PlayStation.Blog.Europe https://blog.eu.playstation.com Your daily fix of PlayStation news from across the SIEE region Tue, 16 Jan 2018 16:05:29 +0000 en-GB hourly 1 https://wordpress.org/?v=4.9 Find out what you can do with Shadow of the Colossus’ versatile Photo Mode http://feedproxy.google.com/~r/SCEEBlog/~3/xOpk7IOID6U/ https://blog.eu.playstation.com/2018/01/16/find-out-what-you-can-do-with-shadow-of-the-colossus-versatile-photo-mode/#respond Tue, 16 Jan 2018 16:05:29 +0000 http://blog.eu.playstation.com/?p=264247 Shadow of the Colossus has long been admired for its breathtaking landscapes and amazing vistas, not to mention the colossi themselves. As we rebuilt the visuals for the game from the ground up (literally), one of the things we decided we had to include was a Photo Mode. We found ourselves spending more and more […]

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Shadow of the Colossus has long been admired for its breathtaking landscapes and amazing vistas, not to mention the colossi themselves.

As we rebuilt the visuals for the game from the ground up (literally), one of the things we decided we had to include was a Photo Mode. We found ourselves spending more and more time with Photo Mode as the system took shape, grabbing photos we thought captured moments that were unique and awe-inspiring. Take a look below at some of the photos the Bluepoint team captured during development.

Shadow of the Colossus: Photo Mode
Shadow of the Colossus: Photo Mode

The thing that makes Photo Mode stand out is its power and flexibility. It’s an entire photo adjustment suite built into the game for you! Everything that I had access to as the Art Director, you have access to as the player.

You can start with a filter and adjust all the way down to colour balancing the shadows, midtones and highlights. Then on top of that, control the depth of field ranges and amounts, in addition to the vignette. That’s an amazing amount of control.

Adjusting the camera to get that perfect shot is super easy. Being able to switch the camera from the player to the horse offers up a ton of possibilities. Letting the team loose with it was incredible. The amount of different looks you can achieve is limitless.

To top it off, being able to rotate the camera 90 degrees either way to generate portrait images means that lots of photos will be used as cell phone wallpapers! That’s not all: you’re able to leave some of the filters running as you play, giving you exciting degrees of control over how the game looks in motion.

Shadow of the Colossus: Photo Mode Shadow of the Colossus: Photo ModeShadow of the Colossus: Photo Mode

 

I look forward to getting this in the hands of the community and seeing the awe-inspiring things you come up with! Just a little bit longer until the release of Shadow of the Colossus on 7th February!

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6 expert developer tips to master exploration in sci-fi adventure InnerSpace, out today on PS4 http://feedproxy.google.com/~r/SCEEBlog/~3/-it7DIyqG4s/ https://blog.eu.playstation.com/2018/01/16/6-expert-developer-tips-to-master-exploration-in-sci-fi-adventure-innerspace-out-today-on-ps4/#respond Tue, 16 Jan 2018 15:01:06 +0000 http://blog.eu.playstation.com/?p=264217 Hello from the PolyKnight team! Our first game, InnerSpace, is out today on PlayStation Store, and we have to say, this is a very different kind of flying game. InnerSpace takes place in the Inverse, a universe of inside-out-planets where gravity pulls outward instead of in. This dying realm is home to ancient structures of […]

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Hello from the PolyKnight team! Our first game, InnerSpace, is out today on PlayStation Store, and we have to say, this is a very different kind of flying game. InnerSpace takes place in the Inverse, a universe of inside-out-planets where gravity pulls outward instead of in.

This dying realm is home to ancient structures of a lost civilisation, and flying inside these tight spaces is going to be a challenge. To compensate, we built flying mechanics that encourage agility and experimentation. Here are a few of our favourite moves. Enjoy!

1. Drift to spot hidden entrances

Drifting lets you survey your surroundings and look for entrances to structures as you glide around them. It also lets you change direction quickly.

2. Drifting helps you perform awesome trench runs

Tight spaces ahead. Drifting allows you to avoid walls and make quick decisions. Eventually, you’ll have the skills to make some epic trench runs.

3. Centre yourself to work out your next move

If you want to survey the area from a new angle, fly towards the center of the chamber. Then, drift to get your bearings and plan your next flight path.

4. Yaw or roll for tight manoeuvers

Depending on how much space you have, you can yaw for a wide turn or roll into it for a tighter manoeuver.

5. Use your wings to discover secrets

Your wings are pretty rugged, so don’t be afraid to scrape them against walls and see what might come tumbling down.

6. Dive into the ocean to relax

After surfacing, you can spread your wings to take… or just enjoy falling back to the ocean in a majestic Dolphin Dive.

These are some of our moves, but we’re most excited to see what you come up with. Feel free to share your deftest manoeuvers with us on Twitter (@PolyKnightGames), or just drop by to say hello.

We hope you enjoy InnerSpace, available now on PlayStation Store, with 10 percent off for PlayStation Plus members. Your greatest journey is within!

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Introducing the limited edition Monster Hunter: World PlayStation 4 Pro bundle http://feedproxy.google.com/~r/SCEEBlog/~3/x2yUgZhnkEU/ https://blog.eu.playstation.com/2018/01/16/introducing-the-limited-edition-monster-hunter-world-playstation-4-pro-bundle/#comments Tue, 16 Jan 2018 14:31:17 +0000 http://blog.eu.playstation.com/?p=264229 As players ready to track and battle titanic beasts next week in Monster Hunter: World, we’re happy to unveil a limited edition PlayStation 4 Pro to celebrate the game’s release. Launching alongside Capcom’s action adventure on 26th January, this monster 1TB PS4 Pro is daubed in eye-catching artwork featuring the fire wyvern Rathalos. Alongside the […]

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As players ready to track and battle titanic beasts next week in Monster Hunter: World, we’re happy to unveil a limited edition PlayStation 4 Pro to celebrate the game’s release. Launching alongside Capcom’s action adventure on 26th January, this monster 1TB PS4 Pro is daubed in eye-catching artwork featuring the fire wyvern Rathalos.

Monster Hunter World

Alongside the console comes a physical copy of Monster Hunter: World standard edition, and a customised red Dualshock 4 controller with unique designs. You can check out the console and controller in full below.

Monster Hunter World

Monster Hunter WorldMonster Hunter World

 

Monster Hunter World

As part of the bundle, you’ll also receive voucher codes for an in-game Origin Armour Set, Fair Wind Charm Talisman, as well as a Monster Hunter: World dynamic Theme.

Check your local retailer for availability.

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6 big new PlayStation Store releases you need to check out this week http://feedproxy.google.com/~r/SCEEBlog/~3/Gnit8Hvj-RE/ https://blog.eu.playstation.com/2018/01/15/6-big-new-playstation-store-releases-you-need-to-check-out-this-week-3/#comments Mon, 15 Jan 2018 15:49:43 +0000 http://blog.eu.playstation.com/?p=264133 This week, PlayStation Store welcomes an eclectic selection of games, including the airborne exploration of Innerspace, cryptic strategy with Kingdom: New Lands, space expedition in Kerbal Space Program, and cyberpunk adventuring with Digimon Story: Cyber Sleuth. But if you’d rather scratch that hunting itch, it’s your last chance to try out Monster Hunter: World ahead […]

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This week, PlayStation Store welcomes an eclectic selection of games, including the airborne exploration of Innerspace, cryptic strategy with Kingdom: New Lands, space expedition in Kerbal Space Program, and cyberpunk adventuring with Digimon Story: Cyber Sleuth.

But if you’d rather scratch that hunting itch, it’s your last chance to try out Monster Hunter: World ahead of the game’s impending release via this week’s open beta. So gather your arsenal and prepare for hunting season!

1. Monster Hunter: World (open beta)

Hunters, get ready! Monster Hunter: World’s open beta launches this Friday. Try your hands at the latest instalment in Capcom’s hit franchise a week before its release and use everything at your disposal to battle gigantic monsters in a new world teeming with surprises and excitement.

2. Metal Gear Survive (open beta)

Set seconds after the destruction of Mother Base in Metal Gear Solid V: Ground Zeroes, Metal Gear Survive opens with Big Boss’ Militaires Sans Frontières transported to an alternate reality. Within this new world, you will have to scavenge enemies for resources, craft weapons and traps, and fight solo or team up with friends in intense four-player co-op battles against waves of enemies.

  • Why you should play it: Try out Metal Gear Solid’s awesome combat in the multiplayer arena ahead of the game’s launch.
  • Beta opens: 18th-21st January

3. Innerspace

Embark on a serene journey with InnerSpace, an exploration-centric flying game set in the Inverse. Explore this ethereal world of inside-out planets and soar through ancient skies and abandoned oceans.

