PlayStation.Blog.Europe https://blog.eu.playstation.com Your daily fix of PlayStation news from across the SIEE region Wed, 14 Nov 2018 17:30:21 +0000 en-GB hourly 1 https://wordpress.org/?v=4.9.6 Try Ubisoft’s strategic first-person shooter Rainbow Six Siege for free on PS4 this weekend http://feedproxy.google.com/~r/SCEEBlog/~3/38OlIkkNzyA/ https://blog.eu.playstation.com/2018/11/14/try-ubisofts-strategic-first-person-shooter-rainbow-six-siege-for-free-on-ps4-this-weekend/#comments Wed, 14 Nov 2018 17:30:21 +0000 http://blog.eu.playstation.com/?p=283573 Rainbow Six Siege is coming to a PS4 near you from 15th – 18th November for a Free Weekend, and it’s an excellent chance to try out the strategic first-person shooter for the first time ahead of the release of Operation Wind Bastion, which features two new Operators and a new map. Those looking to […]

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Rainbow Six Siege is coming to a PS4 near you from 15th – 18th November for a Free Weekend, and it’s an excellent chance to try out the strategic first-person shooter for the first time ahead of the release of Operation Wind Bastion, which features two new Operators and a new map.

Those looking to keep playing after the Free Weekend — and keep their progress going — can pick up all editions of Rainbow Six Siege from PlayStation Store for 70% off from 15th – 27th November.

Rainbow Six Siege

We’ve got four tips to help you hit the ground running:

1. Get to know the basics

Every match of Rainbow Six Siege consists of multiple rounds, and pits five defending Operators against five attacking Operators in an objective-based game in which teams switch roles after each round. The three game modes will task you with securing an area, defusing a bomb, or rescuing a hostage.

Each round begins with a preparation phase; this is a time for Defenders to fortify their location, and for Attackers to scout out the objective room and its defending Operators using their drones. Defenders should focus on reinforcing walls, deploying their gadgets, and shooting the attacking team’s drones.

Attackers should prioritise finding the objective room and then identifying the defending Operators. Once the round starts, Attackers converge on the objective location, and the round ends either when the objective is completed, all Operators on one side are killed, or time runs out.

Once the shooting starts, it’s important to stay in communication with your teammates. While voice chat is best for communication, never underestimate the power of a well-placed ping to alert your teammates of the location of an enemy. Make sure to check your corners when entering a room and press L3 and R3 to lean around walls and obstacles without completely exposing yourself.

2. Get to know the Operators

Siege features more than 40 Operators to choose from, meaning that no matter your play style, there’s someone for you.

Operators are broken up into two groups, Attackers and Defenders, and each Operator comes equipped with a unique gadget that helps separate them from the pack. Not only is it important to understand which Operator suits you best, but it’s crucial to learn what other Operators do so you can be prepared for what they’re bringing to the fight.

When it comes to choosing your own Operator, you’ll have to find at least one Attacker and one Defender that you’re comfortable with.

A few Operators are great for beginners. If you’re an Attacker, try an Operator that comes with extra defense, like Montagne, Blitz, or Blackbeard. When you’re on defense, try out a “set it and forget it” Operator that can place their gadgets during the prep phase, like Castle, Kapkan, or Rook, to maximise their utility.

Rainbow Six SiegeRainbow Six Siege

 

3. Build Up and tear down

Destructible environments play a huge role in Rainbow Six Siege, as nearly any wall can be breached or shot through. To help secure the objective zone, Defenders can deploy their unique gadgets, but are also able to reinforce two “soft walls” with steel barricades, making them impervious to gunfire or regular breach charges. For every strategy in Siege, there’s at least one counter, and because all Defenders are able to reinforce walls, multiple attacking Operators can breach those reinforced walls. Thermite, Hibana, and Maverick are considered “hard breachers,” and are able to break through reinforced walls, making them strong picks for any attacking team.

4. Intel, intel, intel

In Siege, every bullet counts, and a single, well-placed shot can be deadly.

Runners and gunners won’t last long. Information and communication is paramount and will often result in victory over quick reflexes. Intel is the deadliest weapon in Siege and fortunately, there are multiple ways to get it.

Attackers start each round scouting with one of their two drones – don’t forget to use the second one once the round starts. Drones can help reveal camping Defenders and alert you to traps in your way. Likewise, Operators like Lion, Dokkaebi, and Jackal can help locate and track down enemies.

Defenders have access to multiple cameras located around the map, so they can get a sense of where the attacking team is coming from. Certain Defenders, like Valkyrie and Maestro can set up additional cameras to maximize their intel-gathering, while Pulse can detect enemy heartbeats through walls.

There’s no replacement for experience when it comes to Rainbow Six Siege, but with these four starter tips, you’ll be miles ahead of other rookies during the Free Weekend, which runs from 15th – 18th November.

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It took 10,000 drawings to create breakdancing game Floor Kids, out on PS4 later this month http://feedproxy.google.com/~r/SCEEBlog/~3/KC8TipD7Skc/ https://blog.eu.playstation.com/2018/11/14/it-took-10000-drawings-to-create-breakdancing-game-floor-kids-out-on-ps4-later-this-month/#comments Wed, 14 Nov 2018 16:01:08 +0000 http://blog.eu.playstation.com/?p=283533 On behalf of my team, I’m really excited to announce Floor Kids, a funky hand-drawn breakdance game, featuring an original soundtrack, and an emphasis on freestyle moves and self expression. I’m JonJon, the creator and animator of the Floor Kids characters, and a lot of my best friends are B-boys. So how did I get […]

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On behalf of my team, I’m really excited to announce Floor Kids, a funky hand-drawn breakdance game, featuring an original soundtrack, and an emphasis on freestyle moves and self expression.

I’m JonJon, the creator and animator of the Floor Kids characters, and a lot of my best friends are B-boys.

So how did I get here? I moved to Montreal in 2004 and while working on some short films in my round-head-dot-eyes style, I was also getting involved in the local break scene. I gained entry to a small four-man crew, hidden in the shadows of the city.

Each crew member covered one of the basic elements of – Power, Freezes, Toprock and Footwork. I was more the footwork guy. Relying on ideas from my drawings to try to invent movements to impress my friends. In a flash of spontaneity, my two passions came together. I started animating my sketch-style character with realistic B-boy moves and spunky attitudes. No video reference.

From the moment of creation, I knew there was some kind of a hook to the concept, because I couldn’t stop laughing and having fun with it. I had met Kid Koala through the animation scene in Montreal and as we were hanging out one day, I showed him a couple stacks of animation that I had tested of Noogie and O-Live, and I flipped it for him at 24 frames per second speed in front of his eyes.

He lost it. And by that I mean, he was just blinking and staring into space, deep in thought. He broke the silence.

Floor Kids

“How fast can you finish this battle? My new album’s about to drop. We could do a video for promo!”

Later I would find out that it was the album titled “Your Mom’s Favorite DJ”. We made the promo project official with the help of Ryhna Thompson, Kid Koala’s long time collaborator. I got to work finishing a small series of animated B-boy clips. The world of Floor Kids was born.

Floor Kids made a little splash on the internet, and did a short stint touring animation festivals, like the Brooklyn Animation Block Party.

I also remember being at the practices and a few of the B-boys would show up with their PSP rocking a brand new game called B-Boy. It was the wildest thing ever, featuring big names in the international break battle scene.

To me, the game B-Boy for PSP and PS2 will always be the pinnacle of breakdancing games for the B-boys and B-girls of the community, because it comes directly from one of the most influential, original bboys of all time: Crazy Legs of the legendary Rock Steady Crew. B-Boy the game will always be the first, and most comprehensive of its kind, and we didn’t try to replace it.

I never would have thought that we would come full circle with Floor Kids, just over 10 years later, reaching the level that we are on the brink of launching on PS4.

10,000 drawings & 5 trillion lines of code later, and we have three things to consider: 1) it’s fun. 2) It’s FUN. 3) IT’S FUN!!!

With those technicalities aside, whilst developing our game, we wanted to approach everything with style, so that the game would be an interpretive vision between two artists.

The visuals, with eight never-before-seen characters, and the music, over 40 original tracks. The idea was to make something fresh and original from our own memories and experiences of the eras that we grew up in.

Floor Kids

I will always be primarily a visual artist. That’s my bread and butter. But having the opportunity to make this game reminded me that I’m also a B-boy at heart, who still has things to accomplish.

To me, the breaking artform is about many things. It’s about expression. It’s about telling a story with your steps. It’s about proving to yourself what is possible. It’s about competition and respect, but respect that must be earned by giving everything you have… and then some.

It’s about creativity and invention. The element of surprise. Levelling up your skills. It’s about seeking more knowledge. It’s about you and your friends, and having fun. And it’s about having the freedom to find your style.

Floor Kids pro tips:

  • Combo hints are located on the backs of the character recruit cards and are instrumental in achieving the highest scores. Cards are located in the Break Deck, accessible from the map screen in Story Mode.
  • Infinity Mode lets you practice and master your combos without the pressure of fixed time.
  • Discover the hidden Strobe state during power moves by spinning the left analog stick faster to accelerate your spin, when at max speed, repeatedly press the analog stick like a button to S-T-R-O-B-E!
  • Earn extra Flyness points by adding holds and poses to your routine by pressing L1 or R1 during top rock or down rock moves.
  • Add flyness hops to your freezes by pressing L1 and R1 during a freeze.

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Plan a fun family night in with these 6 new PlayLink games, out on PS4 today http://feedproxy.google.com/~r/SCEEBlog/~3/HlAqBERPDGQ/ https://blog.eu.playstation.com/2018/11/14/plan-a-fun-family-night-in-with-these-6-new-playlink-games-out-on-ps4-today/#comments Wed, 14 Nov 2018 15:01:00 +0000 http://blog.eu.playstation.com/?p=283521 We understand. A downpour has dashing the hope of a day out and you need an alternative plan. Or you’re struggling to find an activity the whole family can enjoy. Maybe you’re just wanting to make the best out of an unavoidable get-together. Regardless of the specifics, planning a fun family evening in can be […]

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We understand. A downpour has dashing the hope of a day out and you need an alternative plan. Or you’re struggling to find an activity the whole family can enjoy. Maybe you’re just wanting to make the best out of an unavoidable get-together. Regardless of the specifics, planning a fun family evening in can be tricky.

