PlayStation.Blog.Europe https://blog.eu.playstation.com Your daily fix of PlayStation news from across the SIEE region Fri, 20 Oct 2017 14:00:50 +0000 en-GB hourly 1 https://wordpress.org/?v=4.7.2 Play a giant-battling superhero with time management issues in Iron Galaxy’s Extinction, coming 2018 for PS4 http://feedproxy.google.com/~r/SCEEBlog/~3/dFHxw7RaHRQ/ https://blog.eu.playstation.com/2017/10/20/play-a-giant-battling-superhero-with-time-management-issues-in-iron-galaxys-extinction-coming-2018-for-ps4/#comments Fri, 20 Oct 2017 14:00:50 +0000 http://blog.eu.playstation.com/?p=258165 Back in 2000, writer Paul Jenkins introduced the superman to Marvel Comics in the form of the Golden Guardian of Good, the Sentry. Marvel had birthed cape-clad icons with familiar power sets in its fictional universe over the decades, but this was the first time in the comic book company’s history that it’d created a […]

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Back in 2000, writer Paul Jenkins introduced the superman to Marvel Comics in the form of the Golden Guardian of Good, the Sentry.

Marvel had birthed cape-clad icons with familiar power sets in its fictional universe over the decades, but this was the first time in the comic book company’s history that it’d created a direct response to its main publishing rival’s – DC Comics – greatest icon: the blue and red-clad Superman.

As was the way with all of Marvel’s pantheon of super-powered vigilantes, Robert Reynolds was a flawed individual, a way to humanise the person under the spandex. Afflicted with psychological issues, he lacked the confidence to inspire as Clark Kent’s alter ego did.

Extinction

A multi-branched ability tree will allow you to slow time further, jump further or do horizontal wall dashes. It’s all built to better your traversal options around each area and strengthen your strikes.

But in one way he, or more accurately his creator, managed to surpass Superman. This was by way of an answer to the impossible question: in a world in which uncountable disasters occur every moment, how does a hero who could save anyone – yet can’t be everywhere simultaneously – prioritise?

The Sentry’s answer was an AI – CLOC – who could coldly process the data to calculate, then inform The Sentry who he should save, and by omission, who he’d let die. The guilt was shouldered by an artificial intelligence rather than the man.

In Extinction, pitting a lone warrior as the only line of defence against a horde of skyscraper-sized ogres attacking population centres, the responsibility to answer the impossible question is you.

Extinction


Iron Galaxy has a background in combat-orientated titles, giving fighting mechanics a punchy heft. Faster or slower taps on the single action button will string together a surprisingly decent range of combos.

The inevitability of an extinction-level event

Playing as Avil, the solo superpowered Sentinel prepared to race to any call but unable to answer them all, you’ll have to make split-second decisions as to where, and who, you’d best serve.

Complicating matters is the knowledge that this invasion, I’m told as I sit down to an hour-long demo of the upcoming PS4 game, cannot be stopped. The game’s title isn’t a challenge to conquer; it’s a statement of inevitability. All you can do is slow the tide while some remnant of humanity can be created and preserved.

What that remnant is exactly isn’t explained, nor is it as important in the immediate sense as avoiding being splattered by an ogre’s fist or foot stomp. Quick evasion is recommended, avoidance not: tackling these titanic threats keeps their focus on you and not on destroying the high walls that protect towns or crushing civilians.

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Juggle your time to save as many people as you can

But it isn’t as simple as playing sword-carrying but still flea-sized irritant; the sandbox is expansive, the oversized ogres many, and they’re joined on the battlefield by hordes of regular-sized kin who more easily infiltrate towns and terrorise the populace. In addition, every mission will have numerous side objectives separate from the immediate need to save human life. On-screen icons and an upgradable mini-map buzz for attention, laying out the legwork needed to reach each emergency.

There’s an echo here of Dead Rising’s time management, though Avil’s moveset is more akin to another Capcom icon, Strider, rather than everyman Frank West. The Sentinel can combo sword attacks, wall run, hookshot faraway holds to dash to distant areas and slow down time.

That last is important to incapacitating – or in fact decapitating – ogres; bellying its colourful fantasy hue, Extinction allows you to target and lop off limbs with aplomb. (Though you’re limited to knees or elbows, and they regenerate after a while.) You’ll need to build up an on-screen energy meter before you can deliver the death blow and stop an attack permanently; that said to get to and expose a neck for hacking is a puzzle in itself.

Extinction

Titans that are a platforming puzzle to solve

There’s many a variety of ogre, clothed in different armour types. Armour blocks you from simply running or leaping up onto a giant’s back, and each armour type has different requirements to break. It may be targeting clasps, or tricking another nearby ogre to slam the earth, creating a shockwave that’d briefly douse the flames on a particularly elaborate shoulder guard of the giant you’ll currently tackling.

And as you puzzle out how to trick the fearsome colossi to giving you an opening, notifications are popping up on-screen detailing another death you could have prevented if you’d been that bit better, faster. Iron Galaxy wants the impossible question to haunt you, drive you: can you save everyone? In early 2018, you can give Extinction your answer.

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Classic Levels Deconstructed: Tetsuya Mizuguchi & musician Adam Freeland dissect Rez Infinite’s Area 5 http://feedproxy.google.com/~r/SCEEBlog/~3/Emhyjd4RczM/ https://blog.eu.playstation.com/2017/10/20/classic-levels-deconstructed-tetsuya-mizuguchi-musician-adam-freeland-dissect-rez-infinites-area-5/#comments Fri, 20 Oct 2017 13:30:49 +0000 http://blog.eu.playstation.com/?p=258161 On the surface, Rez is an on-rails shooter about a hacker defeating viruses that attacking an omniscient AI called Eden. But that’s just the first layer of this classic shooter. “It’s also a metaphor for the real theme of Rez, which is conception,” says producer Tetsuya Mizuguchi. “Rez takes you on a journey we all […]

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On the surface, Rez is an on-rails shooter about a hacker defeating viruses that attacking an omniscient AI called Eden. But that’s just the first layer of this classic shooter.

“It’s also a metaphor for the real theme of Rez, which is conception,” says producer Tetsuya Mizuguchi. “Rez takes you on a journey we all lived through but don’t have any memories of. That’s because it takes place before birth. Your avatar is a sperm cell travelling through this space to connect with an egg.”

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Yep, it’s heady stuff. But Rez always was a very different kind of shooter. Its abstract visuals and electronica soundtrack are as pristine and distinctive today as they were 16 years ago when Rez was first released, especially with its latest incarnation, Rez Infinite. The way it pairs music with action is still entrancing, an effect inspired by the artist Kandinsky, who had a neurological condition called synesthesia, which caused him to hear colours as sounds.

Area 5 is about life

One of the most striking sections of Rez, where music and game come together, is Area 5. This is where the journey ends, where you save Eden. “Being the last area or level in Rez, it is about life. You are conceived,” says Mizuguchi, but what you witness is the evolution of life on Earth.

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It starts quietly, with your avatar among the earliest microscopic organisms in the ocean, and then, as you progress through each area’s ‘layers’, which are distinct sections of music and enemies to shoot, the level evolves. From the primordial soup we go into fish-filled oceans and deep-sea trenches, then we emerge from the ocean and witness the growth of forests across the land. And with every transition, text appears to tell the story of evolution: “Some prospered, others did not. All sorts of life ebbed and flowed like the tides.”

The meaning of “fear is the mind-killer”

“That was my goal, to tell a story, but in a different way, a way that was connected with music and visuals,” says Mizuguchi. And the relationship between music and visuals is particularly strong in Area 5 with Fear, a track that’s instantly memorable for its lyric, “Fear is the mind-killer”. (You can listen to the track as part of the recently released Rez Infinite soundtrack on both Spotify and iTunes.)

Dune fans will know that lyric well as part of a Bene Gesserit litany about facing fear: “I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration.”

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“I can’t remember how it was decided to use that track, but I adapted an idea I was working on because I think it’s an important message and I’m a Dune fan, and generally a fan of inspirational quotes that mean something,” says Adam Freeland, creator of the track.

Here, at the end of the game and set against the story of life, the quote holds a sense of force and hope, as if all we need fear is fear itself on this great journey. “When it was delivered, the name Fear was already there along with the line “Fear is the mind-killer”,” says Mizuguchi. “I can’t explain how that happened except for that there must’ve been some sort of connection, a chemical reaction while we talked about the game and other things during that visit. I feel Adam gifted that track to us and for Rez.”

How the music was written

During Rez’s development, Adam Freeland was a successful DJ and music artist. Mizuguchi remembers visiting his home in Brighton on the south coast of England with music coordinator Masakazu Hiroishi to explain the game they wanted him to score. “I believe he actually took it in his hands and played the build. I remember him being very interested in games as a new form of expression and when he saw the build he was like, ‘Cool!'”

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“The thing that grabbed me was that the game was going to be based on Kandinsky’s art, and I thought anyone thinking like that is going to be interesting,” says Freeland. Creating Fear was very different to the way he’d usually work, since the developers had to be able to pull the track apart so the game could loop and layer each part as the level plays out. He also had to produce the sounds for explosions and other events.