4. Kingdom: New Lands

Easy to play, difficult to master. With its gorgeous pixel art style, Kingdom: New Lands puts you in the shoes of a monarch who must conquer new grounds while ruling their Kingdom. Explore far off isles and discover their mysteries.

Kingdom: New Lands

  • Why you should play it: Kingdom: New Lands successfully iterates on the award-winning gameplay of its predecessor, Kingdom.
  • Releases: 16th January

5. Kerbal Space Program: Enhanced Edition

Who said rocket science wasn’t fun? Kerbal Space Program: Enhanced Edition is a brand new version of Kerbal Space Program built from the ground up for consoles. Help the Kerbals launch their space expedition with this realistic simulator featuring accurate orbital physics.

Kerbal Space Program: Enhanced Edition

  • Why you should play it: Learn more about the iconic Kerbals and their brave expeditions into space.
  • Releases: 16th January

6. Digimon Story: Cyber Sleuth Hacker’s Memory

Hack your way to the truth! Set in the near future, this turn-based action-RPG based on the classic Digimon TV series lets you play as Keisuke Amazawa, a Digimon tamer falsely accused of wrongdoings. To prove your innocence, you’ll need to dive into the digital world and fight alongside and against hundreds of Digimons.

  • Why you should play it: Train and fight over 300 unique Digimon in a digital, cyberpunk world and battle other players online.
  • Releases: 19th January

PlayStation StoreOut this week

PS4 DLC

16th January

17th January

19th January

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A new PS4 System Software update is coming – sign up now for the beta http://feedproxy.google.com/~r/SCEEBlog/~3/jcNI-ZjQf2w/ https://blog.eu.playstation.com/2018/01/15/a-new-ps4-system-software-update-is-coming-sign-up-now-for-the-beta/#comments Mon, 15 Jan 2018 15:01:28 +0000 http://blog.eu.playstation.com/?p=264129 We’re getting ready for the next major system software update for PlayStation 4, and as with previous updates are looking for PS4 owners help to fine tune it ahead of launch. Starting today, you can sign up here for a chance to be a beta tester and get an early look at some of the […]

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We’re getting ready for the next major system software update for PlayStation 4, and as with previous updates are looking for PS4 owners help to fine tune it ahead of launch.

Starting today, you can sign up here for a chance to be a beta tester and get an early look at some of the new features and improvements coming to PS4.

Beta testers for last October’s PS4 system software update 5.00, got early access to features like Family on PlayStation Network, friend list management, message improvements and much more before launch.

To register, you’ll need a PS4 system, be connected to the internet and be the master account holder. If you want to opt out of the trial, you can always roll back to a previous system software version at any time.

You can also choose to be added to future betas automatically without having to register again.

We’ll be back soon with an update on the features you can expect in the beta. And thanks to everyone who helped out in the previous beta trial – your feedback is always valued and we hope to see you online again for this one!

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The Elder Scrolls IV: Oblivion headlines this week’s PlayStation Now update http://feedproxy.google.com/~r/SCEEBlog/~3/wV0JDDQPcdw/ https://blog.eu.playstation.com/2018/01/15/the-elder-scrolls-iv-oblivion-headlines-this-weeks-playstation-now-update/#comments Mon, 15 Jan 2018 11:45:15 +0000 http://blog.eu.playstation.com/?p=264151 Bethesda’s RPG classic, The Elder Scrolls IV: Oblivion leads the charge in the latest range of new additions to the PS Now library today, joining over 450 PS3 and PS4 games in the streaming service. Whether you want to continue your journey into the fantasy genre with co-op battler Hunted: The Demon’s Forge or go […]

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Bethesda’s RPG classic, The Elder Scrolls IV: Oblivion leads the charge in the latest range of new additions to the PS Now library today, joining over 450 PS3 and PS4 games in the streaming service.

Whether you want to continue your journey into the fantasy genre with co-op battler Hunted: The Demon’s Forge or go post-apocalyptic in id Software’s brutal shooter Rage, there’s plenty to get your teeth into with today’s update. The full list of new additions to the service looks like this:

  • Bound By Flame
  • Binaries
  • Aragami
  • Pharonic
  • Kromaia Ω
  • Earth’s Dawn
  • The Final Station
  • Hunted: The Demon’s Forge
  • Rage
  • The Elder Scrolls IV: Oblivion

With exclusives such as The Last of Us, Killzone Shadow Fall; blockbusters like Red Dead Redemption, Batman: Arkham City or family friendly titles including Lego Harry Potter: Years 1-4, and Tearaway Unfolded, you’ve got a range of games to suit all tastes.

For a full list of games available on PS Now, please click here.

All these titles are ready to stream and play today – no need to download and install – with a PS Now subscription (a subscription also enables players to unlock both PS3 and PS4 Trophies, send and receive online multiplayer invites, and share gameplay status updates with their friends list). Why not try it out for yourself with a free seven day trial? If you like it, the monthly subscription is available for £12.99 per month.

The service is currently available in the UK, Germany, France, Belgium, Netherlands, Luxembourg, US, Canada and Japan.

The post The Elder Scrolls IV: Oblivion headlines this week’s PlayStation Now update appeared first on PlayStation.Blog.Europe.

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How Shadow of the Colossus PS4 studio Bluepoint became masters of the remaster http://feedproxy.google.com/~r/SCEEBlog/~3/fWk8-zmEDnc/ https://blog.eu.playstation.com/2018/01/12/how-shadow-of-the-colossus-ps4-studio-bluepoint-became-masters-of-the-remaster/#comments Fri, 12 Jan 2018 17:03:30 +0000 http://blog.eu.playstation.com/?p=264079 Bluepoint Games is a studio known for their consistently excellent results in the realm of remastering, refurbishing, and remaking classic games. So, you’d expect their headquarters to be bit a flashier than the outwardly unremarkable building they share in Austin, Texas. Their unassuming workspace doubles as an analogy for the studio itself: a group more […]

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Bluepoint Games is a studio known for their consistently excellent results in the realm of remastering, refurbishing, and remaking classic games.

So, you’d expect their headquarters to be bit a flashier than the outwardly unremarkable building they share in Austin, Texas. Their unassuming workspace doubles as an analogy for the studio itself: a group more passionate about their work than fame and recognition.

Watch the video above, captured during a recent trip to Bluepoint Games, to learn more about how the studio works, and how they’re aiming to make Shadow of the Colossus on PS4 the definitive version of a gaming legend.

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The entrance to Bluepoint is adorned with souvenirs from all the projects the team has worked on.

Bluepoint has grown into a team of a few dozen employees, but it all began with two people. Marco Thrush, now president of the company, and Andy O’Neil, the studio’s current vice-president. Marco and Andy built the still-in-operation Bluepoint Engine, and worked together to create Blast Factor, which launched alongside PlayStation Network in 2006.

Bluepoint Games – the story so far

Bluepoint got their start at the dawn of PlayStation Network with the release of their debut title, Blast Factor, but they’ve come a long way since then. Here’s everything they’ve worked on so far:

  • Blast Factor (PS3)
  • God of War Collection (PS3)
  • The Ico & Shadow of the Colossus Collection (PS3)
  • Metal Gear Solid HD Collection (PS3, PS Vita)
  • PlayStation All-Stars Battle Royale (PS Vita version)
  • Titanfall (Xbox 360 version)
  • Flower (PS4 and PS Vita versions)
  • Gravity Rush Remastered (PS4)
  • Uncharted: The Nathan Drake Collection (PS4)
  • Shadow of the Colossus (PS4)

Bluepoint is in a unique position: having led the remastering process for so many legendary titles, the studio has had lots of opportunities to poke around the inner workings of some of the most technically impressive experiences from their respective generations.

I asked Peter Dalton, the technical director on PS4’s Shadow of the Colossus, how he and the team took advantage of these opportunities.

“We’ve definitely learned from each of them,” Peter explains. “From the original God of War series and bringing that to PS3, and seeing how they solved certain problems, to working with Naughty Dog’s technology for Uncharted: The Nathan Drake Collection.”

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Left to right: Art Director Mark Skelton, Studio President Marco Thrush, Studio Producer Randall Lowe, Technical Director Peter Dalton

 

Bluepoint’s art director, Mark Skelton, has similar respect for the artists whose work he’s now responsible for recreating. “It’s amazing what they did with what they had. There are so many tricks and so many unique, groundbreaking things that they did in that game that I’ve never seen since or before that.”

When remastering a classic, it must be tempting to fix each and every mistake, oversight, or inconsistency you would find. But where does one draw the line? Skelton shares a geographical example from Shadow of the Colossus:

“So one of the areas is kind of wooded… I noticed — this is kind of funny — that it was a dual waterfall area. And the dual waterfalls had a U-shaped section that connected them, which to me made absolutely no sense. Where’s the water coming from?

