monument of Rock” versions.

The interest of the band in the project was what started it all. We originally intended to license a couple of tracks and that was it. But the more we talked, the more the question was raised “Why not do more than just the music? Let’s do a Motörhead GAME!” It was a close collaboration from the first minute.

The band was also deeply involved in the process of creating the story and which quotes and anecdotes to include. Naturally, they also created the costumes that Victor Vran can wear.

Lemmy was involved the most, due to his major role in the game. And of course, when it came to the weapons – as everybody knows he was an avid collector of swords and knives. So, we got a lot of comments from him about the weapons concepts we created. It was a lot of fun to get Lemmy’s direct feedback which was, of course, never censored… couldn’t be more direct in fact, like “this one is total nonsense! It would f**king break in a few seconds when you use it! Make this part thicker!!”… “This is silly!! Scrap it!”

Because of the trust between band, management and developers we were given access to all the original recordings, even for the songs that go back almost 40 years. That means that we were able to mess around with every separate layer, or stem, of each song. I can’t express how proud I am that we were allowed to use those. Working on them and listening to them is like time travel, like walking right into the Roundhouse Studios sessions, back in the 70s.

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Bomber and Iron Fist are iconic tracks that need to be in the game. These are transformed in game to special attacks to smash your enemies.

In the game there are many special locations that feature a so-called “Monument of Rock”. When Victor activates such a monument, we are muting whatever track the general soundtrack is playing, and activate the monument’s own individual remix. That may start with just the bass playing, after a successfully defeated monster wave, another instrument gets added – or the vocals. It is always different and it makes the sound experience absolutely unique.

The monster-spawning phases are intertwined with the rhythm of the chosen song, thus making some “Monuments of Rock” escalate faster than others. In the end, when Victor defeats all the monsters, the song is complete and the monument spits out tons of treasures. A very fulfilling feeling which makes you long for the next one.

And here’s the track list for the game. Make sure to crank the volume up good and loud – it’s the only way to listen to Motörhead and to play the loudest video game in the world!:

  1. ‘Motörhead – Motörhead, 1977
  2. ‘Overkill’ – Overkill, 1979
  3. ‘Stay Clean’ – Overkill, 1979
  4. ‘Bomber’- Bomber, 1979
  5. ‘Ace of Spades’- Ace of Spades, 1980
  6. ‘Jail Bait’ – Ace of Spades, 1980
  7. ‘Love Me Like a Reptile’ – Ace of Spades, 1980
  8. ‘We are the Road Crew’- Ace of Spades, 1980
  9. ‘Killed by Death’ – No Remorse, 1984
  10. ‘Iron Fist’ – Iron Fist, 1985
  11. ‘End of Time’ – Aftershock, 2013
  12. ‘Paralyzed’ – Aftershock, 2013
  13. ‘Queen of the Damned’ – Aftershock, 2013

Additionally, there are countless instrumentals and Monument-of-Rock remixes of the tracks in the game as well.

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PES 2018 announced for PS4 and PS3, releases 14th September http://feedproxy.google.com/~r/SCEEBlog/~3/2Ne9X7KOM-k/ https://blog.eu.playstation.com/2017/05/17/pes-2018-announced-for-ps4-and-ps3-releases-14th-september/#comments Wed, 17 May 2017 11:00:20 +0000 http://blog.eu.playstation.com/?p=246537 Featuring the biggest advances in the series for over a decade, PES 2018 is set to launch on 14th September on PlayStation 4 and PlayStation 3. No part of the game has been left untouched. The high quality gameplay PES is known for has been finely tuned, with the addition of contextual shielding to protect […]

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Featuring the biggest advances in the series for over a decade, PES 2018 is set to launch on 14th September on PlayStation 4 and PlayStation 3. No part of the game has been left untouched.

The high quality gameplay PES is known for has been finely tuned, with the addition of contextual shielding to protect the ball and Real Touch+ adding a new dimension to ball control.

Complimenting the fluid gameplay, set pieces have been reworked, including a new free-kick and penalty system. There’s also the option to start a match with the new one player kick-off.

Additionally, the game has been refined to reflect a more realistic pace.

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Random Selection Match and Online Co-Op offer up two new modes where you can experience PES 2018’s stunning gameplay. The former sees the return of a classic fan favourite, with the latter’s inclusion bringing with it the ability to play 2v2 and 3v3 (supporting local guest play).

