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  1. Our favourite exterminator extraordinaire returns in Dick Wilde 2, coming to PlayStation Store on 19th February. Bolverk Games and PlayStack have been working tirelessly to create a rip-roaring adventure and hope you all enjoy the ride! Before we go live next week, we thought we would talk about some of our favourite new features in the game. 1. VR is more fun with friends We regularly got feedback that people wanted to play Dick Wilde with a friend. We made sure that this was at the forefront of Dick Wilde 2. Players will be able to take on every single level and challenge in Dick Wilde 2 with a partner. We think adding the co-op element has really changed how players tackle enemies. Does one of you use the heavy-hitting Mamba to deal out damage to oncoming threats while another uses the super sawn-off shotgun to destroy projectiles? Do you time your special power-ups for a boss fight or use it to conserve health as you go down the lake? Is one of you on the lookout for golden carps (which unlock extra content) or do you both go in guns blazing? 2. Giant enemy crabs Being faced with a behemoth enemy is really intimidating and something that translates really well in VR. We spent a good amount of time creating different bosses for players to take down. It’s one of those things that’s amazing to experience in co-op, especially with a friend by your side. 3. Finding the right balance One thing that we learned from the first game is that players were really divided on the hard difficulty; some people loved it, while others loathed it. We have worked on making sure that Dick Wilde 2 has a better difficulty curve that helps players learn how to play the game before throwing them in at the deep end. We also implemented special items (e.g extra crit damage) that can be purchased using currency you earned in-game to give that extra bit of help. 4. Hats, lots of em… We know that everyone likes to look at their finest while they are in VR, so the team have made over twenty different hats for you and your friends to wear. We have everything from a classic British university classic of a roadside cone, through to a St Patrick’s Day hat. You will have to work to get the best headwear out there, as completing levels with better scores will get you these rewards. The post Dick Wilde 2 brings co-op, new weapons & more to PS VR when it launches next week appeared first on PlayStation.Blog.Europe. View the full article
  2. As the name suggests, there is a lot to be discovered in Unexplored: Unlocked Edition. The fun is, of course, making those discoveries for yourself, but it doesn’t hurt to be pre-equipped with some sage advice before embarking on your first adventure in this acclaimed roguelite action-RPG. Here then, are seven things you need to know before descending into the Dungeon of Doom… 1. Make the first 100 or so deaths really count Unexplored is a roguelite, so you’re going to be dying a lot, particularly when you first get started. But, if you’re smart, those deaths needn’t be in vain. After every death, you’re presented with a list of ‘Rewards’ – pay attention to these as completing the criteria for a reward will in-turn make things easier for future runs. Completing specific rewards is also the way to unlock different character classes (there are eight classes in total). Rogue is probably one of the easiest to unlock — pick a lock on a door or chest successfully — and comes with some decent perks, such as improved stealth, ability to spot hidden traps, and pick locks. Wizard is a personal fave as he’s adept at identifying potions and scrolls, which can be a great help. And he wears a hat. 2. The map is your ticket to survival If you have any aspirations of escaping the dungeon alive, you need to pay close attention to the map. Unexplored uses cyclic dungeon generation, which means no two runs are ever the same i.e. you’re always going into the unknown. The map can be seen on the HUD and marks the position of doors, levers, chests etc. For a closer look, press L1 to expand the map — this allows you to better see areas on the current level that you haven’t explored yet. It also reveals a secondary vertical map of the dungeon (top-left in the image above), which shows if there are multiple paths leading down to the next level. 3. Forges can really help you forge ahead If you’re carrying a ring or sigil and you come across a forge, don’t be shy — get busy forging. You can combine rings and/or sigils with weapons and armour to enhance or enchant them, producing some very useful results. There are loads of combinations, so experiment with what you’ve got. Also, using a forge for the first time unlocks a Trophy. Nice. 4. The Dungeon of Doom has its own visual language – learn it While the dungeon layout is different for every run, there are visual consistencies that you should familiarize yourself with. The tops of doors, for example, indicate whether a door is unlocked, locked, or barred — see the different door designs in the annotated screenshot above. Levers are marked with a specific icon to indicate whether it controls a door, turret, spikes, vent, or bridge. And then there are altars, pedestals, and even rugs marked with shapes and symbols that can offer a clue to… something. Color-coding is also used, most evidently in the inventory and can be particularly handy for determining the effects of a potion or scroll that hasn’t been fully identified yet (i.e. Red = bad. Blue = good). 5. Pay attention to any advice the game gives you While Unexplored never holds your hand, it does give a steady drip-feed of tips and clues — you just need to be observant and not miss what’s in front of you. Whether it’s basic tutorial stuff — use left-stick to move, right-stick to look/aim — or hints about puzzles or future encounters given via books scattered around the dungeon, you need to pay attention to all of it. Two handy tips: If you’re not sure what something is, pause the game and use the right-stick to hover over the relevant point of interest (be it an object, enemy, or whatever) and you’ll be given a brief description. Press Circle on any item in your inventory to inspect it. This will provide descriptions and other relevant info, such as stats and enchantments. 6. You can learn a lot from your journal As previously mentioned, the information that books impart can be vital for successful adventuring — being forewarned is forearmed. Anything you read in a book is automatically logged in your journal, so check it often — it’s accessed via the inventory screen. Once you’ve opened the journal, you can select a ‘Filter for current level’ option and that shows the information/clues relevant to the level you are currently on. So, checking your journal at the start of every new level is a strategically prudent habit to get into. 7. Be curious and cautious in equal measure The urge to explore and discover is driven by curiosity, but you also need to exercise caution if you want to avoid a premature death. For example, if you’ve got an unidentified potion, instead of quaffing it recklessly, maybe wait and you’ll come across a scroll of ‘Detect Magic’ (and if you can be even more patient, wait until you’ve got several unidentified magic items before using the scroll). And if something seems suspiciously like a puzzle of sorts, chances are it probably is. But before rushing to solve it, bear in mind that attempting to randomly solve a puzzle (i.e. without having any clues to the solution first) can lead to it breaking, consequently leaving it in a forever unsolvable state. Also, make sure you’re prepared for the possibility of a bad outcome. In the screenshot above, you can see that when I light the four braziers, rather than showering me with gold, it spawns a powerful enemy. Boo. We hope you enjoy exploring the Dungeon of Doom when Unexplored: Unlocked Edition launches on 19th February. In the meantime, feel free to give the trailer a watch: The post 7 expert tips for surviving roguelite action RPG Unexplored: Unlocked Edition, out next week on PS4 appeared first on PlayStation.Blog.Europe. View the full article
  3. The weekend is finally here, and we have a host of incredible titles on offer until Monday 18th February. You can save up to 60% on the likes of Tekken 7, Tennis World Tour and Dragon Ball FighterZ to enjoy on your own or with friends. Read on to see the full list of discounts and head to PlayStation Store for more details. DRAGON BALL FIGHTERZ DRAGON BALL FIGHTERZ – FighterZ Edition DRAGON BALL FIGHTERZ – Ultimate Edition NARUTO TO BORUTO: SHINOBI STRIKER NARUTO TO BORUTO: SHINOBI STRIKER Deluxe Edition Ni no Kuni II: Revenant Kingdom Ni no Kuni II: Revenant Kingdom – The Prince… TEKKEN 7 TEKKEN 7 – Rematch Edition TEKKEN 7 – Ultimate Edition Hunting Simulator Warhammer 40,000: Inquisitor – Martyr | Imperium edition Warhammer 40,000: Inquisitor – Martyr | Deluxe edition Warhammer 40,000: Inquisitor – Martyr Tennis World Tour Tennis World Tour Legends Edition V-Rally 4 V-Rally 4 Ultimate Edition Deal of the week (until 20th February) We also have NBA 2K19 up for grabs this week, where you can ball with the likes of LeBron and Kobe as you build your career in the world of professional basketball. Grab the 20th Anniversary Edition for extra currency and items to help you on your rise to the top. NBA 2K19 NBA 2K19 20th Anniversary Edition 450,000 VC 75,000 VC 200,000 VC Lego franchise offer (until 20th February) PlayStation Store is here for all you Lego fans, offering up to 60% off a roster of great titles. Pick up the likes of Lego DC Super-Villains, Lego Harry Potter Collection and Lego Star Wars: The Force Awakens to live out your wildest hero (or villain) fantasies. LEGO DC Super-Villains Season Pass LEGO CITY Undercover LEGO DC Super-Villains LEGO DC Super-Villains Deluxe Edition LEGO Harry Potter Collection LEGO Jurassic World LEGO Marvel Super Heroes 2 LEGO Marvel Super Heroes 2 Deluxe Edition LEGO Marvel Super Heroes 2 Season Pass LEGO Marvel Super Heroes Bundle LEGO Marvel Super Heroes Deluxe Bundle LEGO Marvel’s Avengers Deluxe Edition LEGO Marvel’s Avengers Season Pass LEGO Marvel’s Avengers LEGO Marvel Super Heroes LEGO Movie Videogame LEGO Movies Game Bundle LEGO NINJAGO Movie Video Game LEGO Star Wars: The Force Awakens LEGO Star Wars: The Force Awakens Deluxe Edition LEGO The Incredibles LEGO Worlds Big Games Big Discounts Finally, a quick reminder that our Big Games Big Discounts promotion is still going strong. Make sure you head over to PlayStation Store and grab a few great deals on blockbuster titles before the sale ends on 20th February. Battlefield World War Bundle Battlefield™ V Deluxe Edition Borderlands 2 VR Call of Duty®: WWII – Digital Deluxe Call of Duty®: WWII – Gold Edition Call of Duty®: WWII – Season Pass Crash Bandicoot™ N. Sane Trilogy Destiny 2: Forsaken Destiny 2: Forsaken – Complete Collection Destiny 2: Forsaken – Digital Deluxe Edition Destiny 2: Forsaken – Legendary Collection Destiny 2: Forsaken + Annual Pass Destiny 2: Forsaken Annual Pass Diablo III: Eternal Collection Diablo III: Rise of the Necromancer DiRT Rally DiRT Rally® PLUS PLAYSTATION®VR BUNDLE EA SPORTS™ 19 Bundle F1 2018 FIFA The Journey Trilogy Just Cause 4 – Digital Deluxe Edition Just Cause 4 – Gold Edition Just Cause 4 – Standard Edition Madden NFL 19 – FIFA 19 Bundle MONSTER HUNTER: WORLD™ Digital Deluxe Edition Mutant Year Zero: Road to Eden Overwatch® Legendary Edition Red Dead Redemption 2 Red Dead Redemption 2: Special Edition Red Dead Redemption 2: Ultimate Edition RIDE 3 RIDE 3 – Gold Edition RIDE 3 – Season Pass Shadow of the Tomb Raider Shadow of the Tomb Raider – Croft Edition Shadow of the Tomb Raider – Digital Deluxe Edit… Spyro™ + Crash Remastered Game Bundle Spyro™ Reignited Trilogy Warhammer: Vermintide 2 Warhammer: Vermintide 2 – Premium Edition Warhammer: Vermintide 2 – Ultimate Edition WWE 2K19 WWE 2K19 Digital Deluxe Edition WWE 2K19 Season Pass Yakuza 6: The Song of Life The post PlayStation Store weekend discounts start today: Tekken 7, Dragon Ball FighterZ, more appeared first on PlayStation.Blog.Europe. View the full article