How fear set the level design

For Freeland, Fear was a fascinating track to work on. Part of Rez’s magic is the way it quantised all sound effects, from your shots to explosions, so they play in time and key with the music. “It’s the way my mind works. As as DJ, you do that with reality, always syncopating reality to music,” he says. “There was that [Michel Gondry video for The Chemical Brothers], and that’s exactly what happens to me. I can really relate to that video.”

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His music also underscores the progression of the level. When we emerge from the ocean a stirring string sample plays for the first time, and when it reaches its final section before the boss, as you move into space and face a giant phoenix-like enemy, it’s almost calm.

“All of the credit for that goes to Adam Freeland and the track he provided for us,” says Mizuguchi.

“The feeling I was trying to create was one of transcendence in the more spiritual, surreal sense of the word,” says Freeland. “It starts off quite heavy and it ends up quite epic and euphoric towards the end. That’s how I see Kandinsky, his approach. For me, having that as a reference point, the way Kandinsky painted and his relationship to music, was a very transcendental approach.”

 

Read more in the Classic Levels Deconstructed series

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PlayStation Store Weekend Offers start today: Destiny 2, Uncharted: The Lost Legacy, more http://feedproxy.google.com/~r/SCEEBlog/~3/NzDTQWs6y5E/ https://blog.eu.playstation.com/2017/10/20/playstation-store-weekend-offers-start-today-destiny-2-uncharted-the-lost-legacy-more/#comments Fri, 20 Oct 2017 11:16:44 +0000 http://blog.eu.playstation.com/?p=258211 Once again we have a host of awesome titles available on offer this weekend! Gather your fireteam in Destiny 2,take to the ice in EA Sports NHL 18, or unearth a lost artefact in Uncharted: The Lost Legacy*. Weekend Offers (20/10/17 – 23/10/17) There’s more on offer until 23rd Monday so don’t miss out on […]

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Once again we have a host of awesome titles available on offer this weekend! Gather your fireteam in Destiny 2,take to the ice in EA Sports NHL 18, or unearth a lost artefact in Uncharted: The Lost Legacy*.

Weekend Offers (20/10/17 – 23/10/17)

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There’s more on offer until 23rd Monday so don’t miss out on some great deals!

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

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Closed PS4 beta for strategy card game Hand of the Gods is now live http://feedproxy.google.com/~r/SCEEBlog/~3/ZKp4cDLUCE0/ https://blog.eu.playstation.com/2017/10/20/closed-ps4-beta-for-strategy-card-game-hand-of-the-gods-is-now-live/#comments Fri, 20 Oct 2017 09:14:17 +0000 http://blog.eu.playstation.com/?p=258173 Wield Thor’s hammer against mighty Zeus in Hand of the Gods, the collectible-card strategy game from the makers of Smite. We grew up playing collectible card games on the kitchen table and are proud to bring our take of the genre to life. The closed beta for Hand of the Gods is now live for […]

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Wield Thor’s hammer against mighty Zeus in Hand of the Gods, the collectible-card strategy game from the makers of Smite. We grew up playing collectible card games on the kitchen table and are proud to bring our take of the genre to life. The closed beta for Hand of the Gods is now live for PS4 and we invite players to enter a first-of-its-kind card game – with a special bonus for PlayStation Plus members!

The Hand of the Gods Closed Beta is available for free to PlayStation Plus members along with a bundle of exclusive items, including a PlayStation-only Galactic Invader Ah Puch leader skin!

Not a PlayStation Plus member, but want to play? Any of the bundles on PlayStation Store for Hand of the Gods will include Closed Beta access.

Unlike physical collectible card games, Hand of the Gods isn’t limited to just playing cards on a table to simulate the action. Here, you’ll directly summon the creatures and Gods of mythology and they’ll come to life in beautiful models rendered in Unreal Engine 4. We’ve taken the genre and designed our take as a video game first – not as an adaptation. So, once the creatures are on the board, you’ll take direct control of them and attack your opponent’s objective, the Summoning Stone.

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Take command as one of seven unique leaders, each representing a different pantheon in the Smite world. Each leader has its own special ability and those abilities can produce interesting synergies in the game. Ra, leader of the Egyptian pantheon, can heal allied units each turn, and many of the creatures and Gods in that pantheon gain additional effects when healing occurs. We’ve designed Hand of the Gods around these interactions, so players can find their own way to play!

We’ve only scratched the surface of what’s available in Hand of the Gods. You can find out more for yourself by playing today! Be on the lookout for exciting content updates, including new game modes and more cards, coming soon!

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How playing Commander Iden Versio makes for a unique story campaign in Star Wars Battlefront II http://feedproxy.google.com/~r/SCEEBlog/~3/N8jHspRdIeE/ https://blog.eu.playstation.com/2017/10/19/how-playing-commander-iden-versio-makes-for-a-unique-story-campaign-in-star-wars-battlefront-ii/#comments Thu, 19 Oct 2017 16:02:26 +0000 http://blog.eu.playstation.com/?p=258119 The story of Star Wars Battlefront II opens with an interrogation. Commander Iden Versio, disarmed and bound, glares at the Rebel soldier holding her captive. The slow, steady tension of the scene runs contrary to the often bombastic, spectacular battles that Star Wars is known for. But Iden’s story is one of military precision, political […]

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The story of Star Wars Battlefront II opens with an interrogation. Commander Iden Versio, disarmed and bound, glares at the Rebel soldier holding her captive. The slow, steady tension of the scene runs contrary to the often bombastic, spectacular battles that Star Wars is known for. But Iden’s story is one of military precision, political motivation, loyalty, and betrayal. And also bombastic, spectacular battles.

Iden serves as a humanizing element to the Empire — a force we have spent decades fighting in the Star Wars universe. She and the other agents of Inferno Squad represent the discipline and devotion that the Imperials glorify. But the most striking quality of her wonderful character impacts the entire narrative: her courtesy.

The single-player campaign of Star Wars Battlefront II takes place in the moments before and immediately after the conclusion in Return of the Jedi. The prologue mission follows Iden as she deftly escapes Rebel capture, then assists Imperial forces on Endor following the destruction of the second Death Star. But as she stealthily creeps behind enemy lines and uses her tactical droid to survey soldier positions, her whispered command spoke volumes. “Scan, please.”

Iden address both her fellow agents and her droid with an alarmingly calm politeness. It is immediately endearing, and a small detail among many that make the beginning moments of the campaign so enjoyable. It showcases that Iden and her team are not inherently evil. They are soldiers fighting on the opposing side. But even Iden has misgivings about the Empire’s plans, and those eventually boil over…

Battlefront II

Few games look quite as good as Star Wars Battlefront II. The motion capture and texture work employed here brings Iden (Janina Gavankar) and her fellow squadmates to life. This superb detail extends into the nigh overwhelming environments, from the debris-littered reaches of space to the lush, leafy moon of Endor. These environments make for fantastic stages to all the action, which Iden anchors.

While on foot, Iden has access to standard Imperial weaponry, as well as rechargeable skills including an Impact Grenade, the aforementioned Scan, a tactical Shock, and a Pulse Cannon built on DLT-20A framework. These abilities add a welcome wrinkle to the running, gunning, and sneaking of each mission. The Pulse Cannon, especially, gives Iden a powerful long-range tool for dealing with officer units that enhance the prowess of soldiers around them. Targeting these officers from a hidden position before starting the battle in earnest was a useful tactic during the introductory missions.

 

Early in the campaign Iden takes to the sky (or space, more accurately) and pilots a TIE fighter against Rebel forces. These ship battles are delightfully chaotic, with the ship itself having its own suite of abilities from rapid-fire bursts of laser fire to tracking torpedos. Making sense of enemy positioning, and avoiding dangerous debris, are challenges in and of themselves.

Battlefront II

If the beginning hour of Star Wars Battlefront II is any indication, players can expect a cacophonous ride filled with action and tense, quiet moments of story. And at the centre of it all is Commander Iden Versio, who still has the sense to thank her droid for a Scan well done.

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Introducing the Sunset Orange Dualshock 4 wireless controller, out 14th November http://feedproxy.google.com/~r/SCEEBlog/~3/oCNc6cHWhiY/ https://blog.eu.playstation.com/2017/10/19/introducing-the-sunset-orange-dualshock-4-wireless-controller-out-14th-november/#comments Thu, 19 Oct 2017 14:00:12 +0000 http://blog.eu.playstation.com/?p=258111 We are excited to share with you the latest addition to our Dualshock 4 wireless controller range. The special edition Sunset Orange model will be available at retail in select markets across the region from 14th November – just in time to bring a little gaming heat to the winter nights ahead. The controller’s two-toned […]

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We are excited to share with you the latest addition to our Dualshock 4 wireless controller range.

The special edition Sunset Orange model will be available at retail in select markets across the region from 14th November – just in time to bring a little gaming heat to the winter nights ahead.

Sunset Orange Dualshock 4

The controller’s two-toned design offers a stylishly contrasted look as the vibrant orange of the controller’s front is complimented by the dark purple buttons, sticks and back.