“Things like that we talked through and made sure that if we did make changes to it, that it didn’t have huge ramifications, visually or playwise. So what we decided to do was connect it to another connection that was kind of a mountain waterfall, which fed that waterfall, which in turn fed those two.

“To me, changes like that were important. It makes more sense, and it was maybe just an oversight at the beginning of the first one. Stuff like that I don’t have a problem changing. You know, stuff that makes people scratch their heads and go why?

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One benefit of working at Bluepoint: Everyone gets two monitors.

 

The more you talk to the people at Bluepoint, the more you realise that this obsessive attention to detail is core to the studio’s ethos. Occupying a corner of the studio’s floorplan is a custom rack of four huge TVs, each representing one of the market’s most popular sets in a given price range. They wire PS4 dev kits to this rig to see the final product the way players will see it.

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Studio Producer Randall Lowe surveys Shadow of the Colossus’ central field on a range of popular TV panels.

 

If there’s one factor that clearly drives Bluepoint, it’s the desire to do right by fans — to do justice to the legacy of each and every game they choose to rebuild or remaster.

“To us, making the game the way you remember it is the most important mission that we have, regardless of everything else,” explains Randall Lowe, one of the testers on the original PS2 release of Shadow of the Colossus, and now a producer on the 2018 PS4 version.

“We need to make sure that the game you’re playing now feels like the thing that you played in the past. If we don’t hit those notes, then we failed in what we were setting out to do.”

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The Bluepoint kitchen has a great view of the Pennybacker Bridge, as well as the Colorado River underneath.

 

Studio president Marco Thrush elaborates: “The games we work on, we hand-pick them – we usually have lots of choices, and we get to pick the ones we care most about or that we truly believe the player will enjoy most once they get re-released. So we always give the best we possibly can on every single title we work on. I hope it shows in the end result.”

Shadow of the Colossus launches 7th February on PS4, but in the meantime, you can learn how it runs on PS4 Pro, watch the game’s opening sequence and read our hands-on impressions.

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5 things you need to know about this weekend’s Dragon Ball FighterZ open beta on PS4 http://feedproxy.google.com/~r/SCEEBlog/~3/kACsNsqcJAI/ https://blog.eu.playstation.com/2018/01/12/5-things-you-need-to-know-about-this-weekends-dragon-ball-fighterz-open-beta-on-ps4/#comments Fri, 12 Jan 2018 14:00:26 +0000 http://blog.eu.playstation.com/?p=264069 Hi, my name is Tony. I’m community manager for Bandai Namco Entertainment Europe and I’m happy to talk you through what you should expect from this weekend’s open beta of Dragon Ball FighterZ. But first, to get those of you who don’t know the series or game up to speed: Dragon Ball FighterZ is the […]

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Hi, my name is Tony. I’m community manager for Bandai Namco Entertainment Europe and I’m happy to talk you through what you should expect from this weekend’s open beta of Dragon Ball FighterZ.

But first, to get those of you who don’t know the series or game up to speed: Dragon Ball FighterZ is the latest instalment of the Dragon Ball franchise. It’s a fast-paced three-vs-three fighting game with a roster of all-mighty characters from across the franchise’s history! You’ll be able to build your dream team and sharpen your skills to master high-speed tag combinations with, of course, incredible anime-like graphics made by ARC System Works.

Let’s get back to the beta and start with the dates, in case you missed them (if that’s even possible):

  • 13th January at 8am GMT/9am CET (if you pre-ordered the game on Playstation Store.)
  • 14th January at 8am GMT/9am CET for everyone.

(Before you ask: yes, you can still place your pre-order to get early access, and show off with your friends by sharing some awesome combos. The magic happens here.)

This Open Beta will be the last opportunity for us to stress test the game’s servers in terms of matchmaking, stability, character balancing, etc., with the ultimate goal of making sure that the game will be perfect for its release on 26th January.

That being said, what is in the open beta?

1. The game modes: practice the moves, fight competitively and watch replays

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You will have access to different game modes including the World Match mode where you will compete with the world and the Practice Mode that will let you discover all the basics for each character. You will also have access to a Replay Channel to watch matches, which is another great way to learn from the best. These game modes will be available through the famous and cute lobby of the game where you will get a first glimpse of the Stamps and the Lobby Avatars that will let you have fun interactions with the other players.

2. Try out the 11 fighter-strong roster

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You will pick your team of three fighterZ from a roster of 11 characters including Super Saiyan Vegeta, Super Saiyan Goku, Adult Gohan, Cell, Frieza, Android 18, Krillin, Piccolo and three characters that have never been played so far: Beerus, Kid Buu and Nappa.

Each of these three ‘new’ characters are specialized in terms of their gameplay. For instance, you will love to play with Kid Buu if you love to strike fast and harass your opponent from multiple directions. Nappa is much slower, as you might guess, but he can definitively destroy you in a matter of seconds if you’re caught off guard. Beerus is a very technical character to use, and he can be extremely powerful in the hand of a skilled player who can work around his limited reach.

3. Fight your way across seven destructible stages

As the theater of battles to come, the Open Beta of Dragon Ball FighterZ will feature seven stages: Planet Namek, World Tournament Arena, West City, Volcano, Wasteland, Cell Games Arena and Rocky Field. Each has been designed with a insane amount of details and I’d say that the way they are destroyed throughout the fight is probably the most impressive I’ve ever seen in a Dragon Ball video game. And I’ve played a lot of them!

And while we’re talking about destruction, each stage includes specific and crazy scenes when you swap between the stage’s various levels or when you terminate your opponent with an ultimate attack. Earth, Namek and Space are all likely to suffer massive damage and Shenron will have to clean it all… again ;)

4. Try and summon the mighty dragon Shenron…

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By the way, do you know that you will be able to summon Shenron, not only in the game, but also in the open beta? Indeed, by triggering long combo chains, you can collect the legendary Dragon Balls. And if you gather them all, you will be able to call the mighty dragon for help, and he can totally change the outcome of a fight by restoring your health or bringing a fallen ally back. Please try it and let us know your opinion of this feature.

5. …and discover two special scenes in the beta

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Let’s finish with a secret: the team has hidden two special scenes in the open beta. Their official names are ‘Dramatic Scenes’ but any Dragon Ball fan like me might call them ‘Tribute scenes,’ because they are some of the most unforgettable moments from the original anime rendered within the game engine. These scenes trigger under special conditions and we are challenging you to find them both!

Bandai Namco’s team will be available all throughout the Beta to receive your comments and feedback on the official Facebook page and through the hashtag #DBFighterzBETA so do not hesitate to share anything that could help us to make Dragon Ball FighterZ the best ‘fighting’ Dragon Ball game ever.

Have a good game!

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Battle robotic foes & solve puzzles in futuristic PS VR adventure Apex Construct, out 20th February http://feedproxy.google.com/~r/SCEEBlog/~3/NoACYqT51Xw/ https://blog.eu.playstation.com/2018/01/12/battle-robotic-foes-solve-puzzles-in-futuristic-ps-vr-adventure-apex-construct-out-20th-february/#comments Fri, 12 Jan 2018 13:00:07 +0000 http://blog.eu.playstation.com/?p=263843 Hello, my name is Erik Odeldahl. I am the Creative Director at Fast Travel Games, a VR games developer founded in 2016 by former creators of franchises such as Battlefield & Mirror’s Edge. Little over two months ago, we announced our debut title called Apex Construct – an action/adventure game built from the ground up […]

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Hello, my name is Erik Odeldahl. I am the Creative Director at Fast Travel Games, a VR games developer founded in 2016 by former creators of franchises such as Battlefield & Mirror’s Edge.

Little over two months ago, we announced our debut title called Apex Construct – an action/adventure game built from the ground up for VR that we believe delivers an immersive and extensive experience unlike anything available today.

The reception from VR gamers following our announcement was extremely strong and positive, so I am happy to finally be able to reveal that the game is releasing for PS VR worldwide on 20th February, and that PlayStation Plus members will get a 20% discount when pre-ordering!

If you haven’t heard about Apex Construct before, let me recap a bit: The game is set in a strange future where merciless robots prowl the world as a result of mankind’s reckless experiments. As the last human alive, you will need to explore this world to uncover its secrets while defending yourself from the synthetic creatures, utilising an upgradable bow, arrow & shield setup. Progressing through the adventure, you will gradually reveal what actually happened to the world you once knew – and what your role is in the drawn out conflict between two powerful AIs.