Elsewhere, PES League integration and the addictive Master League mode has been improved, featuring pre-season tournaments, an improved transfer system and pre-match interviews and locker room scenes!

A new user interface and greatly improved visuals bring all above the above together, recreating the authenticity of football, all the way down to the little details. Thanks to Real Capture, PES 2018 will include true-to-life stadium lighting, pitch turfs and player tunnels that were recreated from more than 20,000 intricate elements of genuine data that was collected at the Camp Nou and Signal Iduna Park.

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Players have also been motion captured in equally realistic environments, allowing for a complete rework of the animation system, starting with core movement such as walking, turning and body posture. Finally, player models have been completely changed, with special attention paid to kit fitting and short size.

That’s PES 2018, where legends are made.

That’s not all though, there’s so much more amazing information to come, as on 13th June we’ll be revealing the full trailer. For now, stay tuned to our Twitter channel  and the PES Facebook page for all the latest news. Trust me, you won’t want to miss it!

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MotoGP 17 invites you to take part in its new eSports tournament http://feedproxy.google.com/~r/SCEEBlog/~3/5sRMwbalzVM/ https://blog.eu.playstation.com/2017/05/17/motogp-17-invites-you-to-take-part-in-its-new-esports-tournament/#respond Wed, 17 May 2017 10:46:17 +0000 http://blog.eu.playstation.com/?p=246555 This June, when the latest iteration of the legendary motorsport series – MotoGP 17 – roars onto PlayStation 4, it’ll bring with it a new direction for the franchise, as it races onto the eSports track for the first time, exclusively on PlayStation 4. And the invitation to join is extended to everyone who picks […]

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This June, when the latest iteration of the legendary motorsport series – MotoGP 17 – roars onto PlayStation 4, it’ll bring with it a new direction for the franchise, as it races onto the eSports track for the first time, exclusively on PlayStation 4.

And the invitation to join is extended to everyone who picks up the game when it releases later this year.

Here’s how:

  • Buy a copy of the game.
  • Register on the official MotoGP eSport Championship website and beat the times in the Red Bull Rookies Championship, Moto3 and Moto2 categories.

Those who beat those times will be given access to Online Challenges. These seven consecutive challenges are set on specific circuits and with predetermined race conditions. The finalists from those will be invited to participate in the grand final, held in Valencia during the Grand Prix Motul de la Comunitat Valenciana.

The exclusive event will see the final of the MotoGP eSport Championship held alongside the real race, and will be broadcasted live.

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What’s in it for the winners of the first MotoGP eSport Championship? Well, we’ll be announcing that information very soon. Keep in touch with the official MotoGP website and the MotoGP 17 website, where sections dedicated to the MotoGP; eSport Championship will soon be opened. The opportunity is unique – participation to a great eSport championship is just one registration away.

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New PlayStation VR Farpoint promotion announced http://feedproxy.google.com/~r/SCEEBlog/~3/BqkrxyLwXnk/ https://blog.eu.playstation.com/2017/05/16/new-playstation-vr-farpoint-promotion-announced/#comments Tue, 16 May 2017 16:43:37 +0000 http://blog.eu.playstation.com/?p=246471 To tie in with tomorrow’s release of Impulse Gear‘s new sci-fi shooter Farpoint, we’ve a limited time promotional offer which nets you a free copy of the game when you buy a PlayStation VR headset, plus a discount offer on the Farpoint and Aim controller bundle when purchased with PlayStation VR. The limited time promotions […]

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To tie in with tomorrow’s release of Impulse Gear‘s new sci-fi shooter Farpoint, we’ve a limited time promotional offer which nets you a free copy of the game when you buy a PlayStation VR headset, plus a discount offer on the Farpoint and Aim controller bundle when purchased with PlayStation VR.

The limited time promotions begin from tomorrow, 17th May*. You’ll receive a physical standard edition copy of Farpoint when purchasing a PS VR headset or PS VR headset + PS camera bundle from participating retailers**.

Alternatively, you can purchase a Farpoint and Aim controller bundle for the discounted price of €30 when you buy it with a PS VR headset or PS VR headset and PS camera bundle.

Farpoint

The offers are subject to availability.

The limited time offer runs until 23 May***, so if you want to shoot some alien scum, now’s the time to join the fight.

*Promotional offer begins on 19th May in South Africa and on 29th May in Russia.