Well, it was, until now: PlayLink has the perfect reason to bring siblings and parents together in the living room. 6 reasons, in fact!

Because today marks launch of a wave of all-new PlayLink games for your PS4, ranging from new takes on board game classics to quiz shows.

As with other games on the range, focus is on multiplayer fun, all controlled through a free companion app for your smartphone or tablet (find out how here). This not only means these games are easily played by eben the most infrequent gamers in the household, but they also keep those family members usually glued to their mobiles in the game.

Below are our suggestions for what game best fits your particular tastes, along with creators of the new PlayLink games detailing why their games are perfect for a family night in.

Looking for a board game? Play Ticket To Ride

Number of players: 2 – 4

“Place train cars on a digital map to create your own railroad network, while watching out for other players attempting to derail your strategy! Ticket to Ride is a board game that’s easy to play for the whole family, but offers massive tactical depth.”

– Eric Brayet, Head of R&D, Asmodee Digital

Want a quiz show? Play Knowledge is Power: Decades

Number of players: 2 – 6

“Knowledge is Power: Decades has 40 years of trivia, pop-culture from the 1980s to 2018, and has been designed from the start to appeal to all ages of families and friends playing together. Our Power Plays are designed specifically to level the trivia playing-field, are all pick-up and play, and usable by anyone on their own phone or tablet. We made sure you get questions that are interesting, fun and powerful, regardless of your age or quizzing experience.”

– Dan Croucher, Development Director, Wish Studios

Love a word puzzle? Play Wordhunters

Number of players: 2- 6

“Wordhunters is a sneakily competitive party word game that also gives your brain a bit of a workout! A total of fifteen 6-player minigames with different skill levels provides something all the family can enjoy together.”

– Simon Smith, Game Director, thumbfood

Enjoy a card game? Play Just Deal With It

Number of players: 2 – 10

“Playing cards has always been a go-to for a fun family night in, and Just Deal With It! delivers a card game party in spades: Poker, Blackjack, Crazy Eights, Rummy and Hearts…and thanks to our ‘how to play’ guides, newcomers have it easy and you avoid family disputes on what’s the winning hand!”

– Steve Bennett, Creative Director

Hilarious mini-games your thing? Play Chimparty

Number of players: 2- 4

“Chimparty is designed with the whole family in mind, using one big button on your smartphone. The game has 90 mini-games that share features, making it quick to learn, easy to remember and fun from the get-go.”

– Lau Korsgaard, Creative Director, NapNok Games

Prefer team-work to competition? Play Melbits World

Number of players: 2 – 4

“Melbits is the ultimate couch co-op game for PlayStation families, with Melbits we are introducing a surprising but extremely easy to control gameplay in which kids, novice players, hardcore gamers and even your grandparents can have fun when playing!. Melbits is a group problem solving puzzle game but with an arcade twist to it that everyone can enjoy …you know, because victory among many feels better!.”

– Ivan Exposito, Studio Head

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The untold story of how Final Fantasy XIV’s epic Omega boss fight was created http://feedproxy.google.com/~r/SCEEBlog/~3/KBZ1ZfjLrWg/ https://blog.eu.playstation.com/2018/11/13/the-untold-story-of-how-final-fantasy-xivs-epic-omega-boss-fight-was-created/#comments Tue, 13 Nov 2018 17:25:07 +0000 http://blog.eu.playstation.com/?p=283473 Hello, everyone! This is Matt “Bayohne” Hilton from the Final Fantasy XIV Online community team, this time sitting down with one of Final Fantasy XIV’s battle content designers, Yoshito Nabeshima. When it comes to MMOs, one of the most exciting elements for the team is creating something that truly challenges your players–and a raid is […]

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Hello, everyone! This is Matt “Bayohne” Hilton from the Final Fantasy XIV Online community team, this time sitting down with one of Final Fantasy XIV’s battle content designers, Yoshito Nabeshima.

When it comes to MMOs, one of the most exciting elements for the team is creating something that truly challenges your players–and a raid is a perfect example of that.

Providing tough-as-nails encounters and new mechanics, these battles are not just a test of skill, but a test of teamwork. In the last five years we’ve released three different series’ of raids to challenge our players in Final Fantasy XIV. It’s not as easy as you might think to come up with not just new mechanics, but bosses that fit with the story and have a unique visual look!

We wanted to give you a first-hand look at how the development team creates a raid boss from start to finish, and with four all-new bosses in the recent 4.4 patch, this is the perfect opportunity! Let’s take a look at Omega with Nabeshima-san, a boss who should be familiar to anybody who has played Final Fantasy V!

How did the creation of this boss fight begin? Did it start with gameplay concepts, fitting the boss to the story or something else entirely?

Yoshito Nabeshima: When we first started work on the Omega boss battle, we had to consider the storyline of the raid series: Omega fights in order to learn and grow stronger, and is holding a ‘tournament’ to find a worthy opponent. Our team took this base and considered how Omega might behave in an encounter with the Warriors of Light, who continued to triumph in each of the tournaments bouts.

It boils down to the very simple theme of “who is stronger?”– Omega or the Warrior of Light. Because of this, we didn’t want to have a monster swoop in and assist Omega in battle, but instead utilize only Omega and its own battle capabilities when creating the battle.

How did your team decide on the battle mechanics (attacks, AOE patterns, etc.) for this raid?

Yoshito Nabeshima: With this basic idea in mind, we started to think about the battle mechanics.

If you’ve raided in FFXIV before, you might have noticed we include mechanics that require teamwork from the group–think of it as something like a three-legged race, or having a giant jump rope and having a whole group jump in sync. Unfortunately, including these kinds of mechanics have never been my strong suit, but I challenged myself to do it for this fight!

I think it’s easier to get a grasp of this by looking at some specific mechanics, so let’s dive into two particular parts of this fight a bit deeper–the “Level Checker” phase and “Pantokrator.”

Final Fantasy XIV Stormblood: Omega

The first leg of the Level Checker phase

The Level Checker phase is inspired by the “Encircle” ability, which you might remember from the very first fight with Omega in Final Fantasy V. I’m sure there is a rhyme and reason to it, but the “Encircle” in FFV was pretty hard to understand since it is never really explained during the fight. I took that idea for our FFXIV battle and built it into it one of those “jump rope mechanics” I mentioned previously.

The way it works is that two players are marked with a debuff called “Chains of Memory.” These players need to move along the edge of the battlefield opposite each other in an arc–they’re essentially drawing a circle. That was my way to tie-in my own Encircle into the fight.

Final Fantasy XIV Stormblood: Omega

Drawing the circle with Chains of Memory

Handling this mechanic isn’t as easy as it sounds, as these two players are linked by a kind of particle beam which rotates with them as they move. It gets pretty hectic since the other players in the raid not only have to deal with avoiding this beam, but also pay mind to other mechanics at the same time.

Now with Pantokrator, the idea was to have a weakened Omega retaliating against players by unleashing a barrage of its strongest attacks one after the other. We wanted the eight Warriors of Light fighting Omega to band together as one to conquer this challenge.

Final Fantasy XIV Stormblood: Omega

Move in Sync or Else!

Pantokrator is a slew of different laser attacks brought out one after the other, and all party members need to know the characteristics and patterns for each. We designed this portion of the fight so that without complete teamwork, you won’t be able to succeed!

These are just a few examples, but in both cases, we thought of the overall goal for the mechanic, and then fit it into the parameters of the specific boss.

I’m sure several teams worked together to make this happen. What is the overall flow in working with these teams to create the boss model, the battlefield, the animations, and everything else that is needed to bring the fight to life?

Yoshito Nabeshima: Creating a boss doesn’t start off with creating the mechanics. Typically, the first thing to happen is the story and setting of the raid get hammered out, and then the art team works on the initial design. We work together during the design process, letting the art team know our vision for the battle so they can incorporate those elements into the design.

Final Fantasy XIV Stormblood: Omega

Omega Design Sketches

Omega was unique though, since it had been around since Patch 3.5. It was a rare case where the design was finalized well before we began designing the fight.

Final Fantasy XIV Stormblood: Omega

Omega, as revealed in Patch 3.5

We continue planning out the battle content, working with the lore team to incorporate any enemy lore into the overall fight. This stage of planning is where most of the battle mechanics are decided upon: the shape of the battlefield, the flow of battle phases, and other key features.

The next step is a team review of the content that includes the battle and monster teams. If we receive feedback or revision requests, we go back to the drawing board here to make those adjustments. We’ll actually repeat this process as many times as needed until all teams are in agreement with the proposed content.

We also need to make sure our plan is actually going to work in game. We share our full plan with the programming team and they review the battle to make sure there won’t be any problems with making our boss fight a reality.

As you can see, every step of the creation process is a group effort. We talk not only with the teams I’ve mentioned so far, but also with the graphic and sound teams. It’s important to make sure all of us are on the same page in terms of the battle concept, and ensure all parts of the fight match the overall vision.

The pieces start to come together as we put the puzzle pieces from each team together to build the fight for the first time. The battle and monster teams do a lot of play testing, and FFXIV’s Producer and Director Naoki Yoshida joins in for these in the later stages. With his approval, we move on to QA to hammer out all of the bugs, and then all of you get to enjoy the fight!

Well, at least that’s the typical flow…

Final Fantasy XIV Stormblood: Omega

A Completed Omega…after a few tweaks.

Omega: The wild card

Omega had another rare occurrence: for the first time in FFXIV boss history, we had to do a major overhaul of much of this fight.

Around the office we call the reviews from Producer and Director Yoshida “P/D checks.” Most of the time, Yoshida will request small tweaks or adjustments, but with Omega things were a bit different.

It was a bit of a shock, but during that first check Yoshida was very blunt in his feedback: “it doesn’t feel like you’re battling Omega at all!”