Apex Construct

One of the stated missions for us at Fast Travel Games is to make VR games that last, and Apex Construct is really created to deliver a lasting experience. In addition to completing the main campaign, which should last around five hours and take you to places like pre-apocalyptic research stations, underground caves and parts of an old city, Apex Construct is filled with hidden areas to explore – and the more you explore, the more you understand about the world and the story. We call it ‘Exploration Driven Narrative’ and believe it really rewards players who take their time with the game.

An integral part of Apex Construct is the ‘Safe House’ from which any mission can be replayed, allowing you to find items or areas you might have missed when completing a mission the first time. This is also where Radiance Points, gained after killing enemies or finding secrets, can be spent to upgrade your equipment and improve your chances of survival against enemies determined to end your life.

We estimate that 50% of the game will be about exploration and puzzle solving, while the other 50% will be about fluid combat, sometimes against multiple enemies at once.

Apex Construct

Lastly, we also have some news to share regarding how you move around. While Apex Construct was initially built for teleportation movement only, after listening to feedback from VR gaming communities I can now confirm that direct movement with smooth turning options will be available in the game, from launch. We really want every player to be able to experience Apex Construct in their own prefered style.

So, a long road has (almost) come to an end. In just around six weeks, we are making Apex Construct available for PS VR players around the globe, hopefully providing that engaging and lasting VR action/adventure you have been waiting for. It has been a blast creating this fantastical world and we simply can’t wait for 20th February so you get to experience it yourself.

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Everything you need to know about Dissidia Final Fantasy NT’s beta, live this weekend http://feedproxy.google.com/~r/SCEEBlog/~3/nwU1U6oAqic/ https://blog.eu.playstation.com/2018/01/11/everything-you-need-to-know-about-dissidia-final-fantasy-nts-beta-live-this-weekend/#comments Thu, 11 Jan 2018 17:15:45 +0000 http://blog.eu.playstation.com/?p=263911 Dissidia Final Fantasy NT brings together a robust cast of iconic characters from Square-Enix‘s illustrious RPG series for a team-based battler. With its 3 versus 3 combat and distinct systems, Dissidia is a unique entry into PlayStation 4’s action-orientated arenas. With that in mind – and with the beta going live tomorrow- we’ve pulled together […]

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Dissidia Final Fantasy NT brings together a robust cast of iconic characters from Square-Enix‘s illustrious RPG series for a team-based battler. With its 3 versus 3 combat and distinct systems, Dissidia is a unique entry into PlayStation 4’s action-orientated arenas.

With that in mind – and with the beta going live tomorrow- we’ve pulled together a primer to get you familiarized with the game and to ensure that you’re fully equipped to enter the battlefield this weekend with a range of tips and tricks.

1. The arena, the UI and your goal

Dissidia’s one of a kind fighting system can certainly seem a little intimidating at first, but the basics of the game are in fact pretty straight forward. After a brief but highly-polished introduction to the selected teams of three, you will enter a 3D arena in which you’re free to move, jump and fly around.

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In the top left corner you will see your team and the opposing team’s life meters. The rules are simple: the team that depletes the opposing team’s life meter wins. If both teams are still alive by the end of the timer, the result will be a tie.

Once a character’s HP hits 0, their team will lose a third of their life meter. However, that character can still respawn and fight until the entire life meter – all three segments, each representing a fighter – is completely depleted.

2. The fighting system and how to use it

You can lock on to an individual opponent, then switch between them and their two comrades by pressing L2 or R2. A glowing line on-screen connecting you and your target will will keep you notified of your current lock-on; a similar, separate line will tell you who’s locked on to you. If it turns red, beware! The enemy is about to attack. You can dodge with L1, jump with circle, and perform different kinds of attacks with X, Square and Triangle. Hit R1 to dash towards your current target.

Dissidia uses two main complementary types of attacks: Bravery attacks and HP attacks. While you can chip away at an opponent team’s health bar with HP attacks, your best strategy is to increase their damage through Bravery attacks first. Here’s how it works:

Bravery attacks: Characters’ Bravery attacks are on the X button. Successful strikes will increase your on-screen Bravery counter while reducing your opponent’s own Bravery meter.
Increasing your Bravery points is important, as they feed directly into your HP attack damage.

For instance, get your Bravery meter high enough that it glows purple, and you can knock out one of your opponents with a single HP attack. Additionally, decreasing your opponent’s Bravery to zero nets you 1000 bonus Bravery points.

Using Guard (L1) can protect you from Bravery attacks, but not HP ones. Play defensive for too long though and the next hit can stun you.

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HP attacks: Once your bravery is high enough, use an HP attack with the square button to deplete your foe’s HP proportional to the Bravery you’ve accumulated. Your Bravery resets to zero after using an HP attack, and gradually recovers up to 1000 points.

EX Skills: On top of these two kinds of attacks, each player can equip 2 EX skills from a list of 25 and use them in combat with the triangle button. These special skills offer effects such as poison, teleport, or even buffs and debuffs. Each character of the roster additionally has their own unique EX skill.

3. The character classes to suit every play style

Dissidia’s epic roster of characters is split into 4 different classes. These are quite similar to classes typically found in RPGs.

Vanguards have very powerful Bravery attacks that can cover a wide area. They are slow but their endurance is very high. Their mobility across the battlefield is very limited compared to other characters, but their heavy hitting and medium range makes up for their lack of speed. Vanguards have the advantage over Assassins, but are weak to Marksmen.

Characters include: Warrior of Light, Firion, Cecil, and Cloud.

Assassins are fast but their Bravery attacks are lighter than Vanguards. Their high mobility and ability to triple jump while airborne makes up for their lower endurance. They are close range, very agile attackers. They have the advantage over Marksmen, but are weak to Vanguards.

Characters include: Squall, Zidane, Tidus, and Lightning.

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Marksmen can attack from a long range with magic attacks and projectiles. They are weak at close combat, and have the lowest endurance. Their mixed attack timings, long range, and area of effect gives them the advantage over Vanguards, but they are weak to Assassins.

Characters include: Terra, Shantotto, and Y’shtola.

Specialists have entirely unique skills and Bravery attacks. They are wildcards and can enhance their party members.

Characters include: Onion Knight, Bartz, and Vaan.

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Try them out and see which fighting style you prefer!

4. Rain havoc on your opponents with classic Final Fantasy summons

Dissidia taps into Final Fantasy’s rich mythology with its summons. Right in the middle of a heated battle, your team might get the opportunity to call upon the classic summons of the franchise such as Ifrit, Bahamut or Shiva!

Before the match takes place, you’ll be prompted to vote for your team’s summon. All the great Final Fantasy summons are there, and each of them have their own impressive summoning cinematic and different devastating effects on the battlefield. As the match goes on, summoning cores will appear in the arena. Target them just as you would another character and destroy them to build your on-screen summon meter.

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Once your team’s summon meter is full, press the touchpad to call upon your team’s chosen monster. If the whole team presses the touchpad at the same time, the summon will be instant. Once they are called, they will attack all opponents from range for a set time and grants additional buffs to your team.

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That’s it for today! We hope you’re now prepared to tackle your opponents on the battlefield in Dissidia Final Fantasy NT’s open beta when it launches tomorrow!

The open beta will be downloadable at 00:00 on 12th January for each time zone. Servers will go live at 2pm GMT / 3pm CET on 12th January.

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Towerfall creator returns with 700 levels of hardcore platforming action in Celeste, out on PS4 this month http://feedproxy.google.com/~r/SCEEBlog/~3/fQALcuUw_iY/ https://blog.eu.playstation.com/2018/01/11/towerfall-creator-returns-with-700-levels-of-hardcore-platforming-action-in-celeste-out-on-ps4-this-month/#comments Thu, 11 Jan 2018 17:03:38 +0000 http://blog.eu.playstation.com/?p=264043 Hey there PlayStation pals. It’s been a long while since I’ve had the pleasure of penning a PS Blog post – the last was when we launched TowerFall Ascension on PS Vita. Well, we’re finally back with a brand new game. Celeste is a single-player, narrative-driven platformer about climbing a mountain, and it’s launching on […]

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Hey there PlayStation pals. It’s been a long while since I’ve had the pleasure of penning a PS Blog post – the last was when we launched TowerFall Ascension on PS Vita. Well, we’re finally back with a brand new game. Celeste is a single-player, narrative-driven platformer about climbing a mountain, and it’s launching on PS4 on 25th January!

Madeline is on a mission to climb Celeste Mountain, and it won’t be easy. The mountain spans over 700 levels packed with hardcore platforming challenges and devious secrets.

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Along the way Madeline will meet peculiar characters and confront her inner demons as she jumps, climbs, and air-dashes her way to the summit. Dedicated mountaineers can even unlock hidden B-Side chapters that will truly test the limits of their skill.