**Select retailers only. Please check with your local stores.

***Offer finishes on 28th May in France and Spain, 4th June in UK and South Africa, and 5th June in Russia.

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Skylar & Plux: Adventure on Clover Island aims to recapture classic platform action http://feedproxy.google.com/~r/SCEEBlog/~3/PtglBXrKxqc/ https://blog.eu.playstation.com/2017/05/16/skylar-plux-adventure-on-clover-island-out-today-on-ps4-aims-to-recapture-classic-platform-action/#comments Tue, 16 May 2017 16:00:29 +0000 http://blog.eu.playstation.com/?p=246325 Hello PlayStation fans! This is George from Grip Digital, a company based in the beautiful city of Prague in Czech Republic. We’ve teamed up with Right Nice Games, a small but very talented development team from Stockholm, and have been working hard to bring you their debut title, Skylar & Plux: Adventure on Clover Island, […]

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Hello PlayStation fans! This is George from Grip Digital, a company based in the beautiful city of Prague in Czech Republic. We’ve teamed up with Right Nice Games, a small but very talented development team from Stockholm, and have been working hard to bring you their debut title, Skylar & Plux: Adventure on Clover Island, a nostalgic revival of the legendary 3D platformer genre.

Today we feel very happy because Skylar & Plux: Adventure on Clover Island is ready to be launched on Friday 19th May on Playstation Store!

Skylar & Plux: Adventure on Clover Island is a vibrant 3D platformer, a homage to the beloved platformer genre of the previous decade, combining classic gameplay, playful gadgets, and a lighthearted story, set in a gorgeous world reminiscent of childhood adventures.

The game takes place in the exotic Clover Island, a place with lush greenery and colourful landscapes. Our main heroin, Skylar Lynxe, a snow cat with a mysterious robotic arm, and Plux Owlsley, the trusty sidekick, have to stop an evil industrialist who plans to conquer Clover Island.

Your mission is simple: you must fight your way across four different environments and a dozen levels, taking on boss battles, volcanoes and space, using a wide range of upgradable gadgets and weapons, and save the island from destruction!

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In Skylar & Plux, you have all the moves you’d expect from a standard platformer. You can jump, double-jump and do a spin-attack. As you progress through the stages, you will be able to unlock the jetpack which lets you jump further and higher, as well as many other gadgets. Aside from those pure platforming mechanics you will find puzzle elements as well that are more traditionally found in adventure games.

Skylar & Plux is a blend of all the classic 3D platformers of the late 90’s and early 2000’s. So there’s something for everyone, whether your favorite platformer was Mario, Jak & Daxter, Spyro or something else, you should be able to relate to Skylar & Plux!

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But I will stop here so I don’t spoil all the fun for you. If you liked what you’ve seen so far, then just go and check out the game when it is available. We hope that you enjoy playing Skylar & Plux as much as we did making it. We’re looking forward to seeing what you think about the game. Your feedback is super important to us, so please feel free to get in touch, either in the comments below, or through our social media pages to share your thoughts and ideas.

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How Call of Duty’s fan-favourite Zombies mode has been retooled in Black Ops III’s Zombie Chronicles, out today http://feedproxy.google.com/~r/SCEEBlog/~3/-pAXSR1tZu4/ https://blog.eu.playstation.com/2017/05/16/how-call-of-dutys-fan-favourite-zombies-mode-has-been-retooled-in-black-ops-iiis-zombie-chronicles-out-today/#comments Tue, 16 May 2017 15:00:37 +0000 http://blog.eu.playstation.com/?p=246421 The Zombies universe that we began building in 2008 has blossomed into something that we never could’ve imagined when we began the endeavour. What started as a simple wave-defense co-op game – an Easter Egg awarded for completing the campaign – evolved into the defacto “third-game-in-one” for the Call of Duty franchise with a hardcore […]

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The Zombies universe that we began building in 2008 has blossomed into something that we never could’ve imagined when we began the endeavour. What started as a simple wave-defense co-op game – an Easter Egg awarded for completing the campaign – evolved into the defacto “third-game-in-one” for the Call of Duty franchise with a hardcore community of fans. Simply put, it’s been nothing short of a thrill ride.

That’s why we knew that remastering a collection of maps (into what became Zombies Chronicles) had to stay true to the story and lore of the Zombies universe, while bridging fans that may not have been along for the entire ride since the very beginning. While Zombies Chronicles is considered a “remaster,” we set the bar high for our own definition.

Typically, remastering – at its bare minimum – involves updating the fidelity of audio and visuals. While it can certainly involve the introduction of new gameplay and mechanics (which Zombies Chronicles does, by the way), it tends to remain more cosmetic in nature.

