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  1. Hey all, Trevor from Vertigo Games here. The last few weeks have been super exciting and hard work for us, but we’re thrilled that Arizona Sunshine will finally make its PlayStation VR debut tomorrow! Have a look at the brand-new launch trailer above to see what we have in store for you. To thank you all for your amazing support, we’re celebrating the European launch with a limited ‘Arizona Sunshine Launch Edition’ which includes both the game and an exclusive Arizona Sunshine PS4 Theme for everyone who join the VR zombie apocalypse during our launch week! PS Plus members will even be able to jump in with a 10% discount. One of the things I’m really excited about is how far we’ve taken support for the PS VR aim controller over the past couple of months. While it was already pretty awesome to play the game with it to begin with, we felt the game lacked proper support for it. The solution? We created an entire, additional campaign mode in which you need to survive with 35+ newly added two-handed weapons at your disposal. Arizona Sunshine is all about VR shooting, so it has been our top priority to get this absolutely right. Up until even last week we have been tweaking gun configurations to make it feel really intuitive. The two-handed guns have received a multiple passes on realism and control comfort. (Honestly, I could dedicate a whole post to this alone!) What we found is that there is no golden rule in the way VR games should be played – everyone is different. That’s why we made sure you’re going to be armed with a bunch of settings that will enable you to tweak the VR controls to your liking. Go with your controller of choice, choose between teleporting or walking locomotion and smooth or segmented rotation, adjust controller-gun offsets, and use the left-handed setting if you are a lefty! Lastly, I can share some good news for all the PS4 Pro players out there. You can expect Arizona Sunshine to look its very best on your console, as we’ve visually enhanced the game to take full advantage of its power. We’ve adjusted the graphic settings dynamically for each area to maintain a high framerate while pushing the game’s visual quality to its limit. Think of anti-aliasing, render-scale, fog density and draw distance. Don’t expect any gameplay changes though, because that wouldn’t be fair to non-PS4 Pro players when you’re all playing together in one of the game’s multiplayer modes. I truly hope you will enjoy the game as much as we do! Now I’m finally off to my cave to get some sleep… Welcome to Arizona Sunshine! The post PS VR zombie shooter Arizona Sunshine is out tomorrow, with 10% off for PS Plus members appeared first on PlayStation.Blog.Europe. View the full article
  2. Hey all, Trevor from Vertigo Games here. The last few weeks have been super exciting and hard work for us, but we’re thrilled that Arizona Sunshine will finally make its PlayStation VR debut tomorrow! To thank you all for your amazing support, we’re celebrating the North American launch with a limited Arizona Sunshine Launch Edition which includes both the game and an exclusive Arizona Sunshine PS4 theme at 10% off for everyone who joins the VR zombie apocalypse during our launch week! One of the things I’m really excited about is how far we’ve taken support for the PS VR Aim controller over the past couple of months. While it was already pretty awesome to play the game with it to begin with, we felt the game lacked proper support for it. The solution? We created an entire, additional campaign mode in which you need to survive with 35+ newly added two-handed weapons at your disposal. Arizona Sunshine is all about VR shooting, so it has been our top priority to get this absolutely right. Up until even last week we have been tweaking gun configurations to make it feel really intuitive. The two-handed guns have received multiple passes on realism and control comfort (Honestly, I could dedicate a whole post to this alone!). What we found is that there is no golden rule in the way VR games should be played — everyone is different. That’s why we made sure you’re going to be armed with a bunch of settings that will enable you to tweak the VR controls to your liking. Go with your controller of choice, choose between teleporting or walking locomotion and smooth or segmented rotation, adjust controller-gun offsets, and use the left-handed setting if you are a lefty! Lastly, I can share some good news for all the PS4 Pro players out there. You can expect Arizona Sunshine to look its very best on your console, as we’ve visually enhanced the game to take full advantage of its power. We’ve adjusted the graphic settings dynamically for each area to maintain a high frame rate while pushing the game’s visual quality to its limit. Think of anti-aliasing, render-scale, fog density, and draw distance. Don’t expect any gameplay changes though, because that wouldn’t be fair to non-PS4 Pro players when you’re all playing together in one of the game’s multiplayer modes. I truly hope you will enjoy the game as much as we do! Now I’m finally off to my cave to get some sleep… Welcome to Arizona Sunshine! View the full article
  3. In the first of our new PS Blog series looking at the best examples of harder difficulties in PlayStation games – and to celebrate the title’s The Rise of the Necromancer expansion release tomorrow – we talk to Blizzard about its superb PS4 dungeon crawler Diablo III. Games in which players are rewarded for their time with incentives – be it in the form of skills, in-game currency, equipment or new areas to investigate – usually allow them to keep their loot and progression even in the event of their character meeting a sticky end. Even those games that make players pay a cost for failure usually don’t strip them of everything; if you die you may pay a penalty, but your character doesn’t vanish altogether (see the Dark Souls games). Players may see XP, weapons and a certain amount of progression go up in smoke, but the avatar they’ve become invested in returns in some shape or form. This isn’t the case with Diablo III’s Hardcore Mode, which features an aspect seldom seen anymore in modern gaming – perma-death. Players who attempt Diablo III on this difficulty setting do so in the knowledge that at some stage they may find themselves gazing in horror as demonic entities turn the character they’ve worked on for ages into paint, meaning it’s lost and gone forever. The chances of this happening, incidentally, are pretty good. As one would expect, the enemies – and in particular the game’s bosses – are far more dangerous and deadly than they appear in easier modes. Then again, this is balanced out by the fact that loot drops are significantly more valuable. Still, for those unfamiliar with Blizzard’s dungeon crawler, Hardcore Mode seems more than a little harsh. But for the Diablo faithful, this is the way the game is meant to be played. “Hardcore Mode is a feature that has quite a significant legacy in the Diablo franchise,” says Senior Game Designer on Diablo III Joe Shely. “When we looked at things that fans enjoyed about Diablo II, we tried to translate that into Diablo III where it made sense.” How Blizzard went about balancing the mode Given the fact that up to four players can take part in a co-op game in Diablo III – using characters with vastly different and varied abilities and attacks – Hardcore Mode was an immense challenge for the developers to balance. Shely says, however, that while the process may have given the QA team nightmares, Hardcore Mode became something almost like a living breathing part of the game. Players, to an extent could set their own difficulty, and the mode continues to evolve to this day. “There’s a fundamental push and pull between the elements of risk that come along with losing a character forever, and the