Sunset Orange joins a wide range of special standalone Dualshock 4 models available now, including:

  • Gold and Silver
  • Destiny 2
  • PlayStation F.C.
  • Crystal range
  • Gran Turismo Sport

Sunset Orange Dualshock 4

Sunset Orange Dualshock 4

Let us know what you think of our colourful new addition in the comments, and check out the full range of controllers here.

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*Sunset Orange Dualshock 4 wireless controller not available to purchase from UK and Ireland, France, Poland, Russia and Middle East and Africa.

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Gran Turismo Sport PS VR bundle launches today http://feedproxy.google.com/~r/SCEEBlog/~3/F9dWj500mTo/ https://blog.eu.playstation.com/2017/10/18/gran-turismo-sport-ps-vr-bundle-launches-today/#comments Wed, 18 Oct 2017 09:31:34 +0000 http://blog.eu.playstation.com/?p=257981 Can you believe it’s barely been a year since PlayStation VR first immersed us in spectacular virtual worlds? Since October 2016 over one million PS VR headsets have been sold, with over 100 games and experiences now available to enjoy. And so, with Gran Turismo Sport releasing today, we’re happy to announce the Gran Turismo […]

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Can you believe it’s barely been a year since PlayStation VR first immersed us in spectacular virtual worlds? Since October 2016 over one million PS VR headsets have been sold, with over 100 games and experiences now available to enjoy.

And so, with Gran Turismo Sport releasing today, we’re happy to announce the Gran Turismo PS VR bundle, that’ll get you race-ready*.

Included in the bundle is a physical copy of the Gran Turismo Sport standard edition, PlayStation VR and PlayStation Camera. Also in the bundle is a copy of PlayStation VR Worlds*.

Gran Turismo Sport VR

PS VR immerses you in Gran Turismo Sport like never before in a ‘behind the wheel’ experience with a hyper real 360 degree view. Every single race track in the game is playable in VR, so whether you’re roaring around the race track of Nurburgring, competing 1 vs.1 against an AI driver, or admiring the realistic interiors of over 130 different cars that are playable in VR Tour, you’ll appreciate the authenticity of Gran Turismo Sport in a whole new way.

The bundle will join the two other high value bundles currently available:

  • PS VR headset + PlayStation Camera + PlayStation VR Worlds game: €399.99 RRP
  • PS VR headset + PlayStation Camera + PlayStation VR Worlds game + Move Controller Twin Pack: €449.99 RRP

With these bundles, you’ll have everything you need to start your PS VR journey, straight out of the box.

With games such as survival horror Resident Evil 7, sci-fi shooter Farpoint and super hero sim Batman: Arkham VR, there’s already a huge variety of fine titles to get stuck into. And with the likes of military shooter Bravo Team, psychological thriller The Inpatient, fantasy epic Skyrim VR and the fast-paced Doom VFR coming soon, there’s never been a better time to pick up PlayStation VR.

*Availability may vary per country. Please check with your local retailer.

*Copy may be a physical disc or digital voucher. Please check with your local retailer.

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PlayStation Store Halloween deals start today: Resident Evil 7, Outlast 2, Fallout 4, more http://feedproxy.google.com/~r/SCEEBlog/~3/vcmsgw-ODH0/ https://blog.eu.playstation.com/2017/10/18/playstation-store-halloween-deals-start-today-resident-evil-7-outlast-2-fallout-4-more/#comments Wed, 18 Oct 2017 00:13:30 +0000 http://blog.eu.playstation.com/?p=258031 To celebrate the 10th anniversary of The Witcher franchise, we have a host of The Witcher 3: Wild Hunt content available on offer in this week’s Deal of the Week. You can save on the full game (both standard and game of the year editions), add-on content and The Witcher 3: Wild Hunt expansion pass […]

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To celebrate the 10th anniversary of The Witcher franchise, we have a host of The Witcher 3: Wild Hunt content available on offer in this week’s Deal of the Week.

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You can save on the full game (both standard and game of the year editions), add-on content and The Witcher 3: Wild Hunt expansion pass until 25th October – see a full list of what’s on offer below!

Halloween (until 01/11/17)

Things are getting spooky on PlayStation Store as our Halloween promotion starts today.

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We have a host of full game titles and select add-on content available on offer across PS4, PS3 and PS Vita. Grab a bargain on the likes of Call of Duty: Black Ops III – Zombies Chronicles bundle, Outlast 2, Resident Evil 7 Biohazard, Mortal Kombat X, Fallout 4 and plenty more!

PlayStation Store has all your regional pricing – here’s a look at everything that is on offer!

PS4

PS3/PS Vita

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

Digital Zone (until 01/11/17)

Our Digital Zone promotion gets a refresh this week with a selection of amazing digital PS4 content available on offer.

Top picks include Oddworld: New ‘n’ Tasty, Slain: Back from Hell, Ancient Amuletor, SpeedRunners, Metal Slug 3 and many more

Start your next digital adventure today!

Star Wars Battlefront Ultimate Edition (until 25/10/17)

Not only that but we have Star Wars Battlefront Ultimate Edition available on offer until 25th October!

In addition to the Star Wars Battlefront full game, Rebels and Imperials alike will be able to expand their galaxy with the Star Wars Battlefront Season Pass and enjoy a host of additional in-game items.

Head to PlayStation Store today to save, download and play!

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South Park: The Fractured But Whole is out today, complete with a re-tooled combat system http://feedproxy.google.com/~r/SCEEBlog/~3/pneMtXS4kd8/ https://blog.eu.playstation.com/2017/10/17/south-park-the-fractured-but-whole-is-out-today-complete-with-a-re-tooled-combat-system/#comments Tue, 17 Oct 2017 16:03:16 +0000 http://blog.eu.playstation.com/?p=257925 Comedy is hard; satire is harder. To keep your finger on the pulse of popular culture and skillfully skewer the social issues of an ever-changing landscape… that’s damned near impossible. Yet South Park has done it for decades; the 20th season debuts today, and the newest South Park RPG, South Park: The Fractured But Whole, […]

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Comedy is hard; satire is harder. To keep your finger on the pulse of popular culture and skillfully skewer the social issues of an ever-changing landscape… that’s damned near impossible. Yet South Park has done it for decades; the 20th season debuts today, and the newest South Park RPG, South Park: The Fractured But Whole, will follow closely behind.

The new game South Park: The Fractured But Whole skewers the superhero saga of Coon & Friends at the moment when the world at large has hit maximum comic-book-superhero ridiculousness. As usual for South Park, it’s a perfect satire at the perfect time.

South Park: The Fractured But Whole

Fans of the previous title, South Park: The Stick of Truth, praised the game, but wished for a longer experience and a more satisfying combat system. The development team at Ubisoft Studio San Francisco agrees on both points.

South Park: The Fractured but Whole features a bigger, longer campaign, with a script and performances by Trey Parker and Matt Stone. “They’re really, really involved,” Senior Producer Jason Schroeder told PlayStation.Blog previously. “My aspiration is to make sure every South Park fan gets an unedited Matt Stone and Trey Parker experience.”

The entirely overhauled battle system is a significant part of that experience, and compared to The Stick of Truth, The Fractured But Whole will require an entirely new approach to combat.

South Park: The Fractured But WholeSouth Park: The Fractured But Whole

You’ll play out every battle on a tactical grid; as you move your team members into place, you’ll need to select their powers carefully for the battle at hand. Some excel at melee, others are better at range; the areas of effect will vary as well, so it’s wise to consider your options. Choose – and use – your friends wisely!

You’ll also be able to use environment to your advantage. For instance, in the VIP room at the Peppermint Hippo, the furniture can be used to provide cover for your team or restrict the movement of your enemies. Using abilities like knockback can physically shift enemies around the grid, bashing them into other foes for extra damage and setting them up for a devastating attack from a teammate.

South Park: The Fractured But Whole

The battlegrounds themselves will change in size based on your location, so your tactics will need to change with them. You’re free to mix and match your teammates and their powers before each battle, so there’s no one right way to win a fight in South Park: The Fractured But Whole.

We know South Park fans are eager to try the new combat for themselves, and thankfully, you won’t have to wait much longer. South Park: The Fractured But Whole arrives on PlayStation 4 on 17th October.

South Park: The Fractured But WholeSouth Park: The Fractured But Whole

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How to transfer your Gran Turismo Sport demo save to the full PS4 game, out tomorrow http://feedproxy.google.com/~r/SCEEBlog/~3/txljQ2gejfY/ https://blog.eu.playstation.com/2017/10/17/how-to-transfer-your-gran-turismo-sport-demo-save-to-the-full-ps4-game-out-tomorrow/#comments Tue, 17 Oct 2017 15:00:44 +0000 http://blog.eu.playstation.com/?p=257939 Built from the ground up for PS4, GT Sport is Polyphony‘s most ambitious undertaking yet, utilising the latest technologies to deliver “The Real Driving Simulator” experience the franchise has come to be known for. Focusing on what the franchise does best, GT Sport doubles down on the energy, performance, and adrenaline of motorsport racing. GT […]

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Built from the ground up for PS4, GT Sport is Polyphony‘s most ambitious undertaking yet, utilising the latest technologies to deliver “The Real Driving Simulator” experience the franchise has come to be known for.