If you’re not looking for a challenge, try playing in Assist Mode, which lets you toggle some powerful accessibility features to tune the game’s difficulty to whatever suits you. You can give yourself extra air dashes, slow the game speed, and more. We certainly designed Celeste to be a challenge, but we understand that every player is different and we want allow players from a wide range of skill levels to enjoy it.

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Celeste is a modern take on the classic action platformer. It’s a genre very close to our hearts, and we wanted to create something that pushes the genre – and our team – in a new direction. The result is a game that’s very personal and unlike anything else we’ve played.

We can’t wait to share it with you, and we hope you’ll enjoy your time on Celeste Mountain. See you at the top!

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5 things you need to try when Street Fighter V: Arcade Edition releases next week http://feedproxy.google.com/~r/SCEEBlog/~3/8Zq_D-kBiy0/ https://blog.eu.playstation.com/2018/01/11/5-things-you-need-to-try-when-street-fighter-v-arcade-edition-releases-next-week/#comments Thu, 11 Jan 2018 16:49:16 +0000 http://blog.eu.playstation.com/?p=263915 Almost two years ago, Street Fighter V arrived on PlayStation 4 to begin a new era of the legendary fighting game series. Two seasons of characters and two Capcom Cups later, Street Fighter V: Arcade Edition is on the horizon, bringing highly-anticipated modes and fan-favourite characters to welcome in 2018! As we anxiously await the […]

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Almost two years ago, Street Fighter V arrived on PlayStation 4 to begin a new era of the legendary fighting game series. Two seasons of characters and two Capcom Cups later, Street Fighter V: Arcade Edition is on the horizon, bringing highly-anticipated modes and fan-favourite characters to welcome in 2018! As we anxiously await the next chapter to arrive, we wanted to provide guidance for the many new features.

If you already own Street Fighter V, you can upgrade to the Arcade Edition on 16th January. The digital and physical editions of Street Fighter V: Arcade Edition will release on 19th January.

Here are five things you need to check out for SFV: Arcade Edition.

1. Play the newest character, Sakura, for free from 16th Jan – 23rd Jan

The Street Fighter series’ resident schoolgirl, Sakura, has now graduated high school and sports a more mature look that reflects her current job in an arcade. The best news is that Sakura will be free to play for all SFV: Arcade Edition and existing SFV players from 16th January – 23rd January!

Once you update your game with the Day 1 patch, Sakura can be used in all modes, including online play, so start taking notes as you go into battle with her.

Please note that any Fight Money and EXP earned during this time as Sakura will disappear once the free period is over. However, if you choose to purchase her individually or as part of the Season 3 Character Pass at any time in the future, the respective Fight Money and EXP will automatically be granted to your account again.

Sakura is the first character in Season 3 and will be joined by Blanka, Falke, Cody, G, and Sagat throughout 2018. If you purchase the Season 3 Character Pass you’ll immediately get all six characters once they become available. You’ll also receive their Battle Costumes with colours 3-10 and default costume colours 3-10 unlocked!

In addition, if you purchase the Season 3 Character Pass between 16th January and 30th January, you’ll receive the nine bonus costumes below as a bonus.

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2. Try out Arcade mode

True to its name, SFV: Arcade Edition introduces an Arcade Mode unlike any the series has had before. We’ve created an experience that invites players to relive all 30 years of Street Fighter history.

You’ll choose between six different paths that each represent a main title in the series. Each path remains true to its respective title, containing the relevant characters, costumes, and music, in order to further celebrate Street Fighter’s 30th anniversary year.

If you’re connected to the internet, your Arcade Score will be uploaded to monthly leaderboards where the top player will receive a unique title, so make sure to practice!

There are over 200 beautiful ending illustrations from various artists, which can be collected in Arcade Mode by fulfilling certain requirements. Here’s a sneak peek at one of these illustrations!

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3. Clash in Extra Battle mode

Once you’re connected to the internet, you definitely need to check out Extra Battle, a new mode that lets you obtain unique costumes, titles, Fight Money, and EXP! In fact, the opportunity to obtain the spunky costume below is available right when SFV: AE launches.

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Rashid is dressed up as Viewtiful Joe from the Capcom series of the same name, which made its PlayStation debut on the PlayStation 2 in 2004.

The unique costumes you can earn include these Crossover Costumes that feature your favourite SFV fighters dressed as characters from Capcom’s vast library of games.

Unique costumes can be obtained during certain time periods in Extra Battle Mode by completing a series of challenges. Here’s another Crossover Costume to get you excited with Nash as Captain Commando from the game of the same name, which was available on PlayStation in 1998!

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Every few weeks, a Golden Shadaloo Soldier will appear that will offer a decent amount of Fight Money if you can defeat it. Be on the lookout for these particular Extra Battle Challenges and mark your calendars accordingly!

4. Fire up Team Battle mode

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Do you have any friends or family coming over to check out SFV: AE with you? Team Battle Mode will be perfect to spark up some friendly competition. You can set up each local match to your liking, including the number of characters per team (up to 5), how much Vitality is recovered in between fights, if you want the matchups to be randomised, and much more.

Team Battle Mode is also a completely viable option if you want to set up a team on your own or are trying to learn multiple characters at once since you can play against the CPU.

5. Try out the V-Trigger IIs

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If you’re a returning player, one of the first things you may notice when selecting a character is the ability to choose between two V-Triggers. That’s because every character, including Sakura, now has a V-Trigger II, which can significantly alter their playstyles and open up potential they may not have had in the past.

Head into Training Mode to see the new V-Trigger IIs in action and you may discover a new main! Or jump straight into an online match to surprise yourself!

How to update Street Fighter V

The Street Fighter V servers will be going down for maintenance in the early morning (Pacific Time) of 16th January. The SFV: Arcade Edition patch and server maintenance will then be completed in the afternoon on the same day.

After we have released the update, SFV: Arcade Edition disc owners must connect to the internet to receive the latest update, which includes Extra Battle Mode, Team Battle Mode and new balance changes. They’ll also be able to redeem the code that comes with the disc to unlock Character Pass 1 and 2 content.

Current owners of Street Fighter V will also need to download the patch in order to update to SFV: Arcade Edition. Once the download is complete, all the aforementioned modes and changes will be present when booting up the game.

We hope this rundown helps for when you first pop in the disc or update your game! The entire Street Fighter team is incredibly proud of how far the series has come over the years. Street Fighter V: Arcade Edition has plenty more to explore, so get ready to fight next week!

The post 5 things you need to try when Street Fighter V: Arcade Edition releases next week appeared first on PlayStation.Blog.Europe.

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N++’s new Ultimate Edition includes 4,340 levels and took 10,000 hours to create http://feedproxy.google.com/~r/SCEEBlog/~3/7O9effrHW9M/ https://blog.eu.playstation.com/2018/01/11/ns-new-ultimate-edition-includes-4340-levels-and-took-10000-hours-to-create/#comments Thu, 11 Jan 2018 15:38:36 +0000 http://blog.eu.playstation.com/?p=263785 When we last spoke, N++ had just come out on PS4, and we were ecstatic. It was the debut of this long-awaited sequel to the arcade-style ninja platformer that was released in 2004 (N), finally in the hands of PlayStation fans, and there first! Since then, we’ve been busy adding to N++ and making it […]

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When we last spoke, N++ had just come out on PS4, and we were ecstatic. It was the debut of this long-awaited sequel to the arcade-style ninja platformer that was released in 2004 (N), finally in the hands of PlayStation fans, and there first!

Since then, we’ve been busy adding to N++ and making it even bigger and more beautiful with the free Ultimate Edition update that launched just before the new year. Go grab it now! We’ll wait ;)

The Ultimate Edition is what N+++ (3 plusses!) would look like, if there were ever going to be such a thing – with it added 60 beautiful new colour schemes, and a dozen or so dynamic ninja headbands, so that you can really feel the wind in your ninja hair, plus a whole bunch more delightful surprises.

N++ Ultimate EditionN++ Ultimate Edition

The big news is that we’ve doubled the size of the game, bringing it to an utterly unprecedented 4340 levels, AND there’s a brand new game mode called Hardcore.

Hardcore Mode lets you see the levels you’ve beaten in a whole new light by grouping columns of episodes into Stories and tweaking the rules of the game, making every attempt matter and every death a nightmare scenario you’ll want to avoid at all costs!

Hardcore is especially great for speedrunners, since it provides a nice neat challenge you can really sink your teeth into. Anyway, with this update, whenever you feel like dipping in, there will be new levels for you to play, effectively forever!

One thing you may not know is that on average about 2-3 hours of work go into making each meticulously hand-crafted level, from start to finish. Since N++ is all about the levels, this is pretty important. T

The Ultimate Edition’s 4340 levels took about 10,000 hours of development time, just for level design and testing! That’s over 400 full days, or 1250 8-hour work days, spread out over 4 years of development.