strive to push your character as far as you can and engage in really challenging gameplay,” says Shely. “So because the player has a lot of control the game can be during any given session, it falls on us to integrate the mode by incentivizing the kind of play that makes Hardcore really fun.” What Shely’s definition of ‘fun’ may not be the same as that held by many other players, but Diablo veterans know exactly what he means. On Hardcore Mode, the tension in the game is ramped up considerably because players put their character’s neck on the line in nearly every single new encounter. Furthermore, the prospect of staring death in the face on a regular basis, plays up much more to the game’s gothic horror atmosphere – which on lesser difficulty settings seems almost quaint. How Hardcore Mode’s risk versus reward gives players incentive to challenge themselves “If the player wants to, they can play their character in an environment where they’re not in a whole lot of danger. That’s not really as exciting because yeah, in theory you could lose your character, but it doesn’t give the experience the sort of value you’d want,” says Shely. In order to make the mode more fun, Shely says that the developers make every effort to tempt players into more and more risky situations. This goes beyond more valuable loot drops, to the introduction of a mechanic, which is much akin to throwing chum into the sea to tempt the sharks. “We do things that ensure that players are taking risks that make the mode fun to play. On the surface, this may seem counter-intuitive, but we added a passive effect to each class that prevents you from dying for a few seconds if you drop to zero health,” says Shely. “You’d think this would make the game easier – since you now have a safety net and that doesn’t seem to work with a perma-death mode – but what we found was that having something like that really increased the tension,” he says. “It really gives players incentive and opportunity to play Hardcore Mode in a really high risk/high reward environment, which is what it’s meant to do.” The rise of the Necromancer Diablo III’s Hardcore Mode is set to evolve even further tomorrow with the arrival of a brand new character class: the Necromancer. The game has faced extensive internal testing across all of its difficulty modes; the balance needs to be addressed and evolved, not only due to the Necromancer’s new abilities and progression, but also due to how the character works as part of a group that can number up to four players across up to six other classes. And this is before developers start throwing new weapons and equipment into the mix. “One of the strengths of Diablo III is how crazy we can get with the items that players can acquire,” says Shely. “We really push Legendary items and set bonuses to the most extreme, fantastical levels. We allow them to break a lot of rules.” “So balancing that it is an immense challenge, which is why prior to release, we tested the Necromancer in a public environment where our players have opted in for this sort of test,” he says. “That sort of broad spectrum testing allows us to iterate and refine and balance so that when the Necromancer is released, that he/she is as awesome as all the other classes, but isn’t basically a wrecking ball.” Top tips for tackling Diablo III’s Hardcore Mode Do: Always have an escape route – have a way out of danger. Don’t ever get boxed in. Focus on building your character in a way you’re comfortable playing it, but make sure you have defensive items and skills. Don’t be too afraid of jumping into dangerous situations. Don’t: Jump into a game that is set for a higher level of character than one you currently have. Rush ahead. Proceed with caution especially in an area you’ve never been in before. Be a lone wolf. If you’re in a party keep your allies close, because becoming cut off from them could cost you dearly. The post Get Tough, Play Hard: Why Diablo III’s Hardcore mode is the best way to play the classic action RPG appeared first on PlayStation.Blog.Europe. View the full article
  4. We’ll be returning to the world of Ni No Kuni this November as Level 5’s JRPG series makes its debut on PlayStation 4. Anyone who played its PS3 predecessor, Ni No Kuni: The Wrath of the White Witch will remember the obvious talking points; Studio Ghibli-inspired artwork and storyline, and a fantastical world to explore. But whereas White Witch dealt (spoilers!) with a young boy coming to terms with the death of his mother, this next entry – set hundreds of years after the first with an all-new cast – takes on the more grandiose and potentially complex storyline as a young king strives to reclaim his country after an attempted coup. To untangle the ramifications of this switch, as well the new mechanics being implemented by the studio, I sat down with writer and Level-5 CEO Akihiro Hino. Here’s what you need to know. 1. You don’t need to have played the previous game “The main storyline is completely unique and unrelated to the previous version,” Hino explains, saying that while there is no barrier to entry, there are “universal themes” that he hopes previous players will pick up on. 2. It’s a coming of age story, but with a regal twist “The previous Ni No Kuni was mainly told a child’s perspective, and his quest to revive his mother’s soul. Here, we transition from a young adult into an adult, a coming of age story that you mentioned, and eventually into a leader and king. I think there are a lot of story elements that the more adult audience can resonate with and understand.” 3. As part of your quest, you’ll have to rebuild the kingdom Alongside your traditional quest lines and combat is the need to rule as king, represented in-game as a separate mode unlocked roughly halfway through the game. The kingdom builder will require you to collect materials and talented people as you journey, placing the latter “in the right position” within your kingdom to increase its standing. 4. As a politically-charged story, lessons learnt from other rulers you meet won’t necessarily be black and white “Each kingdom is going to have its own issues and problems,” says Hino. “[You’re] going to extract elements and learn from each kingdom and derive how [you] should run [your own].” It’s the usual life lessons taught during a JRPG, but scaled to fit the role of ruler. And when it comes to royalty, things aren’t clear cut. “One instance that comes to mind is of course the idea of betrayal and what that means in the context of trying to build a kingdom,” the writer examples. “Is it justice at the expense of betrayal? Or how does that relationship work within the context of good of evil? So I think there is a lot of dramatic elements that people can expect to see throughout travelling the five kingdoms.” 5. If you think Wrath of the White Witch looked gorgeous, wait to you see Revenant Kingdom in action “I feel there’s really no point in creating a sequel unless you improve upon a previous version. So having transitioned from the PS3 era to PS4 era I think that widens the scope of what we could achieve visually in addition to the gameplay style. I don’t have any specific examples, but I think that improving the visuals was a huge task and challenge.” The post 5 important takeaways from our time with Ni No Kuni II: Revenant Kingdom’s creator appeared first on PlayStation.Blog.Europe. View the full article
