PlayStation.Blog.Europe https://blog.eu.playstation.com Your daily fix of PlayStation news from across the SCEE region Sun, 25 Sep 2016 00:30:29 +0000 en-US hourly 1 https://wordpress.org/?v=4.5.2 Explore an ancient world in the Minecraft Chinese Mythology Mash-Up Pack http://feedproxy.google.com/~r/SCEEBlog/~3/305Keo0mjw0/ https://blog.eu.playstation.com/2016/09/25/explore-an-ancient-world-in-the-minecraft-chinese-mythology-mash-up-pack/#respond Sun, 25 Sep 2016 00:30:29 +0000 http://blog.eu.playstation.com/?p=231025 Come explore ancient temples hidden among the cherry blossoms and survive the night at the Great Wall in the new Minecraft: Console Edition Chinese Mythology Mash-Up. In this new mash-up, you will be able to visit an exquisitely created pre-made world. Wander through the streets of an ancient great city, marvel at the dragons that […]

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Come explore ancient temples hidden among the cherry blossoms and survive the night at the Great Wall in the new Minecraft: Console Edition Chinese Mythology Mash-Up. In this new mash-up, you will be able to visit an exquisitely created pre-made world. Wander through the streets of an ancient great city, marvel at the dragons that dwell around the high mountains, contemplate on your crafting within a mythical monastery and just enjoy the view as you walk through fields and discover how mobs would look in ancient China.

https://flic.kr/p/MtT4bR

This mash-up also brings you 41 new skins to choose from and 13 themed music tracks for your worlds made using this pack.

On top of all that, the Chinese Mythology Mash-up also includes a very special map for the Battle minigame which we released back in June. Just look out for the dragons!

Minecraft Chinese Mythology Mash-Up Pack Minecraft Chinese Mythology Mash-Up PackMinecraft Chinese Mythology Mash-Up Pack

 

Also on 5th October, we’re delivering a free game update that will bring even more long-awaited features to your game, such as:

  • New mobs: You’ll now find polar bears (and their babies!) roaming frozen biomes.
  • New items: Farm beetroots and keep yourself nourished with some healthy beetroot soup.
  • Banners: Make beautiful banners to hang in your bases and spruce the place up.
  • New terrain generation: You’ll find igloos in arctic biomes, fossils buried underground, as well as different village paths and materials.
  • New blocks: End Bricks, Beetroot, Grass Path, Frosted Ice, Magma, Nether Wart Block, Red Nether Brick and Bone Block

The Chinese Mythology Mash Up will be available on PlayStation Store for PS4, PS3 and PS Vita starting 5th October. And as usual, the October update for Minecraft will be available for free on 5th October as well

So go explore, and enjoy the beets!

Minecraft Chinese Mythology Mash-Up PackMinecraft Chinese Mythology Mash-Up Pack

Minecraft Chinese Mythology Mash-Up Pack

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Adapt and win: A guide to the different abilities in RIGS Mechanized Combat League http://feedproxy.google.com/~r/SCEEBlog/~3/5v4PQ-etjmM/ https://blog.eu.playstation.com/2016/09/23/adapt-and-win-a-guide-to-the-different-abilities-in-rigs-mechanized-combat-league/#comments Fri, 23 Sep 2016 09:41:13 +0000 http://blog.eu.playstation.com/?p=230993 Over the course of RIGS Week, we’ve shown you a lot of exciting information about our upcoming arena-based shooter for PlayStation VR. We’ve acquainted you with the powerful RIGS chassis types, each one of them able – if used correctly – to turn the tide in your favor. RIGS Mechanized Combat League is a competitive […]

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Over the course of RIGS Week, we’ve shown you a lot of exciting information about our upcoming arena-based shooter for PlayStation VR. We’ve acquainted you with the powerful RIGS chassis types, each one of them able – if used correctly – to turn the tide in your favor.

RIGS Mechanized Combat League is a competitive experience, which means RIG selection is important. The six abilities differ significantly from each other, so it’s important to discover which RIG chassis types and abilities are best suited for a given situation. Collecting as many as you can, rather than sticking with a single RIG, will offer a great advantage.

We want to wrap up RIGS Week by highlighting the different abilities allowed in the arena. As we announced before, 24 unique RIGS can be unlocked in the game, and each of them is equipped with one of these six abilities:

Vampire

RIGS

Prey on the opposition and draw strength from your fallen foes: RIGS equipped with the Vampire ability can instantly repair to full armour when they take down an opponent, so take down the opposition as quickly as possible to lead the charge in the arena.

The RIGS fitted with the Vampire ability are:

  • Nine Lives
  • Bloodbank
  • Flatliner
  • Parasite

Carapace

RIGS

RIGS equipped with the Carapace ability are protected from the rear by energy shields that block all forms of attack – except for melee. This is especially useful for players who like to make direct runs at the Power Slam goal, or their opponents’ Endzone.

RIGS equipped with the Carapace ability are:

  • Hard Case
  • Guardian
  • Roundhouse
  • Winning Streak

Nuke

RIGS

RIGS equipped with the Nuke ability will deploy an explosive core when their pilot ejects, that deal damage to both nearby opponents and teammates – so deploy with caution. This is particularly suitable for players who like to get in close.

RIGS using with the Nuke ability are:

  • Last Rites
  • Critical Mass
  • Injury Time
  • Blast Radius

Engineer

RIGS

RIGS equipped with the Engineer ability scramble the radars of nearby opponents and heal any teammates they can see – a great ability for players who like to hang back and support their team.

RIGS equipped with the Engineer ability are:

  • Angel
  • El Diablo
  • Cheerleader
  • Pain Killer

Thief

RIGS

RIGS equipped with the Thief ability can pick up the Endzone ball or Power Spheres by shooting them from a distance. Thief RIGS are also hidden from radar when in Turbo Mode – great for players who like to flank their opponents without being detected.

RIGS wielding the Thief ability are:

  • Dead Centre
  • Bullseye
  • Bad Medicine
  • Killswitch

Knockout

RIGS

Melee attacks disable an opponent’s overdrive and power modes for a short time, so this ability suits players who like to get up close and personal with their opponents… very useful when defending the Power Slam goal.

RIGS using this ability are:

  • Rough Justice
  • Anger Management
  • Rage Quit
  • Crowd Control

It’s clear that learning how to use each RIG’s ability to your advantage is essential in RIGS Mechanized Combat League. Having the right RIG for the job is the key to dominating in the arena and climbing to the top Mechanized Combat League.

We hope you’ve enjoyed RIGS week, and we can’t wait for you to get your hands on the game when it launches alongside PlayStation VR on 13th October.

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New Watch Dogs 2 story trailer revealed http://feedproxy.google.com/~r/SCEEBlog/~3/SZofbIUMP4g/ https://blog.eu.playstation.com/2016/09/23/new-watch-dogs-2-story-trailer-revealed/#comments Fri, 23 Sep 2016 09:16:14 +0000 http://blog.eu.playstation.com/?p=230977 A new story trailer for Watch Dogs 2 just arrived, bringing with it a fresh look at major players on both sides of the conflict between hacker collective DedSec and the corrupt corporations they’re working to take down. One of their biggest targets is Blume Corporation, an entity that should be familiar to Watch Dogs […]

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A new story trailer for Watch Dogs 2 just arrived, bringing with it a fresh look at major players on both sides of the conflict between hacker collective DedSec and the corrupt corporations they’re working to take down.

One of their biggest targets is Blume Corporation, an entity that should be familiar to Watch Dogs players as the creators of the notorious, city-automating ctOS. This video introduces a key antagonist, who appears to be pretty high up on Blume’s payroll: Chief Technology Officer, Dusan Nemec.

Nemec is taking the DedSec threat very seriously, and rightly so; we’ve already met a few members of the collective, and they are not to be trifled with.

The protagonist, Marcus Holloway, has already stopped a mass surveillance initiative in Oakland using his unique set of skills. Sitara and her principled, artistic approach may not always vibe with Wrench and his aggressive, chaotic style, but there’s no doubt that both are passionate, driving forces fueling DedSec’s efforts. In this trailer, we also get a glimpse of Josh and Horatio, two other members that make up the DedSec crew.

With a powerful array of hacking tools at your disposal and the open world of the San Francisco Bay Area at your feet, you and your fellow hackers will do whatever is necessary to stop Blume and their new, improved ctOS 2.0 from infringing on the freedoms of the citizens.

And with Watch Dogs 2’s seamless multiplayer connectivity, you can easily team up with friends or strangers to complete missions, gain followers, and unlock new missions, gadgets, gear, and more to help you take the fight to Blume – and look good doing it.

Watch Dogs 2

If you pre-order Watch Dogs 2 on PlayStation Store, you’ll get some exclusive bonuses that will take your fight even further:

  • The San Bruno Radio Tower location offers co-op mission opportunities for you and your buddies to take on, and makes the Engineer Suit available for that fight-the-system-from-within look.
  • The ScoutXpedition mission sees youl tour San Francisco with a movie-location scout and visit some of the city’s most iconic locations (of which there are many).
  • Finally, PS Plus members who pre-order Watch Dogs 2 on PlayStation Store will get the Bitflip, a full unique clothing set with an especially cool neon skull bandana.

