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Europe- Intense PS VR action-rhythm game Beat Saber release date confirmed

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

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

Beat Saber

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

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

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

Beat SaberBeat Saber

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

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

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

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

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

Beat SaberBeat Saber

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

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

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

The post Intense PS VR action-rhythm game Beat Saber release date confirmed appeared first on PlayStation.Blog.Europe.

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    • By News Bot
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      The first leg of the Level Checker phase
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      Drawing the circle with Chains of Memory
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      I’m sure several teams worked together to make this happen. What is the overall flow in working with these teams to create the boss model, the battlefield, the animations, and everything else that is needed to bring the fight to life?
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      Omega Design Sketches
      Omega was unique though, since it had been around since Patch 3.5. It was a rare case where the design was finalized well before we began designing the fight.
      Omega, as revealed in Patch 3.5
      We continue planning out the battle content, working with the lore team to incorporate any enemy lore into the overall fight. This stage of planning is where most of the battle mechanics are decided upon: the shape of the battlefield, the flow of battle phases, and other key features.
      The next step is a team review of the content that includes the battle and monster teams. If we receive feedback or revision requests, we go back to the drawing board here to make those adjustments. We’ll actually repeat this process as many times as needed until all teams are in agreement with the proposed content.
      We also need to make sure our plan is actually going to work in game. We share our full plan with the programming team and they review the battle to make sure there won’t be any problems with making our boss fight a reality.
      As you can see, every step of the creation process is a group effort. We talk not only with the teams I’ve mentioned so far, but also with the graphic and sound teams. It’s important to make sure all of us are on the same page in terms of the battle concept, and ensure all parts of the fight match the overall vision.
      The pieces start to come together as we put the puzzle pieces from each team together to build the fight for the first time. The battle and monster teams do a lot of play testing, and FFXIV’s Producer and Director Naoki Yoshida joins in for these in the later stages. With his approval, we move on to QA to hammer out all of the bugs, and then all of you get to enjoy the fight!
      Well, at least that’s the typical flow…
      A Completed Omega…after a few tweaks.
      Omega: The wild card
      Omega had another rare occurrence: for the first time in FFXIV boss history, we had to do a major overhaul of much of this fight.
      Around the office we call the reviews from Producer and Director Yoshida “P/D checks.” Most of the time, Yoshida will request small tweaks or adjustments, but with Omega things were a bit different.
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      The Omega Savage fight at the time had two parts to the “Level Checker” phases that I mentioned earlier, and he felt it dragged on for too long. Yoshida also told us the fight didn’t have that climactic feel other bosses up until now did.
      Reworking the fight
      I took that feedback to heart, and went to work on a revised plan right away. I worked with some of our raid design veterans, and went through the entire process again talking to all of our teams. It was somewhat of a miracle, but the revised plan was approved by Yoshida.
      The new plan required changes from all sides. We were adding new mechanics, changing existing mechanics, adding animations, graphical effects, and sound effects. It was another huge team effort that went all the way to our QA team again–I was the one who had to bear the bad news of needing to retest the fight because of the new mechanics…
      So what did we actually change? First we removed the second “Level Checker” phase, but we also bumped up the intensity of the fight following that phase. We added in new animations to visually show Omega’s rampage in the later stages of the fight, as well as two new laser attacks: Condensed Wave Cannon Kyrios and Diffuse Wave Cannon Kyrios. Our teams also created the “Rocket Punch” attack for this fight in record time.
      Just for fun, let’s take a look at that second Level Checker phase we took out. This image is clipped from the design document, and shows the different positions players would need to be in and move to in order to succeed. Looking at this now… I’m actually glad I was able to rethink this phase!