  5. Ladies, gentlemen, bandicoots: a legend of the platforming genre makes his triumphant return to PlayStation next week, courtesy of the team at Vicarious Visions. Crash Bandicoot N. Sane Trilogy launches June 30 on PS4! Play fully remastered versions of the original Crash Bandicoot, Crash Bandicoot 2: Cortex Strikes Back, and Crash Bandicoot: Warped. Spin, jump, and dance through tons of classic challenges — and play as Coco Bandicoot, too! It’s a tremendous week for PlayStation games, so read on for the full list. And enjoy The Drop! New Releases: Week of 6/27/2017 Aerea: Deluxe Edition PS4 — Digital (Out 6/30) Nubla is an adventure that begins in the halls of the Thyssen museum, where we find a character that exists inside the pictures. Following him, we begin a journey that will take us to discover the wonderful world of Nubla, full of puzzles and forgotten places. DJ Khaled – Grateful Imagine Dragons – Evolve Prince – Purple Rain Deluxe (Expanded Edition) The Fate of the Furious – Director’s Cut Spark (Spark: A Space Tail) The Lost City of Z Street Outlaws: New Orleans- June 26 at 8/7c (Discovery) Jay Leno’s Garage- June 28 at 9/8c (CNBC) Broadchurch- June 28 at 10/9c (BBC America) The information above is subject to change without notice. View the full article
  6. Hi everyone! Friday’s here and we’ve got 100+ reasons to stay in this weekend with PlayStation Store’s Co-op Flash Sale. Friends or foes, couch co-op or online multiplayer, save up to 90 percent on games best played together. Starting right now, pick up titles like Resident Evil 5, 7 Days to Die, The Jackbox Trilogy and more. But that’s not all, share a laugh with films like Sausage Party and Ted (Unrated), get your couple on with Passengers or round up the gang for a movie night with more than 75 flicks to choose from. Check out the full lineup below then head over to PS Store before our Co-Op Flash Sale comes to an end Monday, June 26 at 8 AM Pacific. Games Platform Title Sale Price Original Price PS4 7 DAYS TO DIE $10.49 $29.99 PS4 AIR CONFLICTS: DOUBLE PACK $15.99 $39.99 PS4 AIR CONFLICTS: PACIFIC CARRIERS $4.99 $19.99 PS4 ALCHEMIC JOUSTS $4.49 $14.99 PS4 AQUA KITTY – MILK MINE DEFENDER DX $2.69 $8.99 PS4 ART OF BALANCE $3.59 $8.99 PS4 BEACH BUGGY RACING $3.99 $9.99 PS4 BLAZBLUE: CHRONO PHANTASMA EXTEND $14.99 $49.99 PS4 CANNON BRAWL $3.99 $9.99 PS4 CAPSULE FORCE $0.99 $4.99 PS4 CHIVALRY: MEDIEVAL WARFARE $7.99 $19.99 PS4 CHIVALRY: MEDIEVAL WARFARE ULTIMATE EDITION $9.89 $29.99 PS4 CURSES ‘N CHAOS $1.99 $9.99 PS4 DEAD ISLAND DEFINITIVE EDITION $7.99 $19.99 PS4 DEAD ISLAND: RIPTIDE DEFINITIVE EDITION $7.99 $19.99 PS4 DIVEKICK $0.99 $4.99 PS4 DRIVE!DRIVE!DRIVE! $6.99 $19.99 PS4 DUCATI – 90TH ANNIVERSARY GAME $3.99 $39.99 PS4 DUNGEON PUNKS $5.99 $14.99 PS4 EXTREME EXORCISM $2.59 $12.99 PS4 F1 2015 $11.99 $39.99 PS4 GRAND AGES: MEDIEVAL $11.99 $39.99 PS4 GUILTY GEAR XRD -SIGN- $14.99 $49.99 PS4 GUNS UP! – SPECIAL FORCES BUNDLE $3.99 $9.99 PS4 GUNS UP! – WELCOME BUNDLE $5.99 $14.99 PS4 HELLDIVERS SUPER-EARTH ULTIMATE EDITION $15.99 $39.99 PS4 HORSE RACING 2016 $3.24 $12.99 PS4 INVERSUS $5.99 $14.99 PS4 JUST DANCE 2015 $11.99 $29.99 PS4 JUST DANCE 2016 $15.99 $39.99 PS4 JUST DANCE 2016 GOLD EDITION $19.99 $49.99 PS4 JUST DANCE 2017 $19.99 $49.99 PS4 JUST DANCE 2017 GOLD EDITION $23.99 $59.99 PS4 LARA CROFT AND THE TEMPLE OF OSIRIS $4.99 $19.99 PS4 LORDS OF THE FALLEN $2.99 $19.99 PS4 MARVEL: ULTIMATE ALLIANCE $15.99 $39.99 PS4 MARVEL: ULTIMATE ALLIANCE 2 $15.99 $39.99 PS4 MCDROID $1.99 $7.99 PS4 MERCENARY KINGS $5.99 $19.99 PS4 MOON HUNTERS $6.74 $14.99 PS4 NEVER ALONE (KISIMA INGITCHUNA) $2.99 $14.99 PS4 NEVER ALONE (KISIMA INGITCHUNA): FOXTALES $1.59 $3.99 PS4 NEVER ALONE ARCTIC COLLECTION $3.59 $17.99 PS4 NIDHOGG $4.94 $14.99 PS4 ORGANIC PANIC $2.49 $9.99 PS4 OVERLORD: FELLOWSHIP OF EVIL $5.87 $23.49 PS4 Paragon – Ultra Support Pack $11.99 $29.99 PS4 PURE HOLD’EM WORLD POKER CHAMPIONSHIP $7.99 $19.99 PS4 PURE POOL $5.99 $19.99 PS4 RESIDENT EVIL 5 $7.99 $19.99 PS4 RESIDENT EVIL 6 $7.99 $19.99 PS4 ROGUE STORMERS $4.99 $19.99 PS4 SÉBASTIEN LOEB RALLY EVO $14.99 $59.99 PS4 SCREENCHEAT $3.74 $14.99 PS4 SDB BASE AND DLC BUNDLE $9.19 $22.99 PS4 SHADWEN $4.24 $16.99 PS4 SPORTSFRIENDS $4.49 $14.99 PS4 STARWHAL $4.79 $11.99 PS4 SUPER MEGA BASEBALL $4.99 $19.99 PS4 THE JACKBOX PARTY TRILOGY $23.99 $59.99 PS4 THIS WAR OF MINE: THE LITTLE ONES $7.49 $29.99 PS4 TOUHOU DOUBLE FOCUS $7.99 $19.99 PS4 TOUHOU GENSO RONDO: BULLET BALLET $11.99 $29.99 PS4 TRICKY TOWERS $5.99 $14.99 PS4 TRINE 2: COMPLETE STORY $2.99 $19.99 PS4 TRINE 3: THE ARTIFACTS OF POWER $5.49 $21.99 PS4 TRINE BUNDLE $4.79 $29.99 PS4 TRINE ENCHANTED EDITION $2.24 $14.99 PS4 TRINE TRILOGY $8.99 $29.99 PS4 TROPICO 5 $8.99 $29.99 PS4 TROPICO 5: TROPICO 5 – EPIC MELTDOWN $1.99 $4.99 PS4 TROPICO 5: TROPICO 5 – ESPIONAGE $3.99 $9.99 PS4 TROPICO 5: TROPICO 5 – HOSTILE TAKEOVER $1.99 $4.99 PS4 TROPICO 5: TROPICO 5 – PARADISE LOST $1.99 $4.99 PS4 TROPICO 5: TROPICO 5 – WATERBORNE $3.99 $9.99 PS4 VALENTINO ROSSI THE GAME $12.49 $49.99 PS4 VIDEOBALL $1.99 $9.99 PS4 WARHAMMER: END TIMES – VERMINTIDE $10.49 $34.99 PS4 WORMS BATTLEGROUNDS $7.49 $24.99 PS4 ZOMBIE VIKINGS $3.59 $11.99 PS3 AIR CONFLICTS: VIETNAM $5.99 $29.99 PS3 ALIEN RAGE $1.49 $14.99 PS3 ANNA – EXTENDED EDITION $1.99 $9.99 PS3 ARCANA HEART 3: LOVEMAX!!!!! $4.99 $24.99 PS3 BATTLE FANTASIA $1.99 $9.99 PS3 BLAZBLUE: CHRONO PHANTASMA EXTEND $11.99 $39.99 PS3 BORDERLANDS – DIGITAL $3.99 $9.99 PS3 BORDERLANDS 2 $3.99 $9.99 PS3 BORDERLANDS: THE PRE-SEQUEL $7.99 $19.99 PS3 CALL OF DUTY 4: MODERN WARFARE BUNDLE $9.79 $19.99 PS3 CALL OF DUTY CLASSIC $9.79 $19.99 PS3 CALL OF DUTY: MODERN WARFARE 2 WITH STIMULUS PACKAGE $9.79 $19.99 PS3 CALL OF DUTY: MODERN WARFARE 3 WITH DLC COLLECTION 1 $14.69 $29.99 PS3 CALL OF DUTY: MODERN WARFARE 3 ULTIMATE EDITION BUNDLE $27.99 $69.99 PS3 CALL OF DUTY: MODERN WARFARE BUNDLE $14.79 $39.99 PS3 CAPCOM FIGHTING EVOLUTION $3.99 $9.99 PS3 CAPCOM VS. SNK 2: MARK OF THE MILLENNIUM 2001 $3.99 $9.99 PS3 CHIVALRY: MEDIEVAL WARFARE $4.94 $14.99 PS3 DEAD ISLAND RIPTIDE $3.74 $14.99 PS3 DOGFIGHT 1942 $1.29 $9.99 PS3 ENEMY FRONT $2.79 $39.99 PS3 ESCAPE DEAD ISLAND $2.99 $14.99 PS3 EXTREME EXORCISM $2.59 $12.99 PS3 F1 2014 $4.99 $19.99 PS3 F1 RACE STARS $4.99 $19.99 PS3 GRID 2 $8.99 $29.99 PS3 GRID 2 – RELOADED $9.99 $39.99 PS3 GRID: AUTOSPORT $8.99 $29.99 PS3 GRID: AUTOSPORT SEASON PASS $8.99 $29.99 PS3 GUILTY GEAR XRD -SIGN- $11.99 $39.99 PS3 HELLDIVERS SUPER-EARTH ULTIMATE EDITION $15.99 $39.99 PS3 KANE & LYNCH 2: DOG DAYS $3.74 $14.99 PS3 No Plus Discount. Only Plus Price. And the Plus Price is more expensive than the Sale Price? removeLARA CROFT AND THE GUARDIAN OF LIGHT TRIAL $3.74 $14.99 PS3 POCKET FIGHTER $2.39 $5.99 PS3 PORT ROYALE 3 PIRATES & MERCHANTS $1.99 $9.99 PS3 PORT ROYALE 3 PIRATES & MERCHANTS GOLD EDITION $3.99 $19.99 PS3 RAGNAROK ODYSSEY ACE $5.99 $19.99 PS3 RAIDEN IV: OVERKILL $4.49 $14.99 PS3 SNIPER GHOST WARRIOR 2 $3.99 $39.99 PS3 SPORTSFRIENDS $4.49 $14.99 PS3 STARWHAL $4.79 $11.99 PS3 STREET FIGHTER ALPHA $2.39 $5.99 PS3 STREET FIGHTER ALPHA 2 $2.39 $5.99 PS3 STREET FIGHTER ALPHA 3 $2.39 $5.99 PS3 SUPER MEGA BASEBALL $4.99 $19.99 PS3 TOYBOX TURBOS DEMO $5.99 $14.99 VITA AQUA KITTY – MILK MINE DEFENDER DX $2.69 $8.99 VITA ARCANA HEART 3: LOVEMAX!!!!! $4.99 $24.99 VITA BLAZBLUE: CHRONO PHANTASMA EXTEND $11.99 $39.99 VITA CALL OF DUTY BLACK OPS DECLASSIFIED $9.59 $39.99 VITA CURSES ‘N CHAOS $1.99 $9.99 VITA DUNGEON PUNKS $5.99 $14.99 VITA EARTH DEFENSE FORCE 2: INVADERS FROM PLANET SPACE $5.99 $19.99 VITA HELLDIVERS SUPER-EARTH ULTIMATE EDITION $15.99 $39.99 VITA MEGATAGMENSION BLANC + NEPTUNE VS ZOMBIES $8.99 $29.99 VITA NIDHOGG $4.94 $14.99 VITA RAGNAROK ODYSSEY ACE $5.99 $19.99 VITA TOUHOU DOUBLE FOCUS $7.99 $19.99 VITA VALHALLA KNIGHTS 3 $5.99 $19.99 Movies Title SD Sale Price SD Original Price HD Sale Price HD Original Price MY LITTLE PONY: EQUESTRIA GIRLS – LEGEND OF EVERFREE $3.99 $7.99 $4.99 $9.99 PASSENGERS (2016) $9.99 $14.99 $9.99 $14.99 PINEAPPLE EXPRESS x x $9.99 $12.99 QUACKERZ $3.99 $7.99 $4.99 $9.99 ROCKY $9.99 $14.99 $9.99 $14.99 ROCKY BALBOA $9.99 $14.99 $9.99 $14.99 ROCKY II $9.99 $14.99 $9.99 $14.99 ROCKY III $9.99 $14.99 $9.99 $14.99 ROCKY IV $9.99 $14.99 $9.99 $14.99 ROCKY V $9.99 $14.99 $9.99 $14.99 ROLE MODELS (UNRATED) $6.99 $9.99 $6.99 $12.99 SAUSAGE PARTY $9.99 $13.99 $9.99 $14.99 SEX TAPE x x $9.99 $12.99 SMURFS 2, THE $9.99 $9.99 $9.99 $12.99 SMURFS, THE (2011) $9.99 $9.99 $9.99 $12.99 SOAPDISH $7.99 $9.99 $9.99 $17.99 SOCIAL NETWORK, THE x x $9.99 $12.99 SONG ONE $3.99 $7.99 $4.99 $9.99 SPEED $9.99 $14.99 x x SPEED 2 $9.99 $14.99 $9.99 $14.99 STEP BROTHERS x x $9.99 $12.99 SUPERBAD x x $9.99 $12.99 SYNCHRONICITY $6.99 $9.99 $6.99 $12.99 TAKEN $9.99 $14.99 $9.99 $14.99 TAKEN 2 $9.99 $14.99 $9.99 $14.99 TAKEN 3 $9.99 $14.99 $9.99 $14.99 TED (UNRATED) $6.99 $9.99 $6.99 $14.99 THE TALENTED MR. RIPLEY $7.99 $9.99 $9.99 $17.99 THE USUAL SUSPECTS $9.99 $14.99 $9.99 $14.99 THE WAVE $6.99 $9.99 $6.99 $12.99 THE WIZARD $6.99 $9.99 $6.99 $12.99 THIS IS THE END x x $9.99 $12.99 TIM & ERIC’S BILLION DOLLAR MOVIE $6.99 $9.99 $6.99 $12.99 TRANSPORTER 2 $9.99 $14.99 $9.99 $14.99 TROLLHUNTER $6.99 $9.99 $6.99 $12.99 TUCKER & DALE VS EVIL $6.99 $9.99 $6.99 $12.99 ZOMBIELAND (2009) x x $9.99 $12.99 Note: All pricing is for U.S. only and subject to change. View the full article