Focusing on what the franchise does best, GT Sport doubles down on the energy, performance, and adrenaline of motorsport racing. GT Sport is the culmination of Polyphony’s career, with the acclaimed studio and their team of engineers-cum-developers fine-tuning the best motorsport vehicles, along with their most interesting and race-worthy tracks.

Taking GT3: A-Spec’s love for only the best, GT5’s ground-breaking online mode, and GT6’s industry accreditation, GT Sport races onto the PlayStation 4 with the full weight of one of the industry’s most celebrated and experienced developers behind it.

Not only does the PlayStation 4 allow for unparalleled photo-realistic graphics and physics simulation never seen before, but GT Sport’s mechanics were designed not just for the professional driver, but to align with human intuition.

GT Sport is optimised for the very beginner with accessibility features, and right up to the seasoned professionals and core Gran Turismo racers.

Transferring your save

For those that participated in the GT Sport Limited Time Demo, it gave our fans a chance to experience a taste of Sport, Campaign, and Arcade mode. New features to the series including Scapes Photography and Custom Livery Editor were also available for the very first time.

You’ll also be able to transfer your hard earned in-game credits (up to 1,000,000 in-game credit) and unlocked vehicles from the demo to the full game starting today!

To transfer your demo save data to the full game, simply follow the instructions below:

  1. Upon PS4 power up, on the main menu, select GT Sport to load the game (note – you must be logged in as the User Profile used for the limited time demo)
  2. On the GT Sport main menu, an on-screen message will appear asking you to confirm save transfer of the limited time demo to full game:
  3. TITLE

  4. Select Yes, and a second confirmation of carry over data will appear
  5. Transfer successful!

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How procedurally destructable cities work in PS VR superhero sim Megaton Rainfall, out today http://feedproxy.google.com/~r/SCEEBlog/~3/BYEgPe4NZng/ https://blog.eu.playstation.com/2017/10/17/how-procedurally-destructable-cities-work-in-ps-vr-superhero-sim-megaton-rainfall-out-today/#comments Tue, 17 Oct 2017 14:01:27 +0000 http://blog.eu.playstation.com/?p=257917 Holiday 2012. I was seating on my couch with my laptop warming my legs, playing around with a very early version of Megaton Rainfall (although it wasn’t named at that time). On screen I had a simulation of buildings collapsing depending on where you shoot them. It was looking fantastic. I remember thinking “Oh my […]

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Holiday 2012. I was seating on my couch with my laptop warming my legs, playing around with a very early version of Megaton Rainfall (although it wasn’t named at that time).

On screen I had a simulation of buildings collapsing depending on where you shoot them. It was looking fantastic. I remember thinking “Oh my god, this is cool”, and I decided I would finish this game (which involved quitting my job).

Like everyone else, I like Hollywood blockbusters with a lot of explosions. And there’s one thing explosions in films do well and games don’t.

Most explosions you see in games are not procedural, and do the following:

Let’s say a house receives a hit from an RPG and explodes. At the time of the explosion, they replace the “house” mesh by a “wrecked house”, and at the same time they add a particle effect (fire, smoke and debris). The problem is discontinuity.

You notice the cut, an abrupt change in the first frame of the explosion, so you don’t feel the house is what exploded. Besides, the “wrecked house” doesn’t have a hole in the exact location of the RPG (because it was modelled by an artist who didn’t know where it would come from).

A solution could be to have a “chopped house” in memory, partitioned in a myriad pieces, and on exploding, switch to that mesh and start only moving the pieces near the center of the explosion, but… What if the designer is a nonconformist and wants massive explosions of massive skyscrapers in massive cities 200 squared miles in size? That would exhaust memory in one fell swoop.

So here are the two ‘bright’ ideas that make all of this procedural destruction possible in Megaton Rainfall (and at 60 fps and with stereo rendering/VR).

(By the way, I wish I could send this blog to myself back in time, to 2012, it would have saved me a lot of failed experiments).

Idea 1: A snapshot of the building pre-explosion

First idea: at the time of the explosion, the engine takes a snapshot of the house as it’s seen from the camera. Yes, a snapshot, a bitmap.

Next it generates a particle effect that fills the space of the exploded area, and applies the snapshot to the particles as a texture. That means from the camera’s perspective, the first frame of the explosion seems exactly the same. Continuity achieved! You can follow every detail with your eyes during the explosion until it finishes. Besides, the particles are GPU-accelerated 2D billboards. The PS4 can handle bazillions easily. The feeling is phenomenal and no other game handles explosions this way AFAIK.

Idea 2: Have two versions of each building and switch between them quickly

Second idea: Given a building and the position of an explosion, how do we generate the wrecked version of the building, including thick inner walls?

The trick is to keep a “paper” version of the building (with walls with no thickness), that the player doesn’t see, and an “inflated version”, with thick walls, that’s displayed on screen. The engine has the feature to “inflate walls” of a “paper” mesh very fast. When a new explosion takes place, we discard the inflated version, we remove the triangles of the “paper” mesh near the explosion (updating the paper version), and we regenerate the inflated version based on the paper version.

Then we add fire, smoke, sparks, an expanding wave, unfortunate people caught in the explosion and furniture, and voila: a serving of procedural explosion. (However, you only see fire at night. That was an artistic decision. As for people caught in the explosion? You can only see them from a distance: I wanted to avoid a PEGI 18+.)

There are plenty of other types of explosions in the game, but this post has a word limit. But the gifs are not limited so here’s one more to sign off!

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Crush your foes as a world-conquering villain in PS VR strategy game No Heroes Allowed!, out today http://feedproxy.google.com/~r/SCEEBlog/~3/NXP7QUoJoj8/ https://blog.eu.playstation.com/2017/10/17/crush-your-foes-as-a-world-conquering-villain-in-ps-vr-strategy-game-no-heroes-allowed-out-today/#comments Tue, 17 Oct 2017 13:03:46 +0000 http://blog.eu.playstation.com/?p=257911 No Heroes Allowed! VR! is finally here for PlayStation VR. I am sure existing fans of the series will not be able to hide their excitement and anticipation! We are excited to explain to some of the exciting features of the game below. In the original PSP games, What Did I Do to Deserve This, […]

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No Heroes Allowed! VR! is finally here for PlayStation VR. I am sure existing fans of the series will not be able to hide their excitement and anticipation! We are excited to explain to some of the exciting features of the game below.

No Heroes Allowed

In the original PSP games, What Did I Do to Deserve This, My Lord? the goal was to move dirt blocks around an underground stage to repel the invading heroes who were trying to capture Badman.

This time around the game takes place above ground on a diorama-like field, and the objective is to raise monsters, defeat the heroes and destroy the castle base where the enemy king and princess are found.

No Heroes Allowed

You can now spawn monsters by selecting a monster nest and placing it in the field with the God-Con. In order to use your powers though you need to have Charisma points, and the more powerful the monster nest you place the more power points you will need. The nests can only be placed in areas of the Netherworld identified in purple. Placing nests will also expand the range of the Netherworld territory around it, so keep placing new nests and expanding your domain. Let’s paint the world purple!

No Heroes Allowed

Each monster has its own stamina level, and even if they don’t fight heroes they will eventually begin to loose stamina due to hunger. Monsters have to eat in order to recover their stamina and if they don’t eat at all, they will eventually die of starvation.

So when building your army, just making strong monsters might boost your combat strength for a while, but in the end everything will fall apart without enough food for your horde to eat. It’s a dog eat dog world, so understanding the food-chain and creating a balanced ecosystem is key to making a strong horde to conquer with!

Then you have the dependable and loyal monsters of your horde. They have a quirky look and want nothing more than for you to notice their efforts, so don’t miss the chance to use the VR to move in close and enjoy seeing them all scurrying around.

With the evolution from a world of underground blocks to an above ground stage, there is now much more level variation to experience. From forests to desert, and volcanoes to snow plains, each level has its own individual objective and make up, giving you a different challenge to conquer. In the picture below you can see the heroes being carried along the sand like a conveyer belt, but how will your monsters deal with it? Look forward to seeing all the ways the stages can shape the gameplay.

No Heroes Allowed

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Your 5-step guide to surviving Nu-Earth in remastered sci-fi shooter Rogue Trooper Redux, out today on PS4 http://feedproxy.google.com/~r/SCEEBlog/~3/BDp72TW6ka4/ https://blog.eu.playstation.com/2017/10/17/your-5-step-guide-to-surviving-nu-earth-in-remastered-sci-fi-shooter-rogue-trooper-redux-out-today-on-ps4/#respond Tue, 17 Oct 2017 12:00:12 +0000 http://blog.eu.playstation.com/?p=257905 I can’t tell you how excited we are to be launching Rogue Trooper Redux on PlayStation 4 today. It’s been a pleasure for us to launch new games like Battlezone for PlayStation VR and Sniper Elite 4, but it’s special bringing a game like Rogue Trooper back. We can take this cult PlayStation 2 shooter, […]

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I can’t tell you how excited we are to be launching Rogue Trooper Redux on PlayStation 4 today. It’s been a pleasure for us to launch new games like Battlezone for PlayStation VR and Sniper Elite 4, but it’s special bringing a game like Rogue Trooper back.