At the beginning of the development process for Zombies Chronicles, we knew that we had to take those standards and crank them all the way to 11. Sadly, there isn’t a “Remaster” button that just automatically polishes things up. So, we sought to confront that development challenge the only way we’ve ever known how: tackle it head-on, kill ourselves trying to exceed expectations, and leave everything on the court, letting the creative speak for itself.

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Map selection

For those old enough to remember mix tapes, this was kind of like that: if you want to set out to create the definitive experiences that led up to the Black Ops III storyline, what would you put on it?

We knew that we had to assemble a selection of maps that would keep the story intact. For those that have followed the Zombies storyline (and maintained their sanity), it’s clear that it’s a multi-layered and incredibly complex story world. Knowing that we had the opportunity to bring everyone along for the ride, bridging several generations of consoles, the eight maps contained in Zombies Chronicles are the eight to start with.

Like any good mix tape or “year-end best-of” list, there’s bound to be a healthy debate around what didn’t make the list. As a team that is heavily invested in telling the Zombies story to a community that is invested just as heavily, we feel strongly that this is the core of that experience. Zombies Chronicles features the classic characters that fans have come to know and love, as well as the deep storylines that have become the hallmark of Zombies.

Ultimately, this collection of maps does more than tell the Zombies story: it’s also made up of our favorites… a mix tape for our community of fans.

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Visuals

While the PlayStation 3 was a powerful device, the PlayStation 4 certainly tops it, giving developers more powerful tools to play with, along with greater visual and audio fidelity.

Clearly, we knew that we had to take advantage of that, so the remastering process began with a complete pass on visuals, requiring us to upgrade assets, models – completely re-building assets in many cases – all to take advantage of the PS4 engine and deliver a game in true HD.

The Origins map is a great example: while we certainly benefitted from the fact that yes, these maps had already been built – in order to meet the visual bar that we set for ourselves – we had to completely re-create the giant robot. Sure, we’d already worked out the mechanics of how it would move and how it played, but we literally rebuilt that thing from the ground-up.

Audio

What our audio team did for Zombies Chronicles was equally amazing. While the team certainly conducted an audio pass to polish and update already-established sounds, they also created 10X more sounds simply to translate new gameplay experiences and enhanced experiences. “A cosmetic pass” was a given – taking it 10X is what we knew we had to do to make this special.

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Gameplay

That same level of passion was applied to gameplay and it’s probably most evident with the work done on the AI front.

The original Nacht der Untoten in Call of Duty: World at War used a pretty basic AI for its Zombies. It was great at the time – and to this day, it’s still a lot of fun – but AI has come a long way. We have an insanely talented set of engineers that have been focused solely on developing the AI systems used in our games, introducing our most advanced algorithms to date in Black Ops III.

Why shouldn’t we implement that into Zombies Chronicles?

Exactly.

So, we did.

And it wasn’t just a flip of the switch either. It took our team months of work to implement that into the maps and we feel that it pays off, creating an even more dynamic experience as zombies chase you.

In Black Ops III, we also introduced an in-game economy of GobbleGums, creating new ways for fans to play and engage Zombies. While purists at heart may choose to play without using them – which is totally fine – GobbleGums have become pretty popular, so we wanted to make them available, if people so chose to use them. Making sure that we inserted that into the collection – while making sure that we remained faithful to the core experience – took a great deal of design work. Just as there isn’t a “Remaster” button, there’s not a “Insert your economy into a remastered map” button either.

Of course, we wanted to make sure that we brought a healthy arsenal of weapons back into the mix, making sure to represent guns found in recent games, and thus updating the overall experience.

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Community & celebration

Let’s face it, Zombies would be nothing if it weren’t for the community of players that made it what it is today. So, it was important to us to honor that as much as possible. In fact, we officially revealed Zombies Chronicles with one of our core YouTube content creators. But this is a theme that we’ll carry all the way through to the end, which is why we’re doing something special at launch: the 8 Days of the Undead.

To celebrate the launch of Zombies Chronicles, we’ll kick off the 8 Days program, during which players of Black Ops III or Black Ops III Zombies Chronicles will be able to earn Double XP rewards, engage in community challenges, and receive a host of free exclusive content, including a Zombies calling card, weapon camo, new GobbleGums and a PS4 theme.