  7. Warning: spoilers below! In a world where nothing is sacred and no one is safe, the outcome of The Great War for the Iron Throne is anyone’s guess. Game of Thrones Season 7 is poised to debut on July 16, and we wanted to arm PlayStation Vue members with a skimmable guide to the biggest developments last season so you’re ready for the big day. There’s Snow Place Like Home Season 6 begins with Jon Snow dead — killed by his brothers of the Night’s Watch. After many attempts, the Red Woman Melisandre resurrects John Snow; we also learn that Melisandre is much older than she appears. After executing his treacherous brothers, Snow leaves the Night’s Watch for good. View the full article
  8. Earlier this year, our team had the great pleasure and honour of touring the offices of Polyphony Digital as the developers continued their tireless work on Gran Turismo Sport. Guided by Studio Founder and Gran Turismo Creator Kazunori Yamauchi, we enjoyed a rare look inside the studio, sampling their passion, expertise and commitment to the world’s premier racing series. See it all for yourself, from the well-earned wall of accolades to prototype furniture designed to house a steering wheel and pedals. Yamauchi shares his feelings leading into the launch of Gran Turismo Sport and — much to our surprise — treated us to an impromptu piano performance that left the team speechless. We hope you enjoy this insight into the Polyphony Digital team, recorded on location in Tokyo, Japan and debuted live at E3 2017 last week. The post Inside Gran Turismo Sport studio Polyphony Digital, a developer driven to perfection appeared first on PlayStation.Blog.Europe. View the full article
  9. Trove’s Megalithic Update is adding more awesomeness to Trove than you can shake a stick at! Who even shakes sticks anymore? It’s 2017 and blocks are the future. Prepare yourself for a block-shaking adventure when Megalithic hits PS4 on June 27th! This massive patch is bringing the Dino Tamer class and Jurassic Jungle biome along with a batch of new dungeons, styles, and enemies rockin’ that prehistoric style. Get ready for a Dino Attack! This is a brand-new event with special daily rewards and nine new quests to take on these cold-blooded invaders for epic rewards! We’re not all about the throwback vibe – we’re also bringing you a megaton of new goodies that will change the way you play forever. 270 new collectables (including mounts, wings, costumes, weapon styles, recipes, and all new dragons) are coming to Trove for anyone who likes to customize their style. With the Megalithic Update we’re also bringing full French and German translations to Trove with more languages to come in the future. But wait, there’s more! You’ve asked for and now you shall receive – PlayStation 4 Trophies! 24 trophies, to be exact. Unlock trophies for finishing the tutorial, joining a club, reaching new levels of Mastery, and much more! If you’ve already met the requirements for a trophy it’ll unlock for you automatically on launch day. Minigames are a brand new way to earn rewards. Test your gliding skills in a ring filled race track or plan the best path in a coin collecting course. Plus, starting in July you’ll receive the blessing of a Celestial Paragon! Log in every day to work towards great prizes, including a brand new dragon egg: Aurym, Keeper of Histories, and much more! This is barely scratching the surface of what’s coming on the 27th. Come join us for the best block party anywhere! View the full article
  10. Earlier this year, our team had the great pleasure and honor of touring the offices of Polyphony Digital as the developers continued their tireless work on Gran Turismo Sport. Guided by Studio Founder and Gran Turismo Creator Kazunori Yamauchi, we enjoyed a rare look inside their studio, sampling their passion, expertise, and commitment to the world’s premier racing series. See it all for yourself, from the well-earned wall of accolades to prototype furniture designed to house a steering wheel and pedals. Yamauchi shares his feelings leading into the finalization and launch of Gran Turismo Sport, and — much to our surprise — treated us to an impromptu piano performance that left the entire team speechless. We hope you enjoy this insight into the Polyphony Digital team, recorded on location in Tokyo, Japan and debuted live at E3 2017 last week. View the full article
  11. As we journey towards early 2018, we want to bring you behind-the-curtain of God of War’s development with stories you may not hear anywhere else. This is a new beginning, and a deeply personal quest for the franchise and Santa Monica Studio. We’re very excited to bring you into the heart and soul of our process. Follow us @SonySantaMonica to always stay informed. A freezing blizzard roars while shadows of wolves can be seen in the distance. A seemingly mysterious mountain looms in the distance while a broken, gigantic statue sits in the middle of a quiet lake guarded by a large creature lingering beneath. These embers of our new Norse universe describe the rich, visual areas Kratos and Atreus will experience in God of War. How was the visual look and feel of our take on Norse mythology defined? It all centers around one defining piece of concept art from acclaimed artist, Jose Peña. The visual foundation Jose worked as a concept artist here at our studio at the outset of the new vision for God of War. Excited and wide-eyed at the opportunity, he and our Creative Director, Cory Barlog, immediately connected on the new direction, but leaving quite a bit to Jose’s imagination initially. Unbeknownst to Jose was the immense challenge that would be set before him: create an original defining piece of artwork to set the visual tone of the new direction for God of War. Cory remembered clearly how their first conversation went, “The inception of this very first concept art was from a one paragraph write-up and a phone call with Jose, talking about the mood and the tone. I think I threw a bunch of stuff at him with buzzwords like more grounded; the fact that his son is not a burden; the fact that Kratos and Atreus are together battling a very hostile world. And he was just smiling at the other end of the Skype call, and because of the new direction, we weren’t able to provide him with exact ideas.” The call ended, and Jose took a deep breath. He immediately started working and delivered several key concept art pieces to the team within the span of a few weeks. Jose made sure to centre his first concept art piece on a familiar but older Kratos and his son, Atreus. Little did Jose know this concept art piece would be one of the most valuable and foundational pieces for the new visual direction of God of War. Cory remembered how amazed he was when he saw the art piece for the first time. He remarked, “The way Jose was able to capture exactly what we were looking for was astounding. He has a grounding in historical