Join Marcus, Sitara, and the rest of DedSec when Watch Dogs 2 launches on 15 November. Corrupt corporations aren’t going to expose themselves, now are they?

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Walking in Lara’s world: exploring Tomb Raider in PlayStation VR http://feedproxy.google.com/~r/SCEEBlog/~3/HLz4BEqc54M/ https://blog.eu.playstation.com/2016/09/23/walking-in-laras-world-exploring-tomb-raider-in-playstation-vr/#comments Fri, 23 Sep 2016 00:00:39 +0000 http://blog.eu.playstation.com/?p=231061 We’re standing a few feet into Croft Manor’s wine cellar and are hesitant to move another step. Our surroundings are dank, dark. A single small window at the corridor’s end fails to illuminate the bowels of Lara’s childhood home. Shadows and cobwebs are everywhere. A shiver involuntarily runs down our spine. Truthfully? We’re a little […]

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We’re standing a few feet into Croft Manor’s wine cellar and are hesitant to move another step. Our surroundings are dank, dark. A single small window at the corridor’s end fails to illuminate the bowels of Lara’s childhood home. Shadows and cobwebs are everywhere. A shiver involuntarily runs down our spine. Truthfully? We’re a little scared.

Such is the immersive power of PlayStation VR.

Tomb Raider

We’re testing out the headline feature of Rise of the Tomb Raider ahead of release: 10 minutes to explore Croft Manor, Lara’s childhood home. 10 criminally short minutes to experience the action adventure franchise in a wholly new way.

Chronologically positioned part-way through the main story and selectable as one of a handful of additional extras from the main menu, this side-quest sees Lara returning home to unravel a family mystery. Croft needs to explore her surroundings, piece together clues and uncover secrets to learn how to reclaim the dilapidated Croft Manor as her own.

Tomb RaiderTomb Raider

 
Blood Ties is a purely explorative piece of content, though you can revisit the location in a separate, action-heavy, supernatural zombie-plagued variant, Lara’s Nightmare. And while Blood Ties is playable in standard third-person as well, it’s best experienced in first-person with PlayStation VR. That said, it is worth testing the former before diving into the latter; if only to reinforce just how seismic a difference PlayStation VR makes.

The aforementioned wine cellar is oppressive. We can almost smell the damp. By contrast the manor’s central rooms feel cavernous, high ceilings barely seen in the gloom above. VR fools your other senses to believe in a sense of space far larger than the small demo room we have to remind ourselves we’re standing in. It’s a fairly warm day in September, but we feel a chill on our arms as a virtual draft blows past us.

Tomb Raider

VR adds an extra dimension to interacting with objects. Picking up items and spinning them round to look for clues is a nice mini-puzzle in-game. In VR you physically turn the object – represented by the Dualshock 4 and its gyro sensors in the real world – to study it. It gives an important tactile interaction that further immerses you in this world. Cool inclusion? The controller also doubles as a freely moveable flashlight on entering darker areas.

And even that we can’t touch we happily appreciate, such is the massive detail etched across every inch of the manor. Admission: We spend a minute unashamedly studying a painting, leaning forward to inspect the brushwork. Archaeologist turned art critic: bet that’s not listed on the back of the box.

Tomb RaiderTomb Raider

There are also Easter eggs galore, nods even to the original era of Tomb Raider, repackaged and given a new universe context. The (yet unseen) Young Lara Croft Chronicles, if you will.

There are two control schemes for the VR experience: free mode and comfort mode. The first is akin to the standard Tomb Raider controls, but it’s the second that we use today. Holding L2 and pointing the controller will allow you to place a virtual transparent Lara anywhere in your field of vision. A tap of R2 will teleport you to that point. Repeatedly press the shoulder buttons to make a 360° pan in small degree increments. It’s quickly intuitive.

In all, it makes for an essential experience for Lara fans and a truly attractive addition to an already robust package, which includes two other side modes. Lara’s Nightmare is an ultra replayable slice of action as Croft needs to hunt down three supernatural – and aggressive – skulls. They’re hidden throughout the manor and the locations of which, like her weapons and necessary room keys, are randomised in each playthrough.

Tomb RaiderTomb Raider

 

Then there’s the co-op Endurance survival mode. You and a pal are dropped into the middle of a freezing wilderness. Predators are many, consumables and equipment rare. Your health and heat are continually draining. Cooperation is essential. How many in-game days can you survive before succumbing to the elements? It’s an intriguing premise, something akin to a roguelike version of Journey.

Tomb Raider

But even after supernatural zombies have overcome us, and the cold has leached our will to live, we feel the pull again to explore Croft Manor, to pull on PlayStation VR and dare ourselves to make it further into the bowels of the mansion. And maybe we will this time.

Maybe.

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Unsettling noir mystery Virginia arrives on PS4 today http://feedproxy.google.com/~r/SCEEBlog/~3/CSz9b6Ew1-c/ https://blog.eu.playstation.com/2016/09/22/unsettling-noir-mystery-virginia-arrives-on-ps4-today/#comments Thu, 22 Sep 2016 13:00:00 +0000 http://blog.eu.playstation.com/?p=230967 Hello, this is Jonathan Burroughs from Variable State. I’d like to talk to you about Virginia, the mystery thriller that I recently co-directed, developed by Variable State and published by 505 Games, which will be available to play on PlayStation 4 today, with a 10% launch discount for PlayStation Plus members. Virginia is an unsettling […]

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Hello, this is Jonathan Burroughs from Variable State. I’d like to talk to you about Virginia, the mystery thriller that I recently co-directed, developed by Variable State and published by 505 Games, which will be available to play on PlayStation 4 today, with a 10% launch discount for PlayStation Plus members.

Virginia is an unsettling FBI noir, set in the titular state in the early 1990s. It centres around Anne Tarver, a recently-graduated FBI special agent and her partner, Maria Halperin, as they seek to unravel the mystery surrounding the disappearance of Lucas Fairfax, a young boy and resident of Kingdom, VA – a small town with a secret.

The game is published by 505 Games, and it is thanks to their support that we’ve been able to bring Virginia to PlayStation 4. 505 Games have been fantastic to work with and have afforded us remarkable freedom, protecting the creative process and our decision-making at every stage.

Unsettling noir mystery Virginia arrives on PS4 today

In addition to myself, Virginia’s other director is Terry Kenny, who also produced many of the game’s animations and lead the game’s art:

“The philosophy we tried to apply to the art and animation design was to keep everything as simple and clear as possible. We aimed to avoid any unneeded visual clutter so that the user could read and understand the point of every scene no matter how brief.

“Adhering to this sort of pared-back visual language required endless problem solving. We were lucky to have a team of developers who always searched for what seemed the most elegant solution.”

Virginia is unusual amongst games in that it makes use of real time film editing – such as cuts, dissolves and montages – which occur at appropriate moments during play to heighten the drama and propel the story forward. The editing is complemented by Virginia’s soundtrack, written by composer Lyndon Holland, graduate of the National Film and Television School:

“The music is broadly scored from the subjective point of view of our protagonist, and so in many instances it reacts and transitions in real time to reflect her state of mind – similar in many ways to how a typical film score functions.

“We often marry up cuts and specific details in animation events to precise time codes within the music so that these moments are punctuated for dramatic effect. The end goal was to create an organic sounding score that felt like it was being written as the story unfolds with the player.”

Unsettling noir mystery Virginia arrives on PS4 today

The cinematic editing requires scenes transition seamlessly and instantly. Kieran Keegan is the game’s lead engineer:

“Virginia uses editing and other cinematic techniques to tell its story. To support this, scenes are constantly being loaded and unloaded invisibly in the background. Nobody likes loading screens and I’m happy to say that these systems also allowed us to remove them from the game completely.

“Variable State is a small team so people’s time was precious and making the most of it was a high priority. We chose to use the Unity engine as it got us up, running and iterating on ideas quickly while at the same time helping us to take advantage of the PlayStation hardware.”

For a small title, Virginia features an unusually large cast of characters, all of whom deliver a physical performance. The animation requirement for the game is comparable to an animated feature film. The workload was made achievable thanks to the support of Niamh Herrity and her animation company Pink Kong Studios:

“We were delighted to work with Variable State on their new game Virginia. It was a great experience, when we first spoke to Terry and Jonathan it was very apparent what they were going for in regards to the storytelling within the game.

“We loved the premise and the use of music throughout, it was certainly a new and innovative way of telling a great story for games. It meant that animation and in particular the acting in the animation had to be pushed which was challenging, but certainly rewarding when you see the final product.”

Unsettling noir mystery Virginia arrives on PS4 today

A member of Pink Kong’s animation team was Abby Roebuck. Virginia was Abby’s first video game project:

“Animation for Virginia was quite a challenge. The characters needed to be able to tell a story without uttering a word. Each person was a possible suspect, and it was their subtle animations that made you question their motives again and again. I found myself having to go over certain animations a number of times to get this right.