  4. The arcade comes home SNK 40th Anniversary Collection on PS4 starting 22nd March, 2019! Relive 24 classics from the golden age of retro gaming! Then take a break and dive into Museum Mode to immerse yourself in SNK’s rich history, boasting an abundance of high definition artwork and rare promotional assets. Today, we have developer Brandon Sheffield with us to discuss how these materials were carefully researched and lovingly compiled, as well as the importance of preserving such history! How have you come to work on this collection? What was the archival process like? Actually I worked on a Digital Eclipse archive as one of my first game writing jobs! Way back in 2006 I wrote some quiz questions for Capcom Classics Collection: Volume 2, so with the resurrection of Digital Eclipse as a company, I was really excited to get back into it, now that I have a lot more experience. Together with Frank Cifaldi, who runs the Video Game History Foundation, I wanted to push our archival and research process even further with our first SNK title. Essentially, Frank gathered as much printed material, game boards, and various scraps of information as possible. He scanned and cleaned up those materials, and tested the games in the collection against the boards to make sure they were accurate, and if they weren’t, went to lengths to fix that (such as re-recording or dumping new audio). Meanwhile, I interviewed former SNK staff members, and gathered information about the games for use in the museum, as well as whatever concept art former SNK artists had squirreled away. In one case I went to Japan, then took a 7.5 hour journey by train, bus, and car, to reach a specific arcade game warehouse out in the middle of nowhere, in a town called Tatsuno. I spoke with the proprietor there, because he had some of the games about which we knew almost nothing. Without that trip, a lot of our info would’ve been wrong! So that’s how dedicated we are to trying to do this right. How did certain games get chosen to be featured in Museum Mode? This was a back-and-forth between Digital Eclipse and SNK. SNK had certain titles they wanted, and so did we. One important thing we did was find a way to replicate the Loop Lever. The Loop Lever was a unique joystick that SNK developed which allowed the player to rotate (by twisting the joystick) and move (by tilting the joystick) at the same time. No prior collection has been able to replicate that because there’s simply no hardware that supports it. We split the movement and rotation across two joysticks, making these games fully playable again, even if they’re not playable in the exact original format. It’s more important that people have the experience of the game, so we wanted to make that happen. Once we did, we tried to get as many Loop Lever-compatible games in the collection as we could, and we got pretty close to all of them! Aside from that, we knew we wanted Athena, we knew we wanted Crystalis, and we knew we had to showcase that song in Psycho Soldier! The first vocal track ever in an arcade game? How could we resist! Did you have previous experience with SNK (such as having played the original titles in SNK 40th Anniversary Collection)? If so, how does it feel to return to those games now? I’ve been playing SNK games all my life. Of course I played a lot of Neo Geo games, and I was an insane collector of Neo Geo Pocket games, but I also played games like Ikari II in a local arcade during high school too. Coming back to these games is almost like a breath of fresh air, especially with the renewed Loop Lever controls. Honestly I am better at Ikari now than I ever was because of that! But the real revelation for me came as I researched these titles and why they were important. There were so many things that SNK did before anyone else, that honestly I didn’t even know about before doing this research. They created one of the first playable tutorials. One of the first games with the concept of a health bar. It was a great time of innovation in the industry, and I really felt that as I interviewed the people who made them. What are some highlights the player should take away from Museum Mode? Some people have likened the collection to a digital, playable history book, and I really like that idea. SNK is most famous for games that began in its Neo Geo era, but when you play this game, when you go through the Museum, you see the roots of those games. SNK’s first fighting game is here. Sure, it’s nothing compared to Fatal Fury or The King of Fighters. But it’s the first. How did they get from there to where they are now? That’s what we want people to see. Back then, SNK was making new, bespoke boards for many of their games. If they wanted to do something new, they not only had to come up with the gameplay and art innovations, but also hardware to support it. So while a game like Vanguard might feel a bit stiff in today’s world, we want to make sure everyone understands its importance, and its place in history. Before this collection I feel that SNK’s important history was under discussed, and my hope is that by reading and playing with our “digital history book” players will feel the impact of that history. What are your thoughts on the importance of preserving video game history, and today’s gaming audiences/industry in general? I think it’s incredibly important to preserve our history, especially as ancient game boards disappear, and source code is lost. Emulation is literally the only way we can present these games, because there’s not a soul alive with the source code to most of these projects. But we can make sure that emulation is as close to the original if we have the boards, and that’s what we try to do. There’s value in appreciating the incredible craft of these creators, the speed with which they had to make these games, and the intense labour that went into them. The path they paved helped us get to where we are now, establishing the gameplay and art standards upon which we’ve built a global industry. On top of that, when I spoke to the original developers of these games, they were so happy to speak. They said that they felt their part in history had been forgotten, as people usually speak about the Neo Geo when they speak of SNK. They were simply glad that anyone still wanted to hear their stories, and learn from them. To me their contribution to the game industry is so valuable, and I’m very happy we can share a piece of that with everyone. The post SNK 40th Anniversary Collection brings 24 golden age classics to PS4 on 22nd March appeared first on PlayStation.Blog.Europe. View the full article
  5. Hello! I’m Noriyoshi Fujimoto, the producer of Dragon Quest Builders 2. We are excited to announce Dragon Quest Builders 2 will be released on PS4 in Europe on 12th July, 2019! The game takes place in a world made of blocks, meaning that players can create freely in a sand-box environment while also enjoying the DQ series’ story-based RPG elements. It’s a genre we like to call “Block-Building RPG”. The protagonist can build houses and towns, items used in daily life, and even weapons or traps. These can all be used as the player sees fit, and everything leads up to the grander story of facing down a vile cult that worships destruction. I really look forward to seeing what sorts of towns and items players in the European regions create as they make their way through the story. I get the feeling your strategies, and the items you come up with, will be different than anything we’ve seen in Japan or Asia. We’ve also released some screenshots, two CG trailers, and a gameplay video that will give you a good idea of what the world and actual gameplay of Dragon Quest Builders 2 will be like, so make sure to check them out! The post Block-building RPG sequel Dragon Quest Builders 2 launches on 12th July in Europe appeared first on PlayStation.Blog.Europe. View the full article
  6. Think you’ve seen everything Raccoon City has to offer? Think again, as The Ghost Survivors comes to PS4 on February 15 as a free update for Resident Evil 2. This set of stories provides “what if” scenarios for characters you encounter throughout the main game, providing an alternate look at what things might have been like if they survived the horrors of Raccoon City. There’s a good chance you’ve seen or played The 4th Survivor, a tough-as-nails additional mode that follows Umbrella Security Services (U.S.S.) agent Hunk as he escapes from the depths of the city in order to complete his mission, or The Tofu Survivor, a non-canon gameplay mode which follows a particularly determined block of bean curd doing its best to avoid certain death (and maybe being sautéed with some vegetables and spices). The Ghost Survivors has a similar premise – escape from Raccoon City by any means necessary – but this time, you’ll be playing as three characters that never survived that fateful night: No Time to Mourn features Robert Kendo, owner of the famous (and aptly named) Gun Shop Kendo. Those who have played the game may already know how his sad tale ends, but in The Ghost Survivors, he’s given a second chance when an old friend with a helicopter radios in to pick him up. Packing up what weapons he can, Kendo sets out into the streets to seek a way out from the infected city. On his way, a new type of poisonous zombie stands between him and freedom. Way before the events of Resident Evil 2 took place, the fate of the mayor’s daughter, Katherine, was already sealed. In Runaway, her story takes her down a very different path. Seeking to escape Raccoon City with a certain someone, Katherine Warren must navigate the streets while avoiding a strangely mutated type of zombie that can only be stopped with particularly powerful ammunition. Play carefully, and you might survive. Out of the shadows comes a forgotten U.S.S. agent. Thought to have been wiped out with his squad, the appropriately named Ghost makes his debut in Forgotten Soldier. Deep within the laboratory underneath the city, another soldier (besides Hunk) attempts his escape. Having to deal with hordes of monsters is bad enough, but what do you do when they’re covered in armor? This especially challenging scenario will put even The 4th Survivor veterans to the test. Finish each scenario on its regular difficulty, or give them a shot in the unique Training mode. Unlike other modes, Training will lower the difficulty a bit by giving you additional items and item slots to start out with, and makes a great way to learn enemy positions and routes before you tackle each scenario on their standard, more challenging difficulty. It’s also a great way to understand some of the mechanics of The Ghost Survivors. Unlike The 4th Survivor and The Tofu Survivor, you can pick up more than the items you start with, but instead of finding items in the environment, you’ll find pickups by defeating specific zombies with backpacks, or grabbing items out of vending machines. Choose carefully, though; once you take an item from a vending machine, you’re locked out of the other two items for that run! Plan ahead, and you just might make it through. There’s plenty to do across these three “what if” scenarios. Alongside bragging rights for completing each scenario, you’ll also have access to fun new challenges and Trophies specific to The Ghost Survivors. Completing challenges will unlock accessories to decorate your character, including a tiger mask, a cuddly raccoon that sits on your character’s head, and more! Go for the high score, the fastest time, or see how many challenges (and accessories) you can unlock. Three imaginative scenarios await you in The Ghost Survivors, out 15th February as a free update for Resident Evil 2 on PlayStation 4. Don’t forget to swing by PlayStation Store to grab free ’98 Costumes for Claire and Leon, also available on the 15th. These costumes are just as polygonal as you remember from the original Resident Evil 2, and make for a great nostalgia trip. See you all in Raccoon City. The post Everything you need to know about Resident Evil 2’s free Ghost Survivors DLC, out 15th February appeared first on PlayStation.Blog.Europe. View the full article