The Omega Savage fight at the time had two parts to the “Level Checker” phases that I mentioned earlier, and he felt it dragged on for too long. Yoshida also told us the fight didn’t have that climactic feel other bosses up until now did.

Reworking the fight

I took that feedback to heart, and went to work on a revised plan right away. I worked with some of our raid design veterans, and went through the entire process again talking to all of our teams. It was somewhat of a miracle, but the revised plan was approved by Yoshida.

The new plan required changes from all sides. We were adding new mechanics, changing existing mechanics, adding animations, graphical effects, and sound effects. It was another huge team effort that went all the way to our QA team again–I was the one who had to bear the bad news of needing to retest the fight because of the new mechanics…

So what did we actually change? First we removed the second “Level Checker” phase, but we also bumped up the intensity of the fight following that phase. We added in new animations to visually show Omega’s rampage in the later stages of the fight, as well as two new laser attacks: Condensed Wave Cannon Kyrios and Diffuse Wave Cannon Kyrios. Our teams also created the “Rocket Punch” attack for this fight in record time.

Just for fun, let’s take a look at that second Level Checker phase we took out. This image is clipped from the design document, and shows the different positions players would need to be in and move to in order to succeed. Looking at this now… I’m actually glad I was able to rethink this phase!

Final Fantasy XIV Stormblood: Omega

As you can see, Omega was born out of very tough labour, and I probably caused more than a bit of trouble to many of the teams. They might not have the best memories coming out of all of this, but their willingness to go back to the drawing board is why this battle turned out as well as it did. I’m filled with nothing but gratitude for their support.

When the modeling team created this raid boss’ 3D model, what factors needed to be taken into account in order to translate the concept art into the game itself faithfully?

Yoshito Nabeshima: Hello! Lead character artist Yuji Mitsuishi jumping in here to talk a bit about creating the Omega model!

Omega is comprised of an extremely large number of parts, so getting each of those elements in order and putting them together to create the model was a very time consuming task. My team did not want to deviate from the envisioned design we were given, so we would make even the slightest adjustments to the position of each part of Omega to fit the design.

If you’ve fought Omega, you might have noticed the relief on the surface of his body. I think this is a very important element that makes Omega a memorable foe, but it was important to not lose the sense of three-dimensionality in the design or create a frail-looking Omega in the process.

Final Fantasy XIV Stormblood: Omega

Omega looks like a pretty tough fight to me!

Did you or your team had any “Aha!” moments during development that changed the outcome of this raid’s design?

Yoshito Nabeshima: Sometimes we do have those moments where something just clicks and you end up with a great idea that might change the fight entirely, but again Omega was a unique case. Almost all of the fight from the Level Checker phase onward was born from reflecting and brainstorming the fight as a group following Yoshida’s orders for the overhaul.

Omega’s ‘frenzy’ after the Level Checker phase was actually a suggestion from my team leader. He told me, “why not just make Omega go completely berserk?” That alone was an eye opener to create that feeling of a true battle against Omega that Yoshida was looking for.

Final Fantasy XIV Stormblood: Omega

That’s a lotta lasers

Were there any moments during the creation of this raid that sparked new ideas for other content we might see in the future?

Yoshito Nabeshima: When working on mechanics for one fight, there are times when new ideas come to mind that you can’t always realize right away. I actually thought of a few new ideas when working on the Chains of Memory mechanic for Omega–I’m hoping I can fit them into a future boss fight!

If the boss is inspired from a past Final Fantasy boss, how do you and the teams balance keeping true to the original, but also providing a special flair for Final Fantasy XIV.

Yoshito Nabeshima: When working with bosses from a past Final Fantasy we do make sure to provide a unique experience in Final Fantasy XIV, but at the same time it’s important to consider the original.

You’ll only see this in the Omega Savage fight, but we actually included an “Encircle” ability (known as “Loop”) in the battle. It’s basically the enrage timer for the fight, so you’ll only see it if you can’t finish the fight within a certain time limit.

Encircle was an ability used by Omega in Final Fantasy V that would remove a target from the battle–no questions asked. Unfortunately, mimicking this exactly in FFXIV and removing players from the raid instance wouldn’t really work, and honestly just randomly killing players during a fight isn’t that interesting.

However, after thinking about it I came up with the idea of using this as the boss’ enrage, since we would be able to preserve the original concept. If you happen to encounter this in FFXIV, you can see your raid party get exiled to another dimension!

Final Fantasy XIV Stormblood: Omega

The Original Encircle and the Final Fantasy XIV version – “Loop”!

Final Fantasy XIV Stormblood: Omega

What part of this new raid are you most excited for players to experience? Which gameplay moments or lore should players should keep an eye out for?

Yoshito Nabeshima: I’m sure many of you have already had a chance to play, but I’d say my favourite part of this fight is when Omega goes berserk after the second Pantokrator. You can only see this in Savage mode, but the visuals and animations of Omega filling the screen up with its onslaught of attacks are truly amazing.

This might sound a bit weird, but if you do get a chance to do Savage, make sure you hit that Enrage timer and see the full Loop effect! You won’t be disappointed!

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Battle royale shooter PlayerUnknown’s Battlegrounds is coming to PS4 on 7th December http://feedproxy.google.com/~r/SCEEBlog/~3/AqJKzH8fCnY/ https://blog.eu.playstation.com/2018/11/13/battle-royale-shooter-playerunknowns-battlegrounds-is-coming-to-ps4-on-7th-december/#comments Tue, 13 Nov 2018 16:03:18 +0000 http://blog.eu.playstation.com/?p=283483 Hey everyone, today we are thrilled to unveil the exciting announcement that PlayerUnknown’s Battlegrounds is officially coming to PlayStation 4! Bringing PUBG to the PS4 has been an ambitious project for us, and we are beyond thrilled to finally be sharing this news with the world. What is PUBG? PUBG is a battle royale shooter […]

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Hey everyone, today we are thrilled to unveil the exciting announcement that PlayerUnknown’s Battlegrounds is officially coming to PlayStation 4! Bringing PUBG to the PS4 has been an ambitious project for us, and we are beyond thrilled to finally be sharing this news with the world.

What is PUBG?

PUBG is a battle royale shooter where 100 players drop into a map and fight for survival. It’s a game of life or death as you explore and loot the map for weapons and armour. Be the last one standing to achieve the elusive Chicken Dinner – bragging rights included.

Pre-order bundles

PUBG will launch on 7th December with three iconic maps – Erangel, Miramar, and Sanhok – with the highly anticipated snow-themed map coming this winter. The game will include all major features like custom matches, ranked system, event mode, Trophies, and much, much more.

Today, we’re kicking off pre-order sales with various options:

  • Disc Edition
    • Includes base game
  • Looter’s Digital Edition
    • Includes base game
  • Survivor’s Digital Edition
    • Includes base game
    • Vikendi Event Pass
    • 2,300 G-Coin Pack
    • 20,000 BP
  • Champion’s Digital Edition
    • Includes base game
    • Vikendi Event Pass
    • 6,000 G-Coin Pack
    • 20,000 BP

Pre-order bonuses – digital skins

We teamed up with our friends at Sony to bring you some exclusive pre-order bonuses that will be included in each pre-order bundle.

PUBG

Nathan Drake Desert Outfit – Uncharted Series

PUBG

Ellie’s Backpack – The Last of Us

We are also offering a PUBG avatar and Theme to rock on your PSN profile for pre-ordering! You’ll receive these when the game releases*.

PUBG

PUBG

Miramar Theme

A few words from the PUBG HQ Team in Korea

From Koo Sung Jeong, PS4 Lead Project Manager:

“One of most memorable moments while developing PS4 PUBG was the first time we had 100 people join a test match. Before the test, the dev team’s mission was to deliver the finished product this year – it was a big challenge and it felt almost impossible. But as soon as we had 100 people drop in for the test, our confidence started to build and and we pushed ourselves harder to make everything happen. We are proud of the game we have created and can’t wait to get it into your hands!”

From Changmin Lee, PS4 Engineering Lead:

“It’s always exciting and tense presenting our work to the players as a developer. Getting our game into the hands of the PS4 community that haven’t experienced PUBG is a thrill equal to creating a new game. Everyone on the PS4 dev team have worked passionately on every single moment of the game to create a perfect experience for our players – we hope you all enjoy your journey on getting a chicken dinner!”

As we prepare for the official launch on 7th December, be sure to stay up to date on the latest news at our website and social channels. The team here at PUBG have worked tirelessly to bring our unique Battle Royale experience to this platform, and we can’t wait to start this new journey with you.

*Avatar and Theme available for pre-ordering the digital editions only

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Creed: Rise to Glory gets Creed II tie-in with two new fighters joining the PS VR boxing sim this month http://feedproxy.google.com/~r/SCEEBlog/~3/RjI8tiLHSso/ https://blog.eu.playstation.com/2018/11/13/creed-rise-to-glory-gets-creed-ii-tie-in-with-two-new-fighters-joining-the-ps-vr-boxing-sim-this-month/#comments Tue, 13 Nov 2018 15:00:12 +0000 http://blog.eu.playstation.com/?p=283413 Creed II is sure to get your blood pumping in the theater–but nothing matches taking on Viktor Drago and Danny “Stuntman” Wheeler yourself. On 27th November, 2018, Creed: Rise to Glory’s first free content update adds the hotly-anticipated sequel’s antagonists to the game’s roster of Freeplay and PvP opponents on PlayStation VR. In Creed II, […]

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Creed II is sure to get your blood pumping in the theater–but nothing matches taking on Viktor Drago and Danny “Stuntman” Wheeler yourself.

On 27th November, 2018, Creed: Rise to Glory’s first free content update adds the hotly-anticipated sequel’s antagonists to the game’s roster of Freeplay and PvP opponents on PlayStation VR.

In Creed II, Adonis Creed finally faces off against his old Delphi Gym rival Danny Wheeler (Andre Ward) as the leadup for a much larger showdown with his past: Viktor Drago, son of Ivan “The Siberian Express” Drago, the Soviet boxer who killed Adonis’ father Apollo during an exhibition bout.