illustrations and a desire to dig deep and understand the most about each individual piece. There was so much humanity on top of the mythology and to capture it the first time out was ridiculous.” There was a consensus amongst our small team at the time, Jose had struck gold. Cory said, “This artwork truly became the beacon and lit the path for us. Everything we did – we referred back to this piece.” Principal Character Artist, Rafael Grassetti was also there the day Jose’s artwork was shared amongst our studio – he was stunned. “This art piece was definitely what everyone had in mind,” Raf commented. “It was a big inspiration for everyone who joined the project and saw this. Jose was the first one to get what we were doing and what we were making. Even on the final color correction, we kept coming back to what Jose was doing here and integrating every single part of this to try and get it closer to what he did.” Decoding the artistic details Take a second look at Jose’s concept art: what stands out most to you? There are so many layers of intrigue and detail all over the piece to decode. For our team, one central theme immediate to us was defining the relationship between Kratos and his son. Raf explained his perspective on the importance of seeing these two characters framed in Jose’s art, “The first time you see Kratos and Atreus’ relationship, you get it. This artwork sells the connection. You see many other elements, but it’s not the main focus. This is more of a piece between the father and the son.” Cory, nodding his head in agreement, pointed to the significance in the characters’ positioning and stances. “You look at this piece, and you see the idea of Kratos protecting the kid,” he said. “Kratos puts himself in between harm and the son as he wants to take the brunt of the first blows. Atreus needs his father, but he also looks capable. You show the son connecting and holding onto Kratos’ arm, but you also see the kid with his knife out. It’s the idea of this parental yet distant relationship.” The change in landscape and adversaries also presented unique challenges Kratos and Atreus would have to face. Raf noted this particular theme as, “a fight against Kratos’ enemies and adventures.” He commented, “In the artwork, you see the challenges ahead and the goal up top. Everything you do to have to protect the son is an integral part of this adventure. Jose played with the focus of the image to have us, the viewer, understand everything going on yet still have lingering questions about the world.” Cory looked intently at the falling snow, feeling enraptured by the visual cues that alluded to a different yet somewhat familiar journey. He commented, “The idea of this unforgiving world and the visual tone with the snow, it just makes you feel cold. And there is this adversity between you and your destination at all times. Yet there is this building of unknown origin guiding you to the top of the mountain. That is the promise of adventure in every God of War game, and it still rings true here, even in this different setting.” Tying all of these elements together was the distinctive visual style that made for a fantastical yet grounded filter. Even though this new land may be full of strange, incredible creatures, Jose made the world feel tangible. Cory again reflected on his adoration for the style and its implementation in Jose’s concept art. He stated, “This visual style borrowed from that pre-digital era where everything was optical, like all of those awesome fantasy ’80s movies. They all had this sort of classic, storybook vibe without the super crazy over-saturated colors. There is an element of this storybook fantasy quality in the concept art that you don’t often see in video game visuals.” From past to present As Cory now looks at Jose’s artwork months and months later, he reflected on the original inspirational art piece of God of War 1 (pictured below). Here, a very early version of Kratos looks out into the desert landscape. Cory contemplated the differences yet also surprising similarities between the two games. He said, “Looking back on God of War 1’s original concept art piece and our current God of War concept art piece, there are these fantastic creative similarities that I think our studio inadvertently shot for but at two different angles.” Cory pointed to the first God of War concept art piece and commented, “Initially, our team wanted this very real and mature take on Greek mythology. But even in that original image, you can see a fantastic destination; a chasm seemingly uncrossable that is preventing you from getting there; and the hostile, iridescent environment against you. And then this warrior looking off into the distance.” At the same time, Cory noted the key differences between the two art pieces: a maturation of not only the series but Kratos himself. Cory said, “Although the hero’s journey is present in both of the images, I do think there is a sense of growth when you put those images side by side. You see Kratos starting in his youth in the God of War 1 art piece, and in this current concept art, he is now moving towards his middle-aged self – the idea of Kratos taking on this responsibility of parenthood in a different way. He was perhaps too young and impulsive in his early years, which made him make bad decisions, so you see this change and transition in Jose’s art.” The journey from art to game A fascinating aspect about game development is the evolution from concept art to gameplay… For instance, Kratos and Atreus’ clothing have been reworked multiple times before final. Raf commented, “The costuming was awesome to see in Jose’s concept art and that they lived in this universe, but when you put that in the actual game, it’s actually hard to see because of the high-paced combat in the game. We wanted to make sure we stay inspired from the piece in terms of the clothing. It was one of the biggest initial challenges we had after seeing the piece and translating the artwork to gameplay.” Cory pointed out another challenge – Atreus’ hair. In Jose’s art piece, Atreus’ hair is grey, which constantly fluctuated throughout the production. Cory joked about some of the different iterations they played around with since then, “At one point, we went from the grey hair to an interesting render of Atreus having no hair at all. And I was like, ‘Oh, I kind of like that. Very interesting.’ But I think people thought Atreus suddenly looked like Mini-Kratos and was too ridiculous.” These drastic changes to Atreus’ hair, however, were quickly finalized by Jose with the ‘haircut’ into what we see today. Other aspects of the artwork evolved from the original piece, such as Atreus’ arm tattoos. Although he did not have his bow and arrows just yet, the first signs of his tattoos were shown here, and as Cory described it, “actually allows the kid to have steady aim with his future bow.” Also, Kratos’ base axe model was born from Jose’s concept art. Cory remarked, “Our approach to keep things simple at first allowed us to really hone in on what feels really cool. With the axe, for instance, we started with the straight handle before later adding a curve onto it.” The enemies that made it into the final game were heavily inspired by Jose’s concept art as well. Raf created the Draugrs specifically for the first E3 2016 trailer and remembered how much the original artwork helped with those designs. He reminisced, “We did a lot of work on those guys, and when we finished, we went back to this particular piece and thought, how do we make it look more like this? How do we capture of what’s happening here?” A journey like no other For Cory, Jose’s concept art reinforced a consistent theme: always strive to make quality work with some of the best creatives in the industry – a thread that has run through all of the God of War games. “If you look back towards the inception of Santa Monica Studio,” Cory said, “we have always been fortunate to have the right people at the right time, like the concept artists that have come through the studio. Each of them have made an impact on this franchise. Their styles were perfectly meshed with where we needed to be and where we needed to go at that time. We’ve had that kind of evolution throughout simply because people were constantly able to look at things a little differently.” Cory added his sentiments about the entire studio and the leaders he has been fortunate enough to work with. He commented, “All of these guys have had such a tremendous amount of impact on the lens that we see his world through. You really can’t make anything today of this scale without having visionaries like that. So for me, the best part of this whole project is that we’ve been lucky and fortunate enough to find the right people – to find the ‘needle in the haystack’ so to speak.” The post Find out how God of War’s new Norse setting took shape appeared first on PlayStation.Blog.Europe. View the full article