  7. Hey everybody! I’m Steve, Creative Director over at Pixel Maniacs. As some of you may remember, we released our puzzle shooter ChromaGun on PS4 in August 2017. A bunch of you mentioned you’d love to see the game on PS VR. At that point, we hadn’t planned on making a VR version of the game at all. But I, in my charming naiveté, told you we’d do it, if you spammed our inbox with requests. Well, you did. And thus began our undying love for the PS VR community, as you, and the lovely gamers over at r/PSVR began showering us with emails about bringing the game to your HMD. It’s been quite a ride, but I’m unbelievably happy to announce that ChromaGun VR will be dropping exclusively for PS VR on 19th February, 2019. This concludes the TL;DR section of the PS Blog post. What follows, is a rendition of the pains, and joys we went through to make this happen. Note that this may get a bit technical. You’ll probably know that VR demands far more performance from a gaming system than a regular, flat game. This is because everything needs to be rendered twice, once for each eye (which is why there’s no VR for spiders). Additionally, VR games need to achieve consistent, high frame rates, to maximize immersion and minimise the risk of motion sickness. Now, ChromaGun was our debut title, and we had not a clue in the world, what we were doing when we started developing it. Without going into too much detail, just imagine the game’s code as a big messy ball of spaghetti. We did get it running smoothly at 60 FPS on PS4, but just barely. On PSVR, we had to do everything twice as fast. If that doesn’t sound hard enough to you, try eating heaps of spaghetti until you’re full, and then eat the same amount of spaghetti again*. It’s like that. But less delicious. *Please don’t actually do that, it’s a metaphor. To get the performance we needed, we switched to baked lighting. The flat version uses dynamic lights and semi-realtime global illumination (basically simulating light bouncing off surfaces). This looks good, and allowed us to change lights while the game is running, but it’s also very performance hungry. So instead, we’re now completely pre-computing all lights. It’s not dynamic, but it’s a lot cheaper, which is what we’re looking for in VR. And with the right settings, it can look just as good. There’s obstacles in the game, called Colour-Defiant Particle Meshes, that block the droids’ attraction to coloured walls, but still allow the player to shoot through them. In the flat version, these are ceiling-high transparent walls – a huge hit on performance. So instead, in ChromaGun VR, they’re now knee-high barriers, that behave in the exact same way. They just look different. There are a few more things we did to enhance the effect of VR. For one, the main menu is now an entire room you can walk around, including the lamest movie theater ever, that only ever plays the credits of the game. To further enhance the depth effect, we added tiny dust particles that float around the air. They don’t change anything (and you might not even notice them), but VR feels a lot more immersive with such details. While we did resize some of the chambers to improve performance, and make gameplay more snappy in VR, we chose not to change the overall gameplay. There are no new chambers in ChromaGun VR. This was a touch decision to make, because a lot of levels follow a curve, forcing players to turn around. Had we designed new levels for VR, we could’ve made them lead straight ahead, making it more comfortable to play. But in the end, we wanted players to be able to experience the original ChromaGun in VR, not some watered-down port of the game. What we really love about ChromaGun VR is working with the Aim Controller – there’s just something magic about that thing. Strapping on the headset, and then actually picking up the ChromaGun, is just something else. We put great detail into perfectly aligning the 3D model of the ChromaGun with the actual Aim Controller, to make sure it feels just right. There’s a bunch more we did to bring ChromaGun to PSVR, but this should give you a glimpse of what we’ve been doing for the past year and a half. If you’ve read the post until this point, you’re pretty familiar with the story of ChromaGun VR, and you’ll be able to appreciate my friend Andi – who was the sole programmer on the PSVR port, and is responsible for the game happening. Thank you, Andi. You beast. Now, it’s time to wrap this up. We really hope you’ll enjoy ChromaGun VR! If you have any questions, feel free to ask! – With love from everyone at Pixel Maniacs The post ChromaGun comes to PS VR on 19th February, includes PS VR Aim support appeared first on PlayStation.Blog.Europe. View the full article
  8. In a Days Gone storyline called “I Remember,” Deacon attempts to deal with his tragic past. Long before a global pandemic killed the world – turning the Pacific Northwest into a terrifying no-man’s land of Freakers, Marauders and those just struggling to survive – the Farewell Wilderness set the stage for an unlikely romance between an outlaw biker and an extraordinary young woman from Seattle. The wilderness is where they met, it’s where he taught her to ride, where she taught him about botany – the reason she was in the high desert in the first place. It’s where he proposed to her. It’s where, in a small church in the tiny town of Marion Forks, witnessed only by long-time friend William “Boozer” Gray, Deacon and Sarah were married. With just a touch, Sarah Whitaker’s charm and sincerity was always able to soften Deacon, allowing him to show his awkward and tender side. He loved her so much that, a longtime member of the Mongrels MC, Deacon St. John chose to leave the MC and become a NOMAD for her so they could spend more time together. Share a life together. Two years later, Sarah is gone. Deacon, now a drifter and bounty hunter on the broken road, is left with only a photo to remind him of the woman he loved and the man she had helped him become. In a brief moment of peace at the church where they exchanged vows, Deacon reflects on everything he’s lost, the burnt out shell of the church, a reflection of the man he’s become – haggard, worn, and alone. But in the world of Days Gone, you are never alone for very long. And in a strange way, Deacon seems to welcome the intrusion. Anything, to help him forget his broken vow: “I promise to never leave you.” The post Emotionally-charged new Days Gone trailer teases Deacon St John’s tragic backstory appeared first on PlayStation.Blog.Europe. View the full article
  9. Hey everyone! As the time draws near, we are excited to announce that The Wizards – Enhanced Edition is coming to PlayStation VR on 12th March 2019. What is more, you can pre-order the game right now to save 20% off that price! The Wizards is an acclaimed magical adventure in time travel and elemental battles. We invite you to take up your PlayStation Move controllers and master an array of potent spells, each conjured and cast with the unique gesture of your own hands. Guided by a once-mighty enchanter, you will be able to discover your own powers and unleash them on unwary enemies, gaining legendary fame. The game offers around six hours of award-winning* story campaign, and if that isn’t enough (or is too much!), you can try your hand in the Arena Mode that will challenge your endurance and skill in a series of endless battles. Moreover, you can find Fate Cards throughout the game: collectible game modifiers that can up the ante or tip the odds in your favour both in the campaign and arena modes, and affect your scores accordingly. On PlayStation VR, we are proud to present the Enhanced Edition of The Wizards. It arrives at the end of a fruitful development period. This definitive version of the game packs more content and improvements than ever before: we’ve expanded the campaign, polished all mechanics, and optimised the experience for PlayStation VR and Move controllers. First and foremost, the story campaign receives a new level, complete with a never-before-seen map, battles, gameplay mechanics, and expanded lore. While introducing the most expansive level we’ve ever designed, we also decided that it’s high time we implemented checkpoints – getting in over your head no longer means retracing your every step before you take on the enemy with new vigor. As a bonus feature, we also chucked in character customisation: the colour of each of your gloves visible in the game can now be changed to suit everyone’s fancy! The new glove design also contains magical glyphs representing your health status. This allowed us to further increase immersion by discarding a more traditional widget floating between you and the fantasy world at your fingertips. For the Enhanced Edition, we reached out to the PlayStation VR community and asked for your thoughts on comfort and immersion in virtual reality, and the best ways to achieve them. Following valuable feedback, we implemented settings that put a lot of control over the experience in your hands. The players can choose: Free movement or teleportation Type and speed of rotation Movement speed Comfort vignette intensity Dominant hands for one-handed spells Aim assist intensity All of this is coming to PlayStation on 12th March – we are thrilled to invite you to put on your sorcerer’s robe, grab PlayStation Move controllers and immerse yourself in the magical world of The Wizards! You can pre-order The Wizards – Enhanced Edition and save 20% here. The post Fantasy PS VR adventure The Wizards – Enhanced Edition launches on 12th March appeared first on PlayStation.Blog.Europe. View the full article
  10. If you are waiting to try Rainbow Six Siege’s intense close-quarters multiplayer action, there is no better time than this weekend! Assemble your squad and play for free from February 14th to 18th. The Free Weekend starts on Thursday 14th February at 2.00pm GMT/3.00pm CET and will end on Monday 18th February at 2.00pm GMT/3.00pm CET, but you can start pre-loading right now. For those of you who cannot put it down after the weekend, any progress you make will carry on if you decide to purchase the full version of the game. During the Free Weekend, you will be able to play our three multiplayer game modes – Bomb, Hostage and Secure Area – on a variety of different maps. Play to unlock our 20 iconic legacy Operators, each with a unique ability and playstyle, gather your friends, and experience a fresh take on tactical shooters. On Defense, coordinate with your team to transform your environments into strongholds. Deploy traps, fortify and create defensive systems to deny the enemy entrance. On Attack, lead your team through narrow corridors, breach barricaded doorways and reinforced walls. Use observation drones, rappelling and more to plan, attack and defuse every situation. Check out this video which will help you learn everything you need to know before your first steps in Rainbow Six Siege. Year 4 is just around the corner, and we have some new changes arriving to the digital and retail versions of Rainbow Six Siege for 2019. With these changes, we will also be updating the cost and availability of operators per version. For this free weekend, enjoy up to 60% off on the new editions of the game! If you need more information about Rainbow Six Siege, head over to www.rainbow6.com where you’ll find all you need to know about our Operators and latest updates. We hope to see you in the game! The post Rainbow Six Siege free weekend kicks off this Thursday, 14th February appeared first on PlayStation.Blog.Europe. View the full article
  11. Fans of anime and manga have long been awaiting the launch of Jump Force, the fighting game which brings Weekly Shonen Jump heroes to life in an epic battle for the fate of our world. Combining iconic properties such as Naruto, Dragon Ball Z, One Piece, and more, Jump Force is a celebration of the unique characters and action-packed storylines that have enraptured fans of Weekly Shonen Jump for 50 years. Jump Force launches worldwide on 15th February, but those of you who have pre-ordered the Ultimate Edition can start playing today! In light of the launch, producer Koji Nakajima shares his insights into the creation of this one-of-a-kind brawler. How did the concept of the game come about? Nakajima: Since we are celebrating the 50th anniversary of the Jump Magazine, we wanted to come up with a unique concept, something never done before. We came up with the idea of having the characters from those legendary IPs on Earth, in the real world. I think every fan, back when they were young and reading manga, has thought about what it would look like if their favourite character was in the same world as them. That’s what I dreamt about at least. We tried to realise that dream. For that we had to work on a scenario to explain why those characters are together in the real world, and I hope players will enjoy the story. How did you come up with the look and feel and aesthetic for Jump Force? Nakajima: With the variety of art design among the different series, it was a real challenge to find the perfect look and feel for the game. We focused a lot on the eyes and the lighting on the skin. Those were two important factors to make the character as realistic as possible. I think we came up with a good balance! It took a while, and even between the game announcement at E3 and now, if you look carefully at the characters, they’ve changed a bit. How did you approach balancing the various characters? Nakajima: I did not want people to not play with a character they like just because he is supposed