“My favourite part was timing the animation to the music; having to wait for a certain audio transition to time your animation to really added suspense and excitement to the game. It was great fun and very rewarding.”

In addition to the large animation workload, the use of film editing means the story rapidly moves between a variety of different locations and different times of day. Artist Stephen Brown was responsible for producing the majority of Virginia’s scenes and props:

“In addition to the excellent music and animation, much of the storytelling is told by the spaces you explore. Every bit of clutter filling the rooms of Virginia was thought about both from the character’s perspective and how the player might interpret it.

“It’s a big place, Virginia; each environment seemed to be more daunting than the last, and many of which are only shown for a passing moment. Each one though had an awful lot of care and love put in and I hope that shows. Take your time to snoop around. I’m sure there are a few details even the other devs may have missed.”

Unsettling noir mystery Virginia arrives on PS4 today

Virginia achieves its distinct, painterly look through the use of bespoke post-processing, carefully-considered lighting and the use of modern shader techniques. Matt Wilde lead the game’s technical art:

“I wanted to make sure the game had a visual treatment that complemented the style of the characters and environments – although appearing quite simple at first glance, there’s a real depth when you look more closely. Similarly we have a unique lighting model that incorporates complex techniques and effects before being processed into the semi-flat-shaded result you see. The effect is that hopefully everything feels solid and grounded in the world, despite the apparent simplicity of the style.

“The use of colour is an important part of the feel of the game. We have bespoke shaders to recreate Virginia’s famous autumnal foliage, scene lighting ranges from the subtle to the extreme, and key moments are tied together with the use of bold colourful effects. I hope this all serves to heighten the players’ experience of the game.”

In addition to the 3D art, the title features original illustration and graphic design by artist and independent game developer Conor Mccann, who took time away from his own projects to collaborate on Virginia:

“A game like Virginia doesn’t come around often and the chance to work on it was a rare treat that I couldn’t pass up.

“For the illustrations I pretended I was a middle aged aspiring painter that just landed a commission from the city council to paint a map of the town. The fine folks at Variable State went along with it and gave me one of the finest moments of my career.

“The menu illustrations were treated as a means to help support the story and setting in a fun way, instead of just being eye candy. I really appreciated the thoughtful approach the team took with that decision.”

Unsettling noir mystery Virginia arrives on PS4 today

Virginia is Variable State’s first PlayStation 4 game. It is the culmination of almost three years of work, involving developers from around the world, including England, Ireland, Sweden, Belgium and the United States.

It’s a game which combines the contributions of many individuals, only a few of whom I’ve been able to call out here but who each have left their own personal mark on the game. When Terry and I set out to make Virginia, we did so wanting to make a game which was a reflection of its creators and where, by working as a small team, the end result would be a work which still bore the brush strokes of its makers.

It’s been a challenging game to make, one which wouldn’t have been possible without great luck, without the support and patience of family and friends and the goodwill of fellow game developers and game enthusiasts. It is through the assistance of 505 Games that we’ve been able to bring Viriginia to PlayStation 4. And I’m very grateful for how the publisher has taken a risk with an unusual game and done so without compromising our creative freedom.

Virginia is an unconventional mystery thriller. And an experiment in game storytelling. I look forward to sharing it with the PlayStation audience.

Unsettling noir mystery Virginia arrives on PS4 today

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Tim Burton-esque PS4 adventure Little Nightmares will play on your childhood fears http://feedproxy.google.com/~r/SCEEBlog/~3/sYHpAzyRZww/ https://blog.eu.playstation.com/2016/09/22/tim-burton-esque-ps4-adventure-little-nightmares-will-play-on-your-childhood-fears/#comments Thu, 22 Sep 2016 12:31:32 +0000 http://blog.eu.playstation.com/?p=230921 Hi, I’m Dave Mervik and I’m the Senior Narrative Designer for Tarsier Studios. You might know us from our work on games like LittleBigPlanet and Tearaway Unfolded, but the reason we started the company was to make our own games. Ten years ago we had a concept called The City of Metronome that we took […]

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Hi, I’m Dave Mervik and I’m the Senior Narrative Designer for Tarsier Studios. You might know us from our work on games like LittleBigPlanet and Tearaway Unfolded, but the reason we started the company was to make our own games.

Ten years ago we had a concept called The City of Metronome that we took to E3. It was a perfect example of the kind of game we wanted to make, but the timing just wasn’t right. Fast forward through a decade of work with the likes of Sony XDEV and Media Molecule, and we’re back where we started. Except now, the timing’s right!

The game may have changed, but it’s got the same spirit, and to be able to talk to you all about it now is an absolute dream. Or should I say… a Little Nightmare.

Sorry. Couldn’t resist that!

Please accept this teaser trailer as an apology:

So let me tell you a bit more about Little Nightmares. It takes place somewhere we’ve called The Maw, which began life as a dark twinkle in our eye, a strange kind of dollhouse where your most primal fears are brought to life and twisted by the minds of our Art Department!

The Maw is a place of extremes. The idea is that it should encapsulate this surreal experience that kids have growing up. Where you can go from playing happily one minute, to being terrified the next. Of course, we’ve exaggerated things somewhat too, which is as much a part of being a kid as anything else!

Little Nightmares

Into this lovely, fuzzy wonderland we’ve dropped our main character, Six. She’s not special in the way we’re all used to. We wanted to have a character that we could identify with, who didn’t have a huge shotgun hidden beneath that yellow raincoat! The whole point is, she’s just a normal kid stuck in the worst place you can imagine and you want to get her out. You do this by doing what kids are best at – hiding, sneaking, and seeing things differently than grown-ups.

Little Nightmares

It’s pretty tough to describe the feeling of playing the game, because it’s a mix of all sorts of different things. We wanted to try and get across this idea of childhood and how it feels to grow up in a world that was made for other people. If we’ve done our job well, you’ll be spending as much time happily climbing around and solving puzzles, as well as being scared out of your wits by The Chef and his lovely chums!

To enhance the game experience further, our in-house composer, Tobias Lilja, created an original soundtrack. As ever, his work floored us all, being both playful and unnerving at the same time. People can be so annoyingly talented sometimes! Check his work out here.

Little Nightmares

We really can’t wait to get the full Little Nightmares experience in your hands, but until that time maybe just watch the trailer hundreds of times. I know I already have!

Additionally, you can learn even more about little Nightmares on www.little-nightmares.com and follow us on Twitter at @LittleNights and facebook at /worldoflittlenightmares

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Check out the massive stadiums of RIGS Mechanized Combat League http://feedproxy.google.com/~r/SCEEBlog/~3/_9gVJ_2ah_8/ https://blog.eu.playstation.com/2016/09/22/check-out-the-massive-stadiums-of-rigs-mechanized-combat-league/#respond Thu, 22 Sep 2016 08:18:28 +0000 http://blog.eu.playstation.com/?p=230971 With only a few weeks until RIGS Mechanised Combat League launches alongside PlayStation VR, there’s no better time to take a look at the amazing arenas you’ll be battling in. We can’t wait for you to climb into the virtual cockpit of your first RIG and start learning the ins and outs of every map! […]

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With only a few weeks until RIGS Mechanised Combat League launches alongside PlayStation VR, there’s no better time to take a look at the amazing arenas you’ll be battling in. We can’t wait for you to climb into the virtual cockpit of your first RIG and start learning the ins and outs of every map!

We put a lot of care into creating diverse, easily-readable environments for RIGS’ different sports types, and today we want to give you a bit of insight into the concepts behind each of the stadiums you’ll be playing in.

From the outset, we aimed to brand RIGS Mechanized Combat League as a future sports phenomenon with strong global appeal. To reflect that, the stadiums had to be situated in a variety of metropoles and exotic locations, to convey the idea that players will tour the globe over the course of a tournament or season. We settled on the following locations:

Rio de Janeiro

RIGS Mechanized Combat League

As a rapidly growing sports capital – it was one of the hosts in the 2014 FIFA World Cup, and morerecently was the backdrop to the 2016 Summer Olympics and Paralympics – Rio felt like an obvious choice to house one of our RIGS stadiums. We looked for a truly iconic location and as a result, Rio’s stadium sits high on one of the mountains overlooking the city.

Because RIGS is set 50 years in the future, we were also able to play around with how Rio may have evolved over the years.

RIGS Mechanized Combat League

Dubai

RIGS Mechanized Combat League

Initially we toyed with the idea of creating a stadium on a manmade island off the coast of Monaco. However, we soon realized that a stadium capable of hosting a RIGS match and 130,000 fans would be too big – it would almost dwarf Monaco itself!

Instead, we decided to move the stadium to a different location: the Persian Gulf’s southeast coast. The nearby city of Dubai seemed like an excellent fit for the spectacle and extreme architecture of a RIGS stadium.

Fun detail: if you look closely at the city skyline you’ll notice future Dubai has a space elevator!