We can take this cult PlayStation 2 shooter, give it a huge visual overhaul, throw in some neat modern touches and bring Rogue back, not just for fans of the original, but for anyone wanting to take a drop-pod to the blasted wastes of Nu-Earth for the first time.

And with all the new recruits in mind, we wanted to share some high-level intelligence straight from Milli-Com to help you survive the far reaches of the galaxy!

You may be thinking “how complicated can a PS2-era shooter with blue-skinned guys be?” Well, if you’ve played any of our games before, you’ll know we like to get you to think tactically and Rogue Trooper is no exception!

As you progress through the campaign you’ll learn that you can approach missions in very different ways. You can make crucial choices about what you upgrade and what weapons to use – or save – for any given situation. In many ways you can see in Rogue Trooper the roots of our later games, including Sniper Elite 4 and Battlezone for PS VR.

Without further ado, here are our top five tips to help you be the best trooper you can be!

1. Install fallen comrades’ biochips to unlock new abilities

What makes Rogue Trooper so different to many other shooters is that you are effectively a one-man squad. This is because you carry the sentient biochips of your fallen comrades in your equipment, enhancing your combat abilities and arsenal even further (and giving you some sarcastic advice while they’re at it)!

The first biochip you’ll acquire early on in the game is your friend Gunnar, installing him into your GI rifle. He’ll offer you immediate versatility as a sniper rifle, so be sure to take immediate advantage of his gyro-stabilizer functionality, which helps keep your aim steady in sniper mode, even at extreme distances.

There are more biochips and abilities to discover later, but we won’t spoil them here!

Rogue Trooper

2. How to clear out Nort enemies quickly

There are lots of different ways to take out multiple Nort enemies in one go. You can destroy a fuel tank, setting them all aflame, use one of a wide array of grenades, turn to some of the explosive additional weaponry you acquire later on in the game, or even daisy-chain a line of the sorry souls with your powerful beam rifle.

But one of my favourite ways is to aim for the air tank situated on the back of every Nort which allows them to breathe in Nu-Earth toxic atmosphere. Gunnar will help you aim by highlighting when you’ve got a clean shot at the tank. Make the hit and you’ll get to see the Nort running around in desperate panic for just a few seconds, and then… BOOM! It’s a little cruel admittedly, but it’s undoubtedly effective.

3. Look for gray dots on your radar: there lies salvage

Salvage is essentially your currency in Rogue Trooper Redux. Not only is it a necessity for acquiring vital weapon upgrades such as the Fragment mortar gun and surface-to-air Sammy Launcher, but you also need it to replenish your ammo and explosives stocks!

You can collect salvage from the bodies of fallen enemies (remember: you’ll get more if you stealth kill them), defeated pillbox emplacements and crucially, huge salvage piles hidden in each level which appear as blinking grey dots on your radar.

4. You’ll unlock a sentient sentry gun that can be used for cover or distraction

Yes, you need to spend salvage if you want to obtain more ammo, so you’ll have to be careful about being wasteful with your bullets. But if you do run out of both ammo and salvage, your trusty pistol not only has unlimited ammo, but it does decent damage too.

Later on you can even leave Gunnar on his own as a sentient sentry gun! This makes him a valuable tool for defending chokepoints and causing distractions while you sneak silently behind enemy lines.

Rogue Trooper

5. The Sammy launcher’s not just an anti-aircraft attachment

You’ll be able to acquire the Sammy Launcher attachment later in the game. It’s perfect for picking off the airborne Hoppas that will rain fire from above, but even returning players may be surprised to learn it’s not just an anti-air weapon. Try experimenting with it – we recommend for starters using it on the Armoured Nort and pillbox enemies. You may be amazed by just how useful a weapon it is!

Hopefully those tips will help you out as you make your way through Rogue Trooper Redux, but most of all, we hope you have an absolute blast playing through it. It’s been a labour of love for us and our friends at TickTock Games to bring this cult classic back, and we’re delighted to be able to deliver the game once more to the PlayStation audience.

And we couldn’t have done it without the support of fans, so a big thank you to you guys too. We’ll see you all on the battlefield! Be sure to get in touch and let us know how you’re getting on – you’ll find us on Twitter over at @Rebellion and @RogueTrooper.

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How the creators of Risen went open world ‘science-fantasy’ with Elex, out tomorrow on PS4 http://feedproxy.google.com/~r/SCEEBlog/~3/4eG74SvZzd8/ https://blog.eu.playstation.com/2017/10/16/how-the-creators-of-risen-went-open-world-science-fantasy-with-elex-out-tomorrow-on-ps4/#comments Mon, 16 Oct 2017 15:00:01 +0000 http://blog.eu.playstation.com/?p=257803 In celebration of tomorrow’s PS4 release of Elex – and the final project days make us always a little bit emotional -, we thought we’d look back at the early phase of the project, and give you a little insight into the thoughts and ideas that went into the design of Piranha Bytes’ biggest project […]

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In celebration of tomorrow’s PS4 release of Elex – and the final project days make us always a little bit emotional -, we thought we’d look back at the early phase of the project, and give you a little insight into the thoughts and ideas that went into the design of Piranha Bytes’ biggest project to date.

When we started the project, before we even thought about story, characters or game mechanics, we asked ourselves two questions: What are the expectations for a new Piranha Bytes game of fans of our previous game trilogies – Gothic and Risen – and what are our own expectations? What do we want to work on, and how can we surprise ourselves and the gaming world out there?

We quickly came to the conclusion, that we have to go back to our roots, and make a huge seamless game world that invites players to explore for dozens of even hundreds of hours.

But what setting should we pick? We’ve been making fantasy role-playing games for what feels like … an eternity (close to 20 years), and so we needed something fresh, something new. And we wanted something bold. Something with science-fiction. Maybe something post-apocalyptic. But we also didn’t want to alienate our fantasy fanbase.

And so, we came up with this new setting – a ‘science-fantasy’ world in a post-apocalyptic setting. Elex was born. On paper this sounded great, bold and fresh. What we didn’t expect was how hard it would be to bring all these pieces together to make a believable world. Here are two examples for more challenges we’ve faced.

TITLE

Exploration with the power of a jet-pack

One of the most basic questions we had to answer was how the player would move through the world. Just on foot like in our previous titles, or maybe in a vehicle or something that can fly?

Answering this question was very important, since it has so many implications on the design of the game world. Vehicles and aircrafts have the problem that you travel very fast, and you always end up with interesting hot spots in the world and lots of space in between.

But we wanted to make one big continent, where every spot would offer something interesting. And so we had the idea for the jet pack. It gave us the possibility to make the game world believable with high mountains, deep valleys and a lot of hidden spots that make you want to explore every inch of the world. The jet pack immediately felt right – and was also a good fit our for setting.

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But of course, having a jet pack also created a lot of challenges, especially for combat situations. Players could just use it in whenever they’re attacked and avoid enemies on the ground.

Therefore, we had to limit the time the hero can be up in the air, and enemies also needed some countermeasures. We also needed fresh ideas for the world design, because walls were no longer an obstacle for our hero. There’s a reason why we have a ‘Domed City’ in the game, that has a force field above city grounds to prevent people from avoiding the town guards by just flying in.

Fantasy versus sci-fi

A very important part of our games are the characters. We want people to either love them or hate them – either you want to hug them or smack them in the face. Plus, our setting should have fantasy characters in it, who use bows and swords, but also tech freaks, who use plasma weapons and robots. And both groups should live in a believable game world!

How can these groups compete with each other? With magic! With Elex, the central substance in the game. An enchanted bow, soaked in Mana, can fry any robot’s circuits! And that gave us a way to balance the Science-Fiction and the Fantasy part.

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Having so vastly different factions in the game also gave us the opportunity to differentiate the characters through use of language. If a character is surrounded by high-end technology all day she or he will use different words than a character who lives in a wooden hut and practices magic. This makes the world of Elex so interesting and diverse, and never lets things get boring, but was also a huge challenge for our writers. As a side note – in the end we had so many dialogs, that the recordings took twice as long as planned. We had to book over 40 actors for three months to bring this new world to life.

The development of Elex has been a great ride with many challenges and obstacles, but also with many great moments and breakthroughs. And looking at the final game, we’re proud that we’ve managed to create something fresh and new that still stays true to the Piranha Bytes tradition of role-playing games.

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6 big new PlayStation Store releases you need to check out this week http://feedproxy.google.com/~r/SCEEBlog/~3/be7fR8l_KMU/ https://blog.eu.playstation.com/2017/10/16/6-big-new-playstation-store-releases-you-need-to-check-out-this-week-2/#comments Mon, 16 Oct 2017 14:30:50 +0000 http://blog.eu.playstation.com/?p=257819 This week, we celebrate the return of Polyphony Digital’s legendary racing franchise, with the release of Gran Turismo Sport. The new iteration of the iconic racing sim releases on PlayStation Store this Wednesday, so buckle up your seatbelts and get ready to race! Elsewhere, South Park’s Stick of Truth sequel grants you hilarious superpowers, Elex […]

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This week, we celebrate the return of Polyphony Digital’s legendary racing franchise, with the release of Gran Turismo Sport. The new iteration of the iconic racing sim releases on PlayStation Store this Wednesday, so buckle up your seatbelts and get ready to race!