to be less powerful than another, so we decided to have a 3v3 tag system of gameplay. This system allows users to compose a team of three characters and based on their fighting strategy, even a supposedly weak character can become important. Even though the tag system allows for more flexibility, we worked a lot to balance the game as much as possible so that each character can be strong. Then it all depends on the player skills, and the opponent’s strength! What characters are you really excited to have in this game? Nakajima: Most of the IPs we implemented in the game are series that I grew up with, so I am excited to play with all characters, but I think that users will be very happy to see that very recent series like Black Clover and My Hero Academia are represented in this game. And I also hope to please the nostalgic fans with series like City Hunter or Fist of the North Star. We really tried to select the most loved IP by worldwide fans, not just Japanese fans, so I hope users will be happy with the final roster. What are you most excited to share with fans about this game? Nakajima: The feature I was the most excited to show to fans was the avatar customisation feature. As a fan, I always wanted a game that would allow me to make my own hero with existing IPs characters’ clothing and elements. When we showed the avatar customisation feature in the office, everyone started to gather around the screen, and started to scream the design they wanted for their avatar. Also, since we want players to enjoy the game for a long time, we really put a lot of efforts in this feature and the moves customisation, so I hope players will spend lot of time gathering all the clothing and accessories as well as the different skills. Why did you feel it was important to add damaged costumes and texture effects to the characters? Nakajima: If you look at the E3 demo, the damage effects were not implemented yet, but at that time I already had in mind working on them. So, I asked the development team to work on some more damage effects in the stage, and to add damage to the costumes. I am more than happy that I pushed for that because it plunges the player even more into this real world. There are dynamic changes to the stages after specific attacks connect. How did you approach the multiple instances of stage design? Nakajima: Here I was just imagining a super hero fight in a real city, and I could not imagine them staying at the same place without destroying anything around them. For super heroes we need super fights, so we added the transition scenes. And on top of the spectacular effect it brings, it also increases the variety of environments to fight in! ——- Get ready to Unite to Fight! Create the ultimate fighter with the avatar customisation feature by mixing clothes and signature abilities from your favourite characters. Then, jump into battle alongside legendary heroes like Luffy, Naruto, Goku, Ichigo, Yugi and more, to defend our universe from evil. Can’t wait until the 15th? There is still time to get early access! Pre-order the Ultimate Edition for PS4 today to begin playing immediately. See you on the battlefield! The post Here’s how PS4 brawler Jump Force brought together heroes from Naruto, One Piece and more appeared first on PlayStation.Blog.Europe. View the full article
  12. Hello, I’m Adrian Lacey, Producer of Space Junkies, and part of the development team based in Montpellier, France. We’re incredibly happy to announce that Space Junkies, a fast-paced and jetpack-fueled multiplayer VR joyride in micro-gravity is coming to PS VR! We are very excited to be talking to our PSVR players and would like to give you an overview of what you can expect from Space Junkies, launching on 26th March. Spherical battlefields In Space Junkies, you navigate around deadly orbital arenas, grab insane weapons and face off against enemy players in intense duels or treacherous free-for-alls solo, or you can team up with a partner in 2v2 battles. Space Junkies is an FPS designed from the ground-up to take advantage of all the wonders Virtual Reality can offer. Just as for many players, VR has been a new learning experience for the team. What struck us initially when testing Virtual Reality was the level of immersiveness it allowed. We decided that we needed a strong navigation system that should allow the player to fully take advantage of 360° of freedom and the new spherical spaces that VR provides. The maneuverability and overall fun-factor of the jetpack made it our top choice. We think of our maps as true spherical battlefields. In order to maximize verticality and make the best of this new battlespace, all maps are developed through our unique, custom-made, VR editor. Navigating in Space Junkies grants the player a great deal of freedom of movement and strategy on how they decide to approach different situations. For example, do I fly straight into the action? Do I play more tactically using covers to sneak from below or above and surprise the enemy? Or should I maybe stake higher ground and cover my teammate while he goes in? VR adds a whole new dimension in terms of situational awareness and is a real game-changer for the FPS genre. You will need to keep your wits about you as contact can come hard and fast from any direction! Working with Virtual Reality allowed us to add a real sense of presence for the players. Space Junkies utilizes 3D-localized audio, which will help you hear and locate both your enemies and teammates. Before entering a game, players meet together in the lobby and have the opportunity to share tricks and work on their strategy with teammates before getting into the Orbital Arenas. In 2 vs 2 battles, you play better when you work together, so communication and strategy are key. Whether you’re hunting an enemy with your teammate as a wingman or using him as bait to set-up ambushes, working together will always give you an edge on the battlefield. A sci-fi spin on classic weapons To achieve victory in Space Junkies you’ll need some powerful gear, but not to worry, you’ll find plenty of weapons to pick up throughout the battle arenas. Grab the Cosmic Ripper or minigun and start tearing through enemy lines with its powerful suppressive fire, or switch to the Plasma Sniper Rifle and begin dispensing headshots at long range. In the unlikely event the enemy team is still standing after that, draw the Biopump shotgun and get up close and personal to finish them off! Working with the Dualshock controller allowed us to provide a mix of both one-handed and two-handed weapons. All players can equip up to two weapons, and one-handed weapons can even be dual-wielded if you want to get some of that space gun-slinging action. It does not stop with weapons, though. When spawning, players have the opportunity to enter their armoury and pick two pieces of equipment that can be the difference between life and death in the heat of battle. These include a Solar Sword to slice and dice your enemies if they get too close. A shield that can protect you from any direction, and my personal favourite, the Lure, exploding decoys that reproduce your every movement to trick stalking enemies (oh, and they explode when they get too close!) Characters and loadouts Characters themselves also provide a great deal of diversity. Before entering a match, players choose between a variety of space characters and some bizarre alien lifeforms. Each one offers distinct gameplay advantages in terms of speed and resistance. Between all the available weapons, equipment and characters, you are free to build your own loadout that fits your playstyle. Whether you like to be a fast and sneaky flanker, a beefy tank that goes all-in behind his shield, or a careful sniper armed with patience to shoot from a safe distance, there’s something for all types of players. Combining weapons and equipment will help you in battle, but watch out – there is limited ammunition, so once it’s spent your weapon will turn into a grenade and explode! At the launch of Space Junkies, there will be 7 weapons, 6 specialised pieces of equipment and 5 characters with more coming down the line! We hope you’re as excited as we are to have Space Junkies available on PS VR. The game will release on 26th March, but in the meantime keep an eye out for more news and details about Space Junkies, including the dates for our upcoming open beta! The post Strap on a jetpack and enter the competitive PS VR arena of Space Junkies, out 26th March appeared first on PlayStation.Blog.Europe. View the full article
  13. Far Cry New Dawn’s post-apocalyptic action doesn’t just unfold in the wide-open spaces of Hope County. After making friends with a chopper pilot, you’ll be able to leave on Expeditions to far-off locales – like the shattered remains of post-nuke Alcatraz, for example – where you’ll outwit Highwaymen, steal a high-value package, and make a breakneck escape with a legion of scavengers hot on your heels. For more details on the Alcatraz Island Expedition, we spoke with Creative Director Jean-Sebastien Decant and Producer Yang Zhi Hong about the process of adapting a real-world location for the chaotic new frontier of Far Cry New Dawn. What inspired the Expeditions in Far Cry New Dawn? Jean-Sebastien Decant: During the research phase, we came up with a model for a global nuclear apocalypse that would have affected the whole northern hemisphere. This created excitement about visiting that world beyond the boundaries of Hope County 17 years later. What does the West Coast look like now? What about the bayous or the canyons? Expeditions are also one square kilometre in size, which means the rules are different than in an open world, giving us the freedom to go a bit crazier with the design. We pushed the graphics and the max number of enemies, and set up large enclosed spaces that create fresh opportunities for close-quarters combat. How did you choose the Expedition sites, and Alcatraz in particular? Decant: We picked regions and biomes that would feel drastically different from Hope County. We wanted each one to feel like travelling to an exotic place. For the sites themselves, we focused on memorable or iconic locations while keeping it Far Cry, meaning we wanted to stay outside of cities and towns, and focus on wilderness first. Like a derelict amusement park, a crashed satellite, an old aircraft carrier, or a dual bridge over a canyon. For Alcatraz, it just seemed like a perfect fit. It’s a super-iconic location, it’s an isolated island offering an amazing 360-degree vista of the San Francisco Bay, and it’s a very large enclosed space that’s great for close-quarters combat. Alcatraz ticks so many boxes, we couldn’t pass it up. What’s the scale of this recreation of Alcatraz? Yang Zhi Hong: It is huge! We put a lot of effort into not only making it respectful of the real location, but also building a unique appearance for this famous location in a post-apocalyptic context. We recreated the island based on the real location as the first step, then added several layers to reveal what happened in the 17 years after the nuclear apocalypse. For example, there were earthquakes after the nuclear attacks. The island was shattered into several pieces, and started to sink due to the rise of water. And then the sandstorm came, which heavily affected the soil and plants. What was the process for building this Expedition? Did you visit the actual island to do any research? Hong: The motto “World First” is the key to building all our Expeditions. Before we decided to recreate the location, I took a very close look at Alcatraz during a family trip to California. In order to make Alcatraz feel authentic for players, we then did a lot of research using Google Earth, documentaries, and various photos and videos as reference. What are some of the lessons the team learned from building Far Cry 5 that you managed to implement in New Dawn and the Expeditions, like Alcatraz? Hong: We had a lot of freedom to make changes to the locations and really explore the possibilities of a post-apocalyptic setting. This really inspired the team to build something unique by applying the makeshift approach to the world. For example, with Alcatraz, we kept the interior structures true to the real location, but modified the terrain and added makeshift elements all over the map – this makes our Alcatraz unique and different from all the others in games and movies. Alcatraz seems like the kind of place where it might be hard to land a helicopter without anyone noticing. How can stealthy players infiltrate the prison? Decant: Just like with all Expeditions, we let you land a little bit further away, on the edges of the island. That way, Highwaymen won’t be aware of your arrival, and you can totally approach the space in a stealthy way. Hong: Due to the earthquakes after the nuclear attacks, the island was shattered into several pieces. This gives us a perfect spot for the helicopter landing, and also provides more stealth options and paths for the players. Given that it was designed to be hard to escape, how difficult will it be to extract the package from Alcatraz, compared to the other Expeditions? Decant: Well, the space has gone through 17 years of global nuclear apocalypse, plus the Highwaymen have blown a few holes here and there. Difficulty comes from the dozens of Highwaymen alerted by your presence and determined to not let you get back to your chopper. Hong: The unique topography also gives players more challenges as they try to reach the extraction zone. You’ll be able to explore Alcatraz Island, Hope County, and a variety of other post-apocalyptic locations when Far Cry New Dawn launches on PS4 on 15th February. The post Get your first look at Far Cry New Dawn’s Alcatraz expedition appeared first on PlayStation.Blog.Europe. View the full article