RIGS Mechanized Combat League

Nevada

RIGS Mechanized Combat League

Not every stadium had to be set in a metropolitan area. After reading that Lake Mead might dry up in the near future, one of our environmental artists suggested using a now decommissioned Hoover Dam as one of the stadium locations.

It made for an interesting arena, with a huge dam structure on one side and sheer rock faces on the other. It also felt appropriate to have such an iconic landmark find new life in the future as a RIGS stadium, rather than face demolition.

RIGS Mechanized Combat LeagueRIGS Mechanized Combat League

 

Macau

RIGS Mechanized Combat League

For Macau, we wanted to do something completely different. We came up with an enormous casino complex built on top of a stadium, with one half of the arena located inside the casino and the other half located outside. This unique setting allowed us to mix up the art style and be a bit more playful with the look than the other Arenas.

RIGS Mechanized Combat League

In addition to providing four very different locations, each of the stadiums also had to be configurable for Power Slam, Endzone and Team Takedown modes, with different passages and platforms becoming available depending on the current play type. We tested these configurations extensively, streamlining the arena layouts for each of the rulesets.

RIGS Mechanized Combat League will launch alongside PlayStation VR on 13 October, but you can pre-order your copy right here today!

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Uncharted 4 Multiplayer: Bounty Hunters DLC out now, introduces new mode, classic map, and more http://feedproxy.google.com/~r/SCEEBlog/~3/THcy3mXFNFw/ https://blog.eu.playstation.com/2016/09/21/uncharted-4-multiplayer-bounty-hunters-dlc-out-now-introduces-new-mode-classic-map-and-more/#comments Wed, 21 Sep 2016 18:30:14 +0000 http://blog.eu.playstation.com/?p=230909 Since launching our Lost Treasures multiplayer DLC update in June, we’ve been hard at work fine-tuning the multiplayer experience, launching the New Devon bonus map, and developing our next DLC release: Bounty Hunters, which is now available via a new update to Uncharted 4. With a returning fan-favorite map, new tools to capture and create […]

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Since launching our Lost Treasures multiplayer DLC update in June, we’ve been hard at work fine-tuning the multiplayer experience, launching the New Devon bonus map, and developing our next DLC release: Bounty Hunters, which is now available via a new update to Uncharted 4.

With a returning fan-favorite map, new tools to capture and create your own original gameplay videos, an all-new objective game mode, new weapons, and more, Bounty Hunters is one of the biggest multiplayer DLC updates we’ve ever produced.

Uncharted 4

Most importantly, just like Lost Treasures and all future multiplayer DLC updates, Bounty Hunters is free for all players–all you have to do is install the latest patch (version 1.13) and you’re good to go. Here’s a closer look at what’s included:

Returning Classic Map: Village from Uncharted 2: Among Thieves

That’s right; we’re bringing back Village. Not only is it one of our personal favorites, it’s also one of the most requested maps from the Uncharted 4 Multiplayer community.

Village has been completely rebuilt to take advantage of the PlayStation 4, including new lighting systems, high-fidelity textures, and more. We’ve also added support for Uncharted 4’s new traversal mechanics—most notably the grappling hook.

New Mode: Bounty Hunter

We’ve heard your feedback asking for new modes for Uncharted 4 Multiplayer, and today, we’re proud to introduce Bounty Hunter—a new gametype that encourages teamwork, strategy, and skill. Two teams compete to reach the score limit by collecting Bounties from KO’d players.

When you KO a player, they drop a Bounty worth 10 points, which you or your teammates must retrieve before an enemy can swoop in and deny it. Throughout the match, teams will also alternate between having one random player assigned the role of Captain—a high-value target that the opposing team must hunt down and within a time limit.

If the attacking team can successfully KO the enemy’s Captain, they’ll have a chance to collect a huge Bounty worth 60 to 120 points toward their team’s overall score. However, there’s a catch: Captain’s Bounties take time to collect, so players must work together to either protect their teammates as they retrieve the Bounty or fight to deny the attacking team before the clock runs out.

We love playing this mode at the studio and we hope you enjoy it, too. It inspires some incredibly tense moments and close plays.

New Weapons, Mystical, and Boosters

We’ve also introduced a collection of new weapons and boosters, as well as a new Mystical, which can be obtained through DLC Gameplay Chests.

Using Relics earned through Multiplayer matches and Challenges, DLC Gameplay Chests now have the chance of granting access to any of the four new weapons introduced with Bounty Hunters, as well as those added with Lost Treasures and as part of the base game.

Our latest Mystical, Shield of Asgard, temporarily reduces incoming damage. While it can be helpful in objective modes, it comes at the cost of movement speed.

Weapons

  • DC Single Action – Semi-Automatic Revolver
  • RKL-155 – Fully Automatic mid Pistol
  • Lowe-S – Assault Rifle
  • Harrison 1890 – Lever Action Rifle
  • US-AN 12 – Automatic Shotgun (Heavy Weapon)

Boosters

  • Lock ‘n Load – Put ammo from pickups immediately in your clip
  • Undisturbed – Hold a charge melee while rolling and climbing
  • Silent Assassin – Take out the enemy without the other their team knowing
  • Weapons Expert – Aim your weapon while vaulting, falling, jumping Mystical
  • Shield of Asgard ­- Reduces incoming damage for a brief period

New Feature: Cinema Replay

As promised in the Multiplayer Roadmap we shared before launch, Bounty Hunters adds Cinema Replay—a new suite of tools for capturing epic moments in-game and creating your own original videos.

Building upon the tools players will recognize from previous Uncharted games, Cinema Replay creates archived versions of matches that allow you to go back and relive every moment from any player’s perspective or through a variety of different cameras.

Within Cinema Replay, you can pause, slow down, swap perspectives, or line up the perfect shot to create highlight montages, original videos, or perhaps a dance compilation or two.

Between Cinema Replay and the PlayStation 4’s ShareFactory app, we can’t wait to see what kind of videos you create.

New Personalization Items

As with our last DLC drop, we have again introduced an awesome assortment of vanity items to Uncharted 4 Multiplayer that offer new ways to deck out your favorite hero or villain characters, including:

  • Over 40 new Skins and Pre-Sets
  • A wealth of new Hats, Face Wear items, and Taunt
  • This time around we have focused on a Wild West and Post-apocalyptic theme. We also introduced a few Pirate themed taunts that are sure to entertain.

Triple Pack Update

Multiplayer Pack 2 for the Triple Pack owners will also be available today. All your new items can be found, ready to use, in the customization and loadout menus.

Multiplayer Pack 2 contains:

  • RKL-155 Pistol
  • Lock and Load Booster
  • Shield of Asgard Mystical
  • Bandit Hat
  • Pistol Spin taunt

So there you have it, a detailed overview of what’s included with Uncharted 4 Multiplayer: Bounty Hunters and version 1.13. We hope you enjoy it and continue to share your feedback with us.

For all the latest, be sure to follow Naughty Dog on Twitter, Facebook, and Instagram.

See you online!

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Neverwinter expansion is coming: Storm King’s Thunder strikes PS4 on 18th October http://feedproxy.google.com/~r/SCEEBlog/~3/dX5Azj3iJtc/ https://blog.eu.playstation.com/2016/09/21/neverwinter-expansion-is-coming-storm-kings-thunder-strikes-ps4-on-18th-october/#comments Wed, 21 Sep 2016 12:45:40 +0000 http://blog.eu.playstation.com/?p=230937 Well met, PlayStation Nation! Perfect World Entertainment and Cryptic Studios is proud to announce that giants will return to the Sword Coast when Neverwinter: Storm King’s Thunder strikes PS4 on 18th October! Inspired by Wizards of the Coast’s latest tabletop expansion, you’ll team up with characters from New York Times best-selling author R.A. Salvatore’s novels, […]

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Well met, PlayStation Nation! Perfect World Entertainment and Cryptic Studios is proud to announce that giants will return to the Sword Coast when Neverwinter: Storm King’s Thunder strikes PS4 on 18th October!

Inspired by Wizards of the Coast’s latest tabletop expansion, you’ll team up with characters from New York Times best-selling author R.A. Salvatore’s novels, Catti-brie and Wulfgar, in order to unravel the mystery behind the invading giants and what they’re searching for.

Neverwinter Expansion

Storm King’s Thunder will introduce a giant number of new features and content including guild alliances, three new adventure zones, a brand new campaign to follow the story, a new tier of dungeon, the Ostorian relics system, and class balancing — among other quality of life changes.

You’ll travel back to Icewind Dale where a massive blizzard envelops the once bustling town of Bryn Shander. Your quests there will then bring you to the picturesque town of Lonelywood, which is surrounded by a beautiful yet haunting forest.

Finally, head to Cold Run where the frost giants first embarked from their ships. Each of these adventure zones holds their own secrets and are ripe with Ostorian relics, a new system that has you searching for ancient items in order to power up your gear.

For those seeking a challenge, our newest dungeon, Fangbreaker Island, lies in its own tier with a required item level of 3100. Face three of the most challenging bosses in Neverwinter history, each with their own tricks up their sleeve: Hati the Manticore, the Dragon Turtle, and the frost giant Drufi.