Elsewhere, South Park’s Stick of Truth sequel grants you hilarious superpowers, Elex puts you at the epicentre of an apocalyptic world where sci-fi and fantasy collide, Megaton Rainfall VR lets you become an interdimensional superbeing and Raw Data allows you to fight friends and foes with epic lazersabres.

Check out this week’s releases below:

1. Gran Turismo Sport

Take to the track with the grand return of the original racing simulator on PS4. Take to the track in the Sport, Campaign, or Arcade modes or try out Scapes, the innovative photo mode that allows you to create eye-catching moments with your favourite cars. And why not don your PS VR headset and experience Gran Turismo Sport’s tracks and cars in a whole new way?

2. South Park: The Fractured But Whole

Do we really need to introduce this one? You’re the New Kid in the small town of South Park, and socialising might prove tricky because you have a questionable superpower: time-bending farts. Join Cartman, Stan, Kyle, and Kenny and save South Park. Bonus: if you haven’t played The Stick of Truth, get a digital version of it with its sequel!

3. Elex

From the makers of Risen comes Elex, a science-fiction/fantasy RPG that takes place in the post-apocalyptic open world of Malagan. Fight to survive while you explore with the help of swords, guns, magic and a jet-pack!

  • Why you should play it: Chose your faction amongst the Berserkers, the Clerics, or the Outlaws and forge your own story with Elex’s interconnected quest system.
  • Releases: 17th October

4. Megaton Rainfall VR

Become a supersonic indestructible interdimensional superbeing on PS4 and PS VR in this first person superhero sim. Soar across the planet and defeat otherworldly enemies as they try to invade Earth. Be careful about collateral damage though, these are cities full of people!

5. Raw Data VR

Be part of the resistance in Raw Data! In 2271, Eden Corp owns the world and dominates the international economy, but its products seem too good to be true. What are its true motives? Fight your way to the truth in this sci-fi epic.

  • Why you should play it: Dive in the immersive world of Raw Data and fight your enemies with laser sabres!
  • Releases: 18th October

6. No Heroes Allowed VR

Become the God of Destruction and team up with Badman and Badmella to achieve world domination in this comedic real time strategy game for PlayStation VR. Breed 16 different types of monsters and place them strategically to survey your kingdom and invade human territories. Don’t let the heroes ruin your day!

  • Why you should play it: Use your divine powers to turn the tide of battle and take care of the heroic menace!
  • Releases: 17th October

PlayStation StoreOut this week

ps4

 

 

 

 

 

 

 

 

 

 

 

 

 

psvita

PS4 DLC

17th October

  • South Park: The Fractured but Whole
     
  • SEASON PASS (Not in Middle East)

18th October

19th October

20th October

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

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Introducing the limited edition Star Wars Battlefront II PlayStation 4 bundles http://feedproxy.google.com/~r/SCEEBlog/~3/8fhR1YYvkFU/ https://blog.eu.playstation.com/2017/10/16/introducing-the-limited-edition-star-wars-battlefront-ii-playstation-4-bundles/#comments Mon, 16 Oct 2017 14:04:13 +0000 http://blog.eu.playstation.com/?p=257811 With the release of Star Wars Battlefront II just over a month away, I’m thrilled to introduce a range of PlayStation 4 bundles to celebrate the return to the epic sci-fi saga. The limited editions First off, we’re launching two Limited Edition Star Wars Battlefront II PlayStation 4 consoles. First is a customised PS4 Pro […]

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With the release of Star Wars Battlefront II just over a month away, I’m thrilled to introduce a range of PlayStation 4 bundles to celebrate the return to the epic sci-fi saga.

The limited editions

First off, we’re launching two Limited Edition Star Wars Battlefront II PlayStation 4 consoles. First is a customised PS4 Pro system, matching Dualshock 4 wireless controller, and a physical copy of the Star Wars Battlefront II Elite Trooper Deluxe Edition.

The Star Wars-themed PS4 Pro is decorated with the iconic Galactic Empire and Resistance emblems, as well as an insignia for Inferno Squad – the specialist Imperial squad featured in the game’s campaign. The console has a beautiful mirror finish.

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If you look closely at the matching Dualshock 4, you can spot the Star Wars logo imprinted in the touchpad. The controller’s grips are also decorated with the Imperial and Resistance emblems.

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The Deluxe Edition of the game included in the bundle lets players begin their journey to the galaxy far, far away three days earlier than the Standard Edition and also comes with premium digital content, including upgraded versions of all four trooper classes, and instant access to elite hero and starfighter epic Star Cards.

The second limited edition is a 1TB grey PlayStation 4 which also has the trio of emblems emblazoned on the console and insignias and logos on its Dualshock 4 controller.

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The Star Wars Battlefront II PlayStation 4 bundles

We’re also introducing a range of PlayStation 4 and PS4 Pro bundles. All bundles include a Standard Edition physical copy of Star Wars Battlefront II.*

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What do you think of the Limited Edition Star Wars-themed PS4s? Let us know in the comments below.

*Check local retailers for region-specific bundles.

The post Introducing the limited edition Star Wars Battlefront II PlayStation 4 bundles appeared first on PlayStation.Blog.Europe.

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How an audio experiment into blindness twisted into upcoming PS VR horror Stifled, out 31st October http://feedproxy.google.com/~r/SCEEBlog/~3/hsK0ZxdRRQA/ https://blog.eu.playstation.com/2017/10/13/how-an-audio-experiment-into-blindness-twisted-into-upcoming-ps-vr-horror-stifled-out-31st-october/#comments Fri, 13 Oct 2017 14:55:59 +0000 http://blog.eu.playstation.com/?p=257701 Hey there! I’m Justin Ng, Managing Director of Gattai Games, a game development studio based out of sunny Singapore.Today we’re excited to announce that Stifled, a game we’ve been working on for the past 3 years is coming out on PlayStation VR on 31st October. You may have read about the game already on PlayStation […]

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Hey there! I’m Justin Ng, Managing Director of Gattai Games, a game development studio based out of sunny Singapore.Today we’re excited to announce that Stifled, a game we’ve been working on for the past 3 years is coming out on PlayStation VR on 31st October.

You may have read about the game already on PlayStation Blog when it was revealed at this year’s ChinaJoy, but to give you a quick overview: Stifled is a VR and mic-enabled sound-based stealth thriller. The pitch black world is illuminated by the sounds you make, which allows you to see the path ahead and items you can pick up. But sound also highlights your location to the enemies who lurk in the darkness.

So that’s the premise. But what the origin of the game? For that, you’d have to rewind time to 2013 when Lurking, our student project that would eventually become Stifled, spawned.

That summer, the team and I chanced upon an animation of a blind girl finding her way around the world using sound, with the visuals reflecting the mood she was in, an animation that served as a springboard for us develop a “sound-based” game.

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VR was on its way to becoming more mainstream at that time, and we thought since we were developing a sound-based game, why not find a way to integrate the widely available microphone as an input for some kind of immersion? And with those ideas in mind, we started production of Lurking.

The initial idea for Lurking revolved around the use of pitch and volume to explore your surroundings and solve puzzles. Wanting audio to take centre stage, we kept our visuals to a simple black and white look, and built a few prototypes testing the mechanic of having boxes in a dark room “light up” when sounds “touched” them. After a few iterations and in a moment of genius, Bryan (Audio Director on both Lurking and Stifled) said: “This is perfect for a horror game.”

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The team agreed.

With the pivot from an innocent audio exploration game to a horror game, we had to rethink our design and features. Sound was no longer just a tool, but also a method that could attract enemies. Enemies could track you through your microphone if you squeal in real life. It’s one thing to control your use of sound in game, it’s another to physically stifle yourself.

We completed and released Lurking in March of 2014 and it went on to do pretty well; bagging a bunch of awards and nominations! We saw potential in the idea and decided to pursue it as a full fledged game; In the August of 2014, pre-production of Stifled began.

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With the microphone input of Lurking proving a success, we wanted to take Stifled to the next level with VR. And that’s exactly what we did when we heard the announcement of the Morpheus. We reached out to and obtained Morpheus development kits from the Sony Interactive Entertainment team in Singapore and became the first Singapore PlayStation VR developer.

So, 3 years in and after a lot of learnings and discoveries, we are ready to put Stifled out with the support of SIE. It’s been a long and crazy ride, and we hope you will be there with us at the finish line.

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Probably best to try and keep sound to a minimum though, they can HEAR you…

To keep up with our musings as we lead up to launch, follow us on Twitter, like us on Facebook or sign up for our Newsletter.

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50+ new PlayStation VR games coming this year and into early 2018 http://feedproxy.google.com/~r/SCEEBlog/~3/XDkaQlIlYg8/ https://blog.eu.playstation.com/2017/10/13/60-new-playstation-vr-games-coming-this-year-and-into-early-2018/#comments Fri, 13 Oct 2017 14:35:32 +0000 http://blog.eu.playstation.com/?p=257733 PlayStation VR launched exactly one year ago today, and it’s already delivered well over 100 unique experiences, ranging from the delightful to the horrifying and just about everything in between. As we celebrate PS VR’s first birthday, we wanted to give you a peek behind the curtain. Below, you’ll find a list of all the […]

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PlayStation VR launched exactly one year ago today, and it’s already delivered well over 100 unique experiences, ranging from the delightful to the horrifying and just about everything in between. As we celebrate PS VR’s first birthday, we wanted to give you a peek behind the curtain. Below, you’ll find a list of all the games currently announced to be coming to the platform through the end of the year (and into early 2018).