So how do we make sure each level feels great to play? Our level design secret-weapon is the wealth of knowledge we’ve amassed over the past decade of designing N games.

This includes things like understanding the best ratio of enemies and objects to balance risk with reward, and how to best hide secrets (which, as you may know, is one of the biggest new things in N++).

What sets N++ apart from other platformers is the way the ninja feels to control – at first floaty and slippery, but soon precise and acrobatic, as you get the hang of it.

After so many years of playing and making levels, we know exactly how the ninja moves and accelerates, and what sort of momentum you can retain in every situation. This means that it’s easy for us to get an intuitive sense of what jumps are possible and what tile arrangements will feel great to move around on, which makes for some really stellar levels.

N++ Ultimate EditionN++ Ultimate Edition

N++ Ultimate Edition

But the levels look so simple, you might be thinking – why does it take so long to design them? Well, they really only look simple. We design each level in many layers, testing and retesting hundreds of times, trying to consider how different players (eg newbies, speedrunners, party-goers, highscorers, etc) with different goals and abilities will make their way through the level.

Although N++ is a very challenging game, we try to accommodate a broad range of players, gently refining the level mechanics and goals until there’s a satisfying possibility for everyone. Our years of experience making levels and watching people play them helps us quickly grasp what works and what doesn’t.

There are several standard goals/layers in each level, for example: just make it to the exit; get all the gold; find the secrets; etc. In most levels there are many, many ways that each goal can be attained.

We want to support each player’s agency and individual personality, and let each choose their own path through the levels so that every success is really their own.

Their high score replay is preserved for all to see, which is one of our favourite parts of the game – watching replays is great, because if you’re stuck, you can get tips, and otherwise it’s just really enjoyable to see all the different play styles other players have!

N++ Ultimate EditionN++ Ultimate Edition

N++ Ultimate Edition

The heart of N++’s design is a delicate balance of challenge with reward, and tension with joy, so that players can really appreciate how their skills are developing as they play, and feel proud of themselves when they complete an exceptional task.

It’s all about that thrill and satisfaction. That’s what makes N++ the game of “just one more try!”

Why not try making an N++ level of your own, using the built-in level editor? Just choose “Create” from the main menu.

When you’re done making and testing your level, publishing it will add it to the free global database of N++ levels, where you can challenge friends and players all over the world to try it. There are already over 30,000 levels and counting!

Thanks for reading, we hope you continue to enjoy N++! Happy N Year (plus plus)!

The post N++’s new Ultimate Edition includes 4,340 levels and took 10,000 hours to create appeared first on PlayStation.Blog.Europe.

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Praise the sun! Dark Souls: Remastered is coming to PS4 on 25th May http://feedproxy.google.com/~r/SCEEBlog/~3/GWxJZUK0VXs/ https://blog.eu.playstation.com/2018/01/11/praise-the-sun-dark-souls-remastered-is-coming-to-ps4-on-25th-may/#comments Thu, 11 Jan 2018 14:43:56 +0000 http://blog.eu.playstation.com/?p=263927 Hello everyone, this is Kasumi Yogi from Bandai Namco Entertainment America Inc., and we are excited to light the bonfire once again with Dark Souls: Remastered. What does Dark Souls: Remastered bring to the table for long-time fans of the critically-acclaimed action role-playing game series? You can return to Lordran to re-experience the original Dark […]

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Hello everyone, this is Kasumi Yogi from Bandai Namco Entertainment America Inc., and we are excited to light the bonfire once again with Dark Souls: Remastered.

What does Dark Souls: Remastered bring to the table for long-time fans of the critically-acclaimed action role-playing game series? You can return to Lordran to re-experience the original Dark Souls in 4K resolution when playing on PS4 Pro.

Whether you’re a die-hard fan of the Dark Souls series, or someone looking to take their first plunge into the series, you can experience an epic, dark fantasy universe stricken by the Curse in stunning, high-definition detail running at 60 FPS. Explore and build your character to create a unique gameplay experience with a wide variety of weapons, armour, and magic. Do you want to mercilessly slash away at your enemies, or devastate them with powerful spells? I say: why not both?

Not only are the graphics getting an upgrade, but fans of the multiplayer experience in Dark Souls are also getting a treat in Dark Souls: Remastered. Instead of 1-4 players, six people can gather to either support or betray each other, finding a home among nine covenants online with dedicated servers. Which allegiance will you choose?

In this world, death is to be expected. From your first steps to complete mastery, refine your skills in battle. Learn to strategise freely and experience the rewarding taste of overcoming fearsome, daunting foes!

We can’t wait for you to roll and fight your way through powerful demons and tricky traps in Dark Souls: Remastered on 25th May, 2018.

Just remember: You are never truly safe in the world of Lordran.

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Towerfall meets dodgeball in fantasy-themed PS4 sports game Strikers Edge, out 31st January http://feedproxy.google.com/~r/SCEEBlog/~3/MTzEKX8jyJc/ https://blog.eu.playstation.com/2018/01/11/towerfall-meets-dodgeball-in-fantasy-themed-ps4-sports-game-strikers-edge-out-31st-january/#comments Thu, 11 Jan 2018 14:06:03 +0000 http://blog.eu.playstation.com/?p=263903 Strikers Edge was originally born from a “game development marathon” or “game jam”, so to speak. It was raw, unpolished and ugly, but the main mechanic was there: shooting weapons at each other to take down your opponent. We saw its potential at the very beginning; it felt unique and easy to pick up, while […]

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Strikers Edge was originally born from a “game development marathon” or “game jam”, so to speak. It was raw, unpolished and ugly, but the main mechanic was there: shooting weapons at each other to take down your opponent.

We saw its potential at the very beginning; it felt unique and easy to pick up, while offering an almost hidden complexity that versus fighting games usually offer.
But above all, every game felt very intense. Every spear passing through, every dodge felt like a clutch moment.

Moving onward with the concept required us to think everything through. In this PlayStation.Blog post we’ll talk about two of the many, many aspects we improved since that game jam back in the day: the gameplay and the theme, while designing for intensity.

Designing for intensity: gameplay

Strikers Edge is a versus game that thrives in clutch moments and intensity. We wanted to emphasize the feeling to a maximum and try to provide “WOW” emotions and moments. We always came back to this WOW moment that was Street Fighter 3rd Strike’s “Moment #37” and ask ourselves: can Strikers Edge provide even a small amount of the feeling this moment is about? Even for less technically experienced players?

We had an idea that was able to provide its share of WOW moments, stressing out clutch actions: slow-motion. It works simply by momentarily slowing down time when someone is about the get a fatal hit.

Strikers Edge

This ended up working great for multiple reasons. For one, it acknowledges a clutch moment in the match, dramatizes that moment and creates emotion, putting people on the edge of their sits.
So far, nothing surprising as it just is what every slow-motion effect does.

However, we chose to activate the slow-motion effect before the weapons hits the target, making what seems to be an artifice, a gameplay mechanic. It gives the player at disadvantage an opportunity to turn things around by allocating him/her more time to react and avoid death, which in returns allows time for the attacking player to out-think their low health enemy.

This is when mind games come into play

There are few things more satisfying than blocking an incoming charged attack during a slow-motion moment, making everybody in the room go “OMG!!!”!
As there are very few things more frustrating than dodging the fatal spear just to receive another one, well timed by your opponent, at your recovery.

Strikers Edge

Intensity became our main design choice, and we made sure every mechanic was revolving around the concept.

On top of the slow-motion mechanic, we added other little interactions that ended up adding to the game’s intensity potential, such as:

  • Projectiles colliding with each other in mid-air
  • Arenas’ elements and occasional events protect, damage, push or slow you down the high risk / high reward mechanic of charging an attack, slowing you down and temporarily disabling dodges and blocks in the process for an increased output damage and a special ability

Strikers Edge

Yet, for Strikers Edge to be as intense as we meant it to be, we had to find a theme for our game that would frame it all.

Designing for intensity: finding a theme

It was clear from the beginning that ranged combat was core to the game.

We wanted to make it somehow physical, making the player feel like every hit made a difference, and most of all… we wanted Strikers Edge to feel intense.

Guns wouldn’t cut it, since bullets travel too fast and we needed something that was slow enough for players to dodge.

Strikers Edge

Yet the obvious was there all along: the first prototype had spears, so it felt natural to keep going with ranged and melee weapons. Everything from axes, spears, javelins, shurikens, knives, even stones, among others, made it to our list of possible weapons.
With this list we immediately started thinking about all kinds of warriors who could use these in combat, as well as what kind of unique abilities they would have.

This stage is super fun and it’s very easy to get carried away and lose focus, so we had to establish a theme: Medieval Fantasy came to us.

