Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. The Star Wars Thread

    Movie release day is wednesday here in France but it's actually quite rare when we get movies first. But it's almost always the case with big Disney blockbusters so it's pretty cool I remember we got both Guardians and Ant-Man more than a week later though. I think it's gonna be the case with Ant-Man 2. Sometimes, movies are released more than a month after the US...
  3. Yesterday
  4. I can’t make this weeks TNT thanks to work but like the idea of a custom dilettante night so will run that on the 4th of June, early warning to steal and mod one if you see it but will remind everyone closer to the time also * @Dodge could pleaseyou accept my RSC friend request so I can find your jobs/playlists more easily for when i’m taking your ideas
  5. The Star Wars Thread

    No spoilers : It was good but not as good as Episode VIII.
  6. Hey Battlefield players, my name is Lars Gustavsson and I’m the Senior Producer on Battlefield V, which comes to PlayStation 4 this October. You may have heard by now that the next Battlefield experience takes place during World War 2. For those of you who have been with us from the start, you’ll know it’s a return to the era where it all began for the veteran series. Battlefield 1942 released more than a decade ago, and it was the realization of a dream from the original team and myself to relive moments from our favourite WW2 films within our very own game. We’ve brought different eras to life since then, but truth be told, a return to WW2 has always been in our sights. We also recognize that the depiction of WW2 has changed, for better or worse, in games since that time. Call it fatigue, oversaturation or what you will, we would not let nostalgia get in the way of our previous Battlefield 1 mantra – “untold, unplayed, unseen.” The result is Battlefield V. The scope of WW2 is immense and instead of recycling the locations of Battlefield 1942, we decided to capture it by exploring uncommon but pivotal places as well as telling unfamiliar stories. No doubt, Battlefield V will retain memorable WW2 elements such as paratroopers dropping in from the sky to aid in critical mission, but with an unpredictable situation once you hit the ground. War Stories, our single-player experience from Battlefield 1, returns as another driving force taking you to play in unexpected places. One story takes players to Norway amidst the German occupation, where you will engage in the story of a young Norwegian resistance fighter. We designed each story with a fresh angle, palette, and gameplay to ensure that you are engrossed at every turn. Battlefield V will unfold as an ongoing journey and allow players to deploy on more maps and experiences over time to best capture the immense scope of World War 2. It’s not enough to deliver maps and stories to merely play through – we want you to change the war and for the war to change you. We are doing this through your Company. This is where your Battlefield V journey starts. Create and customize how your soldiers, weapons, and vehicles look and play for a more personal as well as tactical experience. Soldiers can alter their faces, outfits, and warpaint to go with their class, archetype, loadout, and special skills. These changes will give vehicles, weapons, and soldiers a story, carrying into each and every battle a certain weight and a history that makes others wonder what they’ve been through. Prepare for Battlefield V on PlayStation We are excited to finally return to the roots of the Battlefield series and even more so to do it in a way that has never been done before. We hope you are excited, too, and will join us on this journey. Deploy on PlayStation 4 starting 16th October for Battlefield V Deluxe Edition early enlister access, and 19th October for the Battlefield V Standard Edition. The post Battlefield V promises a never-before-seen portrayal of World War 2 appeared first on PlayStation.Blog.Europe. View the full article
  7. ps4 DiRT Rally (& the XDBX League)

    im also at work. I have improved a bit since last night. You'd think i was driving a banana peel yesterday. I've been doing the career mode so hope that is helping me along.
  8. ps4 DiRT Rally (& the XDBX League)

    Sound s fun but I unfortunately will be working.
  9. ps4 Whacked Out Wednesdays (Multi-Host)

    I know, you're welcome! Best part: I won't be there, I'll be in my comfy bed, sleeping peacefully! MUAHAHAHAHAHAA!!!
  10. The Star Wars Thread

    How come France always gets the early release. I’ll be seeing it in 46 hours though so not too long to wait
  11. ps4 DiRT Rally (& the XDBX League)

    If we were to have a little amateur rallycross get-together tomorrow at, say, 9pm UTC, how many of you could and would join? (would last up to an hour, probably less, I'd host, we'd be using the stock Mini Cooper S Rally-X, which means it's provided for you - no buying anything, best car for Rally-X beginners as well, just fun contact rallysport) @Crawford1872@LimeGreenLegend@Beez@DavidCore89@omarcomin71@Con@Dodge@Lann
  12. ps4 Whacked Out Wednesdays (Multi-Host)

    As if you just mentioned that. Now it’s a certainty
  13. Target Practice (Protocawl)

    Tonight is the night for the monthly Endurance PL of Target Practice! Expect yet another 20 or 30 min Deathmatch & a max round LTS + an extra job as usual.
  14. TNT (Dodge)