  12. As we journey towards early 2018, we want to bring you behind-the-curtain of God of War’s development with stories you may not hear anywhere else. This is a new beginning, and a deeply personal quest for the franchise and Santa Monica Studio. We’re very excited to bring you into the heart and soul of our process. Follow us @SonySantaMonica to always stay informed. A freezing blizzard roars while shadows of wolves can be seen in the distance. A seemingly mysterious mountain looms in the distance while a broken, gigantic statue sits in the middle of a quiet lake guarded by a large creature lingering beneath. These embers of our new Norse universe describe the rich, visual areas Kratos and Atreus will experience in God of War. How was the visual look and feel of our take on Norse mythology defined? It all centers around one defining piece of concept art from acclaimed artist, Jose Peña. The Visual Foundation Jose worked as a concept artist here at our studio at the outset of the new vision for God of War. Excited and wide-eyed at the opportunity, he and our Creative Director, Cory Barlog, immediately connected on the new direction, but leaving quite a bit to Jose’s imagination initially.. Unbeknownst to Jose was the immense challenge that would be set before him: create an original defining piece of artwork to set the visual tone of the new direction for God of War. Cory remembered clearly how their first conversation went, “The inception of this very first concept art was from a one paragraph write-up and a phone call with Jose, talking about the mood and the tone. I think I threw a bunch of stuff at him with buzzwords like more grounded; the fact that his son is not a burden; the fact that Kratos and Atreus are together battling a very hostile world. And he was just smiling at the other end of the Skype call, and because of the new direction, we weren’t able to provide him with exact ideas.” The call ended, and Jose took a deep breath. He immediately started working and delivered several key concept art pieces to the team within the span of a few weeks. Jose made sure to center his first concept art piece on a familiar but older Kratos and his son, Atreus. Little did Jose know this concept art piece would be one of the most valuable and foundational pieces for the new visual direction of God of War. Cory remembered how amazed he was when he saw the art piece for the first time. He remarked, “The way Jose was able to capture exactly what we were looking for was astounding. He has a grounding in historical illustrations and a desire to dig deep and understand the most about each individual piece. There was so much humanity on top of the mythology and to capture it the first time out was ridiculous.” There was a consensus amongst our small team at the time, Jose had struck gold. Cory said, “This artwork truly became the beacon and lit the path for us. Everything we did – we referred back to this piece.” Principal Character Artist, Rafael Grassetti was also there the day Jose’s artwork was shared amongst our studio – he was stunned. “This art piece was definitely what everyone had in mind,” Raf commented. “It was a big inspiration for everyone who joined the project and saw this. Jose was the first one to get what we were doing and what we were making. Even on the final color correction, we kept coming back to what Jose was doing here and integrating every single part of this to try and get it closer to what he did.” Decoding the Artistic Details Take a second look at Jose’s concept art: what stands out most to you? There are so many layers of intrigue and detail all over the piece to decode. For our team, one central theme immediate to us was defining the relationship between Kratos and his son. Raf explained his perspective on the importance of seeing these two characters framed in Jose’s art, “The first time you see Kratos and Atreus’ relationship, you get it. This artwork sells the connection. You see many other elements, but it’s not the main focus. This is more of a piece between the father and the son.” “This artwork truly became the beacon and lit the path for us. Everything we did – we referred back to this piece.” Cory, nodding his head in agreement, pointed to the significance in the characters’ positioning and stances. “You look at this piece, and you see the idea of Kratos protecting the kid,” he said. “Kratos puts himself in between harm and the son as he wants to take the brunt of the first blows. Atreus needs his father, but he also looks capable. You show the son connecting and holding onto Kratos’ arm, but you also see the kid with his knife out. It’s the idea of this parental yet distant relationship.” The change in landscape and adversaries also presented unique challenges Kratos and Atreus would have to face. Raf noted this particular theme as, “a fight against Kratos’ enemies and adventures.” He commented, “In the artwork, you see the challenges ahead and the goal up top. Everything you do to have to protect the son is an integral part of this adventure. Jose played with the focus of the image to have us, the viewer, understand everything going on yet still have lingering questions about the world.” Cory looked intently at the falling snow, feeling enraptured by the visual cues that alluded to a different yet somewhat familiar journey. He commented, “The idea of this unforgiving world and the visual tone with the snow, it just makes you feel cold. And there is this adversity between you and your destination at all times. Yet there is this building of unknown origin guiding you to the top of the mountain. That is the promise of adventure in every God of War game, and it still rings true here, even in this different setting.” “In the artwork, you see the challenges ahead and the goal up top – everything you do to have to protect the son is an integral part of this adventure.” Tying all of these elements together was the distinctive visual style that made for a fantastical yet grounded filter. Even though this new land may be full of strange, incredible creatures, Jose made the world feel tangible. Cory again reflected on his adoration for the style and its implementation in Jose’s concept art. He stated, “This visual style borrowed from that pre-digital era where everything was optical, like all of those awesome fantasy 80’s movies. They all had this sort of classic, storybook vibe without the super crazy over-saturated colors. There is an element of this storybook fantasy quality in the concept art that you don’t often see in video game visuals.” From Past to Present As Cory now looks at Jose’s artwork months and months later, he reflected on the original inspirational art piece of God of War 1 (pictured below). Here, a very early version of Kratos looks out into the desert landscape. Cory