      As you can see, Omega was born out of very tough labour, and I probably caused more than a bit of trouble to many of the teams. They might not have the best memories coming out of all of this, but their willingness to go back to the drawing board is why this battle turned out as well as it did. I’m filled with nothing but gratitude for their support.
      When the modeling team created this raid boss’ 3D model, what factors needed to be taken into account in order to translate the concept art into the game itself faithfully?
      Yoshito Nabeshima: Hello! Lead character artist Yuji Mitsuishi jumping in here to talk a bit about creating the Omega model!
      Omega is comprised of an extremely large number of parts, so getting each of those elements in order and putting them together to create the model was a very time consuming task. My team did not want to deviate from the envisioned design we were given, so we would make even the slightest adjustments to the position of each part of Omega to fit the design.
      If you’ve fought Omega, you might have noticed the relief on the surface of his body. I think this is a very important element that makes Omega a memorable foe, but it was important to not lose the sense of three-dimensionality in the design or create a frail-looking Omega in the process.
      Omega looks like a pretty tough fight to me!
      Did you or your team had any “Aha!” moments during development that changed the outcome of this raid’s design?
      Yoshito Nabeshima: Sometimes we do have those moments where something just clicks and you end up with a great idea that might change the fight entirely, but again Omega was a unique case. Almost all of the fight from the Level Checker phase onward was born from reflecting and brainstorming the fight as a group following Yoshida’s orders for the overhaul.
      Omega’s ‘frenzy’ after the Level Checker phase was actually a suggestion from my team leader. He told me, “why not just make Omega go completely berserk?” That alone was an eye opener to create that feeling of a true battle against Omega that Yoshida was looking for.
      That’s a lotta lasers
      Were there any moments during the creation of this raid that sparked new ideas for other content we might see in the future?
      Yoshito Nabeshima: When working on mechanics for one fight, there are times when new ideas come to mind that you can’t always realize right away. I actually thought of a few new ideas when working on the Chains of Memory mechanic for Omega–I’m hoping I can fit them into a future boss fight!
      If the boss is inspired from a past Final Fantasy boss, how do you and the teams balance keeping true to the original, but also providing a special flair for Final Fantasy XIV.
      Yoshito Nabeshima: When working with bosses from a past Final Fantasy we do make sure to provide a unique experience in Final Fantasy XIV, but at the same time it’s important to consider the original.
      You’ll only see this in the Omega Savage fight, but we actually included an “Encircle” ability (known as “Loop”) in the battle. It’s basically the enrage timer for the fight, so you’ll only see it if you can’t finish the fight within a certain time limit.
      Encircle was an ability used by Omega in Final Fantasy V that would remove a target from the battle–no questions asked. Unfortunately, mimicking this exactly in FFXIV and removing players from the raid instance wouldn’t really work, and honestly just randomly killing players during a fight isn’t that interesting.
      However, after thinking about it I came up with the idea of using this as the boss’ enrage, since we would be able to preserve the original concept. If you happen to encounter this in FFXIV, you can see your raid party get exiled to another dimension!
      The Original Encircle and the Final Fantasy XIV version – “Loop”!

      What part of this new raid are you most excited for players to experience? Which gameplay moments or lore should players should keep an eye out for?
      Yoshito Nabeshima: I’m sure many of you have already had a chance to play, but I’d say my favourite part of this fight is when Omega goes berserk after the second Pantokrator. You can only see this in Savage mode, but the visuals and animations of Omega filling the screen up with its onslaught of attacks are truly amazing.
      This might sound a bit weird, but if you do get a chance to do Savage, make sure you hit that Enrage timer and see the full Loop effect! You won’t be disappointed!
      The post The untold story of how Final Fantasy XIV’s epic Omega boss fight was created appeared first on PlayStation.Blog.Europe.
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      From Changmin Lee, PS4 Engineering Lead:
      “It’s always exciting and tense presenting our work to the players as a developer. Getting our game into the hands of the PS4 community that haven’t experienced PUBG is a thrill equal to creating a new game. Everyone on the PS4 dev team have worked passionately on every single moment of the game to create a perfect experience for our players – we hope you all enjoy your journey on getting a chicken dinner!”
      As we prepare for the official launch on 7th December, be sure to stay up to date on the latest news at our website and social channels. The team here at PUBG have worked tirelessly to bring our unique Battle Royale experience to this platform, and we can’t wait to start this new journey with you.
      *Avatar and Theme available for pre-ordering the digital editions only
      The post Battle royale shooter PlayerUnknown’s Battlegrounds is coming to PS4 on 7th December appeared first on PlayStation.Blog.Europe.
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