Neverwinter Expansion

Guild Alliances will also be introduced with this expansion. Up to 13 guilds can band together to form an alliance, which will open up exciting new options for all members. Visit each other’s strongholds, tackle dragons together, help each other grow, and even shop at stores from each guild. Alliances will make it much easier for you to grow your community and make friends from around the world. Start thinking about who you’ll invite to your alliance!

We can’t wait for you to step foot into Storm King’s Thunder to discover all there is to offer. Continue slaying dragons, vanquishing liches, and delving into dungeons. See you in Neverwinter on 18th October!

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Ubisoft 30th Anniversary discounts start today on PlayStation Store http://feedproxy.google.com/~r/SCEEBlog/~3/oRINKgpJoMo/ https://blog.eu.playstation.com/2016/09/21/ubisoft-30th-anniversary-discounts-start-today-on-playstation-store/#comments Wed, 21 Sep 2016 11:00:54 +0000 http://blog.eu.playstation.com/?p=230867 The PlayStation Store Deal of the Week this week is the epic sci-fi RPG saga, Star Ocean: Integrity And Faithlessness Digital Edition. If you are a PlayStation Plus member there’s an additional discount so head to PlayStation Store and save today! Ubisoft 30th Anniversary (until 05/10/16) We’re celebrating Ubisoft’s 30th Anniversary in our latest promotion […]

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The PlayStation Store Deal of the Week this week is the epic sci-fi RPG saga, Star Ocean: Integrity And Faithlessness Digital Edition. If you are a PlayStation Plus member there’s an additional discount so head to PlayStation Store and save today!

Ubisoft 30th Anniversary

Ubisoft 30th Anniversary (until 05/10/16)

We’re celebrating Ubisoft’s 30th Anniversary in our latest promotion on PlayStation Store. You’ll be able to save up to 60% on some familiar names on PS3, PS4 and PS Vita.

Not only are great titles such as Assassin’s Creed: Syndicate, Far Cry Primal, Rainbow Six Siege, Tom Clancy’s The Division and Rayman Legends available on offer, but we have a host of Season Passes and DLC content discounted too!

Ubisoft 30th Anniversary

The Ubisoft 30th Anniversary page has regional pricing, but here’s a look at exactly what’s on offer!

PS4

PS3 & Vita

*Some titles may not be available in your region

Digital Discounts (until 05/10/16)

Our Digital Discounts promotion continues this week with great deals on great digital PS4 titles such as ABZÛ and Prison Architect: PlayStation 4 Edition. Visit the PlayStation Store to save, download and play!

*Some titles may not be available in your region

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RIGS Mechanized Combat League goes gold http://feedproxy.google.com/~r/SCEEBlog/~3/9jH-_Q04GJE/ https://blog.eu.playstation.com/2016/09/21/rigs-mechanized-combat-league-goes-gold/#comments Wed, 21 Sep 2016 08:32:35 +0000 http://blog.eu.playstation.com/?p=230863 In my experience the creation of a game is a labour of love. It’s central to your thoughts for a couple of years, and all that time you’re surrounded by similarly focused people who you spark off, or perhaps argue with, but together you begin to shape a game, an experience, maybe even a work […]

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In my experience the creation of a game is a labour of love. It’s central to your thoughts for a couple of years, and all that time you’re surrounded by similarly focused people who you spark off, or perhaps argue with, but together you begin to shape a game, an experience, maybe even a work of art that you can all be proud of.

At Guerrilla Cambridge our last full game was Killzone Mercenary for the PS Vita, something that I’m certainly still very proud of, but as they say, you’re only as good as your last game, and we’re so close to the launch of RIGS Mechanized Combat League that I suppose KZM will be consigned to the annals of history and RIGS will become the new benchmark by which we’re judged.

Looking back on the development of RIGS, I can see how far we’ve come – from the very first dreams of what it would feel like to pilot a “mech”, to the prototype of animation-less EXOs from Killzone skating around Killzone cityscapes, to Shuhei giggling with joy when his RIG was destroyed and he was ejected skywards in VR.

That was all over a year ago now, well before we’d revealed the game at E3 2015, before we had a seven-hour queue of people in Paris waiting to play our game (yes, our game!), before we’d seen the reaction on the faces of thousands of people playing a competitive game in VR for the first time.

20 TBs of builds later, we’ve recorded 9,114 lines of dialogue in each of 11 languages (that’s 100,254 lines of dialogue!), raised 8,748 bugs and more than 1.3 million changelists, oh, and let’s not forget about the six weddings and 10 babies that we’ve celebrated along the way!

Now we stand almost on the eve of launch. As I type, the Gold Master is being pressed and very soon will be shipped around the globe to give so many more people their very first experience of PS VR and the promise that it holds.

But that’s not the end for us, we feel RIGS has so much more to offer. At Tokyo Games Show last week we saw our very first live stream of a competitive 3v3 game of RIGS. We hope that’s the first of many, and we’re already underway on development of more content for RIGS. We can’t wait until 13th October and hope that you’ll enjoy our vision of the future of sport – RIGS Mechanized Combat League – as much as we have.

RIGS

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A rapturous return: The Chinese Room revisits Dear Esther in newly-released Landmark Edition http://feedproxy.google.com/~r/SCEEBlog/~3/dG2oYGfS5EE/ https://blog.eu.playstation.com/2016/09/20/a-rapturous-return-the-chinese-room-revisits-dear-esther-in-newly-released-landmark-edition/#comments Tue, 20 Sep 2016 13:00:40 +0000 http://blog.eu.playstation.com/?p=230783 Hi everyone, I’m Dan Pinchbeck from The Chinese Room. You might know us from last year’s Everybody’s Gone To The Rapture on PlayStation 4. Rapture told the story of how an apocalyptic event affected just one small English village and the tales of the normal people caught up in this extraordinary event. Four years before […]

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Hi everyone, I’m Dan Pinchbeck from The Chinese Room. You might know us from last year’s Everybody’s Gone To The Rapture on PlayStation 4.

Rapture told the story of how an apocalyptic event affected just one small English village and the tales of the normal people caught up in this extraordinary event. Four years before Rapture, we launched Dear Esther, a game that would go on to have a big impact on how we craft our games.

Dear Esther

This tale of a desolate Scottish island started as a Half-Life 2 mod before getting a commercial PC release in 2012. Since then Dear Esther has become a seminal title for some players and helped kick off a wave of ‘walking simulator’ games.

In the wake of this we wanted to bring our game to a new home on PlayStation with new features for console players. What we’ve created is Dear Esther: Landmark Edition and it’s available on PlayStation 4. The Landmark Edition sees the island remastered in Unity with a directors’ commentary and includes those all-important Trophies too.

One question we always get asked is: “What actually is Dear Esther?”

It’s hard to describe the story of Dear Esther simply. It’s about love, loss and redemption; about a car crash, a hermit and an island that may be real or just a dream.

Because each fragment of story is randomly selected, every playthrough offers new insights, but raises more questions. The remote places you’ll explore might not be threatening but they’re haunted nonetheless. You’ll hear a voice reading fragments of letters as you venture across the windswept cliffs, you’ll see shapes in the distance that’ll be there one moment and gone the next.

The meaning of all this is for you to uncover through signs and symbols scattered across the island. It’s a non-linear narrative that’s left open for you to think about and interpret your own way.

Dear Esther

For us, Dear Esther was a project to explore the limits of what a first-person shooter could be and we drew inspiration from Doom and System Shock. I’m a huge fan of these two in particular, they’re precise, they know their design philosophy and hooks extremely well.

We aimed for that in our own way with Dear Esther – to try and create something in the same design space as shooters. We wanted it to be as precise and immersive as the best of them, even if it lacked the guns. It’s this same philosophy that we carried over to Everybody’s Gone To The Rapture.

Coming back to Dear Esther has been a strange experience. As developers, we are so laser-focused on completing and shipping our current games we don’t have time to think about our previous ones, and when we do, it’s usually just about problems that may have cropped up after launch.

That said, it’s honestly been a joy to revisit Dear Esther, we’re really proud of what we’ve made and it’s marvellous to see how it influenced what we’ve gone on to create since.

We are really pleased to have brought Dear Esther: Landmark Edition to PlayStation 4. We hope it gets you thinking about the creative opportunities that lie just outside the established rules of game ‘genres’.

But most importantly – we hope you enjoy the experience.

Thank you for reading,

Dan

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New on PlayStation Store: Destiny: Rise of Iron, Dear Esther, Virginia, more http://feedproxy.google.com/~r/SCEEBlog/~3/IChlYje-byk/ https://blog.eu.playstation.com/2016/09/20/new-on-playstation-store-destiny-rise-of-iron-dear-esther-virginia-more/#comments Tue, 20 Sep 2016 12:00:19 +0000 http://blog.eu.playstation.com/?p=230775 It’s time to scratch that Destiny itch this week, with the arrival of Bungie’s much-anticipated Rise of Iron expansion. New story, new Strikes, new Raid, new weapons, new features – what are you waiting for? Elsewhere this week, look out for The Chinese Room’s sumptuous adventure Dear Esther; creepy PS4 mystery Virginia; a new episode […]

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It’s time to scratch that Destiny itch this week, with the arrival of Bungie’s much-anticipated Rise of Iron expansion. New story, new Strikes, new Raid, new weapons, new features – what are you waiting for?