contemplated the differences yet also surprising similarities between the two games. He said, “Looking back on God of War 1’s original concept art piece and our current God of War concept art piece, there are these fantastic creative similarities that I think our studio inadvertently shot for but at two different angles.” Cory pointed to the first God of War concept art piece and commented, “Initially, our team wanted this very real and mature take on Greek mythology. But even in that original image, you can see a fantastic destination; a chasm seemingly uncrossable that is preventing you from getting there; and the hostile, iridescent environment against you. And then this warrior looking off into the distance.” At the same time, Cory noted the key differences between the two art pieces: a maturation of not only the series but Kratos himself. Cory said, “Although the hero’s journey is present in both of the images, I do think there is a sense of growth when you put those images side by side. You see Kratos starting in his youth in the God of War 1 art piece, and in this current concept art, he is now moving towards his middle-aged self – the idea of Kratos taking on this responsibility of parenthood in a different way. He was perhaps too young and impulsive in his early years, which made him make bad decisions, so you see this change and transition in Jose’s art.” The Journey From Art to Game A fascinating aspect about game development is the evolution from concept art to gameplay… For instance, Kratos and Atreus’ clothing have been reworked multiple times before final. Raf commented, “The costuming was awesome to see in Jose’s concept art and that they lived in this universe, but when you put that in the actual game, it’s actually hard to see because of the high-paced combat in the game. We wanted to make sure we stay inspired from the piece in terms of the clothing. It was one of the biggest initial challenges we had after seeing the piece and translating the artwork to gameplay.” Cory pointed out another challenge – Atreus’ hair. In Jose’s art piece, Atreus’ hair is grey, which constantly fluctuated throughout the production. Cory joked about some of the different iterations they played around with since then, “At one point, we went from the grey hair to an interesting render of Atreus having no hair at all. And I was like, ‘Oh, I kind of like that. Very interesting.’ But I think people thought Atreus suddenly looked like Mini-Kratos and was too ridiculous.” These drastic changes to Atreus’ hair, however, were quickly finalized by Jose with the ‘haircut’ into what we see today. Other aspects of the artwork evolved from the original piece, such as Atreus’ arm tattoos. Although he did not have his bow and arrows just yet, the first signs of his tattoos were shown here, and as Cory described it, “actually allows the kid to have steady aim with his future bow.” Also, Kratos’ base axe model was born from Jose’s concept art. Cory remarked, “Our approach to keep things simple at first allowed us to really hone in on what feels really cool. With the axe, for instance, we started with the straight handle before later adding a curve onto it.” “Kratos is now moving towards his middle-aged self: the idea of taking on this responsibility of parenthood in a different way.” The enemies that made it into the final game were heavily inspired by Jose’s concept art as well. Raf created the Draugrs specifically for the first E3 2016 trailer and remembered how much the original artwork helped with those designs. He reminisced, “We did a lot of work on those guys, and when we finished, we went back to this particular piece and thought, how do we make it look more like this? How do we capture of what’s happening here?” A Journey Like No Other For Cory, Jose’s concept art reinforced a consistent theme: always strive to make quality work with some of the best creatives in the industry – a thread that has run through all of the God of War games. “If you look back towards the inception of Santa Monica Studio,” Cory said, “we have always been fortunate to have the right people at the right time, like the concept artists that have come through the studio. Each of them have made an impact on this franchise. Their styles were perfectly meshed with where we needed to be and where we needed to go at that time. We’ve had that kind of evolution throughout simply because people were constantly able to look at things a little differently.” Cory added his sentiments about the entire studio and the leaders he has been fortunate enough to work with. He commented, “All of these guys have had such a tremendous amount of impact on the lens that we see his world through. You really can’t make anything today of this scale without having visionaries like that. So for me, the best part of this whole project is that we’ve been lucky and fortunate enough to find the right people – to find the ‘needle in the haystack’ so to speak.” View the full article
  13. Unveiled at E3 2017, Supermassive Games’ PS VR exclusive title The Inpatient took us back to a chillingly familiar setting. Set 60 years prior to the events of 2015’s Until Dawn, we pushed open the doors of the Blackwood Sanatorium to see the haunting location in its prime. Keen (but slightly scared) to get hands-on, I donned a PS VR headset and steeled myself for a mysterious journey into this sinister facility – and spoke to game director Nik Bowen to find out more about how Supermassive Games are creating a sense of creeping dread and using the full capabilities of PS VR to fully immerse players in their latest nightmare. Personal space is important The demo begins with a seemingly friendly, yet somewhat unsettling doctor asking me questions about the apparent psychiatric episode that’s seen me committed to Blackwood’s ward. With no idea what happened, fragments of dreams and memories are recalled to help begin unpicking the mystery – I was hiding, panicked, and eventually discovered by a torch-wielding orderly shining a bright light into my eyes to add to my confusion. But it’s when the doctor questions me further that things become seriously unsettling. He leans closer to my face, resting his hands on my virtual knees – and the sense of personal space being invaded becomes all-too real and claustrophobic. As the memories become more intense, the possibly-not-so-good doctor decides medication is called for and plunges a syringe into my thigh. Once again, the immersion that Supermassive have conjured here makes it feels like a real invasion of space, causing me to pull back away from the virtual needle… to no avail. Memories haunt you The medication obviously works, as the next thing I know, I’m waking up in a ward, even more disorientated and piecing together what I know of the situation. It’s an important tool in the storytelling, as Nik tells me: “We’re really playing with themes of tension, fear and isolation to tell our story and bring the player into our world. And as we’re showing in this demo, fragments of dreams come to you bit by bit to shed more light on what’s going on, and they get more and more intense and messed-up as you move through the story.” You choices will guide you As in Until Dawn, the branching, decision-guided narrative can go in many ways. As characters quiz me, I’m presented with on-screen options that I can select, or simply speak the line of text to make that choice. “Various options are presented on-screen, so you just have to say the line and the game will move in that way and make that choice” says Nik. “We use the same butterfly effect system that was shown in Until Dawn – the animated butterflies on-screen will tell you that the choice you’ve made is going to have a significant impact in what happens later on”. This happens when I’m being quizzed by the doctor towards the end of his sinister consultation. Getting frustrated by