  14. Valentine’s Day is a time for couples to come together and express their love for one another. For duo Ember and Rime however, an enigmatic force resulting from their contrasting control of hot and cold keeps them separated. Together, yet apart, they will explore evolving landscapes as they seek to understand the fate of their polarized worlds. A story about togetherness, Degrees of Separation is a cooperative adventure tailored for two. Featuring dual protagonists, players will control both characters simultaneously in solo play or separately in co-op. Each protagonist wields the ability to transform their surroundings based on the power they wield, and when used in conjunction with their partner, will create a myriad of effects that will be vital for our duo to overcome obstacles and solve puzzles. The design process Games are experiences, and experiences tend to be less impactful the more I’m exposed to similar ones. If an idea is too much alike other games that I know of, I will usually reject it. This inevitably transferred into my puzzle designs, where I was constantly searching for new ideas to show players. When designing Degrees of Separation, I had some rules in mind to measure how our ideas fit within the game. Firstly, all the game’s mechanics needed to work on a thematic level both in regard to the temperature properties of the protagonists as well as the narrative structure about relationships. Secondly, each world needed to expand the possibility of what our duo is capable of and each effect had to be as visually striking as the last. Finally, the entirety of the gameplay experience needed to feel fresh from start to finish — which for me was the most daunting part of development. The possibilities for interesting scenarios were present with each world’s mechanic, I just had to discover them. Ideas for challenges started to materialise but only after a significant time investment in each world as I studied and came to understand each mechanic in depth. The evolution of the game worlds The first world that players will discover also served as the foundation for the entire game. The initial prototype was created in less than seven days as an entrant in a contest where “temperature” was the theme. I really liked the contrast of warm and cold and was thinking of how to best demonstrate that. Splitting the screen in two was the solution I came up with. The game won that contest. As we continued development, we realized the number of possibilities for fun and innovative challenges that result from the ability to control contrasting temperatures. For example, during playtests an individual assumed that the sharp line that separates the two protagonists on screen was one that was solid and could be walked on. This idea eventually became the central gameplay mechanic for the second world we developed. In the end not every idea made it into the final product, however the culmination of the very best gameplay concepts and a story by fantasy author Chris Avellone (Fallout New Vegas, Star Wars Knights of the Old Republic II: The Sith Lords) make up the DNA of Degrees of Separation. Whether you choose to experience it together in co-op or on your own, I hope it warms your heart when it launches on Valentine’s Day. The post Celebrate Valentine’s Day with charming co-op adventure Degrees of Separation, out 14th February appeared first on PlayStation.Blog.Europe. View the full article
  15. This week’s PlayStation Store highlights are all about conflict. You can do battle with everything from scary mutant spiders in Metro Exodus to twin-sister warlords in Far Cry New Dawn. And if you’re less about guns and more about over-the-top martial arts, join the Jump Force for colourful anime beatdowns. Read on to see the full list of new releases and choose your next video game fight wisely. 1. Far Cry New Dawn Explore Ubisoft’s vibrant post-apocalyptic world and help rebuild Hope County, Montana following the events of Far Cry 5. Watch out for the ruthless Highwaymen led by a pair of fearsome sisters – because why have one villain when you can have two? Available: Friday 15th February Read more: 7 surprising ways that Far Cry New Dawn re-imagines Hope County Pre-order Far Cry New Dawn on PlayStation Store now 2. Jump Force Play with crazy manga hairstyles and even crazier combo attacks in Spike Chunsoft’s action-packed fighter. Customise your own character or play as iconic heroes from Dragon Ball, Naruto, One Piece and more. If you can’t wait to get started, pick up the Ultimate Edition and start fighting three days early from 12th February. Available: Friday 15th February Pre-order Jump Force on PlayStation Store now Pre-order Jump Force Ultimate Edition on PlayStation Store now 3. Metro Exodus Venture into the post-nuclear Russian wilderness in A4 Games’ third instalment of its acclaimed FPS series. Adapt to the day/night cycle and changing weather conditions as you craft weapons to take down your foes in tense tactical combat. Maybe you’ll get to slay some mutant crustaceans for a post-apocalyptic shrimp cocktail… Available: Friday 15th February Read more: New Metro Exodus trailer teases some of the horrors that await in the PS4 horror sequel Pre-order Metro Exodus on PlayStation Store now 4. Eden Tomorrow What happens when an amnesiac and a drone wind up on a hostile alien planet? Soul Pix is serving up a story-driven PS VR action-adventure inspired by ’70s and ’80s science fiction films. Explore your surroundings and work together with your robotic buddy to solve puzzles while dodging vicious creatures. Good luck escaping this place! Available: Tuesday 12th February Read more: Help an amnesiac and his robot pal escape an alien planet in PS VR’s Eden-Tomorrow Pre-order Eden Tomorrow on PlayStation Store now 5. Hyper Jam Prepare for a stylish neon-drenched arena brawler filled with powerful weapons, stackable power-ups and a killer synth soundtrack. Go all-out in local or online multiplayer for up to four players in ’80s-inspired arenas and remember to watch your surroundings – you never know when a speeding train might hit you… Available: Tuesday 13th February Read more: Stylish arena brawler Hyper Jam hits PS4 on 12th February This week’s pre-order DiRT Rally 2.0 Don’t settle for second place in Codemasters’ globetrotting racing spectacle. Take on challenging tracks with over 50 historic and modern-day rally cars across six real-life locations in New Zealand, Argentina, Spain, Poland Australia and the USA. If you’re feeling impatient, you can get a three-day head start by you picking up the Deluxe Digital Edition. Available: Tuesday 26th February Read more: Find out what to expect from the return of Codemasters’ acclaimed racer Pre-order DiRT Rally 2.0 on PlayStation Store now Pre-order DiRT Rally 2.0 Deluxe Digital on PlayStation Store now Out this week BIT TRIP and Friends Bundle 11th February The Choice Provisions and Choice Publishing Bundle 11th February The Choice Provisions Bundle 11th February JUMP FORCE – Ultimate Edition Pre-Order Bundle 12th February Eden-Tomorrow (NOT in Russia, UAE) 12th February Conarium (NOT in Australia, New Zealand) 12th February Minesweeper Genius 12th February Mixups by POWGI 12th February NASCAR Heat 3 – Ultimate Edition (NOT in Australia, Bahrain, Kuwait, Lebanon, New Zealand, Oman, Qatar, Russia, Saudi Arabia, UAE) 12th February NBA LIVE 19 All-Star Edition 12th February Party Crashers and Party Golf (ONLY in Australia, Bulgaria, Croatia, Cyrpus, Czech Republic, Greece, Hungary, Iceland, India, Ireland, Israel, Malta, New Zealand, Romania, Slovakia, Slovenia, South Africa, United Kingdom) 12th February The King’s Bird 12th February The Liar Princess and the Blind Prince 12th February Ages of Mages: the Last Keeper (NOT in Bahrain, Belgium, Denmark, Finland, Italy, Kuwait, Lebanon, Netherlands, Norway, Oman, Poland, Qatar, Russia, Saudia Arabia, Sweden, Switzerland, Turkey, UAE, Ukraine) 13th February XING: The Land Beyond (NOT in Bahrain, Kuwait, Lebanon, Oman, Qatar, Saudi Arabia, UAE) 13th February Cook, Serve, Delicious! 2!! (ONLY in Australia, Bulgaria, Croatia, Cyrpus, Czech Republic, Greece, Hungary, Iceland, India, Ireland, Israel, Malta, New Zealand, Romania, Slovakia, Slovenia, South Africa, United Kingdom) 13th February Doodles&Gnomes Gardens Bundle (NOT in Bahrain, Kuwait, Lebanon, Oman, Qatar, Saudi Arabia, UAE) 13th February Hacky Zack 13th February Hyper Jam (NOT in Bahrain, Belgium, Denmark, Finland, Kuwait, Lebanon, Netherlands, Norway, Oman, Poland, Portugal, Qatar, Russia, Saudi Arabia, Sweden, Turkey, UAE, Ukraine) 13th February Intruders: Hide and Seek 13th February Gnomes Garden 3 in 1 Bundle 13th February Code: Realize ~Wintertide Miracles~ 14th February NEKOPARA Vol.2 (NOT in Bahrain, Kuwait, Lebanon, Oman, Poland, Qatar, Saudi Arabia, UAE) 14th February Degrees of Separation 14th February JUMP FORCE 15th February JUMP FORCE – Deluxe Edition 15th February JUMP FORCE – Ultimate Edition 15th February Far Cry New Dawn (NOT in Bahrain, Kuwait, Lebanon, Oman, Qatar, Russia, Saudia Arabia, Turkey, UAE, Ukraine) 15th February Far Cry New Dawn (ONLY in Russia, Turkey, Ukraine) 15th February Far Cry New Dawn (ONLY in Bahrain, Kuwait, Lebanon, Oman, Qatar, Saudi Arabia, UAE,) 15th February Far Cry New Dawn Deluxe Edition (NOT in Bahrain, Kuwait, Lebanon, Oman, Qatar, Russia, Saudia Arabia, Turkey, UAE, Ukraine) 15th February Far Cry New Dawn Deluxe Edition (ONLY in Russia, Turkey, Ukraine) 15th February Far Cry New Dawn Deluxe Edition (ONLY in Bahrain, Kuwait, Lebanon, Oman, Qatar, Saudi Arabia, UAE,) 15th February Far Cry 5 + Far Cry New Dawn Complete Edition (NOT in Bahrain, Kuwait, Lebanon, Oman, Qatar, Russia, Saudia Arabia, Turkey, UAE, Ukraine) 15th February Far Cry 5 + Far Cry New Dawn Ultimate Edition (NOT in Bahrain, Kuwait, Lebanon, Oman, Qatar, Russia, Saudia Arabia, Turkey, UAE, Ukraine) 15th February Far Cry 5 + Far Cry New Dawn Complete Edition (ONLY in Russia, Turkey, Ukraine) 15th February Far Cry 5 + Far Cry New Dawn Ultimate Edition (ONLY in Russia, Turkey, Ukraine) 15th February Far Cry 5 + Far Cry New Dawn Complete Edition (ONLY in Bahrain, Kuwait, Lebanon, Oman, Qatar, Saudi Arabia, UAE,) 15th February Far Cry 5 + Far Cry New Dawn Ultimate Edition (ONLY in Bahrain, Lebanon) 15th February Far Cry 5 + Far Cry New Dawn Ultimate Edition (ONLY in Kuwait, Oman, Qatar, Saudi Arabia, UAE) 15th February Metro Exodus Gold Edition (NOT in Saudi Arabia) 15th February Metro Exodus (NOT in Saudi Arabia) 15th February VERTI-GO HOME! 15th February Rym 9000 15th February Awesome Pea (Demo) 15th February Crisis VRigade 15th February Dead Land VR 15th February PS4 DLC DATE RIDE 3 Free Pack 4 Insane Robots Robot Pack 5 (ONLY in Australia, Bulgaria, Croatia, Cyrpus, Czech Republic, Greece, Hungary, Iceland, India, Ireland, Israel, Malta, New Zealand, Romania, Slovakia, Slovenia, South Africa, United Kingdom) Robot Pack 6 Shadow of the Tomb Raider The Price of Survival (NOT in Bahrain, Kuwait, Lebanon, Oman, Qatar, Saudi Arabia, UAE) Classic Trinity Gear (NOT in Bahrain, Kuwait, Lebanon, Oman, Qatar, Saudi Arabia, UAE) The Price of Survival (ONLY in Bahrain, Kuwait, Lebanon, Oman, Qatar, Saudi Arabia, UAE) Classic Trinity Gear (ONLY in Bahrain, Kuwait, Lebanon, Oman, Qatar, Saudi Arabia, UAE) LEGO DC Films Character Pack NASCAR Heat 3 2019 Season Update (NOT in Australia, Bahrain, Kuwait, Lebanon, New Zealand, Oman, Qatar, Russia, Saudi Arabia, UAE) Realm Royale Gold Plated Prowler Bundle V-Rally 4 Volkswagen I.D.R Pikes Peak H1Z1 Escape Pack X-Con Pack Remember, if you’ve not got access to your PS4, PS3 or PS Vita then you can also buy through our online store. Free for PlayStation Plus subscribers in February The post New on PlayStation Store this week: Far Cry New Dawn, Jump Force, Metro Exodus, more appeared first on PlayStation.Blog.Europe. View the full article
