PlayStation.Blog.Europe https://blog.eu.playstation.com Your daily fix of PlayStation news from across the SIEE region Fri, 19 Apr 2019 16:03:20 +0100 en-GB hourly 1 https://wordpress.org/?v=5.0.3 How opposing ideas have been fused together to create Giga Wrecker Alt. https://blog.eu.playstation.com/2019/04/19/how-opposing-ideas-have-been-fused-together-to-create-giga-wrecker-alt/ https://blog.eu.playstation.com/2019/04/19/how-opposing-ideas-have-been-fused-together-to-create-giga-wrecker-alt/#respond Fri, 19 Apr 2019 16:03:19 +0000 http://blog.eu.playstation.com/?p=292631 https://blog.eu.playstation.com/2019/04/18/announcing-feature-length-documentary-“raising-kratos” Hello everyone! I’m the game director of Giga Wrecker Alt. at Game Freak Inc. in Japan – and it’s a real pleasure and privilege to talk about our title. Giga Wrecker started life through what we at Game Freak call the “Gear Project” – an internal competition or intrapreneurship. The Gear Project was set […]

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https://blog.eu.playstation.com/2019/04/18/announcing-feature-length-documentary-“raising-kratos”

Hello everyone! I’m the game director of Giga Wrecker Alt. at Game Freak Inc. in Japan – and it’s a real pleasure and privilege to talk about our title.

Giga Wrecker started life through what we at Game Freak call the “Gear Project” – an internal competition or intrapreneurship.

The Gear Project was set up with the intention to seek out and create new IPs by inviting staff to submit original projects. The ventures that passed the screening process could start a new life as an official project for the company.

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We are grateful that there is so much interest in the Gear Project, even outside of the company, and thanks to this interest we’re lucky enough to see many new graduates applying for jobs here.

Because the Gear Project is such a challenging system, I think the bold idea of attempting to fuse a physics engine and an action game was perhaps the reason that made Giga Wrecker stand out.

   

Even before development started, I thought that I was mentally prepared for the challenges ahead – but from the moment we began, we really struggled with the unpredictable nature of the physics engine. To be brutally honest, physics based gameplay can be a bad match for action games that require delicate controls. So rather than trying to bend the will of the physics engine to make a solid yet rigid action game, we took the direction to embrace those quirks instead, as it felt more natural to lean towards their whimsical nature.

As developers, being too obsessed or obstinate about the intended behaviour / strategy of the design would have killed the free and intuitive fun that the physics engine could offer… and also would have totally defeated the original purpose of the game.

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We did, however, subtly change its direction in some areas. For example, with the boss battles, the physics simulation is simplified and the action aspects are prioritised instead. Our intention was to intermingle the different elements: a puzzle mechanic that requires solving through trial and error, an action-based mechanic (such as dealing with “collapsing footholds”), and a boss fight that requires action game style skill to defeat.

   

We always knew that a fully integrated physics engine wouldn’t offer precise actions, but limiting the game to only puzzles would not offer an experience with any tension, either. With that in mind, I think we were able to develop these two seemingly opposing elements and combine them into something that really complimented each other instead.

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When Giga Wrecker was still in its early design document stage back in 2013, (the official project started in 2015) there weren’t many games that fully utilised a physics engine in the style of a Metroidvania game – and even now, many typically specialise in either puzzles, or limit the use of physics to effects.

As such, I thought this would certainly be something worth pushing for, and if all went well, I also felt the potential that the game offers could end up being quite unique. In the future, either through the Gear Project or otherwise, I strive to deliver joy and entertainment with even more challenging ideas!

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Revealing Outlandish New Mortal Kombat 11 Costumes https://blog.eu.playstation.com/2019/04/19/revealing-outlandish-new-mortal-kombat-11-costumes/ https://blog.eu.playstation.com/2019/04/19/revealing-outlandish-new-mortal-kombat-11-costumes/#respond Fri, 19 Apr 2019 15:30:27 +0000 http://blog.eu.playstation.com/?p=292775 Having overseen the character concepts and model creation for Mortal Kombat 11, I can assure you there are a lot of great character skins to choose from in MK11. With release fast approaching, I thought it’d be great to take a moment to share a few of my favourites: designs that are not only visually […]

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Having overseen the character concepts and model creation for Mortal Kombat 11, I can assure you there are a lot of great character skins to choose from in MK11. With release fast approaching, I thought it’d be great to take a moment to share a few of my favourites: designs that are not only visually awesome, but also stood out as memorable creations during the development of MK11.

Erron Black

One of the primary objectives for MK11’s visual design for characters was to ensure that they were easy to read during gameplay. To achieve this, we used bold confident shapes and rich colour. In Erron Black’s case, we added clean, flat-coloured armor plates to his arms and legs. Adding these made his punches and kicks easier to read during – ahem – kombat.

One of these concepts featured a mask, which reminded me of an iconic Australian outlaw name Ned Kelly. This is how I got the idea of making a fully-armoured Ned Kelly skin for Erron Black. The quality of the final model and the fact that the Ned Kelly theme ties back to the stories from my childhood in Australia, make this skin one of my favorites.