Creed: Rise to Glory

Creed: Rise to Glory brings the drama of Creed II’s climactic bouts to your PS VR playspace with these two Freeplay opponents, inspired by their cinematic equivalents. Plus, Wheeler and Drago join the extensive roster of playable PvP characters, including PlayStation VR timed-exclusive: Classic Rocky.

Creed: Rise to GloryCreed: Rise to Glory

 

Creed: Rise to Glory puts players in the gloves of Adonis Creed as he trains with the legendary Rocky Balboa to become a champion in his own right.

Physically active, immersive gameplay powered by proprietary Phantom Melee Technology brings a new level of uniquely cinematic intensity to the boxing-game genre, whether facing off against the game’s opponents in Career, Freeplay mode or getting personal in PvP.

Creed: Rise to Glory

The Creed II content update goes live for auto-download on 27th November, 2018.

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Marvel’s Spider-Man: Turf Wars releases on 20th November http://feedproxy.google.com/~r/SCEEBlog/~3/H6gNEK1uyn8/ https://blog.eu.playstation.com/2018/11/13/marvels-spider-man-turf-wars-releases-on-20th-november/#comments Tue, 13 Nov 2018 14:00:17 +0000 http://blog.eu.playstation.com/?p=283409 Here at Insomniac Games, we’ve had a terrific time expanding our new and original Spider-Man story. We hope you enjoyed returning to the game recently, whether it was for New Game+ and Ultimate Difficulty, or to meet Black Cat in the first chapter of Marvel’s Spider-Man: The City That Never Sleeps – The Heist. And, […]

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Here at Insomniac Games, we’ve had a terrific time expanding our new and original Spider-Man story.

We hope you enjoyed returning to the game recently, whether it was for New Game+ and Ultimate Difficulty, or to meet Black Cat in the first chapter of Marvel’s Spider-Man: The City That Never Sleeps – The Heist. And, of course, if you haven’t yet checked out Marvel’s Spider-Man: The Heist, what are you waiting for.

With that said, we’re ready to give you a first look at the next chapter, Marvel’s Spider-Man: Turf Wars.

As we hinted in Marvel’s Spider-Man: The Heist, Hammerhead is the main antagonist in Marvel’s Spider-Man: Turf Wars.

First appearing in the 1970s via the pages of Amazing Spider-Man comic book, Hammerhead — the organized crime boss known for his obsession with the mob’s glory years and a cranium surgically enhanced into a deadly weapon — has declared war against the other Dons of the Maggia, and are using equipment left by Sable International during its occupation of Marvel’s New York. Spider-Man and Yuri Watanabe will have to team up to put an end to the violence that has erupted in the streets of the city.

Hammerhead

Marvel’s Spider-Man: Turf Wars features brand new story missions, bases, crimes, challenges, and trophies!

In addition, Marvel’s Spider-Man: Turf Wars features three great new suits.

We heard from many fans last May who were excited to see the new version of the Iron Spider suit in the game, but several wanted the classic Iron Spider Armour from the comics. With Marvel’s Spider-Man: Turf Wars, we’re glad to bring it to the game! Speaking of armour, Marvel’s Spider-Man: Turf Wars will also have the Spider-Armour MK I to help round out your MK set in the game.

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Finally, we have my favorite suit in this drop – the Spider-Clan Suit, which leaps directly out of the pages of the Marvel Mangaverse comic books. We know how much you love these animated-style suits — and we cannot wait to see what you do with this one in Photo Mode!

TITLETITLE

 

As with Marvel’s Spider-Man: The Heist – we have a brand new piece of art to share.​ We once again worked with famed Marvel illustrator and suit designer Adi Granov on this new image.

It’s been a pleasure to continue working with him to create amazing new art for the post-launch DLC. You’ll also notice it features Spider-Man in his Velocity Suit – which was designed by Adi and that you can unlock in Marvel’s Spider-Man (we know many of you have already!).

Marvel’s Spider-Man: Turf Wars releases on 20th November! You can buy it separately or you can also purchase the entire Marvel’s Spider-Man: The City That Never Sleeps, which includes Marvel’s Spider-Man: Turf Wars, the previously released Marvel’s Spider-Man: The Heist chapter, as well as the upcoming Marvel’s Spider-Man: Silver Lining chapter.

Haven’t played Marvel’s Spider-Man yet but want to check out the game and its DLC? The Digital Deluxe is an especially good value, including the full-game and all three Marvel’s Spider-Man: The City That Never Sleeps chapters!

That’s all for now – as always you can keep up with all the latest by following Insomniac Games on Twitter, Facebook and Instagram.

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Competitive PlayLink quiz game Knowledge is Power: Decades launches on PS4 tomorrow http://feedproxy.google.com/~r/SCEEBlog/~3/LsUuHLAkzIQ/ https://blog.eu.playstation.com/2018/11/13/competitive-playlink-quiz-game-knowledge-is-power-decades-launches-on-ps4-tomorrow/#comments Tue, 13 Nov 2018 13:02:10 +0000 http://blog.eu.playstation.com/?p=283401 Happy release week! With Knowledge is Power: Decades releasing tomorrow, I’m back again to share some shiny new screenshots of our latest PlayLink game. While 2017’s Knowledge is Power was all about a world’s worth of knowledge, this time around we’ve focused exclusively on entertainment and pop culture specifically from the last 40 years. In […]

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Happy release week! With Knowledge is Power: Decades releasing tomorrow, I’m back again to share some shiny new screenshots of our latest PlayLink game.

TITLE

While 2017’s Knowledge is Power was all about a world’s worth of knowledge, this time around we’ve focused exclusively on entertainment and pop culture specifically from the last 40 years.

In Knowledge is Power: Decades, you’ll be travelling through ‘Decades of Trivia’ testing your knowledge on the ’80s, ’90s, ’00s and the ’10s. If you’re nostalgic for the ’90s, or just aching for the ’80s, you can keep the questions to whichever decade takes your fancy, before showing off your knowledge across other categories such as Movies, Music, Pop Culture and more.

Challenges

To keep the quiz fast-paced, in-between questions you’ll play six different Challenges including Chain Reaction, Fill the Blanks, Odd One Out and Spin to Win!

With points available at every swipe and tap, each of these touch-controlled challenges gives you a chance to get closer to the winner’s spot at the top of the Pyramid of Knowledge.

TITLETITLE

 

Upgraded Power Plays

You’ll need a strong competitive spirit to make it there, but you’ll also need to get acquainted with our Power Play system.

For those familiar with Knowledge is Power, you’ll remember Power Plays as sneaky ways to sabotage your foes midgame to unleash against your opponents as they answer trivia questions.

We’ve kept our favourites, but joining the selection from the first game are brand new Power Plays such as Disco Fever, Zipper and Lockdown… For example if you throw a Zipper Power Play, your opponent has to unzip the answers on their touch screen before they can find the right answer!

TITLE

Show your love for your favourite era

We’ve also created a completely new roster of eight marvelous characters for you to play as, complete with era-themed filters for all those beautiful and ridiculous selfies. These are a great ice-breaker to your multiplayer party and let you showcase your love of your favourite era!

Not only have we translated all the questions to work just as well across multiple languages, we’ve also added in thousands of specifically localised questions for other countries!

TITLE

Knowledge is Power: Decades is out tomorrow, Wednesday, 14th November – for fans of the original it’s bigger and better than ever, and for new players it’s the best quiz game show on PlayStation. We hope you love it!

Don’t forget about the rest of the PlayLink titles also available November 14th which includes Knowledge is Power: Decades, Just Deal With It, WordHunters, Melbits World and Ticket To Ride!

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Try out Just Dance 2019 today with a free PS4 demo, out now http://feedproxy.google.com/~r/SCEEBlog/~3/aVEb2whTW_o/ https://blog.eu.playstation.com/2018/11/12/try-out-just-dance-2019-today-with-a-free-ps4-demo-out-now/#respond Mon, 12 Nov 2018 19:13:44 +0000 http://blog.eu.playstation.com/?p=283367 Wherever life takes you, Just Dance 2019 beats to the rhythm of your life moments! From top hits to classics and family favourites, dance to 40 hot new tracks, including: “Finesse (Remix)” by Bruno Mars Ft. Cardi B, “Havana” by Camila Cabello, “I Feel It Coming” by The Weeknd Ft. Daft Punk, “DDU-DU DDU-DU” by […]

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Wherever life takes you, Just Dance 2019 beats to the rhythm of your life moments! From top hits to classics and family favourites, dance to 40 hot new tracks, including: “Finesse (Remix)” by Bruno Mars Ft. Cardi B, “Havana” by Camila Cabello, “I Feel It Coming” by The Weeknd Ft. Daft Punk, “DDU-DU DDU-DU” by Blackpink, “New Rules” by Dua Lipa…& more!

Just Dance 2019

But if you’ve yet to try out your moves on Just Dance, now is the perfect time, as a Just Dance 2019 demo is now available on PlayStation Store! Grab your friends and play one of 2018’s biggest hits “One Kiss” by Calvin Harris and Dua Lipa for free.

You can also discover the new game interface and features, which will give you a taste of the changes made to the main game.

No controller? No problem! The demo supports the Just Dance Controller App, for PlayStation 4. All you have to do is simply download the app to your smartphone and you are ready to dance with up to 6 players simultaneously.

Just Dance 2019 Just Dance 2019Just Dance 2019

 

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New on PlayStation Store this week: Battlefield V, Fallout 76, Spyro Reignited Trilogy, more http://feedproxy.google.com/~r/SCEEBlog/~3/mOvSHgaRNF4/ https://blog.eu.playstation.com/2018/11/12/new-on-playstation-store-this-week-battlefield-v-fallout-76-spyro-reignited-trilogy-more/#comments Mon, 12 Nov 2018 18:18:18 +0000 http://blog.eu.playstation.com/?p=283275 It’s another action-packed week on PlayStation Store with a range of hotly-anticipated games hitting the virtual shelves in the coming days. Join mankind’s greatest conflict, survive a nuclear wasteland or soar through the sky as a purple fiery dragon. All this and more is detailed below! 1. Battlefield V DICE returns to the battlefront that […]

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It’s another action-packed week on PlayStation Store with a range of hotly-anticipated games hitting the virtual shelves in the coming days. Join mankind’s greatest conflict, survive a nuclear wasteland or soar through the sky as a purple fiery dragon. All this and more is detailed below!