  16. Whether or not you know Yoji Shinkawa from Kojima Productions by name, you almost certainly know him by his work. The venerable character artist has created some of the most striking and iconic artwork to be featured in games, most notably across the Metal Gear Solid series starting all the way back in 1998. Shinkawa-san’s newest project is a collaboration with Square Enix on Left Alive, a new survival action shooter set in the Front Mission universe that launches 5th March on PS4. We reached out to Shinkawa-san to learn more about the intricacies of his creative process, what this new collaboration looked like from his perspective, and whether he’s embraced a digital workflow or prefers to stick to his pen-and-paper roots. As a special bonus, he’s provided a start-to-finish recording of one of his most recent works, which you can watch here. Enjoy. How do you go about starting a new artistic project? What’s step one? Yoji Shinkawa: My approach differs between projects as some have clearly defined requests, while others allow me to generate ideas freely. However, a common first step is to draw many doodle-like, rough sketches to hone in on the image I am going for. Can you tell us about the creative brief you received for Left Alive, and how you approached it from there? Shinkawa: Initially, the request was to design the three main characters, and I received information on their gender along with a simple profile. From there, I started by submitting a few rough images for Leonid, a type of character I’m accustomed to drawing; I then proceeded with designing, while also checking on the direction and maintaining balance with the other characters. Your style is iconic and immediately recognisable. How much experimenting do you do with other styles or tools outside your comfort zone? Shinkawa: As far as work-related projects, there isn’t much experimentation; but outside of work, I recently got a new iPad, so I’ve been using the pen to directly draw on the device. Following up on that last question, are there any examples of personal work that wasn’t attached to a project, which you’d be willing to share with us here? Shinkawa: Late last year, I had the opportunity to speak with Mr. Yusuke Naora (IZM designworks), who also known for his work on the Front Mission series, during an interview with a magazine. His birthday happened to be close, so I sent him an illustration I drew on the aforementioned iPad, kind of like a birthday message. What are your thoughts on the rise of digital art? Have you shifted to a digital workflow, or do you still work in a physical medium and scan your creations in from there? Shinkawa: Fundamentally, my approach hasn’t changed – I draw the designs on paper with a pencil or brush pen, scan the designs and then make adjustments in Photoshop. There are some instances where I draw things digitally from the start, but I don’t think I will transition completely to that medium. What does your creative toolkit look like? Shinkawa: It contains A4 copy paper, pencil, eraser, brush pen, correction pen, and Photoshop. What has been your involvement in Left Alive? How are you working in tandem with the rest of the team on the project? Shinkawa: I took on the character designs for the three main characters and created the image for some of the other key characters in the game. In terms of mechs, I designed one of the Wanzer models. Aside from this, I also reviewed a set of the in-game models and their motion. The general flow entailed providing feedback on areas that needed to be addressed upon reviewing the designs and models, and communicating back and forth with the team. Left Alive feels like a much more human story. Were you tasked with creating non-mech designs as well as the Wanzers that we’ve seen so far? Were there any particular challenges that came from balancing the two? Shinkawa: I wasn’t involved with arranging the design for the previous Zenith-type Wanzers, which are a staple of the series. But I had been given the opportunity to design a Wanzer, which was meant to be a completely new model. As such, I didn’t need to get caught up in the lineage or style of existing Wanzers. The request was for something that appeared powerful/formidable, so I went about freely designing this mech. How much does gameplay affect the creation process? Do you ever design around a specific gameplay mechanic, or are the designs created long before the game is in a playable state? Shinkawa: The designs were generally completed before the game could be test played, but some issues or inconveniences, such as placement of equipped items and the appearance of detailed features, arise when you actually move the character around in-game. In such cases, I would make adjustments upon discussing with the production team. Is there much iteration when it comes to fleshing out character designs? How much back and forth do you usually go through before a design is actually finished? Shinkawa: For this project, each character’s backstory and attributes were clearly defined, so it was relatively easy to solidify. As I submitted rough sketches or detailed character settings, I would receive feedback from the producer Mr. Shinji Hashimoto and director Mr. Toshifumi Nabeshima, make adjustments, and brush up the designs – I recall this back and forth occurred roughly three to four times per character. Bonus: Watch the full-length version of the time-lapse video featured at the top of this post. The post How revered Metal Gear Solid artist Yoji Shinkawa defined new survival shooter Left Alive’s distinctive look appeared first on PlayStation.Blog.Europe. View the full article
  17. UFC fans can watch this weekend’s UFC 234 direct from their PS4*. The UFC middleweight championship match-up will see current title holder Robert Whittaker defend both his belt and a nine-fight winning streak against Kelvin Gastelum. Also on the card, former middleweight champ Anderson Silva faces off against rising star Israel Adesanya. Event times and how to watch The Melbourne-based event kicks off on Sunday 10th February at 3.00am GMT/4.00am CET, with catch up available later if you missed it live. Getting ready for UFC 234 is easy. Head to PlayStation Store on your PS4 and search for “UFC 234”. You can pre-order the pay-per-view now, with PS Plus members getting 10% off the event price. Once done, you’re all set. You can find the event in your ‘My Videos’ App on your PS4 dashboard. A timer countdown will keep you informed on the event’s start time and you’ll be able to watch the livestream as soon as the event starts. For more information, click here. The IBO Super Middleweight World Championship match** Later this month DeGale faces off against Eubank Jr for the Super Middleweight World Championship. The match will air live on 23rd February, with the event kicking off at 7.00pm GMT/8.00pm CET and you can watch the drama unfold direct from your PS4. Pre-orders are live now, letting you reserve the best seat in the arena from the comfort of your sofa. Once done, the only thing you need to plan is what snacks you’re getting in for fight night. *This pay per view event is only available in Germany, Spain, Russia, Australia and Austria. **This pay per view event is only available in United Kingdom and Ireland. The post Watch UFC 234 on your PlayStation 4 this weekend with pay-per-view service appeared first on PlayStation.Blog.Europe. View the full article
  18. Greetings warriors! We here on the For Honor community team are thrilled our game is taking part in this month’s PlayStation Plus program, which will open the gates for hordes of new recruits to enter our unique battlefields. Your For Honor experience can be whatever you make of it, whether you want to spend your time honing your deadly skills in 1v1 Duels, or leading a team to victory in our various 4v4 modes. Check out these high level tips we’ve put together to make your introduction as glorious as possible. 1. Start your journey in Story mode When you first pick up your blade and venture out into the world of For Honor, Story mode is the perfect place to get your feet wet (with mud AND blood). Playable alone or with a friend, Story mode puts you amidst the tale of the great cataclysm that reshaped the world, plunging you into the fight between the Knights, Vikings, Samurai and a new powerful presence that thrives on conflict. Embody the greatest warriors from each faction and experience the gripping moments and bloodthirsty battles that shaped the world of For Honor for the future as you fight devious bosses, duel vengeful enemies and learn the ways of the warrior. 2. Sharpen your skills in the Arena Once you’ve conquered Story mode, it’s time to get yourself ready to take your skills online and prove your dominance to the world. The Arena is the perfect place to start, giving you the perfect stress-free environment to try out any heroes that catch your eye. The AI can be customised to perform specific actions, and you’ll receive full feedback on the intricate details of each move you perform, such as the stamina costs and how much damage would be done to the target, giving you the freedom to test the tech you’ve been developing and memorise the crucial moves that will give you an upper hand over your opponent. 3. Experience a castle siege in Breach Now that you’ve got your hero basics perfected, it’s time to show the world of For Honor what you’re made of. Breach, one of our multiplayer modes, offers the ultimate medieval fantasy of storming or defending a castle, along with the chaotic action and destruction that comes with it. In Breach, two teams will face off against each other with very different goals. The attacking forces will attempt to escort a giant battering ram towards the enemy castle, attempting to slay their soldiers, drive their heroes back and reduce their walls to rubble. At the same time, the Defending team are tasked with holding them back, using poised archers, boiling hot cauldrons and deadly ballistas to their advantage in turning the tide. If the Attackers manage to breach the walls of the Castle, there’s one final stage to take care of. The defending team’s Commander will emerge from his throne room to fight alongside the team. If the attackers can kill him, the glory of the day is theirs, but the defenders will take the win if they can keep him safe. 4. Dive into For Honor’s world of fashion So you’re taking charge of the battlefield, you’ve got numerous sieges under your belt and your moves are as impressive as they are deadly. Of course, you’ll want to look good whilst doing it. For Honor has a bunch of customisation options that allow you to create the Warrior of your dreams. Through masks, mythic and battle outfits, weapons and armour variations, emotes and effects, you can create a character that is truly your own. Does your Lawbringer take pride in their glorious golden attire? Does your Berserker fight with the power of the thunder gods? Will your Kensei be an armoured demon, or fight for tradition? The power of customisation grants you the opportunity to be in control. 5. There is beauty in death Death is the end, the final curtain, so when the bell tolls for your enemies, make a spectacle of it. In For Honor, you can unlock a variety of executions, allowing you to take out your enemy in a way that you see fit. Hack their heads off with the blade of your axe, stylishly sever them in multiple places, or simply slam them to the ground with your gargantuan strength. Each hero has multiple executions to choose from, allowing you to choose just how you wish to dispose of those that stand in your way. Now that you’ve got an idea as to what For Honor is all about, be sure to check out our Community sites to find fellow warriors to train and battle with! Both our Reddit and Forums are great places to ask questions, meet friends and share creations. We also run a weekly Warrior’s Den livestream that will keep you up to date on all the freshest news from the For Honor world. We hope to see you on the battlefield! Grab your blades, strap up your armour and let’s storm the gates. The post 5 things you should try in multiplayer PS Plus brawler For Honor this weekend appeared first on PlayStation.Blog.Europe. View the full article