Strikers Edge

Strikers Edge

It’s a theme that can hold lots of different kinds of warriors without them feeling out of context. You can imagine a Ninja fighting a Viking and find it much more credible than, say, an Egyptian warrior against a modern-day Marine.

COME ON!! Who would win in a fight between a Ninja and Spartan against a Valkyrie and her Viking friend!!??
Yes, we were quite happy with the theme and the intensity the characters, their potential background and their weapons could bring to the fray.

With the medieval fantasy theme sorted out, it became easier to come up with and justify characters, abilities, events, locations and everything about the world.

Here you go, here are solid foundations for Strikers Edge, in terms of both design and gameplay. We hope you’ll enjoy the game as much as we enjoyed making it. We hope to see you online on the fray on 31st January.

Strikers Edge

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Introducing the Onyx wireless controller from Hori, available for PS4 next week http://feedproxy.google.com/~r/SCEEBlog/~3/4hmn-aMJFEg/ https://blog.eu.playstation.com/2018/01/11/introducing-the-onyx-wireless-controller-from-hori-available-for-ps4-next-week/#comments Thu, 11 Jan 2018 13:00:21 +0000 http://blog.eu.playstation.com/?p=263797 Last October, we announced we were bringing a new range of officially licensed controllers to PS4. Designed to work seamlessly with all PlayStation 4 consoles (including PS4 Pro) and give gamers more ways to play, we wanted to offer a range which reflected the community’s diverse playstyle and help introduce new people to the great […]

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Last October, we announced we were bringing a new range of officially licensed controllers to PS4. Designed to work seamlessly with all PlayStation 4 consoles (including PS4 Pro) and give gamers more ways to play, we wanted to offer a range which reflected the community’s diverse playstyle and help introduce new people to the great games and entertainment available on PS4.

In this spirit, we are pleased to present the latest addition to our range, the Onyx Wireless Controller from Hori, which will be available across the region* from 15th January.

hori-onyx-controller

 

In addition to featuring all core controls and direct Bluetooth connectivity**, the Onyx packs into its broad grip design a touch pad, dual vibration motors and offers asymmetrical sticks. As a result, this latest addition to our growing range makes it easier than ever for gamers to find a controller that suits their unique playstyle.

 

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Let us know in the comments section which officially licensed controller you’re most interested in, and find out more about other PS4 Accessories here.

 

*Check with local retailers for availability.

** USB cable not included. To charge the controller, use the USB cable supplied with the PS4 system.

hori-onyx-controller

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Star Wars Battlefront 2 was the most downloaded game on PlayStation Store last month http://feedproxy.google.com/~r/SCEEBlog/~3/rId37ooSQrk/ https://blog.eu.playstation.com/2018/01/10/star-wars-battlefront-2-was-the-most-downloaded-game-on-playstation-store-last-month/#comments Wed, 10 Jan 2018 14:00:30 +0000 http://blog.eu.playstation.com/?p=263883 Last week we unveiled the PlayStation Store sales chart for the full year 2017; this week we have the December 2017 countdown. Star Wars Battlefront 2 took the Christmas #1 spot, narrowly keeping FIFA 18 and Call of Duty WWII at bay. New entries on the PS4 chart included plucky indie brawler Gang Beasts and […]

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Last week we unveiled the PlayStation Store sales chart for the full year 2017; this week we have the December 2017 countdown. Star Wars Battlefront 2 took the Christmas #1 spot, narrowly keeping FIFA 18 and Call of Duty WWII at bay. New entries on the PS4 chart included plucky indie brawler Gang Beasts and PlayLink quiz game Knowledge Is Power.

Read on for the full breakdown…

PS4 games:

  1. Star Wars Battlefront 2 (8)
  2. FIFA 18 (3)
  3. Call of Duty: WWII (1)
  4. GTA V (6)
  5. Need For Speed: Payback (2)
  6. Gang Beasts (New)
  7. Assassin’s Creed Origins (5)
  8. Rocket League (14)
  9. Wolfenstein: The New Order (Re-entry)
  10. The Last Of Us Remastered (RE)
  11. Horizon Zero Dawn (15)
  12. Crash Bandicoot N Sane Trilogy (RE)
  13. Tom Clancy’s Rainbow Six: Siege (12)
  14. The Sims 4 (16)
  15. EA Sports UFC 2 (7)
  16. Knowledge is Power (New)
  17. Gran Turismo Sport (4)
  18. Minecraft (RE)
  19. The Witcher 3: Wild Hunt (13)
  20. ARK: Survival Evolved (RE)

PS VR games:

  1. Superhot (9)
  2. Job Simulator (5)
  3. Doom VFR (New)
  4. Rollercoaster Legends (New)
  5. Batman Arkham VR (2)
  6. The Elder Scrolls V: Skyrim VR (1)
  7. Arizona Sunshine (RE)
  8. Robinson: The Journey (RE)
  9. Everest VR (RE)
  10. Accounting+ (New)

DLC:

  1. Fortnite – Standard Founder’s Pack (7)
  2. Destiny 2 – Curse of Osiris (New)
  3. ARK: Survival Evolved – Aberration (New)
  4. Destiny 2 – Expansion Pass (6)
  5. Tom Clancy’s Rainbow Six Siege – Year 3 Pass (New)
  6. Horizon Zero Dawn – The Frozen Wilds (1)
  7. Battlefield 1 – Premium Pass (2)
  8. Rocket League – Fast & Furious ’99 Nissan Skyline GT-R R34 (4)
  9. Call of Duty: WWII – Season Pass (3)
  10. Rocket League – Batman v Superman: Dawn of Justice Car Pack (9)

PS Vita games:

  1. Assassin’s Creed III Liberation (RE)
  2. Need for Speed Most Wanted (RE)
  3. Minecraft (9)
  4. Borderlands 2 (RE)
  5. Uncharted: Golden Abyss (RE)
  6. XCOM: Enemy Unknown Plus (RE)
  7. Persona 4: Dancing All Night (RE)
  8. Lego Star Wars: The Force Awakens (RE)
  9. Persona 4 Golden (8)
  10. Adventures of Mana (RE)

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Watch the thrilling trailer for the new chapter of Call of Duty: WWII Zombie’s mode, The Darkest Shore http://feedproxy.google.com/~r/SCEEBlog/~3/-MmhA-UMVTA/ https://blog.eu.playstation.com/2018/01/09/watch-the-thrilling-trailer-for-the-new-chapter-of-call-of-duty-wwii-zombies-mode-the-darkest-shore/#respond Tue, 09 Jan 2018 18:14:11 +0000 http://blog.eu.playstation.com/?p=263827 After his losses in Bavaria, Doktor Straub has shifted his focus to a secluded island off the coast of northern Germany. He’s working there to finalize his plans for an undead assault on the Allied Forces, one that will change the course of history. The Darkest Shore follows our intrepid heroes into the next chapter […]

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After his losses in Bavaria, Doktor Straub has shifted his focus to a secluded island off the coast of northern Germany. He’s working there to finalize his plans for an undead assault on the Allied Forces, one that will change the course of history.

The Darkest Shore follows our intrepid heroes into the next chapter of their dangerous and horrifying Nazi Zombies journey. Only days after the disaster in Mittelburg, the crew arrives at an island blanketed in fog and rich in occult history. A tactically important naval base for the Axis, the island is surrounded by air and sea power – and of course crawling with the undead.

Marie, Drostan, Olivia, and Jefferson will need to fight off legions of war-ready zombies, as well as survive Nazi airstrikes, strafing runs, and naval artillery barrages. As waves of thick fog roll across the island, the team will need to strategically time their stealth, melee, and gun-blazing assaults to avoid the horrors that hide in the fog.

Luckily, the team will have powerful new tools at their disposal. Their time in Mittelburg has taught them how to combine mundane weapons with the enigmatic new energies of the undead for lethal results. And our heroes will need all the help they can get, because Straub has more secrets hidden away in the wet roots of this island. New threats, new traps, and new undead monstrosities, which are more cunning, quick, and even more bloodthirsty than before.

Pre-order Call of Duty: WWII – The Resistance: DLC Pack 1 to ensure you don’t miss a single moment of the most terrifying chapter of Nazi Zombies to date. Your pre-order ensures you’ll get The Darkest Shore, as well as three new multiplayer maps and an all new objective-based War Mode Mission, Operation Intercept.

The Resistance: DLC Pack 1 arrives first on PlayStation 4 on Tuesday, 30th January.