1. Battlefield V

DICE returns to the battlefront that kickstarted its first person franchise: World War II. Ski down snow-covered mountains as you fight off the Nazi occupation in the single-player campaign then take on other players in all-out multiplayer skirmishes in historic locations across the world.

2. Fallout 76

Discover a desolate yet beautiful wasteland as you emerge from your vault into a post-nuclear America. This time, Bethesda Game Studios has delivered a thrilling twist to its action RPG series: every surviving human is another player. Go it alone or find safety in numbers as you rebuild the American dream by gathering supplies, crafting shelters and killing mutated creatures.

3. Spyro Reignited Trilogy

Spyro is back and looking better than ever. Journey through beautifully revamped realms to save your scaly friends from peril and gather a few gems along the way. Rekindle the fire with the original three platform adventures, Spyro the Dragon, Spyro 2: Ripto’s Rage! and Spyro: Year of the Dragon – because when there’s a realm that needs saving, there’s only one dragon to call.

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

Free for PlayStation Plus subscribers in November

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How Spyro Reignited Trilogy’s creator re-imagined the original’s dazzling theme park, Dragon Shores http://feedproxy.google.com/~r/SCEEBlog/~3/rWDcuVosgrU/ https://blog.eu.playstation.com/2018/11/12/how-spyro-reignited-trilogys-creator-re-imagined-the-originals-dazzling-theme-park-dragon-shores/#comments Mon, 12 Nov 2018 16:02:08 +0000 http://blog.eu.playstation.com/?p=283331 Hello again Spyro fans! We are less than 24 hours away from the launch of the Spyro Reignited Trilogy, and we are brimming with excitement here at Toys For Bob. With such a great response to our last blog post, we wanted to follow it up with an inside look at the making of one […]

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Hello again Spyro fans! We are less than 24 hours away from the launch of the Spyro Reignited Trilogy, and we are brimming with excitement here at Toys For Bob. With such a great response to our last blog post, we wanted to follow it up with an inside look at the making of one of our favourite realms in the trilogy, Dragon Shores.

A couple members on our team who worked closely on this level, Josh Nadelberg (Art Director) and Ray West (Lead Level Designer), share their experience with bringing back the best theme park in all the Dragon Realms.

Spyro Reginited Trilogy: Dragon Shores

Josh: The art team had a blast revisiting Dragon Shores for Spyro Reignited Trilogy. As the final “bonus” level in Spyro 2: Ripto’s Rage, we wanted to make sure that Dragon Shores lived up to its reputation as the premier vacation spot in the Dragon Realms.

As was our intention with each of the 100+ levels in the trilogy, we wanted to stay faithful to the layout and themes from the original, while enhancing the storytelling and mood with the additional detail we were able to add to the world.

In this case, we had a literal Fun Park to play with, and we didn’t pull any punches. For example, to spice things up we designed a giant mechanical dragon to encircle the park and a huge nest of golden dragon eggs perched above the square.

Ray: Thinking through the level design, for a project like Spyro Reignited Trilogy it was very important to determine which are the crucial elements that need to be spot-on for parity versus altering it to give the player an updated experience.

The original game’s level art and placement/pathing information were invaluable to the design team because it takes away a lot of the challenge with level reconstruction and we could instead focus on building the mechanics/mini-games.

Dragon Shores was one of those levels where we experimented with making significant changes but all in all it was much more satisfying to experience the original attractions and let the fantastic artwork make them shine.

Spyro Reginited Trilogy: Dragon Shores

Josh: From an art standpoint, we began production of every level by having concept artists paint over screenshots that we captured of the original game geometry. This approach ensured that our artistic decisions mapped one-to-one with the levels and don’t interfere with gameplay.

The concept art guided the environment and lighting artists as they translated the work into 3D, but there’s always room for creativity at every step along the way.

Our first pass at Dragon Shores had a more restrained colour palette, just like the original, with cream-coloured stone walls and archways. We didn’t feel like we were evoking the playful energy of a theme park quite yet, so we tried giving the whole place a bit of a paintjob to cheer things up and it made a huge difference.

We also added colourful flags and banners throughout to liven things up, and even hung some Spyro Reignited Trilogy posters at the entrance to the theater.

To make the Tunnel of Love feel more like a theme park attraction, we built a giant heart and signage to dress up the entrance, and added vibrant red carpets to help to guide the player to each of the different attractions.

Spyro Reginited Trilogy: Dragon Shores

Ray: Speaking of the Tunnel of Love, it almost had a gigantic cast of characters from all three games in it, but in the end we opted to just stick with the OG list (and because I’d already made FAR too many last-minute surprise animation requests to our animators).

We did add a new character into the Dunk Tank, though; he’s the Boat Gnorc from Spyro 1’s Wild Flight level. I initially put him in as a placeholder while the Spyro 2 assets were still under construction, but it was so satisfying to dunk him that I made sure he stayed in there for the final game.

Josh: Dunk tank, Tunnel of Love, the rollercoaster — this level really exemplifies the fun and sort of off-the-wall spirit of the Spyro games.

Having the opportunity to bring new life to these legendary games has been an amazing opportunity, and we can’t wait for people to have the experience of helping Spyro make his way to Dragon Shores again after all these years.

We are excited to share a little tease of the level here with you now. It’s also a reminder that as you’re working your way through Avalar over the coming weeks, don’t forget those gems and orbs!

The post How Spyro Reignited Trilogy’s creator re-imagined the original’s dazzling theme park, Dragon Shores appeared first on PlayStation.Blog.Europe.

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Race hoverbikes to a lo-fi hip-hop soundtrack in sci-fi RPG Desert Child, out on PS4 next month http://feedproxy.google.com/~r/SCEEBlog/~3/nEbYo7Ae57U/ https://blog.eu.playstation.com/2018/11/12/race-hoverbikes-to-a-lo-fi-hip-hop-soundtrack-in-sci-fi-rpg-desert-child-out-on-ps4-next-month/#comments Mon, 12 Nov 2018 15:30:40 +0000 http://blog.eu.playstation.com/?p=283311 In Desert Child, you play a young hoverbike rider scraping together cash through a mix of odd-jobs: chasing down bounties, racing other bikers, delivering pizza. Your ultimate goal is to save enough to buy a one-way ticket to Mars and enter the biggest event in the universe: the Grand Prix. In between these missions, you’ll […]

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In Desert Child, you play a young hoverbike rider scraping together cash through a mix of odd-jobs: chasing down bounties, racing other bikers, delivering pizza. Your ultimate goal is to save enough to buy a one-way ticket to Mars and enter the biggest event in the universe: the Grand Prix.

In between these missions, you’ll explore colourful cities where you can repair and upgrade your bike, dine on the local cuisine, take on even more side jobs and encounter all sorts of interesting characters, all to an original, lo-fi hip-hop soundtrack.

Music is integral to Desert Child’s aesthetic. The game’s creator, Oscar Brittain, set out to give his sci-fi racing RPG a unique feel.

But before we continue, you must be asking yourself, who is Oscar Brittain?

He’s a one-man indie game developer from Fremantle, Australia, and is the sole creator of Desert Child. Game design, art, animation, programming and music: everything was created by him. Everything carefully shaped and curated to fit his vision.

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How music shapes the game

Music is intrinsically linked with the side-scrolling races that are at the heart of Desert Child. Race length is dictated by its backing track. As you become familiar with the game’s superb playlist, you’ll know when a race is reaching its climax by its music accompaniment.

Soundtrack influences

The soundtrack to Desert Child mostly consists of lo-fi and 90’s influenced hip-hop, with most of the music having been created by Oscar himself.

His musical influences, which range from Tokimonsta, Eevee, Central Parks, A L E X, anything from Inner Ocean Records, and the Wu-Tang Clan, are reflected in the tracks created for the game.

You can check out his eclectic Spotify playlist of the various tracks he listened to that inspired the creation of Desert Child here.

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Soundtrack creation

As Oscar created most of the music, a lot of time and effort was put into each song.  Below is a list of equipment and software that was used during production:

Desert ChildDesert Child

 

  •     Ableton Live 9 (plugins iZotope Vinyl and Glitch 2 by Illformed)
  •     EDIROL Sound Input
  •     AKG Perception 420 Condenser Microphone
  •     Micro Korg XL Keyboard
  •     Fender Stratocaster
  •     Custom Teabox Guitar
  •     Roland Cube Amplifier

Here is a sampling of some of his music that can be found in the game:

Enlisting other artists

As there is a burgeoning artist scene in Fremantle, Oscar had to look no further than his own neighbourhood to recruit artists for the soundtrack.

Several local indie artists, such as Puncture Repair Kit and Girlfriend Material, have all contributed to the soundtrack, with most notably Girlfriend Material’s “Spatula” being used for the promotional E3 2018 PlayStation Trailer Mega Ran, who we’d worked with previously, features: we pitched him Desert Child between his DJ sets at a E3 Mixer this year and walked away with permission to use two of his tracks.

Desert Child will be available for digital download on 11th December on PlayStation Store.

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Chimparty brings family-friendly party game fun to PS4 this week, with a PlayLink twist http://feedproxy.google.com/~r/SCEEBlog/~3/BWLVhyOojWE/ https://blog.eu.playstation.com/2018/11/12/chimparty-brings-family-friendly-party-game-fun-to-ps4-this-week-with-a-playlink-twist/#comments Mon, 12 Nov 2018 13:01:27 +0000 http://blog.eu.playstation.com/?p=283209 Hello, PlayStation fans! It’s Lau again, the Creative Director behind Chimparty. I’m here to tell you that it’s nearly time to stop monkeying around and get ready swing to the store as Chimparty launches in select stores and on PlayStation Store this Wednesday! We’re super excited to share it with all of you! You might […]

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Hello, PlayStation fans! It’s Lau again, the Creative Director behind Chimparty. I’m here to tell you that it’s nearly time to stop monkeying around and get ready swing to the store as Chimparty launches in select stores and on PlayStation Store this Wednesday! We’re super excited to share it with all of you!