  19. With Spring Training just around the corner we are so happy to finally show off the first gameplay trailer for MLB The Show 19. Did you catch all the new feature teases and legends showcased throughout the video? Don’t sweat it if you didn’t — we’ll give them all a proper reveal soon. 2019 Twitch Stream Schedule One of the activities the development looks forward to every year are the Twitch livestreams. It’s a great opportunity for us to show our faithful fans what we’ve been working on to makes this year’s game the best ever. This year we have seven pre-launch streams packed with content running the gamut of our feature set. These include two brand new modes “March To October” and “Moments”. Don’t forget, MLB The Show 19 launches on March 26, 2019. The Standard Edition is $59.99 USD (MSRP)/$79.99 CAD (MSRP). For those of you curious as to what Editions we have available and what this year’s pre-order items are, you can check ’em out here. This is an especially exciting year for us here at PlayStation. We’re thrilled to welcome a new class of Legends to the team, including some all-time greats, and even more excited to show you what else we have in store in MLB The Show 19! In the meantime, please make sure to check The Show Nation, our Twitter, Facebook, and Instagram accounts between now and March 26 for the latest updates. The post MLB The Show 19: Watch the Gameplay Reveal Trailer appeared first on PlayStation.Blog.Europe. View the full article
  20. With stories of hands-on impressions, impending releases and surprise announcements filling up your news feed these past few weeks, there may be a few game series you’re itching to try. Thanks to PS Now, you don’t have to wait. Perform Fatalities in Mortal Kombat X, test your survival skills with Metro: Last Light Redux or blast humongous monsters in Earth Defense Force 4.1: The Shadow of Despair from today as these and other entries in fan-favourite franchises launch on the PS4 game subscription service. Intrigued by Death Stranding and need a Kojima fix? Experience the director’s critically-acclaimed works with the Metal Gear Solid: HD Collection, which collects Metal Gear Solid 2: Sons of Liberty, Metal Gear Solid 3: Snake Eater and Metal Gear Solid: Peace Walker. (And if you like those, heads up: you’ll be able to enjoy other MGS entries on PS Now in the months ahead.) Race fans experience a thrilling flashback to Formula 1’s 2017 season (and reshape its results as they see fit) with Codemasters’ F1 2017, while RPG aficionados can find out why the isometric adventuring of Pillars of Eternity was critically-acclaimed with the Complete Edition. The full list of games coming to PS Now this month are below, which join over 600 titles already available on the service. And with the streaming service rolling out to more countries in the year ahead even more people can enjoy PlayStation’s varied catalogue of games. Find out more right here. F1 2017 Rebel Galazy Battlfield Hardline Need for Speed Rivals Metro: Last Light Redux Metal Gear Solid HD Collection Pillars of Eternity: Complete Edition Magicka 2 Earth Defense Force 4.1: The Shadow of New Despair Mortal Kombat X The post Mortal Kombat X, Metal Gear Solid HD Collection, F1 2017 headline PlayStation Now’s February releases appeared first on PlayStation.Blog.Europe. View the full article
  21. Building a city is easier than you think. What’s more difficult is then bringing one to the brink of utter destruction. For Ubisoft Massive, it’s the second time in under five years it’s managed to do both. It began with New York City back in 2016 with the debut of its open-world shooter, The Division. For the game’s sequel, out this March, that ambition was even grander: a 1:1 scale Washington DC. Every ward, every district, mapped out and built to be fully explorable in-game. Over 68 square miles carefully replicated to mimic its real-world counterpart. Constructed and then systematically destroyed, street by street. The studio envisioned an American capital heavily scarred by a trio of world-altering events: the viral outbreak that ravaged its populace, the subsequent seven-month fallout that crippled its infrastructure, and the invasion of rogue forces reshaping what remained. It was a tough proposition. But the challenge was necessary: The Division’s gameplay needed a switch-up. What Washington DC offers that New York doesn’t “There’s a grid-like structure which doesn’t lead to a lot of variety,” says creative director Julian Gerighty of the original game’s New York setting. “When we started talking about the sequel, we really started thinking about the variety we wanted players to experience, walking from street to street.” There were two interlinked problems with Manhattan. The city’s uniformity limited attack strategy, while exploration was restricted to two types of biomes: residential and commercial. In contrast, The Division’s new home has six, each offering a distinct look and feel. So as with NYC, we have residential and commercial zones. But these are joined by government districts, nature spots and suburbs. And that visual variety feeds directly into gameplay. You’ll need to adapt your tactics depending on the zone you’re fighting in as you try and liberate settlements and reclaim key locations. Your approach to the White House, which forms the game’s opening, is a straight running battle up the iconic building’s lawn. In contrast, the two mile stretch of the central Mall is open territory with attacks coming from all sides, so sniper rifles are all-important for taking the upper hand. Different again are the tight corners and claustrophobic European-style streets of Georgetown, which makes the shotgun the weapon of choice. The game’s enemy AI has also been adapted to take advantage of these different spaces, promising a richer range of engagement scenarios this time round. You’ll face off against a trio of factions. Hyenas: drug-fuelled chaos-revellers preying on the weak. True Sons: a militia who rule by brute force. The Outcasts’ premise is intriguing: infected individuals were left in the city’s makeshift encampment on Roosevelt Island to die. Those that survived banded together and are now out for vengeance. A fourth faction, the Black Tusks, could pose the biggest threat. As well-equipped and organised as Division agents, this organisation will be introduced as part of Division 2’s endgame, laying siege to city areas at random. How Ubisoft Massive built a city and then destroyed it The initial build of Washington DC in-game was the easiest part of the process. The studio used ordnance survey information to efficiently digitise the base layer of the city, saving hundreds of man hours. “Basically we got the footprint of the city for free,” Gerighty explains, before elaborating on the task facing his team. “Recreating a city isn’t the biggest challenge. It’s recreating one with a story to tell – a world that’s been transformed – that makes it really interesting.” The director references a “world bible”, around an inch in thickness, that’s the accumulation of the studio looking at every district, street and building and asking the same question: “what happened here?”. Every corner has a story. That’s true of every district – including the game’s new Dark Zones. How The Division 2 reinvents the original’s Dark Zone The Division’s Dark Zone was a cancer eating away at the very heart of New York City. An isolated, PvP battlefield that raged on darkened streets as players attempted to acquire and extract high-value gear without being killed. DC’s trio of Dark Zones are no less foreboding, but are positioned at the edges of Washington DC. A relocation partly to stop DC being split in two (potentially aggravating non-PvP parties trying to cross town) but to also strengthen the sequel’s new gameplay flow. PvE missions will slowly guide you in a full circle around the city, eventually leading you past these walled off areas – and hopefully tempting you inside. As with the wider city, the location for each helped shape their backstory and the gameplay experience within. Union Station to the east was the site of DC’s patient zero and is filled with government and army equipment. To the west is affluent Georgetown, with hastily-built walls that kept the general populace out but not the infection. Trek south and you’ll hit an area just recovering from flooding and being targeted by weaponised chemicals. You’ll find similar stories everywhere as you traverse the city. Streets entirely burnt-out as emergency services were overwhelmed, while others serve as pre-outbreak time capsules as their residents were evacuated first. Creating a living world If the theme for the first game was arguably about isolation and loss, the sequel is about rebirth. “It’s starting to put down the foundations to be able to build a better society,” suggests Gerighty when the question is put to him. “It’s less hopeless.” Part of that is in the weather; the switch from winter to spring instinctively suggests renewal. But it’s reflected in the populace as well. As we roam through the streets during a hands-on session, our street battle against a group of Hyenas is bolstered by armed civilians. Ineffectual they may be, but at least they’re fighting back. Ubisoft Massive is keen to balance the macro with the micro this time round. Side missions will bring these human interest stories to the fore, building your personal relationship with various pockets of the populace. It’s an emotional hook the studio hopes players will engage with: rescuing a kidnap victim will be as important as rebuilding an organisational infrastructure. “To create something that feels coherent, we’ve really grounded the game in the needs and resources of both the settlements and base of operations,” elaborates Julian. “Everything you do is related to either what civilians need, or what you need as a Division agent.” Everything in The Division 2 is intertwined. Aiding settlements helps you reclaim the city. Washington DC’s topography enriches gameplay. Mission design guides you on a lap of DC. Ubisoft Massive construct and destroy a city again. All this with the intention of making The Division 2 a superior online shooter from its predecessor. Tom Clancy’s The Division 2’s private beta launches today. The full game will release on 15th March. The post How The Division 2’s new Washington DC location makes for a deeper, more varied shooter appeared first on PlayStation.Blog.Europe. View the full article
  22. January saw a couple of bona fide blockbusters make their debuts on PlayStation Store. Re-animated survival horror classic Resident Evil 2 snatched the top spot, with keenly-anticipated action RPG sequel Kingdom Hearts 3 entering the monthly chart at number six, after just two days on sale. Read on for the full PlayStation Store charts for the month of January: PS4: Resident Evil 2 (New) Grand Theft Auto V (5) FIFA 2019 (1) Need For Speed Payback (Re-entry) Playerunknown’s Battlegrounds (2) Kingdom Hearts 3 (New) The Sims 4: Deluxe Party Edition (RE) The Forest (9) Rocket League (12) Battlefield V (3) Call of Duty: Black Ops 4 (4) Assassin’s Creed Origins (RE) Rainbow Six: Siege (RE) Minecraft (13) Star Wars Battlefront 2 (RE) Gang Beasts (17) Red Dead Redemption 2 (7) Marvel’s Spider-Man (8) Battlefield 1 (18) Gran Turismo Sport (20) PS VR: Beat Saber (1) Astro Bot Rescue Mission (2) Creed: Rise to Glory (4) Job Simulator (3) Superhot VR (5) Arizona Sunshine (6) Doom VFR (8) The Elder Scrolls V: Skyrim VR (RE) Everest VR (10) Batman: Arkham VR (9) DLC: Fortnite – The Cobalt Pack (New) Fortnite – The Summit Striker Pack (1) Fortnite – Frozen Legends Pack (2) Fortnite – Standard Founder’s Pack (3) Marvel’s Spider-Man – The City that Never Sleeps (5) Rocket League – McLaren 570S Car Pack (6) Red Dead Online – One Time Special Offer: 25 Gold Bars (New) Call of Duty: Black Ops 4 – Black Ops Pass (7) Fortnite – Deep Freeze Bundle (4) Rainbow Six Siege – Year 4 Pass (9) The post Resident Evil 2 was the best-selling game on PlayStation Store in January appeared first on PlayStation.Blog.Europe. View the full article