Elsewhere this week, look out for The Chinese Room’s sumptuous adventure Dear Esther; creepy PS4 mystery Virginia; a new episode in Telltale’s ongoing Batman saga; fresh DLC for Star Wars Battlefront, and plenty more besides. Here’s the full list:

PlayStation StoreOut this week

ps4

 

 

 

 


  • Virginia
    22nd September

  • Virginia demo
    22nd September

  • A.O.T. Wings of Freedom
    23rd September

 

psvita

 

PS4 DLC

19th September

20th September

23th September

  • Deus Ex: Mankind Divided
     
  • System Rift

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

Free for PlayStation Plus subscribers in September

The post New on PlayStation Store: Destiny: Rise of Iron, Dear Esther, Virginia, more appeared first on PlayStation.Blog.Europe.

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How Guerrilla defined the look of RIGS: Mechanized Combat League http://feedproxy.google.com/~r/SCEEBlog/~3/whjvIwbxnIQ/ https://blog.eu.playstation.com/2016/09/20/defining-the-look-of-rigs-mechanized-combat-league/#respond Tue, 20 Sep 2016 11:13:49 +0000 http://blog.eu.playstation.com/?p=230751 How do you define the look of a sport that won’t exist for another fifty years? It’s a question that the developers at Guerrilla Cambridge carefully considered when they set out to create their PlayStation VR exclusive arena shooter, RIGS Mechanized Combat League. You can tell a lot about the nature of a sport by […]

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How do you define the look of a sport that won’t exist for another fifty years? It’s a question that the developers at Guerrilla Cambridge carefully considered when they set out to create their PlayStation VR exclusive arena shooter, RIGS Mechanized Combat League.

You can tell a lot about the nature of a sport by looking at the aesthetics of its uniforms, venues and sporting equipment. Take motorsports, for instance: the aerodynamic shape of a formula one car communicates a need for speed, while the highly reinforced roll cage of a rally car indicates a need for sturdiness. In RIGS Mechanized Combat League, the lightweight frames, sleek bodies and curved lines emphasize the athletic nature of the machines.

In the video below, Art Directors Tom Jones and Alex Kanaris-Sotiriou talk about the game’s concept phase, and show how Guerrilla Cambridge experimented with different designs to find one that best suited their vision for a futuristic mix between motorsports, combat sports and goal-focussed team sports.

You can pre-order RIGS Mechanized Combat League from PlayStation Store now.

The post How Guerrilla defined the look of RIGS: Mechanized Combat League appeared first on PlayStation.Blog.Europe.

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Why the all-new Area X might be the most exciting level of Rez Infinite http://feedproxy.google.com/~r/SCEEBlog/~3/lV9h9aH24us/ https://blog.eu.playstation.com/2016/09/20/why-the-all-new-area-x-might-be-the-most-exciting-level-of-rez-infinite/#comments Tue, 20 Sep 2016 10:31:23 +0000 http://blog.eu.playstation.com/?p=230805 Ever since we offered a glimpse of the new content we’re making for Rez Infinite at the end of our debut trailer, and again as part of my GDC talk and PlayStation Blog post, people have been asking me: What is Area X? Finally, today, I can answer. As with everything to do with Rez […]

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Ever since we offered a glimpse of the new content we’re making for Rez Infinite at the end of our debut trailer, and again as part of my GDC talk and PlayStation Blog post, people have been asking me: What is Area X?

Finally, today, I can answer.

As with everything to do with Rez Infinite, though, I think it’s something you best see, and hear, for yourself:

Hopefully, if we’ve done our job right, Area X is something that’s hard to put into words…but let me try:

Area X is a new level we’ve added just for Rez Infinite.

Area X is an experiment.

Area X is Rez, but it’s also not Rez… it’s something new.

Rez Infinite

Like classic Rez, Area X is a designed to be a focused, replayable experience, that uses simple shooting mechanics as a means to induce “synesthesia,” an effect where perceiving something with one sense triggers another sense – like you can “see sounds,” or “hear colours” (as pioneered by influential Russian artist and art theorist Wassily Kandinsky).

But other than that basic foundation, the team and I decided to throw away the rest of the formula and start fresh, both in terms of aesthetics and gameplay, building Area X through experimentation and iteration – try something, keep what worked, throw out what didn’t, try again – much in the same way United Game Artists and I created the original Rez so many years ago.

Our goal was to create something that evoked the same excitement as Rez, but at the same time, something that felt unique. Something new. Something special all its own.

Rez Infinite

Did we succeed? Well, the first indications should be hitting today, as the gaming press we’ve hosted over the last few weeks post their hands-on impressions. From their in-person reactions, we’re optimistic.

But, like I mentioned before, as with everything Rez the best method is to see, and hear, for yourself – which is exactly what I hope you’ll do come 13th October with the launch of Rez Infinite.

The post Why the all-new Area X might be the most exciting level of Rez Infinite appeared first on PlayStation.Blog.Europe.

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RIGS: Mechanized Combat League week kicks off with new mech class reveal http://feedproxy.google.com/~r/SCEEBlog/~3/2w8z-k6vB6c/ https://blog.eu.playstation.com/2016/09/19/rigs-mechanized-combat-league-week-kicks-off-with-new-mech-class-reveal/#comments Mon, 19 Sep 2016 15:00:19 +0000 http://blog.eu.playstation.com/?p=230715 With the release of RIGS Mechanized Combat League only weeks away, we’re really excited to show you what we have been working on – and this week we’ll be doing just that! Keep a close eye on PlayStation blog, because in the coming days we’ll go into more detail on several aspects of our PlayStation […]

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With the release of RIGS Mechanized Combat League only weeks away, we’re really excited to show you what we have been working on – and this week we’ll be doing just that!

Keep a close eye on PlayStation blog, because in the coming days we’ll go into more detail on several aspects of our PlayStation VR exclusive shooter and get you up to speed with everything you need to know before stepping into the RIGS arena on 13 October.

But first, let’s take a look at some of the different RIG classes in the game:

As you can see in the video, the fourth RIGS class is known as the Sentinel. A heavyweight beast best deployed to defend Goals and Endzones, the Sentinel can also operate as the vanguard in a full-team press against the opposition. With its heavy armour and upgraded melee, the Sentinel excels in close combat; by charging up its jump, the Sentinel can slam onto opponents from above, making them vulnerable to follow up attacks.

TITLE

Here are its specifications:

Sentinel

  • Height: 6 Meters
  • Top Speed: 49 Mph
  • Max Melee: 4000 Damage
  • Jump: Slam – charge to gain extra height. A fully charged jump will cause a slam effect on landing, damaging and disorientating opponents.

To put the crushing power of the Sentinel into perspective, here are the specifications for the other RIG classes, so you can see how it stacks up against the opposition:

Hunter

  • Height: 3.4 Meters
  • Top Speed: 59 Mph
  • Max Melee: 3600 Damage
  • Jump: Basic – Equipped with basic jump ability.

Mirage

  • Height: 5.5 Meters
  • Top Speed: 51 Mph
  • Max Melee: 3600 Damage
  • Jump: Double Jump – Once in mid-air, the Mirage can boost jump a second time.

Tempest

  • Height: 2.5 Meters
  • Top Speed: 46 Mph
  • Max Melee: 3600 Damage
  • Jump: Vertical Take Off – Hold to boost up into air and hover

In RIGS Mechanized Combat League, you’ll be able to choose the class that best fits your playstyle, so start planning your strategy for the sport of the future!

TITLE

Make sure you’re among the first to enter the RIGS arenas on 13th October, and secure your copy of the game from PlayStation Store or from an online retailer.

The post RIGS: Mechanized Combat League week kicks off with new mech class reveal appeared first on PlayStation.Blog.Europe.

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Heavy metal inspired action title Slain: Back From Hell unleashes on PS4 this week http://feedproxy.google.com/~r/SCEEBlog/~3/8rJMGjuCvi0/ https://blog.eu.playstation.com/2016/09/19/heavy-metal-inspired-action-title-slain-back-from-hell-unleashes-on-ps4-this-week/#comments Mon, 19 Sep 2016 14:00:16 +0000 http://blog.eu.playstation.com/?p=230709 Sharpen your steel, harden your heart and get ready to headbang in honour of the Great Horned Metal God, because on 21 September Slain: Back from Hell is set to carve a bloody swathe onto PlayStation 4, with a 10% price discount for all PS Plus members who buy the game in its first week […]

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Sharpen your steel, harden your heart and get ready to headbang in honour of the Great Horned Metal God, because on 21 September Slain: Back from Hell is set to carve a bloody swathe onto PlayStation 4, with a 10% price discount for all PS Plus members who buy the game in its first week of sale.