You might be wondering what it is you can expect from Chimparty?

Well, the first thing you should know about our family friendly and accessible party game is that it’s got four great game modes and 90 mini-game levels to enjoy! Whether you’re up for a session with the family or a group of friends, you’re sure to have a blast competing to see who’s top of the troop!

Whether the stakes are for who’s doing the dishes in a family challenge, or you’re just are playing for bragging rights against your pals, Chimparty has a game mode to fit the scenario. But it is up to you to find a good reason for a rematch, should you be “unlucky” the first time around!

If you like to roll dice then I suggest you start up the Board Game mode. This is the main game mode of Chimparty where two to four players will adventure through a beautiful game board, and play mini-games across the Jungle, Haunted, Pirate, Wizard and Alien themes.

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In the Board Game mode you move spaces on the board according to the score you get in the different mini-games. Don’t worry too much on lagging behind the other players, if this happens you get to roll the die to see if you can catch up!

When you get further through the board the dice will change based on the area you are currently in. This is where you can get to take back the lead from the winning player with a cannonball effect from the Pirate dice, or even stir up some havoc with the Wizard dice that can allow you to swap places! Who said anything about Chimps playing fair?

Chimparty also allow you to traverse the board game world on your own in the Solo Challenge game mode.Here, Orangutan Bob will be chasing you through different levels of difficulty. This is where you can really put your skills to the test, as you will need to score a lot of points to avoid getting caught!

If you are in the mood for a more curated experience, you should look into the Custom Game mode that allows you to make a game pack with your very own mini-game favourites. Some of my own favourites include Basket Head and Monkey Shot!

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If you’re low on time and want to get into the action right away then check out Quick Play, our last game mode, a studio favourite for getting straight into the action. In Quick Play you’ll be thrown into 10 random mini-games in rapid succession to quickly determine who’s the real ‘Chimpion’ of Chimparty!

…Oh. And did I mention that this is a one-button game? – It always leaves one hand free for grabbing snacks and beverages without having to worry about getting your phone sticky!

Perfect fit for a party game if I do say so myself!

Don’t forget about the rest of the PlayLink titles also available 14th November which includes Knowledge is Power: Decades, Just Deal With It, WordHunters, Melbits World and Ticket To Ride!

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Get an exclusive first look at God of War’s prequel comic ahead of its release next week http://feedproxy.google.com/~r/SCEEBlog/~3/gzFP6cAk--s/ https://blog.eu.playstation.com/2018/11/09/get-an-exclusive-first-look-at-god-of-wars-prequel-comic-ahead-of-its-release-next-week/#comments Fri, 09 Nov 2018 16:30:25 +0000 http://blog.eu.playstation.com/?p=283203 When I was first approached about working on a new God of War comic, a prequel to the forthcoming PS4 game, I was both intrigued and intimidated. Intrigued, because I knew from the early promotional stuff I’d seen that the new game would move Kratos away from his roots in Greek mythology and transplant him […]

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When I was first approached about working on a new God of War comic, a prequel to the forthcoming PS4 game, I was both intrigued and intimidated.

Intrigued, because I knew from the early promotional stuff I’d seen that the new game would move Kratos away from his roots in Greek mythology and transplant him in a new setting, drawing instead from Norse myths and legends, which I’ve been obsessed with since I was a kid. Intimidated, because it promised to be a HUGE job.

I’ve always loved stories that take characters from one setting or era or genre and drop them down in another—samurai warriors in the Old West, western gunslingers in the African jungle, and so on—and the story-telling possibilities of taking a character like Kratos and running him up against the kinds of obstacles he might encounter in a world filled with ice giants and trolls were too intriguing to pass up.

But at the same time, I was intimidated to be tackling such a recognizable and well-established character and to be contributing to a franchise with such an enormous scope and backstory. Because it was clear from the outset that what Santa Monica Studios and Dark Horse Comics had in mind was a direct prequel to the events of the new game that would be in continuity, and I knew from past experience working on similar projects that meant a lot of moving parts.

God of War prequel comic

God of War prequel comicGod of War prequel comicGod of War prequel comic

Thankfully, everyone involved with the project from my artistic collaborator Tony Parker to the editorial team at Dark Horse to Cory Barlog and the rest of the team at Santa Monica Studio really showed up and helped bring the story to life.

I had the basic outline of the plot worked out in the course of my first conversation with Spencer Cushing at Dark Horse, who was the one who originally approached me about the project, but it took some time to work out if it made sense in terms of the continuity of the new game.

God of War prequel comic: Page 2God of War prequel comic: Page 3

I was sent a massive amount of background on what the team at SMS had come up with to that point, from outlines to world-building materials to incredibly detailed character backstories, and learned that the antagonists that I’d originally considered using in the prequel comic had already been incorporated into the game.

But I noticed that some of my favourite bits of Norse mythology hadn’t yet been used, and fired off a series of questions to the team at SMS about their thoughts, and they sent back more ideas of their own, and from that point, the story came together really quickly.

In the final stages, some very productive discussions I had with Cory and the team at SMS helped to bring Kratos into full focus and to really tie our prequel story to the character’s emotional journey in the new game, and then the scripts were off to Tony to do the heavy lifting of bringing the pages to life.

And now all of that hard work finally pays off as readers get to see for themselves what we’ve come up with. I hope that everyone who enjoyed the new game checks out the prequel comic, and I hope that they enjoy it, too!

The post Get an exclusive first look at God of War’s prequel comic ahead of its release next week appeared first on PlayStation.Blog.Europe.

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5 tips to begin your Tetris Effect journey as Mizuguchi’s incredible puzzler hits PS4 http://feedproxy.google.com/~r/SCEEBlog/~3/6jvhdq_7O-c/ https://blog.eu.playstation.com/2018/11/09/5-tips-to-begin-your-tetris-effect-journey-as-mizuguchis-incredible-puzzler-hits-ps4/#comments Fri, 09 Nov 2018 16:00:18 +0000 http://blog.eu.playstation.com/?p=283199 Okay, I’ll be honest: I just wanted an excuse to feature the launch trailer for Tetris Effect on PlayStation.Blog. You should watch it! Right there, at the top of this post! It’s really good! But, while I’ve got you… I suppose I can share a few tips for anybody interested in dipping their toe into […]

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Okay, I’ll be honest: I just wanted an excuse to feature the launch trailer for Tetris Effect on PlayStation.Blog. You should watch it! Right there, at the top of this post! It’s really good!

But, while I’ve got you… I suppose I can share a few tips for anybody interested in dipping their toe into the Tetromino-filled waters of Tetris Effect. I know the readers of PS Blog probably have pretty wide-ranging levels of Tetris expertise, so apologies if you already know this stuff. In fact, I’d encourage the pros out there to share your advice in the comments! I’m still trying to master the art of the T-spin, myself…

The tips below are reflective of Tetris in general, since I haven’t had a ton of time with Tetris Effect yet and as such don’t yet know the intricacies of its scoring system (except for Zone Mode, which I’ll address a bit further down). Let’s go!

Tetris Effect

Line ’em up

There are lots of ways to play Tetris. Generally speaking, though, you’re pretty much always going to be trying to get a big ol’ stack set up while leaving a single column open for the infamous long (or line, or “I”) block.

Use that long block to clear four lines at once and earn a Tetris, usually accompanied by a hefty score bump. Bonus points (no, really, in most Tetris games you get bonus points for this) if you can score back-to-back Tetrises, or back-to-back-to-back Tetrises by using your held pieces wisely (and stumbling upon the rare double line block drop).

Tetris EffectTetris Effect

 

Watch your upcoming pieces

Sure, the ghost piece at the bottom of your playfield is easy to keep your eyes locked on, but as you start getting better at Tetris and pieces start dropping more quickly, keeping your eyes glued to that one spot can cost you precious milliseconds of reaction time.

Knowing what piece is coming up next (look at the top-right corner of the playfield in Tetris Effect) can mean the difference between a Decahexatris and a demoralizing defeat.

Tetris Effect

Get in the Zone

This tip is specific to Tetris Effect, as it pertains to the new “Zone” mechanic Enhance has introduced.

On its surface, going into Zone mode is a great way to recover from a tough situation (since, ya know, it stops time and all), but it also affords more advanced players with new strategic options. When you enter the Zone, lines you clear no longer count toward your progress toward the next level.

If you use it efficiently, this means you can stretch levels out far longer than they would usually last, ultimately resulting in far more points tacked onto your final score. Not to mention the massive bonuses you get for clearing more than 8 (Octoris), 12 (Dodecatris), or 16 (Decahexatris) lines at once during a single Zone activation. Do not ignore this mechanic!

If you’re feeling bold you can even go for a Perfectris (18 lines) or — and this one’s only for the most hardcore Tetris masters out there — an Ultimatris, which requires you to clear the entire playfield in one Zone activation. That’s 20 lines at once! Good luck.

Tackle those T-Spins

This one’s a bit more of an advanced tactic, but it’s worth ingraining into your playstyle early on. I grew up playing Tetris before T-spins were really a thing (or at least before games started handing out generous score bonuses for them) so I’m still struggling with this myself, but it’s important!

A T-spin is when you spin a T-block into an open T-shaped space that is obstructed by other pieces. There are lots of tutorials out there that can do a much better job than I can explaining the how here, but I’d encourage you to start small learning how to pull off some T-spin double line clears, then once you’re starting to feel comfy with those move on to trying to set up some triples.

Tetris Effect

Don’t despair!

This is the most important piece of advice I can impart on any aspiring Tetris Grandmaster. No matter your skill level, you’re going to end up in tough situations.

If you find yourself creeping further and further toward the top of the screen, try not to let your increasing heart rate and sweaty hands distract you from the task at hand: clearing those blocks. It’s almost always possible to recover from even the most desperate situations in Tetris, and remaining calm will increase those odds.