Zombies is unique to the culture of Treyarch. We’ve been making games for 20 years and in the time that I’ve been at the studio, I’ve only ever seen teams that want to capture the magic that made them fall in love with games in the first place, and pass that along to a new generation of gamers.

To bridge different generations of console players and bring them to one place was an endeavor to share our love for Zombies with as many people as possible. That’s why we embraced this development opportunity the only way we’ve ever known how.

Thank you to our amazing team, and thank you to our unbelievable community of fans.

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Escape an enemy-filled palace with deck and dice in tactical RPG Children of Zodiarcs http://feedproxy.google.com/~r/SCEEBlog/~3/NlFANoI5-8o/ https://blog.eu.playstation.com/2017/05/16/escape-an-enemy-filled-palace-with-deck-and-dice-in-tactical-rpg-children-of-zodiarcs/#comments Tue, 16 May 2017 13:00:18 +0000 http://blog.eu.playstation.com/?p=246319 Hi! Jason Kim here, Creative Director at Cardboard Utopia. We’re super happy to announce that with the help of Square Enix Collective, we are bringing our deck & dice tactical RPG Children of Zodiarcs to PS4 this July for all tactics and strategy fans to enjoy! Deck & dice tactical RPG? Indeed! Chidren of Zodiarcs […]

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Hi! Jason Kim here, Creative Director at Cardboard Utopia. We’re super happy to announce that with the help of Square Enix Collective, we are bringing our deck & dice tactical RPG Children of Zodiarcs to PS4 this July for all tactics and strategy fans to enjoy!

Deck & dice tactical RPG? Indeed! Chidren of Zodiarcs combines classic grid- and turn-based combat system with deck building and dice crafting mechanics. The result is a deep strategic gameplay which draws on luck just enough to be exciting, and keeps you glued to your controller while you make tactical decisions, react to new opportunities, and customise your decks and dice to influence luck in your favour.

The story-driven Children of Zodiarcs follows Nahmi and her fellow thieves, who infiltrate the vault of a decadent noble, intending to steal a priceless relic. But what awaits them is more than what they bargained for. Relentlessly pursued by city guards heavily armed with deadly Zodiarc weapons, they are forced to make a desperate escape through gilded palace chambers, sun-drenched slums and dank underground catacombs.

Children of Zodiarcs

As can be guessed from its hybrid nature, the inspiration behind Children of Zodiarcs came mainly from two places:

I had been craving a good tactical RPG for years, something like the ones I used to play during the 16 and 32 -bit era (looking at you, PSone!). Something turn-based, light-hearted with good character development but which wasn’t filled with an overly serious cast that would probably die if they cracked a smile! Something that had a rich story but also broke away from the norm.

But I couldn’t find all that in the games I was playing.

That’s why the characters in Children of Zodiarcs part with the tradition of the “pure-hearted-heroes-of-destiny”. They don’t try to save the world, so much as survive it.

Their story is a personal one where they’ll have to learn or question the value of friends and family, revenge and compassion, loyalty and survival.

Children of Zodiarcs

At the same time, I was also really getting into board games and bought a horror adventure game with cards and dice based on several recommendations. I wrangled several friends together and we played a few sessions. Unfortunately, none of us really liked it… But it was really too bad because I LOVED its game mechanics!

I loved the excitement of drawing cards, choosing which items to buy, and rolling the dice to determine the outcomes of your actions. That’s when I realised I wanted to take these feelings of tension, anticipation and surprise of this game and bring them into the realm of video games.

Of course, that’s easier said than done!

Such a hybrid didn’t exist, so we couldn’t rely on looking at other games to figure out how to build our systems. But we knew these mechanics had to work in synergy, to complement each other and not just to be awkwardly crammed together for the sake of having more features.

Luckily, Cardboard Utopia is made of several veterans of the AAA industry whose experience was really helpful during the prototyping process. So slowly, through careful, weekly iterations, we discovered the features we needed to add or remove to get the experience we wanted to create.

Children of Zodiarcs

A good example of that is how we pretty much always knew that we wanted the dice roll to be realistic, but it’s through the prototyping process that we figured out that making the dice symbol-based, instead of number-based, and adding a dice reroll system just made everything “click” and come together. Now, dice rolling became an integral part of the strategic gameplay, where your decisions matter and can turn the tides of battle!

We’ve taken the game around to several events, like PAX East and Dreamhack Montreal, and the reception has been amazingly positive! So if you too are excited to get in on this new take on tactical action, make sure to check out Children of Zodiarcs when it launches in July, 2017!

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