With virtual reality, you have to put on the headset and feel what it’s like to get the full experience. Head to your local retailer and strap on a PS VR headset, then come back here and let us know what you think in the comments.

Thank you for an excellent first year of PlayStation VR; we can’t wait for you to experience what’s next.

Coming in 2017

Bravo Team

Bravo Team
SIE WWS

Supermassive Games (Tumble VR, Until Dawn: Rush of Blood) is creating an intense first-person shooter for single player or online two-player co-op*. The setting is a fictional Eastern European city, and after the president is assassinated, teamwork will be essential for you to survive. Bravo Team will make you feel like you’re in an action movie.
* Active PS Plus membership required.

Doom VFR

Doom VFR
Bethesda

id Software’s classic franchise levels up to give players a fully immersive experience. You’re the last known survivor of a demon attack on a Martian research facility. Well, you’re the last human survivor… and you’ll have plenty of opportunity to meet some of the other survivors. Can you take back control of the outpost and send the beasties back to… uh, H-E-double-hockey-sticks?

Gran Turismo Sport

Gran Turismo Sport
SIE WWS

Each release in the Gran Turismo series becomes the new benchmark in realistic auto-racing games, and that bar is about to be raised — big time. With PS VR, you’ll feel like you’re in the driver’s seat, increasing the immersion to new heights. Learn more here.

Megaton Rainfall

Megaton Rainfall
Pentadimensional

Ever dreamed of being an indestructible superhero with the ability to fly at supersonic speeds? Ever fantasized about saving Earth from an alien invasion? Well, it’s time to wake up and get to it. Take on the attacking aliens — who can morph into various forms, including buildings — and evolve your superpowers. But be careful… you may leave more than a little mess behind while you’re defending humanity.

Moss

Moss
Polyarc Games

One of E3 2017’s brightest stars was Quill, a young mouse who awakens an ancient magic and sets off on an epic journey to save her uncle. The world of Moss is a gorgeous expanse filled with myth and magic, but there’s little time to savor the view. You’ll need to explore your surroundings and literally manipulate the world as you do whatever you can to assist Quill on her adventure.

No Heroes Allowed!

No Heroes Allowed VR
SIE WWS

In this immersive real-time strategy game, you play the God of Destruction. You ultimately seek world domination… but first you’ll need to find, feed, and breed monsters who’ll do your bidding. Invade human bases, fortify your defenses and carefully build your beastly ecosystem, and soon you may conquer all!

Obduction

Obduction
Cyan

From the creators of Myst comes a science-fiction adventure filled with mystery, intrigue, and discovery. You find yourself transported off Earth to an alien world…but one that’s populated with pieces of Earth from various locations and times. Don’t spend too much time admiring the beautiful landscapes, though, because you need to find a way back home.

Pixeljunk VR: Dead Hungry

PixelJunk Dead Hungry
Q-Games

It’s well-known that zombies are always on the hunt for human flesh… but that’s only because they don’t know how to cook a juicy burger and whip up a frosty shake on their own. As a fearless food-truck cook, you’ll need to use your kitchen magic to save the world from disaster and distract the incoming zombie horde with nutritious noms.

Stifled

Stifled
SIE WWS

Stifled is a unique horror game where you can only reveal your surroundings by creating sound waves–either by throwing nearby objects or speaking into the headset’s built-in mic. Keep in mind, however, that any noise you make may also reveal your location to the grotesque creatures that are lurking in the darkness…

The Elder Scrolls V: Skyrim VR

The Elder Scrolls V: Skyrim VR
Bethesda

One of the most popular and ambitious open-world action RPGs ever made will now be even more immersive, thanks to a reimagining in PS VR. You’re the Dragonborn, and you’ll need to master swords and spells to survive the many threats you’ll encounter. Skyrim VR includes the critically acclaimed core game as well as the official add-ons: Dawnguard, Hearthfire and Dragonborn, as well as multiple controller options.

The Inpatient

The Inpatient
SIE WWS

The premise is the stuff of nightmares: You’re a patient in the Sanatorium and suffering from amnesia, so your main goal is to unearth your memories–to discover who you are and why you’re there. However, you’ll also reveal a conspiracy at the facility that complicates your efforts to get your life back. Multiple endings up The Inpatient’s replayability, too.

Other upcoming 2017 games

  • Ark Park
  • Blade And Soul: Table Arena – Ncsoft Corporation
  • CoolpaintVR
  • CubeWorks
  • Dream Angling
  • Drunkn Bar Fight
  • DWVR
  • End Space
  • Fishing Master
  • Flatline: Experience the Other Side
  • Ghosts in the Toybox
  • Gunheart – Drifter Entertainment
  • Hex Tunnel
  • Hopalong: The Badlands
  • Justice League VR
  • Monster of the Deep: Final Fantasy XV
  • Nothin’ But Net
  • Quar Infernal Machines
  • RadianVR
  • Rec Room
  • Run Dorothy Run
  • Sculptrvr
  • Serious Soccer
  • Shooty Fruitie
  • Snow Fortress
  • Stardrone VR
  • Super Amazeballs
  • The Rabbit Hole
  • VR Apocalypse

Coming in 2018

Golem

Golem
Highwire Games

Golem, a PS VR exclusive, places you in a storybook world where you see through the eyes of and take control over stone creatures in order to discover the connection between your family and the mysterious Endless City you’re in. Along the way, you’ll find hidden treasure and valuable artifacts, while honing your melee skills to battle the Silent Watch, a band of hostile golems.

The American Dream

The American Dream
Samurai Punk Pty Ltd.

The American Dream is billed as a satirical VR trip through a 1950’s World’s Fair where guns are a part of the daily routine, including flipping burgers on the grill and assembling them for customers at your job; opening a can for a drink; and even watering plants, weeding and landscaping around your beautiful home; and other activities.

Torn

Torn
Aspyr

Torn, a mystery inspired by such classics as The Twilight Zone, is set in the Vermont forest where you discover a house full of secrets. What you find in there are numerous experiments, inventions, gear and documentation that reveal a lot about the doctor who lived there–however they’re also remnants of a man who’s been missing for 64 years.

Other 2018 games

  • Alvo
  • Blasters of the Universe
  • Dead Secret
  • Dragonflight VR
  • Drone Fighters
  • Dungeon Chess
  • Knockout League
  • Pixel Ripped 1989

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PlayStation VR celebrates its first birthday: one million gamers and counting http://feedproxy.google.com/~r/SCEEBlog/~3/f-64N4drBRg/ https://blog.eu.playstation.com/2017/10/13/playstation-vr-turns-one-one-million-gamers-and-counting/#comments Fri, 13 Oct 2017 13:05:10 +0000 http://blog.eu.playstation.com/?p=257695 One year ago today, the team at PlayStation was proud to introduce a thrilling new gaming experience crafted with a single goal in mind: pushing the boundaries of play. PlayStation VR was designed to open a doorway into thrilling and captivating new worlds that electrify our senses. We are confident that virtual reality is that […]

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One year ago today, the team at PlayStation was proud to introduce a thrilling new gaming experience crafted with a single goal in mind: pushing the boundaries of play.

PlayStation VR was designed to open a doorway into thrilling and captivating new worlds that electrify our senses. We are confident that virtual reality is that next step in in the evolution of the videogame medium, with a collection of more than 100 gaming experiences designed to make your synapses fire, your heart race, and your muscles twitch.

But we’ve been learning a lot about this medium along the way. Building the future of VR is a lot like creating a new language. Or maybe even an entirely new alphabet! With traditional videogame development, we can draw from nearly 40 years of experimentation, trial and error.

VR is a little bit different. Of course we’re still drawing from the long, proud history of traditional videogame development — but VR’s unique capabilities mean developing entirely different levels of artistry and engineering. Making VR a mainstream sensation will require the full efforts of our very best and brightest.

And as Chairman of PlayStation’s Worldwide Studios, let me tell you – the best and brightest are extremely excited about this powerful new medium. The biggest game developers and innovative independent developers have helped establish a rapidly growing PS VR game catalogue that rivals PS4’s at the same point in its lifespan.

So what’s next? For starters, I can tell you the best is yet to come.

More than 60 new PS VR games will launch through the end of 2017 and into the beginning of 2018.

Blockbusters like Skyrim VR, Bravo Team and The Inpatient will join the ranks of Farpoint, Resident Evil 7, and Batman: Arkham VR. New innovations like Moss, Starchild, and Rec Room will join Star Trek: Bridge Crew, Job Simulator, and Superhot VR.

The future is bright. And as we celebrate today, I want to give my sincerest thanks to the adventurous teams who helped create, shape, and build PlayStation VR. We are equally grateful for the one million-plus gamers who have taken the plunge into virtual reality with us. We’ll have a lot more to share with you in the days, weeks, and months ahead.