Set in a dark and archaic world, you take the role of the doomed hero Bathoryn, a grizzled warrior dragged reluctantly from his mortal slumber. He must slice and dice his way across the blighted realm of villainous Lord Vroll, vanquishing his many gruesome underlings and twisted boss lieutenants along the way.

Comprehensively augmented and refined for its release on PS4, the game blends brutally intense melee combat with unforgiving platform action (so the faint-hearted had best steer well clear). Our aim was to blend the best of classic 90’s-style hack’n slash games with modern gameplay dynamics, but freed from the wimpy hand-holding that has blighted recent mainstream efforts.

Your tools are a trusty sword, a flaming blade, an axe made from ice
and powerful mana magic, all of which you will need to employ strategically to avoid being eviscerated, immolated, skewered, burned and butchered.

Bathoryn has several powerful new abilities to help turn the tide against the foul hordes:

A charged-up Brutal Attack that requires careful timing to unleash its lethal force:

Slain: Back From Hell

A Parry and Critical Strike riposte that deftly turns an enemy’s blow against them and inflicts massive damage:

Slain: Back From Hell

A fearsome Mana Bolt that cuts through your massed foes with ease:

Slain: Back From Hell

And a screen-clearing Mana Blast that wipes an area clean of the enemy.

Slain: Back From Hell

The striking pixel art visuals of creator Andrew Gilmour bring your favourite metal album covers to gory, gothic life whilst the action is accompanied by a brooding soundtrack of purest heavy metal, penned by Curt Victor Bryant (formerly of the infamous band Celtic Frost).

Alongside the PS4 release, we’re aiming for Slain: Back From Hell to launch on Vita at the start of November.

May fire, ice and steel prevail!

Slain: Back From Hell

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Capcom Cup 2016 Prize Pool increased, update on Street Fighter V DLC http://feedproxy.google.com/~r/SCEEBlog/~3/kmVModSaSSY/ https://blog.eu.playstation.com/2016/09/19/capcom-cup-2016-prize-pool-increased-update-on-street-fighter-v-dlc/#comments Mon, 19 Sep 2016 10:52:12 +0000 http://blog.eu.playstation.com/?p=230739 What’s up, World Warriors? It’s been an eventful month for Street Fighter V as we just announced a slew of new modes and features for the game at Tokyo Game Show, including Daily Targets, additional Stage KOs, and much more! Beyond that, we also revealed the Capcom Pro Tour 2016 DLC mystery costume we teased […]

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What’s up, World Warriors? It’s been an eventful month for Street Fighter V as we just announced a slew of new modes and features for the game at Tokyo Game Show, including Daily Targets, additional Stage KOs, and much more! Beyond that, we also revealed the Capcom Pro Tour 2016 DLC mystery costume we teased at EVO.

Before we get into the new content, though, we wanted to thank all of our fans for the support they’ve shown through our new initiative to help grow the Capcom Cup 2016 prize pool. Since we announced the Capcom Pro Tour DLC at EVO, there has been an increase of more than $90,000 thanks to your efforts!

Capcom Cup 2016

As of today the total Capcom Cup 2016 prize pool is $342,182 and we’re well on our way of reaching our goal with a little more than two months to go! Remember that any piece of Capcom Pro Tour DLC content that you purchase goes to supporting the league and boosting the Capcom Cup 2016 prize pool. You can read more about how this works in the FAQ at the end of this post.

Necalli — Champions Choice (Kazunoko 2015)

Beyond receiving a huge payout from Capcom Cup this year, we’re happy to announce that the winner of the event will also have a costume created for the character of their choice! The winner will be able to work with the development team to provide feedback on this costume that will immortalize their victory.

Last year, after Capcom Cup concluded, we approached Kazunoko — winner of the USFIV tournament — and let him choose the character he wanted a costume for and Necalli was his number one pick! When asked why he chose Necalli, he mentioned that he thought the character looked cool and hopes that with a new costume even more players will pick him up.

Capcom Cup 2016

The development team got to work and put together an awesome Japanese warlord costume. A handful of variations were sent over to Kazunoko to choose from and what you see below is the final result!

This costume is part of the overall Capcom Pro Tour 2016 DLC, so when you purchase it, funds will go towards boosting the prize pool and supporting the Capcom Pro Tour. For users who purchase the Capcom Pro Tour 2016 DLC Bundle, they will receive this costume as well. As a reminder, this content is only available for a limited time through the end of November.

Capcom Pro Tour DLC FAQ

Since we announced the Capcom Pro Tour DLC at EVO 2016, we understand many of our fans have questions surrounding this new initiative. We wanted to answer many of those questions through this FAQ.

Hopefully the answers below shed more light on our intentions and of course, feel free to contact us on Twitter at @CapcomFighters with any additional feedback.

What percentage of the Capcom Pro Tour DLC revenue is going to the Capcom Cup 2016 prize pool?

A minimum of 30% of the revenue will go to the Capcom Cup 2016 prize pool, and an additional 50% of the revenue is invested into Capcom Pro Tour production. That means that Capcom contributes more than 80% of all CPT DLC revenue directly to support Capcom Pro Tour initiatives.

Our goal is to have an impressive prize pool for Capcom Cup 2016 — the biggest in fighting game history — and we want our fans to know they had a part in helping us achieve that once we reach that milestone later this year.

We will be providing updates throughout the rest of the season, so you all know what sort of number we are targeting for Capcom Cup 2016 and next year you will see tangible benefits from your investment materializing in the scene through increased production values and additional support for tournament organizers.

Keep in mind, we contribute a portion of our sponsorship, ad revenue, and merchandise sales into the Capcom Pro Tour and Capcom Cup prize pool as well.

What content is a part of the Capcom Pro Tour DLC?

When you purchase any of the content below you will be supporting the Capcom Pro Tour and boosting the Capcom Cup prize pool. These items can be found within the in-game store in Street Fighter V.

Capcom Pro Tour Costumes

  • Additional Costume (“Capcom Pro Tour”): Chun-Li
  • Additional Costume (“Capcom Pro Tour”): Cammy
  • Additional Costume (“Capcom Pro Tour”): Necalli

Capcom Pro Tour Stage

  • Stage: Ring of Destiny

Capcom Pro Tour Bundle

  • Capcom Pro Tour 2016 Pack
  • Additional Costume (“Capcom Pro Tour”): Chun-Li
  • Additional Costume (“Capcom Pro Tour”): Cammy
  • Additional Costume (“Capcom Pro Tour”): Necalli
  • Stage: Ring of Destiny
  • 1 exclusive CPT themed color option for all 22 characters
  • 2 Exclusive Titles: “Capcom Cup 2016” and “Capcom Pro Tour 2016”

How did you arrive at the current price point?

We feel the price point is in line with our vision of investing in the community, as it will allow us to provide more opportunities to tournament organizers and content creators but also continue to have record setting prize pools at Capcom Cup.

In short, we did not create this content with the intention of making large profits for ourselves; we created it to help support the community.

We believe this content is some of the best in Street Fighter V with some of the most high-quality and detailed costumes in the game, not to mention the impressive “Ring of Destiny” stage that was on display throughout EVO 2016 and allows us to promote major events like that in-game, something that has never been done before in the history of Street Fighter.

With that, you should look at this as your contribution to the fighting game community, where no matter what Capcom Pro Tour DLC item you purchase, this is your optional donation to the scene while getting some great content in return.

How long will the content be available?

We plan on taking this content off of the marketplace come the end of November, before Capcom Cup 2016. This is the cut-off point so we can tally up to revenue that will go directly into the prize pool.

The Ring of Destiny Stage: which other tournaments are going to be featured in the stage, and will players be able to select which version they want to run?

The Ring of Destiny is updated during server maintenance so we will be taking that into consideration when determining what tournaments to feature in the stage itself. Right now, EVO 2016 and Capcom Cup 2016 are the two events we plan to integrate into the stage, but we do hope to include other CPT tournaments in the future.

There are no plans to make the stage variations available outside of the promotion period for the tournament.

Why is the Capcom Pro Tour DLC Bundle only on PS4?

The bundle for PS4 was created to celebrate our new partnership with PlayStation being the presenting sponsor of the Capcom Pro Tour. Sony has always been a tremendous supporter of the fighting game community and we wanted to highlight this alliance with the CPT DLC bundle.

Why are you releasing DLC instead of adding additional modes or improving existing features?

The Capcom Pro Tour DLC and all other DLC is part of the content roadmap that we have for the game and has no effect on the team that is working on addressing various improvements for Street Fighter V. Many of the things that are important to our fans are being worked on in parallel and we’ll update everyone on any new features and improvements once we have concrete information.

That said, we believe that improving existing features and adding additional modes is equally as important as supporting and growing the fighting game community.

The post Capcom Cup 2016 Prize Pool increased, update on Street Fighter V DLC appeared first on PlayStation.Blog.Europe.