The fabled “Ultimatris”

Whether you heed the above advice or set off on your own path toward Tetris mastery, Tetris Effect is an excellent venue in which you can practice your block-droppin’ skills. Share your own advice in the comments, and I’ll see you on the leaderboards this weekend.

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Mafia III and Steep headline PlayStation Now’s November line-up http://feedproxy.google.com/~r/SCEEBlog/~3/hkf00MTphDI/ https://blog.eu.playstation.com/2018/11/09/mafia-iii-and-steep-headline-playstation-nows-november-line-up/#comments Fri, 09 Nov 2018 15:00:03 +0000 http://blog.eu.playstation.com/?p=283089 Hardboiled thrills. Exhilarating speeds. This month’s PS Now headliners promise two different types of tension when they drop onto PlayStation 4’s streaming service. Be gripped by a thrilling revenge story set across the New Orleans-inspired city of New Bordeaux in Mafia III and prove you’ve nerves of steel racing through snow-covered mountains in Steep. Mafia […]

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Hardboiled thrills. Exhilarating speeds. This month’s PS Now headliners promise two different types of tension when they drop onto PlayStation 4’s streaming service. Be gripped by a thrilling revenge story set across the New Orleans-inspired city of New Bordeaux in Mafia III and prove you’ve nerves of steel racing through snow-covered mountains in Steep.

Mafia III

The historically-set crime series jumped forward a decade to the 1960s in this third outing, letting you explore the beautifully-realised city of New Bordeaux that serves as backdrop to an ever-escalating turf war.

You’ll need to strongarm the competition in this third-person thriller that’s as heavy on gunplay as it is on conversation as ex-Vietnam vet Lincoln Clay, forced to make a stand in his home city after personal tragedy strikes.

Steep

A mountainous open-world awaits in Ubisoft’s arcade-flavoured sports game. Take to the slopes and pick which approach tantalises you the most: skiiing, snowboarding, paragliding or wingsuit flying. The shared world nature of the game means you’ll be mountainside alongside other players, so choose whether you want to race, conquer trick scoreboards or just explore.

But these aren’t the only games joining the service this month. The full list is as follows:

  • Mafia III
  • Steep
  • Vikings – Wolves of Midgard
  • Costume Quest 2
  • 100ft Robot Golf
  • Torment: Tides of Numenera
  • The Dwarves
  • Baja: Edge of Control HD
  • Destroy All Humans!
  • Battle Chasers: Nightwar

And don’t forget, PS Now is the only place on PC to play PlayStation exclusives. Want to sign up*? Find out how here.

*PS Now is available in UK, Germany, France, Benelux, Ireland, Austria and Switzerland.

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One year on, Guerrilla details how it brought Horizon Zero Dawn: The Frozen Wilds’ deadly Fireclaw to life http://feedproxy.google.com/~r/SCEEBlog/~3/C7CD9V2wT1U/ https://blog.eu.playstation.com/2018/11/09/one-year-on-guerrilla-details-how-it-brought-horizon-zero-dawn-the-frozen-wilds-deadly-fireclaw-to-life/#comments Fri, 09 Nov 2018 14:09:31 +0000 http://blog.eu.playstation.com/?p=283059 One year ago, we released The Frozen Wilds – an expansion for Horizon Zero Dawn that adds a whole new chapter to Aloy’s quest, including new territories to explore, new quests to complete, and dangerous new machines to hunt. In honour of the expansion’s one year anniversary, we sat down with two of our developers; […]

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One year ago, we released The Frozen Wilds – an expansion for Horizon Zero Dawn that adds a whole new chapter to Aloy’s quest, including new territories to explore, new quests to complete, and dangerous new machines to hunt.

In honour of the expansion’s one year anniversary, we sat down with two of our developers; Richard Oud and Pinar Temiz, to talk about breathing life and character into one of The Frozen Wilds’ fiercest additions: the bear-like Fireclaw.

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The bear essentials

“Originally we were going to have a bear-like machine in Horizon Zero Dawn, but we had to abandon the idea because of time constraints,” Lead Animator Richard Oud recalls. “It was a shame, because everyone felt it had potential. So when we started working on The Frozen Wilds, the bear concept seemed like a natural choice right away.”

The team set out to develop the bear concept into a pair of full-fledged machines, starting with a set of design document and visual design concepts. 3D models of the machines were then created and delivered to the animation department.

“From there, we started creating tests and animations for the machines based on the movements and attack areas that were outlined in the design documents,” Richard says.

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Not everything in the design documents was implemented one-to-one. After a few tests the animation team felt that certain head-on attacks would be too difficult to read for the player. A bit of back-and-forth between the design and animation departments led to a mutually-satisfying solution.

“We were able to improve the readability of the movement by having the machines attack at more of an angle,” Richard says. “This opened up its silhouette to the player, allowing for a much better impression of speed and motion.”

Once the machines were able to move and attack, the AI department put them in the game and Senior Sound Designer Pinar Temiz began the process of providing them with sound effects and vocalisations.

“The timings of the animations largely need to be locked before I can start implementing their corresponding sounds,” Pinar explains. “Of course, I can already start collecting materials and textures based on what the design doc tells me – in this case, that it’s a huge bear-like machine with lava-based attacks.”

In addition, the basic movement sounds of the Fireclaw drew from a similar set of materials as the other machines in Horizon Zero Dawn, which gave Pinar a clear starting point. “The machines in Horizon Zero Dawn are all supposed to be constructed from special alloys and high-tech polymers,” Pinar says, “so I tried to avoid making the movements sound too clunky or metallic.

Finding refurrence

For the basic movements and walk cycles of the Fireclaw, the animation team had planned to reference nature footage of grizzly bears.

“We quickly switched to polar bears, though, because their movements are much more distinguished,” Richard says. “Polar bears have slightly longer necks than grizzlies and when they run, it almost feels like they’re pulling themselves forwards with their heads.”

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Another important source of inspiration for the Fireclaw’s movements came from an unlikely place: YouTube clips of Red Pandas play-fighting.

“I felt like we needed something extra, to prevent the machine’s movements from becoming too straightforward and predictable,” Richard says. “So I started looking at reference footage of other species, and that’s how I came across the Red Pandas. They looked adorable, but I was struck by the way they dropped and rolled and use their weight to pull their opponents down.”

Pinar also looked beyond the target species for inspiration. “For the Fireclaw’s vocalisations I initially studied recordings of bears – in particular their grunts and sounds of exertion while moving around,” Pinar says. “Then I began searching for other animals that sound intimidating in a grumpy and gurgly way, and I quickly arrived at walruses and seals.

Combining their grunts with synthetic sounds and even human performances, Pinar then began layering and processing the snippets to achieve the desired vocalisations.

Overcoming beariers

A dilemma that animators and sound designers frequently encounter is repetition: if the motions or sounds of a character are presented in the exact same manner over and over, it quickly becomes artificial and grating to players. At the same time, development time and memory are finite resources, so throwing endless amounts of varied content at the problem is not a workable solution.

At Guerrilla, the animation and audio departments devised systems that use randomness to pick and mix from a limited pool of content in order to achieve variation.

“We actually ran into this issue very early on in the development of Horizon Zero Dawn,” Richard says. “When Aloy rode her mount it would feel repetitive – you could tell it was a cycle, particularly when travelling greater distances. Our solution was to create different versions of the walk cycle for the mount, and then randomly blend between them to achieve a natural, non-repetitive look.”

“Audio’s solution works along the same lines,” Pinar adds. “In the walk cycle example, we’d have a container of ten to twenty snippets of sounds and then randomize through them, combining them into different layers of sound with every footstep. We’d add a little bit of pitch shift on the fly to add further variation, and we even differentiated between front and back footsteps on the quadrupeds.”

One particular barrier the animation department had to overcome stemmed from the fact that the Fireclaw and the Frostclaw could walk on four as well as two legs.

“As soon as we added a set of bipedal animations, it instantly started feeling like a guy in a metal bear suit,” Richard laughs. “So we had to comb through a lot of nature footage to find ways to fix that impression. Locking the hips of the machine during bipedal movement, which made its strides more awkward and ungainly, was one way we were able to mitigate the issue.

Horizon Zero Dawn: The Frozen Wilds

“Similarly, Pinar’s use of human performances in the mixes for the machine vocalisations proved tricky to get right. “Our hearing is just really adept at recognizing human voices. I pitched them down and mixed them in with other sounds, but there are still certain samples in the final mix that come close to what I would qualify as a human voice,” she says. “Oh no, I hope people don’t go searching for them now!”

Diffurentiating the machines

The differences between the Fireclaw and the Frostclaw actually go beyond their distinct models and sizes. “Certain Fireclaw-specific attack animations, such as the one different attack where it grabs and throws rocks at the player, required us to figure out a whole new posture for the machine,” Richard says. “When it handles the rock you can see the machine actually tilt its center of gravity back, to compensate for the extra weight.”

The reference for the postures came from watching blockbuster superhero movies. “Hollywood has become really adept at giving CGI characters, particularly supernaturally strong ones, a sense of weight and exertion without inhibiting their speed and responsiveness,” Richard says. “They’re masters at striking that delicate balance.”

Horizon Zero Dawn: The Frozen Wilds

“For me the difference between the two machines wasn’t so much their personalities but their powers,” Pinar says. “The Fireclaw and the Frostclaw are both grumpy and dangerous, but the Fireclaw has lots of fire and lava elements, which affects not just its attacks but also its vocalisations. I even put little lava bubbling sounds in the gurgles of the Fireclaw.”

Despite their different fields, Richard and Pinar both had very similar goals for the Fireclaw: to make it move and sound like a heavy, dangerous machine that could quickly attack and respond to the player without losing its sense of weight and physical presence. The end result meets those goals in every respect, presenting players with a formidable challenge with every encounter.

Even bigger and more powerful than its ice-based little brother, the Fireclaw can shrug off fire-based attacks and explosions like they’re nothing.