    I have this one bookmarked but have yet to play it. It has a ton of likes. https://socialclub.rockstargames.com/games/gtav/ps4/jobs/job/w0VuAaWeWEmx8E9ROTBZaw This one has been played and has been proven to be fun. https://socialclub.rockstargames.com/games/gtav/ps4/jobs/job/XO5GJZdA0ki8FJxsEmZQFQ
  15. ps4 Whacked Out Wednesdays (Multi-Host)

    First person and upside-down Dunes?
  16. The Star Wars Thread

    Have fun! I am seeing it in 56 hours!
  17. TNT (Dodge)

    I'm gonna try to pick some silly and fun races for this. Any suggestions would be appreciated.
  18. The Star Wars Thread

    Guess who is seeing Solo in 1 hour
  19. While Detroit: Become Human’s story is certainly the brainchild of enigmatic Quantic Dream founder David Cage, in terms of execution it’s also the most collaborative and ambitious on the French studios’ CV, sporting a team of writing and directing talent to help communicate the game’s complex themes and branching narrative. To find out a little more about how this worked in practice, we sat down with lead writer Adam Williams and shooting director Benjamin Diebling to discuss the hard work that goes into creating a world as rich and detailed as that of Detroit: Become Human. 1. It’s a hugely collaborative story Quantic Dream’s founder, David Cage, may have been central to Detroit: Become Human’s creation, but the tale of finding humanity within androids turning ‘deviant’ was a team effort. “David was very keen on making this the most collaborative – and interactive – thing he’s ever done,” explains Adam, who previously worked as a television writer, which also included producing pilots for the BBC. “I was brought in to help him finish and elaborate on the story. “At the same time, lots of the team pitched in. For example, the composers of the game had a huge input in working on the emotional grammar of the scene, and how the scene could be played out. “It’s our job to let the player write their own story,” he continues. We’re inviting the player into the writing room and asking them to tell us what happens. Our role is to pose questions and allow the player to answer them in a way which lets them think about the themes in an organic way.” 2. The team went to great lengths to ensure Detroit feels real “The design team and David went to Detroit and brought back a tremendous amount of research material,” says Adam. “Not just pictures, but accounts from people who lived there, to get a sense of what the city was actually like. “Obviously we have real places like Capital Plaza, as well as many areas based on real locations. And there’s a sequence in the game where Markus has to travel through an abandoned district – and that was inspired by a lot of the unoccupied urban sprawl in Detroit.” “It’s vital that the world feels real – not just as Detroit, but its society in general,” adds Benjamin. “We want you to feel like what you see could be your own neighbourhood or the people to appear like people you know. Even the large crowd scenes with NPCs were shot with real actors so you don’t feel like you are in a mob full of procedurally generated people.” These elements didn’t stop at the visuals, either. “Detroit is the home of Motown,” says Adam. “So there are funk, brass and blues influences in the soundtrack, while the three main characters each have a different composer to create very distinct musical vibes. “There’s also the sound of the place itself. For example, there’s a monorail system that has a very specific sound. Anyone familiar with the city will hear a lot of little details like that.” 3. They thought outside the box to help shoot the mo-cap While Benjamin names movie directors like David Fincher as inspirations for the cinematic elements of the game, there was another big influence on how Ben worked with the actors. “Table-top role-playing games,” he reveals. “When we’re on set, we need to help the actor to project in a world that only exists as props and a giant curtain. I’ve been playing table-top RPGs games for 20 years, so I was very used to being able to describe to others where they are, what kind of environment they’re in – that kind of thing – which was important to help quickly establish the scene.” 4. The actors developed unique ways to inhabit their roles With a shooting script of over 3,000 pages, which took around two and a half years to film (compared to the nine months of Beyond: Two Souls), Detroit: Become Human wasn’t a small undertaking for any of the game’s principal actors, whether they were screen veterans like Clancy Brown or relative newcomers like Valorie Curry, who plays Kara. Connor’s performance capture actor, Bryan Dechart, certainly came prepared for the mammoth task. “Bryan came to the set with documents on where the character was in the scene and what Connor knew at the time,” explains Benjamin. “Bryan actually memorised the entire script for his part prior to arrival – and he had a system based on the Dualshock controller buttons for remembering the different dialogue choices available. “For example, he’d know a ‘cold’ response would be the triangle button, or an emotional response would be the circle button. He’d also ask to mix things up a bit, so have a cold response with a little bit of emotion, for example. It was interesting to see how he emotionally processed each line for his character.” 5. Some of the fiction reflected real life There was a strong sense of family on set for Detroit: Become Human, which became vital given they were often shooting around 40 pages of script per day. But even in the early stages the line between game and reality started to blur. “On the first day, Clancy was talking with Bryan and I thought they were rehearsing a scene in character, but they were actually just talking to each other,” laughs Benjamin. “Because Bryan’s approach was very theoretical, and Clancy was more about feeling the scene out, they immediately developed this older cop and rookie cop-style bond on the set, which recreated the relationship between their characters Hank and Connor.” Detroit: Become Human launches on PS4 this Friday, 25th May. Pre-order now on PlayStation Store [link] and be ready to dive into Quantic Dream’s extraordinary world this weekend.. PlayStation Europe will be streaming exclusive gameplay from Detroit: Become Human on 24th May at 2.00pm BST/3.00pm CEST, live on Twitch. Join us, as guest host Hollie Bennet from PlayStation Access plays through the first two hours of Quantic Dream’s new game. The post How Detroit: Become Human’s narrative team brought a world of androids to life appeared first on PlayStation.Blog.Europe. View the full article
  20. until
    XDBX vs 187X 12 vs 12 Mixed TDM, LTS, Capture and races Each crew pick 5 jobs. (at least one TDM, LTS and Race each) Saturday June 2nd 23:00 UTC
  21. TNT (Dodge)