his questions, my reply is surly – and I see the butterflies. You never know who to trust Later, I’m shuffling my way down the sanatorium corridor following an orderly that had sat with me in my ward, shooting the breeze and generally being professional but friendly. I thought we’d struck up a rapport – but suddenly, his mood changes. Darkness envelops my surroundings, and the jump-scare that he gives me is the first real shock of the game and reminds me not to be so trusting. From then on, the tension and drama of my surroundings become increasingly intense as I move through the halls, glancing into rooms around me and seeing shadows move in my peripheral vision, culminating in a sinister creature moving through the darkness. Of course, this is only a taster of how the story will progress, as Nik explains; “You’ll meet a lot of characters as you move through the sanatorium , and you’re not forced to take any particular path – it’s down to you to explore Blackwood, and while it’s a massive part of the game, the choices and butterfly effect aren’t the only way the story progresses. We can’t reveal everything now, but there are other things you’ll need to do to explore and interact with the VR space.” If you like spine tingling drama and breathless scares, then it’s an experience you’re going to love when The Inpatient comes to PS VR later this year. The post What it’s like to play The Inpatient, the chilling Until Dawn prequel coming soon to PlayStation VR appeared first on PlayStation.Blog.Europe. View the full article
  14. Hey Everyone! I’m excited to talk about a new editorial program we’re running at PlayStation Store, which you may have already seen if you’ve visited the store recently. Discover The Creators is a new program where we’re asking our favorite game creators and personalities to curate a list of their favorite PS4 games. On most of these lists, we’ve placed a title that each personality is known for in order to help anchor anyone who may not be familiar with their work. For our inaugural entry, we caught up with Guerrilla Games’ Hermen Hulst to tell us how he picked each of the games that landed on both his all-time favorite PS4 games list. Also, because Guerilla Games is among the best in the business when it comes to designing captivating games that push the boundaries of PlayStation’s graphical capabilities, we asked Hermen to make a bonus list of titles that feature the platform’s most beautiful graphics and immersive worlds. You’ll find that at the bottom of this post. Discover The Creators is available for US and Canadian shoppers to browse for now, but we’re looking to expand regional availability in the future as well as introduce other curational initiatives to help you discover games from PS Store’s robust catalog. Hit the comments to let us know which creators you’d like to see lists from in the future, and keep an eye on PlayStation Store in the coming weeks for more collections — as well as PlayStation.Blog for their accompanying game-by-game commentary. “Below is a small selection of PlayStation 4 games that have a special place in my heart – either for their unique game worlds, audiovisual excellence, intense action gameplay, or clever scares.” — Hermen Hulst, Guerrilla Games Hermen’s All Time Favorite PS4 Titles Uncharted 4: A Thief’s End A high water mark for the action adventure genre, A Thief’s End combines excellent pacing with stunning scenery and a fresh, compelling story. The Last Guardian Few games manage to provoke an emotional response from me the way Ueda-san’s do. The Last Guardian is a work of art that will stay with me for a long, long time. Metal Gear Solid V: The Phantom Pain Hideo Kojima’s parting shot for the franchise is the best stealth-action game I’ve ever played, bar none. A celebration of everything that makes Metal Gear great. Inside Dark and unsettling yet extremely well-crafted, Inside is a puzzle platformer that has managed to keep me awake at night – even after I finished the game. Until Dawn A pitch-perfect take on the teen slasher genre, Until Dawn’s many twists and scares kept me on the edge of my seat throughout. Street Fighter V By no means do I consider myself a Street Fighter wiz, but the fact that my Juri beat Hideo Kojima’s Chun-Li means this game will forever be on my list of PS4 favorites. PS4 Games with Beautiful Worlds “PlayStation 4 has no shortage of titles featuring beautifully realized game worlds, but these had me so engaged I almost couldn’t bear to leave after I’d completed the story.” Metal Gear Solid V: The Phantom Pain Hideo Kojima departs from the Metal Gear franchise on a high note, delivering what I feel is the best installment in the series – and the best stealth action game, period. Uncharted 4: A Thief’s End Naughty Dog managed to exceed my already high expectations with A Thief’s End, which set a new benchmark for graphical excellence on the PlayStation 4 platform. The Witcher 3: Wild Hunt The Witcher series has a deserved reputation for superb storytelling and well-rounded characters, and Wild Hunt is no exception. Even its side quests are highly captivating. The Last Guardian Fumito Ueda’s unparalleled craftsmanship and eye for detail have brought about a unique gaming experience that manages to feel restrained and grandiose at once. Final Fantasy XV Final Fantasy XV offers a road trip through a majestic open world, and like any good road trip it made me care deeply for my travel companions. A beautiful, heartfelt journey. Fallout 4 Fallout 4 delivers a deeply engrossing (and often darkly humorous) vision of a post-apocalyptic future, one that has kept me entertained for weeks on end. Bloodborne This may sound strange, but in many ways the canals and alleyways of Yharnam reminded me of Amsterdam – a much more grim version of Amsterdam, obviously, but no less rewarding to explore. Head over to PlayStation Store now to browse Hermen’s full list, as well as picks curated by Shuhei Yoshida, Yoshinori Ono, the team at Supergiant Games, and more. Discover the Creators at PlayStation Store Hermen Hulst // Co-founder & Managing Director of Guerrilla Games Shuhei Yoshida // President, PlayStation Worldwide Studios Siobhan Reddy // Co-founder & Studio Director of Media Molecule Sid Shuman // PlayStation Social Media Director Supergiant Games // Creators of Bastion, Transistor, and Pyre Tom Happ // Sole Developer of Axiom Verge Teddy Lee // Designer of Rogue Legacy Drinkbox Studios // Makers of Severed and Guacamelee! kokoromi collective // Creators of SuperHyperCube CAPY // Developers of Super Time Force Ultra & collaborators on #Sworcery Double Eleven // Makers of Goat Simulator and Prison Architect on console Mark Essen // Creative Director of Nidhogg Playdead Developer Team // Creators of Limbo and Inside Koshi Nakanishi // Director of Resident Evil 7 biohazard Yoshinori Ono // Executive Producer of the Street Fighter series Psyonix // Creators of Rocket League Business Division 2 // Makers of Final Fantasy XV View the full article
  15. We’re back! Following an incredible E3 in downtown Los Angeles, the team returns to share their favorite sights, sounds, and experiences from the show. Detroit: Become Human, God of War, Fortnite, and more have kept our heads buzzing over the weekend with huge potential. Join us! Subscribe via iTunes, Google or RSS, or download here Stuff We Talked About E3 2017 Detroit: Become Human God of War Fortnite Final Fantasy XIV: Stormblood So much more! Recent Episodes E3 Update: The Platinum Promise Episode 251: The Revenge of E3 Episode 250: Eye of the Storm The Cast Sid Shuman – Director of Social Media, SIEA Ryan Clements – Sr. Social Media Specialist, SIEA Zac Minor – Sr. Social Media Manager, SIEA Send us questions and tips! blogcast@sony.com Leave us a voicemail! (650) 288-6706 Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] View the full article