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7 things you might not know about Dissidia Final Fantasy NT http://feedproxy.google.com/~r/SCEEBlog/~3/ZQUyACjc7ko/ https://blog.eu.playstation.com/2018/01/09/7-things-you-might-not-know-about-dissidia-final-fantasy-nt/#comments Tue, 09 Jan 2018 16:00:36 +0000 http://blog.eu.playstation.com/?p=263683 Dissidia Final Fantasy NT is a new brawler from Square Enix and Koei Tecmo coming to PS4 on 30th January. Known in arcades across Japan as Dissidia Final Fantasy, the latest instalment of the fighting franchise features three-versus-three combat and a roster full of characters from all ages of the Final Fantasy saga. Ahead of […]

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Dissidia Final Fantasy NT is a new brawler from Square Enix and Koei Tecmo coming to PS4 on 30th January. Known in arcades across Japan as Dissidia Final Fantasy, the latest instalment of the fighting franchise features three-versus-three combat and a roster full of characters from all ages of the Final Fantasy saga. Ahead of the open beta kicking off this Friday, 12th January, we sat down with producer Ichiro Hazama to find out what makes this team-based fighting game so unique.

1. Dissidia NT was built from the ground up for PS4

“We actually designed for PS4 right from the start, when we made the arcade version. We went to Sony at the beginning of the development and asked them if we could put customised PlayStation 4 hardware in the arcade cabinets themselves. They agreed, so while the hardware the arcade version is running on is not exactly the same as the home console – it’s been a little customised for arcades — within each arcade cabinet in Japan there is actually a PS4!

“Since the game was already created for PS4, we’ve focused on different things for the home version. One of the things we really felt was important was the story. Having a roster of characters drawn from all titles of the Final Fantasy series is such a good opportunity for a great story and this is what we have put the most effort into.”

2. Dissidia isn’t just for Final Fantasy fans

“We do believe that Final Fantasy is what makes Dissidia NT so great, but we wouldn’t make a game that you can’t enjoy unless you know Final Fantasy.

Dissidia Final Fantasy NT

“If you put aside Final Fantasy, you have this three-vs-three battle system and fun-filled matches taking quite a short amount of time — games comes to a conclusion in about 3 and a half minutes — and I don’t think there’s ever been a game before that worked on that kind of system. So, even without the Final Fantasy bits, I think that system alone will be a lot of fun for new players.”

3. Dissidia NT features characters from every era of Final Fantasy

“A very important thing for us is that the fans of the Final Fantasy series feel that the characters we’ve chosen work in Dissidia; that they truly feel like the characters from their original games. We’ve put a lot of focus into this aspect.

“With some of the earliest Final Fantasy characters — FFI to FFIII for example — the amount known about them is actually very limited and we had very little to work with.

“To overcome this and make these well-rounded characters, we’ve looked for all the clues we could from the original games – not just the graphics, the sprites and what you see externally from the game, but also the very detailed character illustrations by Yoshitaka Amano and all the little bits of info in them. From this, our creative director Tetsuya Nomura helped us flesh out the models and worked to make them a little bit more up to date.

Dissidia Final Fantasy NTDissidia Final Fantasy NT

“But of course there’s more than their appearance. For example, on one of the characters there was a little line that said “he is the master of using different weapons” which led us to a lot of internal discussion along the lines of: ‘if this guy can use all the weapons, what kind of attacks would he have?’ So we imagined it and created a character setting from there.

“This was something we started way back with Dissidia on PSP, and we’ve been adjusting with feedback from the players.”

4. Every character is different, but some can help you learn the ropes

“Of all of Dissidia’s characters, Final Fantasy VII’s Cloud Strife is pretty much the easiest to learn. He’s great for people starting out with the game because he’s very straight-forward and his techniques are easy to understand.

“He is also a very popular character, not only because he is the main character from the first PlayStation Final Fantasy, but also because of how his moves and attacks from the original game have been translated to Dissidia.

Dissidia Final Fantasy NTDissidia Final Fantasy NT

“Then you’ve got Squall Leonheart and Sephiroth which, in the hands of very skilled players, can be absolute monsters to take down. If you’ve got a really good player with one of these two characters, they can overwhelm you in no time at all!

“Of course, one-on-one, some characters can be stronger than others but because it’s a 3-vs-3 game, we look at the balancing from a team-fight perspective. Our director Takeo Kujiraoka is the one in charge of that, and I did notice that every time we add a new character he loses some weight. By the time the game comes out, he’ll have probably lost even more! (laughs)”

5. The arenas evolve as the battle rages on

“My personal favourite arena is probably Besaid Island from Final Fantasy X. It’s a beautiful stage with the island and the sea but what I really love is how this stage recreates the scene from its original game. You can see the little inlets in the ocean, remember that specific treasure chest located right there, or simply reminisce on the ambiance of the game.

“As the battle progresses there are a lot of things and effects that will slowly transform the stage and the scenery. In Besaid Island you’ll be able to see the fireflies floating across the horizon around the middle of the battle, for example.”

6. You will fight to your favourite Final Fantasy tracks…

“The music of Final Fantasy has always been a huge part of the series success, and because of this, we’ve actually got a lot of the original tracks from the games, untouched, in Dissidia. But we’ve also asked Takeharu Ishimoto, Dissidia’s original composer, to rearrange some other Final Fantasy tracks.

Dissidia Final Fantasy NT

“A lot of times, when you ask people to rearrange music from Final Fantasy, they respect it so much that they only change a little bit of it and it’s not very different from the original, but I made sure that he made very radical rearrangements of them so he could create something new and interesting for Dissidia.

7. …but not always the ones you expect

“Obviously Dissidia is all about battles, so most of the tracks we have chosen from Final Fantasy are battle themes or battle-related tracks. But we have also played around a little bit!

“We have added quite a few tracks that are absolutely not battle-related, just to see how they’d work during fights. We’ve got “Pa-paya theme” from Final Fantasy XIV, for example, as well as “Gold Saucer Theme” from Final Fantasy VII.

“Imagine the surprise: you have the two teams presented in this very epic way and they’re about to fight each other… Cloud is there with his massive sword… and suddenly you hear the Gold Saucer theme tune! It helps alleviate the tension right away!”

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Uncover the mysteries behind a deserted research vessel in PS4 sci-fi puzzler The Station, out 20th February http://feedproxy.google.com/~r/SCEEBlog/~3/tOb2KaasDY4/ https://blog.eu.playstation.com/2018/01/08/uncover-the-mysteries-behind-a-deserted-research-vessel-in-ps4-sci-fi-puzzler-the-station-out-20th-february/#comments Mon, 08 Jan 2018 15:13:28 +0000 http://blog.eu.playstation.com/?p=263753 The Station drops you into a sci-fi mystery, serving up cosmic questions to ponder and problems to solve. Over a newly-discovered planet home to a hostile alien race, orbits a research space station. However, it has suddenly gone dark – all communication has ceased and the vessel’s stealth systems have shut off entirely. As a […]

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The Station drops you into a sci-fi mystery, serving up cosmic questions to ponder and problems to solve.

Over a newly-discovered planet home to a hostile alien race, orbits a research space station. However, it has suddenly gone dark – all communication has ceased and the vessel’s stealth systems have shut off entirely.

As a recon specialist sent to investigate the dark, ominous, puzzle-filled station, your only tools are your wits and the clues revealed through your augmented reality heads-up display (AR HUD). What you discover may have you questioning your ethics, morality, and beliefs. Welcome to the AR world of The Station.

The Station

Your character is equipped with an AR device that feeds you audio and visual materials on board. Each crew member of the station was implanted with a device that would record moments during their mission.

These audio logs were triggered by physiological reactions to stress and emotions. Your AR device renders these recordings as points of interests in the physical space. Discovering these orbs scattered around the station will reveal a crew member’s thoughts, decisions, and on occasion, their intimate desires. The information from these orbs will help you piece together what exactly went wrong.

The Station

All your findings and discoveries are recorded in your TAB menu. This menu exists as a virtual object in space that you can interact with to find your map, inventory, and objectives. Provided you have enough room, at any time you can drop the menu in front of you at the press of the button.

Feel free to walk around it, leave it, return to it, or drop it somewhere else. There’s no need for a journal when you have movable digital representation of your thoughts with you at all times.

Additionally, the AR device displays the virtual notes left in the corridors, labs, and personal rooms by crew members. The crew left these messages around the vessel as public virtual messages for each other.

Devices on the station will also interact with your AR device, feeding you information and showing what life was like on board in better times. The virtual signage will also help you interact with the Station, assisting with both navigation and puzzles.

In many ways, the station is as much of a character as the crew itself. The AR device is the only way to access information that will get you deeper and deeper into the Station’s systems, and closer to the heart of the mystery.

The technology behind the AR HUD has been a challenge design, but we think you’ll enjoy using it to discover the hidden depths of The Station. It’s been difficult to keep these secrets to ourselves, but you’ll be able to untangle the web we’ve weaved for you on 20th February.

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