    I have mine pimped out and ready to roll!
  22. The Evasion team is focused on one big goal: to offer a shooter designed for VR that delivers on everything we love about FPSes. We want to evoke that fast, frantic feeling that you get from games like Doom and Borderlands where you’re ducking behind cover to avoid a barrage of attacks, laying down suppression fire as your teammate hacks a gate, or racing down a corridor with enemies around every corner. After almost two years building our dream game for VR, we are delighted to announce that Evasion is being released on PlayStation VR, with custom support for the Aim Controller. Evasion was built from the ground up for full locomotion – getting around is so core to the game, it’s even in the name! When designing movement options, usability testing and really listening to player feedback has been key. No single movement scheme works for everyone, so we’ve made sure that the game has all kinds of options for different players and is totally balanced, no matter your preferences. We’ve tested with so many players that we’re confident you’ll find a locomotion option that works for you. We’ve also designed custom rifles for the Aim controller, so holding it in your hands and feeling the intense haptics brings a whole new level of immersion to the experience. Evasion evokes the feeling of a ‘bullet hell’ shooter, so it’s packed with intense battles. Victories in our game are hard fought. Major engagements in Evasion aren’t one-on-one affairs where you sit back and slowly pick apart an enemy’s defenses; they’re tense and chaotic, requiring you to run and dodge and take on multiple enemies simultaneously. It definitely nods to some of the old school arcade shooters like Space Invaders and Galaga, but designed for full VR immersion and AAA-quality graphics powered by the Unreal Engine. Evasion was designed to be played either solo or co-op, and features both a full Campaign as well as a Survival Mode, where you face escalating swarms of enemies. You play as a member of the Vanguard, an elite special operations team who are charged with saving an embattled human colony from swarms of invading Optera. The Vanguard have four playable hero classes, each with their own unique full-bodied avatar, weapons and special abilities. The Warden: Our tank. The Warden is ideal for players who like to charge into battle. He can take more damage than any other class and has unique abilities that allow him to get up close and personal with enemies before blasting them into dust. The Surgeon: Our combat medic. The Surgeon heals himself and other players faster, giving everyone that extra edge in combat. The surgeon can also turn his abilities against the enemy by siphoning their health. The Striker: Our damage class. The Striker is agile and deadly. Her weapons and shield have precision targeting, and she has a unique tether that allows her to bolster her teammates’ dps. The Engineer: Our most versatile class. The Engineer can use her tether to grab enemies and whip them around. She can also clear the field with incredible chain lightning and energize teammates’ weapons. Evasion is a passion project and we’re incredibly thrilled to bring it to PlayStation VR fans. We truly believe there is nothing like it on the platform and hope that gamers will love it, especially when elevated to the next level on the Aim controller. It’s been an incredible ride so far. We’re so happy with the feedback we’ve received, and we can’t wait to deliver this game to all VR fans later this year. We want to hear from you. Got a question about Evasion’s classes or locomotion options? Drop us a comment in the space below, we’d love to hear your thoughts. The post Introducing Evasion: an intense sci-fi shooter coming to PS VR this year appeared first on PlayStation.Blog.Europe. View the full article
  23. Hello everyone. I’m Nicolas Doucet, creative director and producer over in Japan Studio and it is a great honour to be able to share details about the brand game we have been working on. On behalf of ASOBI! Team and Japan Studio, I am pleased to announce our brand new title for PS VR: Astro Bot Rescue Mission. The game is being developed by the team who brought you The Playroom and The Playroom VR titles but this time we took a new direction to challenge a genre that is close to the heart of many gamers out there (including us!): platform action games! Astro Bot Rescue Mission lets you take control of Astro, the Bot captain of a ship on a mission to rescue its lost crew who are scattered over five planets. You will be running, jumping and punching throughout 26 stages, over five worlds, each ending with an epic boss fight. Thanks to PS VR, we were able to take platforming to new heights and develop rich gameplay around the player, taking advantage of the increased perspective, proximity and the added depth that PS VR offers. As a result, the game feels incredibly smooth, jumps