So again we ask, “what’s next?” And the answer is simple: the extraordinary! We want to be your guide. Are you ready to explore?

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Extended Play: Kazunori Yamauchi & Shuhei Yoshida look back at Gran Turismo’s inception http://feedproxy.google.com/~r/SCEEBlog/~3/ToFsxiTStOY/ https://blog.eu.playstation.com/2017/10/13/extended-play-kazunori-yamauchi-shuhei-yoshida-look-back-at-gran-turismos-inception/#comments Fri, 13 Oct 2017 12:05:28 +0000 http://blog.eu.playstation.com/?p=257559 Kazunori Yamauchi wasn’t meant to be making Gran Turismo. When he began his work on PlayStation’s landmark racing game, little did he know that he was breaking ground on a series that would stand right alongside PlayStation, right up to the latest entry in the series, Gran Turismo Sport. Back in 1993, over a year […]

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Kazunori Yamauchi wasn’t meant to be making Gran Turismo. When he began his work on PlayStation’s landmark racing game, little did he know that he was breaking ground on a series that would stand right alongside PlayStation, right up to the latest entry in the series, Gran Turismo Sport.

Back in 1993, over a year before PlayStation was launched in Japan, Yamauchi was a producer for Sony Music Entertainment’s small videogame development team. And one day he met a young business planner called Shuhei Yoshida, who had just joined the PlayStation development team led by Ken Kutaragi.

“I remember I was very impressed with his knowledge, passion and drive to learn how to make games with real-time 3D graphics technology,” says Yoshida, who heads Sony Interactive Entertainment’s Worldwide Studios today.

Yoshida was tasked with helping to form the software line-up for SIE’s first console, and he found Yamauchi a great source of help. “He had a lot of ideas and made input into the design of PlayStation and the original PlayStation controller,” Yoshida says. “I remember he even offered to playtest prototype PlayStation controllers using students of his father’s school.”

Why Yamauchi wanted to make a game for PlayStation

Yamauchi was very interested in the hardware capabilities of the PlayStation console. Having cut his teeth making 2D games for the 16bit era, he saw a chance to make something in which he’d been interested for many years.

“I first took interest in realtime 3D when I was around the third year in junior high school, probably around 1983,” he says. “At the time, personal computers were brand-new and my hobby was to make games on them. It was really just wireframe graphics, but that was the time when I first really took an interest in 3D graphics.”

What he really wanted to do was to make a realistic driving simulator. “But back then it was a radical concept and it was hard to convince executives to give it a go,” he says, so he pitched 100 game ideas of all kinds of different genres.

Why Yamauchi-san made Motor Toon Grand Prix

He was right. The executives didn’t take him up on the driving simulator, but Yamauchi had a plan. “What I did was to start a project in the racing game genre that was easier to understand for the executives,” he says. “We secured the budget for creating Motor Toon Grand Prix and we pushed the project forward, but in the background we’d actually already started the development of Gran Turismo.”

But that didn’t mean Motor Toon Grand Prix was half-baked. Releasing in mid-December 1994, two weeks after PlayStation’s Japanese launch, it was a colourful karting game but its cartoon stylings were powered by sophisticated 3D graphics and physics. It soon gained a strong following and, predictably, there were calls for a sequel.

“I was able to secure the trust of the executives to create games on my own, and that’s when I presented the Gran Turismo project to them and development officially started.”

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Building the Gran Turismo team

“I remember how he approached coders working on 3D graphics and car physics engines who had regularly written articles in a specialised magazine, and convinced them to join his team to build his dream project,” remembers Yoshida, who ended up joining the Gran Turismo team as studio manager and co-producer. “He had a charm and charisma to make people believe that he and the team can accomplish an impossible-looking task at that time.”

Gran Turismo wouldn’t be released in Japan until December 1997. In total, it took Yamauchi and his team five years to complete, a development span that at the time was almost unheard of.

In the beginning, the team was only five-strong, including Yamauchi, and even at the end of development, less than 20 were working on it. “That made it so that the responsibility of each team member was very big and the workload was very big as well. So it took a long time to develop,” he says.

“I always found him and his team members sleeping under the desks when I came to the office in the morning,” remembers Yoshida.

“The atmosphere was sort of like a college club room,” says Yamauchi. “I would wake up in the morning and there would be a leg in front of my head.”

Why Gran Turismo felt so real

Gran Turismo’s car physics were extraordinary. The way tyres rode the camber of a road and bumped over curbs was a level of simulation that hadn’t been achieved before, certainly not on a home console. And each of the cars in its huge 140-strong roster handled differently and would change as you tweaked or added new components, such as spoilers and suspension.

“The system was able to accept detailed parameters in order to make the simulation,” says Yamauchi. “For certain cars in the game we had very detailed data, the design data and also the measured data from the cars, so we could model them in very high detail. Unfortunately, that wasn’t always available. Some manufacturers were not willing to part with that level of data, so in those cases we had to make educated guesses. But usually it wasn’t far off, accurate enough that we get the proper character of each of the cars.”

But while its simulation was finely detailed, Gran Turismo was also friendly to new players. While Yoshida didn’t have a great deal of creative involvement in the game, he was able to offer his view as a non-car enthusiast to help tune the physics engine for people like him.

“I remember in a playtesting session during the tuning of the title, Kazunori watched 20 or so play testers crashing into the wall when they were not able to apply the break early enough before going into the tight corner,” he says. “Kazunori was like, ‘OK, I see it, we will make the handling easier for the regular players!'”

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Just how real is ‘The real racing simulator’?

“For myself, driving a real car is not supposed to be hard; it’s often easier than driving inside a simulator,” says Yamauchi. “People are able to naturally know to counter-steer when the car is sliding, so I’ve always had this conviction that if I can get the physics to be very accurate then the driving in the game would not be difficult, because in reality it’s not that hard to drive cars.”

During development, Yamauchi learned to drive racing cars. But it wasn’t until he fully learned to drive well that he fully realised that Gran Turismo’s physics had managed to capture the feeling of race driving. Today he’s an accomplished race driver with various events under his belt, including regular placements in the annual 24 Hours of Nürburgring race.

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While Yamauchi has focused heavily on Gran Turismo’s balance of realism and accessibility, he’s also proud of the subtle things. “The other thing that’s really very important is the light,” he says. “When somebody asks me at a restaurant what type of work do I do, sometimes my answer is that I work with light. That’s something I give a lot of attention to.”

The way the first Gran Turismo captured the ambience of different places and times of the day was stunning, but you might also remember how realistic the cars looked. It’s certainly something that struck Yoshida. “I remember one morning when I came into the office, Kazunori and several of the team members were in one corner of the office, and he said to me, ‘Yoshida-san, take a look at this!’ On a programmer’s screen was a car rotating in the menu, with the light reflecting realistically on its surface as the car rotated. I had seen nothing like that moving in realtime in my life, we were all blown away by the potential.”

It was all showcased in a spellbinding replay mode which played when a race was completed and used dramatic camera angles to follow your gleaming car’s progress.

Adding RPG elements to a racer

Gran Turismo was not all about technology. It also managed to present a whole new way to race cars by introducing mechanics from a completely different game genre: the RPG.

As you race in Gran Turismo Mode you win money and use it to buy faster cars or invest in new components for your existing cars, from suspension and tyres to superchargers and spoilers. It gave racing a compulsive new dimension when you earned enough to buy the machine that would get you through the next tournament, or fitted a component that helped your favourite ride shave a couple of seconds off your best lap time.

Where the inspiration come from? “I think back in the 80s I was a big PC gamer,” Yamauchi says. “There were a lot of really good role-playing games out in the US and also in Europe, games like Wizardry and Ultima. PC game culture is something I grew up with, so I didn’t have much experience with console games or arcade games.”

Launching Gran Turismo

Gran Turismo was hotly anticipated from the moment it was first revealed. “When game footage of Gran Turismo was secretly inserted in a mash-up trailer of upcoming PlayStation titles at E3 1997, people were eager to know what that unbelievably realistic looking racing game was,” says Yoshida.

But for Yamauchi and his team, its launch felt strange. That day, December 23, 1997, he went to major game retailers, Yodobashi Camera and BIC Camera, and saw the long lines of people waiting to buy copies. “I just kind of watched in disbelief as people bought our game,” he says. “I think at the time, there was no room left to feel accomplishment. We were happy, but we just couldn’t believe it. Because we worked on the first Gran Turismo for a very long time, it really felt like the game belonged to the team. We held on to it and held on to it, and nurtured it until the very last possible moment. That’s when the Gran Turismo that was our very own suddenly wasn’t ours anymore.”

With Gran Turismo’s success, Yoshida helped Yamauchi form his own studio, Polyphony Digital, and they soon went into development on a sequel, featuring far more cars and tracks, and which came out almost exactly two years later. The series had truly kicked off, and it went on to set new standards for racing games over and over again.

Gran Turismo has developed greatly since its launch 20 years ago. But right up to its latest incarnation, Gran Turismo Sport, it has maintained its core values to the letter: that blend of realism and fun, its lifelike looks, and a love of cars and of racing itself that’s proved so infectious that it has inspired a new generation of racing drivers.

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More in the ‘Extended Play’ series:

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