It’s a lumbering hulk of steel and polymer that can easily rip huge chunks of rock out of the ground to use as shields or weapons. Seasoned players will find that taking down a Fireclaw is no simple task… but then, neither was building it in the first place.

We hope you enjoyed this look into the creation of the Fireclaw! We’ll be celebrating the anniversary of Horizon Zero Dawn: The Frozen Wilds all week, so keep an eye on Guerrilla’s official Facebook and Twitter accounts for more content.

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Intense PS VR action-rhythm game Beat Saber release date confirmed http://feedproxy.google.com/~r/SCEEBlog/~3/0iTCoxw8UnA/ https://blog.eu.playstation.com/2018/11/08/intense-ps-vr-action-rhythm-game-beat-saber-release-date-confirmed/#comments Thu, 08 Nov 2018 15:00:35 +0000 http://blog.eu.playstation.com/?p=283141 We are so excited to finally share big news with you: Beat Saber is coming to PS4 in Europe on 20th November 2018! Get your PS Move controllers ready, it’s time to slash some beats! Beat Saber will bring the thrilling rhythm experience right into your living room. You will not want to put it […]

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We are so excited to finally share big news with you: Beat Saber is coming to PS4 in Europe on 20th November 2018!

Get your PS Move controllers ready, it’s time to slash some beats! Beat Saber will bring the thrilling rhythm experience right into your living room. You will not want to put it down.

Beat Saber

In case you are not aware of Beat Saber’s gameplay, your goal is to slash the beats, represented by small cubes, as they are coming at you. Every beat indicates which saber you need to use and the direction you need to match.

This immersive and rhythm based experience is embodied in an appealing futuristic world filled with lights and mist. And of course, accompanied by exclusively-made electronic dance music and tons of levels.

We know the development took us a while, but here comes the best Beat Saber ever made! Our hard work finally paid off and we’re bringing you and everyone in our keen PS VR community the game filled with exclusive new content and features.

Beat SaberBeat Saber

 
Here’s a selection of the features and exclusivities awaiting you:

  • A challenging campaign – Improve your game style every day by completing levels in our complex campaign, exclusively created for PS VR.
  • Exclusive new songs – Everyone loves Beat Saber’s original game soundtrack. That’s why we bring you, above our well-know music hits, five new exclusive songs from excellent electronic dance music artists and talents from around the world.
  • Tons of modifiers – Make your gameplay even more challenging and exciting every day.
  • Epic sabers – Get ready for those shiny beasts because they look just amazing. Watch them glow and slash the cubes with style!
  • Practice mode – We know practice makes perfect. In Beat Saber you can start from any part of the level or even slow down the game to practice problematic parts.
Beat Saber Beat SaberBeat Saber

 
And from modes to competitive playing, Beat Saber is so much fun while playing solo or with a bunch of friends.

  • Party mode – Entertain your friends and family and have fun together! Everyone can join and start playing in seconds!
  • One saber mode – Use only one saber for playing but beware – there is no time for slacking.
  • No Arrows mode – The direction of your swing depends on you. How fast can you decide and make the best cut?
  • Global leaderboards – Climb the global leaderboards and compete with other players from around the world.

But that is not all! Fresh content is our priority and we want to bring you new music regularly. The first expansion pack featuring 10 songs is coming to the game very soon after the release. You can choose between different music genres and enjoy well-known artists together with emerging indie talents. With Beat Saber, you never stop swinging.

Beat SaberBeat Saber

 
Are you ready to lose yourself in this unique and addictive music experience and enjoy the pulse of every beat? The feeling from playing is just astonishing.

Beat Saber is a fantastic experience regardless of your skill level or previous experience with VR. Everyone understands the basic mechanism in seconds, grabs the PS Move controllers and swings right into the music.

Save the release date: 20th November 2018. Invite all your friends and family over and prepare to be surrounded by energizing music and show off your best dance moves. This is going to be a ride!

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Call of Duty: Black Ops 4 and Red Dead Redemption 2 were the best-selling games on PlayStation Store in October http://feedproxy.google.com/~r/SCEEBlog/~3/8w0a88bSojE/ https://blog.eu.playstation.com/2018/11/08/call-of-duty-black-ops-4-and-red-dead-redemption-2-were-the-best-selling-games-on-playstation-store-in-october/#comments Thu, 08 Nov 2018 14:00:40 +0000 http://blog.eu.playstation.com/?p=283133 October was the month for returning franchise heavyweights on PS4, as Call of Duty, Assassin’s Creed and Red Dead Redemption all launched sequels on PS4. Black Ops 4 claimed the top spot ahead of Rockstar’s western epic Red Dead Redemption 2 and Ubisoft’s open-world adventure Assassin’s Creed Odyssey. It’s worth noting that this is the […]

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October was the month for returning franchise heavyweights on PS4, as Call of Duty, Assassin’s Creed and Red Dead Redemption all launched sequels on PS4.

Black Ops 4 claimed the top spot ahead of Rockstar’s western epic Red Dead Redemption 2 and Ubisoft’s open-world adventure Assassin’s Creed Odyssey.

It’s worth noting that this is the first year since the original Call of Duty in 2003 that a main game in the franchise hasn’t released in November on PlayStation. For comparison, the Assassin’s Creed series has jumped between October and November slots across the 11 entries in the mainline series since it debuted in 2007.

On PS VR, platformer Astro Bot Rescue Mission secured the number one position, while Fortnite continues its grip on the DLC charts. See the full list below!

PS4

  1. Call of Duty: Black Ops 4
  2. Red Dead Redemption 2
  3. FIFA 19
  4. Assassin’s Creed Odyssey
  5. Battlefield 1
  6. Grand Theft Auto V
  7. Marvel’s Spider-Man
  8. God of War
  9. The Last of Us Remastered
  10. Need for Speed Payback
  11. EA SPORTS UFC 3
  12. Horizon Zero Dawn
  13. The Witcher 3: Wild Hunt
  14. Minecraft: PlayStation 4 Edition
  15. Detroit: Become Human
  16. Gang Beasts
  17. Need for Speed
  18. Battlefield 4
  19. Tomb Raider: Definitive Edition
  20. Mortal Kombat XL

PS VR

  1. ASTRO BOT Rescue Mission
  2. Creed: Rise to Glory
  3. Batman: Arkham VR
  4. Arizona Sunshine
  5. Job Simulator
  6. Until Dawn: Rush of Blood
  7. DOOM VFR
  8. Firewall Zero Hour
  9. Paranormal Activity: The Lost Soul
  10. Statik

DLC

  1. Fortnite Battle Royale – The Ace Pack
  2. Fortnite – Standard Founder’s Pack
  3. Marvel’s Spider-Man: The City that Never Sleeps
  4. Destiny 2: Forsaken
  5. Marvel’s Spider-Man: The Heist
  6. Call of Duty: Black Ops 4 – Black Ops Pass
  7. Fortnite – Deluxe Founder’s Pack
  8. Destiny 2 – Expansion Pass
  9. Horizon Zero Dawn: The Frozen Wilds
  10. Assassin’s Creed Odyssey – Season pass

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Hands-on with the PlayStation Classic http://feedproxy.google.com/~r/SCEEBlog/~3/ujI9HYbd85g/ https://blog.eu.playstation.com/2018/11/08/hands-on-with-the-playstation-classic/#comments Thu, 08 Nov 2018 13:00:44 +0000 http://blog.eu.playstation.com/?p=283151   “This thing is tiny!” That was my first thought upon meeting PlayStation Classic in the flesh. It’s around the size of a small paperback novel. It even fit snugly it into my back pocket. It’s slim, trim, and charmingly reflects the visual look of the original PlayStation in almost every way. Next came the […]

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PlayStation Classic
 
“This thing is tiny!” That was my first thought upon meeting PlayStation Classic in the flesh. It’s around the size of a small paperback novel. It even fit snugly it into my back pocket. It’s slim, trim, and charmingly reflects the visual look of the original PlayStation in almost every way.

Next came the controller, a recreation of the model that launched alongside PlayStation. I wrapped my hands around it, and the feel of those ergonomic grips sent me tumbling back to 1995, when I was huddled in a friend’s basement playing Battle Arena Toshinden for the first time. The directional pad felt a bit more comfortable to me, but otherwise, it was almost a carbon copy of the original controller.

I turned on the PlayStation Classic system and was pleased to see the original opening screen, compete with the teeth-rattling original system sound. Here, I noticed the logo was updated to Sony Interactive Entertainment. How things change!

PlayStation Classic
PlayStation Classic | Full Gallery
 
Then I browsed the 20 pre-loaded titles, a lineup that includes essential classics like Final Fantasy VII, Metal Gear Solid, and Tekken 3. While navigating through the UI — which is charmingly rendered with a lower-res aesthetic circa 1995 — each title depicts its original year of release, publisher, and the number of players supported.

I moved to the memory card management screen and encountered a UI that appeared to be nearly identical to its original incarnation… right down to that rainbow-hued Delete button.

Speaking of memory cards, PlayStation Classic adds some nice quality-of-life improvements in regards to saving game progress. At any time, you can press the Reset button on the system to exit your game and return to the main menu. Pressing the Reset button creates a Resume Point, which means you can play another game and return later to pick up your progress.

You can also use in-game save functionality to create traditional save files on the unit’s virtual memory card. In a nice touch, each game can accommodate 15 save slots’ worth of save files, so you’ll have plenty of headroom.

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PlayStation ClassicPlayStation Classic

 
Meanwhile, the system’s Open button has limited application, and is solely used to change “discs” in multi-disc games like Final Fantasy VII and Metal Gear Solid. It’s a cool touch and well implemented.

Then I fired up Twisted Metal, Grand Theft Auto, Jumping Flash, and a few other titles. Overall, the games played as I remembered them, 4:3 aspect ratio and all. I noticed that some of games on PlayStation Classic are sourced from PAL (European) versions of the games, with the remainder being NTSC (American) versions.

Overall, PlayStation Classic’s cute formfactor, nostalgic interface, and overall ease of use point to a well-designed trip down 32-bit lane.

Let me know if you have any questions, and I’ll do my best to answer in the comments!

PlayStation Classic

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