are ultra-precise even in situations where the action ramps up. This opens up many doors for innovative play such as playing an entire sequence from below, from above, across 180 degrees or by leaning round corners to discover ledges and progress through levels. You, the player, also exist in the world as a big robot following Astro around. Occasionally, you will have to smash parts of the environment and dodge enemy attacks. If you are compromised, chances are that Astro would perish along so both of you staying alive is paramount. Another cool feature of the game is the many gadgets that come out of your Dualshock 4. As you may know, your controller is visible in VR and it becomes the host to a range of cool weapons depending on the situation It may become a hook shot, a water gun, or even a deadly ninja star – very useful for chopping spider webs, creating platforms or slicing enemies in your way. These gadgets will be found on your path so keep an eye out for them. The goal of each stage is to rescue your lost crew. Every time you find one of them hiding somewhere, a good old nudge will send it flying back inside your controller. There are 8 Lost bots in every stage so if you do the maths… errr it’s… a lot! Chances are you will not find them all easily but, if you listen you will be able to hear their SOS calls, thanks to the 3D audio inside PS VR. Each level has a totally unique visual vibe – so you never feel like you are visiting similar locations – and unique settings which come together to make the most of PS VR’s 360 degree field of vison.. Locations range from city rooftops to sandy beaches, dark caves, volcanos and even inside the belly of a gigantic whale. Every world you traverse ends with a huge boss battle which creates some really memorable moments.Imagine turning to find a 30 meter tall Gorilla towering above you, biting the building you are standing on! The sense of the scale in VR really is amazing and is a great match for the gameplay offered by a platform game..It definitely needs to be seen to be believed! Aside to the main campaign, each level opens to a secret challenge stage that can be unlocked by finding a hidden character. These challenges re-use specific mechanics and require real skills to beat. If you can clear those, maybe special additional members of the crew can be rescued? If you feel like chilling after all that action, the collection room lets you spend your hard-earned coins in the crane game to build interactive dioramas and check on how many of your crew has been rescued. That’s all from me this time. I hope you guys are as excited as we are about Astro Bot Rescue Mission coming to PS VR. We’ll be back soon with more details about the game. Until then, thank you for your continued support! The post Astro Bot Rescue Mission, from the team behind The Playroom, is coming soon to PS VR appeared first on PlayStation.Blog.Europe. View the full article
  24. Like a high-profile title fight gearing up for the first bell, Survios’s Creed: Rise to Glory continues to grow with hype and anticipation leading up to its fall 2018 release. We’re thrilled to bring the cinematic drama of training with the legendary Rocky Balboa and duking it out with a variety of champions in the sport’s most renowned rings to PlayStation VR. And at launch, PlayStation VR gets its own exclusive character truly worthy of a title bout. While you get to know the legendary Rocky Balboa as Creed’s gruff, streetwise trainer and mentor in both the acclaimed film and Creed: Rise to Glory’s Career Mode, he’s definitely retired from his days in the ring — until now. PlayStation VR players can experience a match only possible within the game: Play as Rocky Balboa in his youthful fighting prime. A premier VR boxing experience that puts you in the gloves of Adonis Creed on his journey from an underground amateur to a spotlight champion, Creed: Rise to Glory features revolutionary Phantom Melee Technology for impactful melee combat VR. Whether you choose to live out Creed’s story or set up your own Exhibition battles against a variety of skilled opponents, this makes you feel every punch, uppercut, and flurry through situational desynchronization, including fatigue, staggering, and knockouts. Ready to touch gloves as the Pride of Philadelphia? We’ll see you in the ring this autumn on PlayStation VR! The post Creed: Rise to Glory is coming to PS VR with exclusive young Rocky character appeared first on PlayStation.Blog.Europe. View the full article
  25. ps4 DiRT Rally (& the XDBX League)

    I can probably run you through most of the basics and all the game modes in a party chat sometime. Perhaps tomorrow evening?
  26. ps4 DiRT Rally (& the XDBX League)

    Still need to figure out how to do things in the game.
  1. Load more activity

Want to become a member of the Domestic Battery crew? Click HERE to find out how. If you just want to join the site then by all means click Sign Up.