  23. In 2012, we set out to create a world for players to connect with in a personal way. Xing: The Land Beyond is an atmospheric first-person puzzle adventure game set in the afterlife. In death, you will find yourself on a journey across a series of mysterious lands filled with the thoughts and personalities of those long lost. We are pleased to announce that Xing: The Land Beyond will finally be launching on 13th February. Follow forgotten stories, collect artifacts, solve puzzles, and discover secrets as you make your own adventure through the mysteries of The Land Beyond. It is an understatement to say development on Xing has been an incredible journey for us, and knowing that our adventure is finally coming to a head fills us with emotion. PlayStation VR compatible Alongside being optimized for PS4 and PS4 Pro (with multiple graphics settings to maximize fidelity and framerate), Xing has 100% support for PlayStation VR. All content is available to be experienced on your television or in your headset, with either DualShock 4 or Move controllers. If you are looking for a challenge of the mind or an immersive dive into the stories of the dead, Xing is the adventure you are looking for. PlayStation exclusive content Our PS4 fans have been anticipating the release of Xing: The Land Beyond for quite a while, so we are pleased to say that there will be new bonus content available on PlayStation exclusively! That’s right, we’ve added a whole new mini-level just for PS4 fans, complete with a new story and puzzles. This is Agnirok: It is tremendously exciting for us to finally join the PlayStation family — I’ve been following this blog, as well as other PlayStation communities, and have found nothing but optimism and support from their members. It is heartwarming to see such excellent communication between developers and gamers. The wait is finally over. The definitive version of Xing: The Land Beyond arrives for PS4 and PS VR on 13th February. See you on the other side! The post Puzzle adventure Xing: The Land Beyond hits PS4 & PS VR on 13th February appeared first on PlayStation.Blog.Europe. View the full article
  24. PlayStation Store’s ‘Big games, big discounts’ promotion is back and ready to help you fill the gaps in your games library. Starting today and running until 20th February you can save up to 50% on blockbusters like Red Dead Redemption 2*, Shadow of the Tomb Raider, F1 2018 and Battlefield V: Deluxe Edition. Check out the full list of discounts below, then click through to PlayStation Store for regional pricing. *Just Cause 4 in Saudi Arabia. Battlefield World War Bundle Battlefield™ V Deluxe Edition Borderlands 2 VR Call of Duty®: WWII – Digital Deluxe Call of Duty®: WWII – Gold Edition Call of Duty®: WWII – Season Pass Crash Bandicoot™ N. Sane Trilogy Destiny 2: Forsaken Destiny 2: Forsaken – Complete Collection Destiny 2: Forsaken – Digital Deluxe Edition Destiny 2: Forsaken – Legendary Collection Destiny 2: Forsaken + Annual Pass Destiny 2: Forsaken Annual Pass Diablo III: Eternal Collection Diablo III: Rise of the Necromancer DiRT Rally DiRT Rally® PLUS PLAYSTATION®VR BUNDLE EA SPORTS™ 19 Bundle F1 2018 FIFA The Journey Trilogy Just Cause 4 – Digital Deluxe Edition Just Cause 4 – Gold Edition Just Cause 4 – Standard Edition Madden NFL 19 – FIFA 19 Bundle MONSTER HUNTER: WORLD™ Digital Deluxe Edition Mutant Year Zero: Road to Eden Overwatch® Legendary Edition Red Dead Redemption 2 Red Dead Redemption 2: Special Edition Red Dead Redemption 2: Ultimate Edition RIDE 3 RIDE 3 – Gold Edition RIDE 3 – Season Pass Shadow of the Tomb Raider Shadow of the Tomb Raider – Croft Edition Shadow of the Tomb Raider – Digital Deluxe Edit… Spyro™ + Crash Remastered Game Bundle Spyro™ Reignited Trilogy Warhammer: Vermintide 2 Warhammer: Vermintide 2 – Premium Edition Warhammer: Vermintide 2 – Ultimate Edition WWE 2K19 WWE 2K19 Digital Deluxe Edition WWE 2K19 Season Pass Yakuza 6: The Song of Life Deal of the Week (06/02 – 13/02) In addition to the Big Games Big Discounts promotion, we also have a new deal of the week for all the battle royale fans out there. Save up to 50% on Fortnite’s range of Founder’s Packs including the Standard, Deluxe and Standard to Deluxe Upgrade. Fortnite – Standard Founder’s Pack Fortnite – Deluxe Founder’s Pack Fortnite – Standard to Deluxe Upgrade The post PlayStation Store’s ‘Big Games Big Discounts’ promotion starts today appeared first on PlayStation.Blog.Europe. View the full article
  25. We’re thrilled to finally bring The Mage’s Tale to the PlayStation VR community. The Mage’s Tale is a 10+ hour dungeon crawler RPG set in the world of The Bard’s Tale series and designed from the ground up for virtual reality. Exploration, combats, puzzles to solve, and secrets await every player who dons the PS VR headset. When your wizarding master is kidnapped, it’s up to you to rescue him and complete your journey from apprentice to master mage. You’re armed with nothing but your wits, raw elemental power, and your own wizarding workshop in which you can craft hundreds of different spell combinations. The unrivaled immersion of VR allows you to tell your very own Mage’s Tale. What makes VR so special? The Mage’s Tale was inspired by the daydreaming we do as kids. We wanted the capture the feeling of going into your backyard and pretending to be a master wizard, summoning lighting bolts, and throwing fireballs at make believe masters. All of the game is designed to capture that sense of childlike wonder and power fantasy. For inXile CEO Brian Fargo, VR was the realisation of something that he had been striving for his whole game dev career. When he helped create The Bard’s Tale in 1985, it was about providing a way of making players feel like they were exploring a fantasy world — to capture the spirit of tabletop gaming in a video game. With the arrival of VR, we now had the power to put players into the dungeon, the world alive and full of danger. They no longer have to imagine their surroundings. They are there. Virtual reality your way To fulfill that power fantasy of being an all-powerful wizard, it was critical that we make you, the player, feel in control. VR really shines when you get to be creative in how you interact with the world. If a player walks into a room, sees an object, and says to themselves “I bet X will happen if I do Y,” it’s our jobs as developer to make as many of those intuitive jumps come true. Because each time your expectations aren’t fulfilled, you feel more like you are in a game and less like you’re in the magical world of Caith. We extended that philosophy to our world building, combat systems, and crafting systems. For example, one of our favourite moments happened at GDC while demoing the game. Our GDC volunteer decided to craft an anti-gravity windblast landmine with confetti. He threw down a landmine right before a goblin warrior went in for the kill. The explosion threw the goblin up into the air and into the roof of the dungeon, causing an explosion of confetti. As the confetti filled up the room, the player switched back to fireballs to blow the poor goblin up on his way back down. It was one of the coolest moments and combos that we have ever seen. VR game development was completely new to inXile and relatively new to most gamers as well. Because of that, we put an emphasis on early first time user experiences (FTUE) to really wow people who were new to VR and blow them away with its potential. We noticed that players wanted to poke, prod, and examine everything in the dungeon and around them — whether igniting cobwebs, picking up bones, trying to kill bats, blowing up crates and barrels, or anything that let them feel that they were “there” in the world. Therefore, we turned all those little things (Non-Essential Funds in gamedev speak, items that provide flavour rather than direct gameplay) into interactables. This resulted in some great player-generated moments such as: Throwing a ice javelin at a bat and freezing him then using the frozen bat as a paper airplane Grabbing an unlit torch, using a fireball to ignite it, and then using the torch to fend off ghost traps Finding a random, worthless gold coin that you can throw into the water to find a ghost ship and skip a puzzle The game’s responsiveness is key to its immersion; it makes you feel present in a living, breathing world, not just another on-rails VR experience. We truly appreciate all the people that came into the studio, tried out the dev builds, and shared their wish list of things they want to do in the dungeons. As important as it is for a game to look good, it’s probably more important for a VR title to feel good. We realised early on that everyone was looking for different things when it came to their play preferences. We made immersion one of the core product pillars, and that meant it had particular rules that we had to follow. We had to build the game around the fact that the player will have no HUD or heavy UI elements. The player gets all the visual feedback by actual things such as a spell book showing what you have unlocked, your crafting tables have the ingredients you picked up, your gloves have gems that indicate health and experience, etc. We couldn’t have 100% immersion since some feedback is important so if you bring your gloves up to the player’s face (as though you’re looking at your watch), you will see values like Hit Points or Experience Points needed for the next level. Beyond that, there are no UI elements in the player’s vision. Here is a short list that we created to get around things: To load or start a game you have to throw a magic bottle into a cauldron. To delete a game profile, you have to burn it with fire Your HP can be refilled by health potions, but it is not automatic. You have to drink the potion by bringing it to your mouth (or pouring it all over your head). Your “Inventory” is a magic frog, Fergus, that you feed your items on your adventures. To craft new magic spells, you combine spell ingredients in a cauldron and stir them up. To equip that spell you have to grab the spell and place it into your spell book. “Options” is a physical table that you can interact with. Shortly after our initial release we found that there’s no one-size-fits-all approach for action VR experiences like ours. We’ve added many options for both comfort and immersion for you to set. For example: a reticle for aiming helps, but doesn’t feel “real” to some players. Smooth Movement feels “real,” but makes many people seasick. VR needs more options to work outside of the normal choices that players are used to. With that line of reasoning in mind, we implemented Step Movement, Step Turning, Smooth Movement, and Smooth Turning (with speed adjustment) — and, since the player is a mage, they still get an aimed teleport as well. Along with the movement options, we also gave the player the ability to see their reticle or hide it, and show or hide the sensor if the player loses tracking. All of these things matter because VR is all about the experience. A VR game with meat on its bones At inXile, we’re known for our classic-styled RPG titles such as Wasteland 2 and Torment: Tides of Numenera, so when we announced The Mage’s Tale, it came as a surprise to our fans. For many of us at the studio, VR was an opportunity to realize game dev dreams decades in the making. At the time we were developing The Mage’s Tale, most VR experiences were more tech demos than games. As a RPG company, we really wanted to create a full game experience in VR — a story, character progression, exploration with secrets to be found, and different systems to master. Everything about the game — the combat, the exploration, the crafting, the puzzles — is designed with VR in mind. The more a player feels a part of the world, the more they can lose themselves in the gameplay and have an amazing playing experience. The Mage’s Tale is YOUR Tale With PS VR, Sony has made an incredible commitment to VR gaming and we’re thrilled to finally bring The Mage’s Tale to a fanbase that has been patiently waiting for this day for a while. Thank you to Sony and thanks to all of you who have asked after a PS VR of the game. Your enthusiasm is what made this moment a reality and we hope you enjoy the adventure! The post Play a spell-casting wizard in epic PS VR dungeon crawler The Mage’s Tale, out today appeared first on PlayStation.Blog.Europe. View the full article

Domestic Battery Gaming

Online communities, in particular video game communities, have a reputation for negative and abusive behavior which is not always undeserved. That isn't us, Domestic Battery takes pride in being a crew for people who are mature. This means being able to treat each other with a basic level of respect, being able to cooperate during events, and being able to have fun together. We are all from different backgrounds with different life experiences. What we have in common is that we enjoy playing Red Dead Redemption 2, Grand Theft Auto V and other games in a social environment which is healthy and rewarding. 

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