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The PlayStation weekly wrap-up http://feedproxy.google.com/~r/SCEEBlog/~3/JVibqTCJK10/ https://blog.eu.playstation.com/2016/09/17/the-playstation-weekly-wrap-up-17/#comments Sat, 17 Sep 2016 09:00:58 +0000 http://blog.eu.playstation.com/?p=230693 After a very eventual 14 days, there’s barely been time to recover as we prepare to taste some of the fruits from last week’s big announcements. Do you have a slimmer, lighter PS4 in your hands? Or have you tried PlayStation VR in readiness for its launch, bare weeks away? And what about all the […]

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After a very eventual 14 days, there’s barely been time to recover as we prepare to taste some of the fruits from last week’s big announcements. Do you have a slimmer, lighter PS4 in your hands? Or have you tried PlayStation VR in readiness for its launch, bare weeks away? And what about all the cool Tokyo Game Show trailers? It’s almost too much… but that shouldn’t stop you from telling us what you’re playing, below.

This week’s biggest new trailers

  1. Call of Duty: Infinite Warfare – Story trailer
    What do John Snow and J’onn J’onzz have in common? If you’re up on your TV, fantasy and comic book pop culture, you’ll know exactly what I’m talking about when you watch this new clip from Infinity Ward’s newest space-faring entry to the massive shooter franchise.
  2. Gravity Rush 2 – Tokyo Game Show 2016 trailer
    Kat dropped in to TGS for what many deemed one of the show stealing trailers from the event. Kinetic! Flashy! Explosive! Exclamation! Gravity Rush 2 has them all, and more.
  3. FIFA 17 – The Journey
    EA Sports has jumped into full blown drama for its forthcoming FIFA game, so get a glimpse of the PlayStation Store demo which lets you live your story on and off the pitch in the quest to become a football superstar.

Tweets of the week:

Around the world of PlayStation:

This week’s PlayStation Store ‘leftfield’ pick:

There was an embarrassment of riches on PlayStation Store this week, but as arguably the office’s biggest fan of Klei Entertainment’s survival adventure series, it would be amiss of me not nudge you in the direction of one particular game. Don’t Starve Together: Console Edition has arrived on PS4, so now you and your friends can see what it’s like to huddle in fear as you’re hunted by terrifying creatures in a strange land. Well, either that or turn on each other like craven jackals brought up solely on a literary diet of Lord of the Flies.

The pick of PlayStation Blog:

Resident Evil 7 demo now available for all, updated with new content
If you’ve not yet had the chance to scare yourself silly in the PS Store demo of Capcom’s survival horror, now you can.

How the new PS4 ‘Quick Menu’ places everything you need at the touch of a button
Happy with system software update 4.0 on PS4? Then here are some tips that will help you become even happier.

Battlezone four-player co-op confirmed – watch new gameplay footage
Rebellion’s big hitting PlayStation VR tank battler is one of the more highly anticipated games launching with the Virtual Reality system – here’s why.
Don’t forget, we’re also compiling all of the stories from our Battlezone week, so make sure you don’t miss a thing.

And the rest of the headlines:

What we’re currently playing:

Corey: “The pick-up-play-yet-wonderfully-deep-and-supremely-addictive gameplay of Downwell has owned my soul again, this week. It partly reminds me of the time I fell off a bus near my house one night and sprained my ankle. Thankfully, Downwell has less pain, monsters and guns. Ah, memories.”

Rhys: “I’ve been splitting my time between toiling for the good of the people in The Tomorrow Children and taking time out by shredding my nerves in Tricky Towers. I really need to make time to start Lords of the Fallen this weekend too. Oh and there’s still Journey that I’ve never played yet… I’m going to need a longer weekend.”

Matt: “There’s not been much time for any serious gaming sessions this week (which is why Deus Ex: Mankind Divided is still in its wrapping), but I did manage a few casual shoot outs on Rainbow Six Siege and bagged the ‘Presentation of a rich set of skills’ trophy on Alienation (taking down an entire horde with melee alone was… interesting).”

The post The PlayStation weekly wrap-up appeared first on PlayStation.Blog.Europe.

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What to do in your first 30 minutes with weird, wonderful The Tomorrow Children http://feedproxy.google.com/~r/SCEEBlog/~3/dfNJeBib8rM/ https://blog.eu.playstation.com/2016/09/16/what-to-do-in-your-first-30-minutes-with-weird-wonderful-the-tomorrow-children/#comments Fri, 16 Sep 2016 16:00:11 +0000 http://blog.eu.playstation.com/?p=230609 Hello comrades! Being thrust into the unknown can be tough, and an ‘unknown’ as weird and wonderful as The Tomorrow Children can be a little overwhelming at first! So here are some top tips for your first 30 minutes of play. First off make sure you are equipped! Pushing left on your D-Pad reveals your […]

The post What to do in your first 30 minutes with weird, wonderful The Tomorrow Children appeared first on PlayStation.Blog.Europe.

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Hello comrades! Being thrust into the unknown can be tough, and an ‘unknown’ as weird and wonderful as The Tomorrow Children can be a little overwhelming at first! So here are some top tips for your first 30 minutes of play.

  1. First off make sure you are equipped! Pushing left on your D-Pad reveals your state-sanctioned tools, while pushing right will reveal your secret stash of illicit ‘imports’ and forgeries, such as the bourgeoisie papers that let you build a residence, and the illegal ‘void powers’ that let you manipulate the terrain around you in magical ways.
  2. To begin exploring the islands you primarily need a pick axe, maybe a shovel, and if you want to chop down some trees a chainsaw too.
  3. If your town has shops you can purchase any of those items in exchange for toil coupons . These are earned for any little thing you do for the good of the town. If your town doesn’t have a union shop then you can pop to another town via the underground rail station near the bus stop.
  4. To convert your ‘toil’ to coupons, visit the ministry of labour whenever you like! It’s the biggish building with a big round orb-looking thing on the front. It will list up everything you have been doing and reward you for it.
  5. If your town looks cool and you think you’ll be staying a while you can use your bourgeoisie papers to build a house (but only if there is a slot available). This will guarantee you are able to come to this town even when it otherwise seems full to other players.
  6. While you’re waiting for the bus to arrive, have a look around for ways to help your town. See any rubbish? Deposit it in the garbage! See gold lying around? Go and put it in the gold residue area! See a matryoshka doll sitting there? Grab it and put it on the resurrection machine which is the building with the big rotating number display showing you the resurrected population count.
  7. When the bus arrives ride it out to one of the islands. If it’s a big island get ready to do some spelunking! Don’t worry about bringing everything you find back to town, let others carry your stuff. So if you find a big gold deposit, just throw the gold somewhere someone can find it. Maybe place a flare if you have one for extra visibility. By doing this you can explore deeper and deeper into the islands where there are strange creatures and treasure to be found as well as mineral deposits such as gold and coal of course.
  8. Once you feel you have explored and discovered enough, take as much as you can carry and put it in the auto load area of the bus stop. When the bus leaves the stuff will load up automatically and then be deposited back in town.
  9. Crafting

    The Tomorrow Children

    Back in town the resource area holds all the communally collected food/fruit, wood, gold, coal, and crystal. This can be used to construct new things for the town to increase its usefulness and standing. Go to the crafting desk and scroll through the list of things that can be built. Remember to check the number that have already been made – you don’t want to overbuild as there is a ‘mandate limit for your town. The number next to the little weight icon on the crafting screen is how much mandate that particular building uses up.

    Mandates and monuments

    If you push L3 when standing around the name of the town its mandate limit will be displayed along with the current numbers of each resource. If everyone works together to achieve group goals the town is awarded monuments, which increase the size of the town and boost the mandate limit.

    For example, one of these monuments is awarded for the number of people who visit your town, so try and make a pretty town and then tweet screenshots to get people to drop by!

    A shared society

    Remember your comrades, they are all around you in ephemeral form and if you blow your whistle with L1 you can see where they are. Remember to greet them cheerfully by using R1 to perform gestures as this also awards you points!

    A harmonious society is a productive one and well mannered proletariat are held in high esteem.

    The Izverg

    The Tomorrow Children

    While you have been doing the above you may have noticed giant marauding creatures out in the void. Some may have even attacked your town! Help out your comrades by warning them when you see an Izverg heading your way. You can do this by ringing a bell if the town has one. If it doesn’t then build one! You can also use the whistle to quickly get attention. Climb up somewhere high for the best effect.

    Your town probably has turrets, but if it doesn’t you can build them or tesla towers at the crafting bench. You can also buy weapons at the military supplies shop such as a missile launcher.

    The bigger Izverg are very tough and will require everyone’s cooperation to take down. The smaller Izverg such as the spiders are easy enough to kill by yourself though.

    New update!

    We are also releasing an update that will enable the ‘free invite’ feature. You still have to earn some coupons in the game, but you’ll have the option to go to the shop and buy a code to give to your friends. This will go live on September 16th.

    There are also a number of other changes to reduce griefing considerably so hopefully a few of those people will end up in the gulag and contemplate their actions. 🙂

    There are many more layers to explore in this new world but the above should give you a helping hand for your first half hour!

The post What to do in your first 30 minutes with weird, wonderful The Tomorrow Children appeared first on PlayStation.Blog.Europe.

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