Shao Kahn

Our goal for MK11 was to have past and present versions of all characters. However, there was a small problem with Shao Kahn – as he was meant to be dead in the present time!

To solve this, we made a far-past version of him. The idea was to create a vision of Shao Khan that would capture the way he looked when he was leading armies into battle.

The concept turned out great, however, the execution of the model was not so easy and it took several artists to get it to its final quality. Not only does Shao Kahn have some of my favorite skins in the game, he has great gear as well. The helmets are especially awesome; one of my favorites can be seen here.

Raiden

It’s hard to choose my favorite look for Raiden – I might be biased, but I think they all look great! However, this particular skin is a combination of a number of creative ideas, seized opportunities and amazing technology.

While building characters for MK11, we always look for the opportunity to create retro looks from earlier MK games. This Raiden skin is his MK2 look which is presented here with one of the many different colour schemes available in MK11.

In addition to that, the skin showcases the silk material which is one of several new material shading models we added in MK11. Fans of NetherRealm games may notice that we have used the same facial talent for Raiden in MK11 as we did for injustice 2. However, to achieve higher fidelity we wanted for MK11, the person was re-scanned and Raiden’s face was completely rebuilt.

Cetrion

This is the dark side of the Mother Earth theme for Cetrion. This dark Cetrion skin contrasts with her lighter ones, showing the dual role mother nature must play to ensure balance.

It was hard to design a skin that would embody the destructive side of mother nature but would not come across as evil. Achieving this made this one of my favorite character skins in the game. We are excited for players to see all the skins for each character, as they are designed to work together to reveal more about the character.

 
 
And there you have it: my four favourites. These are but a tiny sample of the huge number of skins and characters available in Mortal Kombat 11, all with their own signature move-sets and utterly brutal Fatality finishers.

Dive into the MK arena and start dealing out punishment when the game launches on 23rd April – pre-order now on PlayStation Store and you can enter battle as Shao Khan on day one!

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PlayStation’s most wanted: 6 releases to watch for in spring 2019 https://blog.eu.playstation.com/2019/04/19/playstations-most-wanted-6-releases-to-watch-for-in-spring-2019/ https://blog.eu.playstation.com/2019/04/19/playstations-most-wanted-6-releases-to-watch-for-in-spring-2019/#comments Fri, 19 Apr 2019 15:00:27 +0000 http://blog.eu.playstation.com/?p=292627 With so many great PS4 games on the horizon vying for your time, you might want some help navigating the embarrassment of riches. We’ve got your back! From the post-apocalyptic chaos of Days Gone, to the bustling streets of Judgment’s Kumurocho, these are our most-anticipated games of spring 2019 (April through June). Mortal Kombat 11 […]

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With so many great PS4 games on the horizon vying for your time, you might want some help navigating the embarrassment of riches. We’ve got your back! From the post-apocalyptic chaos of Days Gone, to the bustling streets of Judgment’s Kumurocho, these are our most-anticipated games of spring 2019 (April through June).

Mortal Kombat 11 – 23rd April

NetherRealm’s immortal fighting series returns in a new time-bending sequel. Timelines in the MK universe collide, letting the likes of a modern Johnny Cage butt heads with his cockier, younger ’90s self. Newcomers join the roster, like the mystical Geras who has weaponised the sands of time, and the godly Cetrion who commands the elements. Deep character customisation allows players new levels of control, down to choosing movesets and selecting the design of Scorpion’s iconic spear. Choose from over 20 kombatants and memorise your favourite Fatality — it’s nearly time to risk life and limb.

Mortal Kombat 11

Days Gone – 26th April

Enter a world where routine doesn’t exist. A bounty-hunting mission into a bandit camp may seem straightforward, but a sloppy firefight can bring a lethal horde of Swarmers down on you. Or perhaps an infected Rager bear barrels into the fray, indiscriminately mauling all in his path. Survival depends on preparation, like keeping your motorcycle gassed up, tuned up, and within reach for a hasty exit when Freakers attack. Bend Studio has also weaved a gripping tale of loss, with protagonist Deacon St. John desperate to find clues about his lost love. Top off your tank and drive into a chaotic world that’s out to end you.

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Rage 2 – 14th May

The FPS masterminds of id Software unite with the open-world heavyweights at Avalanche Studios to bring you a new breed of shooter. Wield brutal weapons like the potent pulse cannon and double barrel shotgun to reduce raiders to pulp. Scavenge hidden Arks to uncover unhinged abilities like Shatter, which flings your foes into oblivion, or Slam, which liquefies all foes in your path. Mixing and matching weapons and abilities to execute outlandish combos isn’t just fun, it’s the only way to survive against the droves of maniacal enemies. Toss in fluorescent flair and intense vehicular combat, and you have a recipe for frenzied fun.

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Blood & Truth – 28th May

London Studio caught our attention with the London Heist demo in the early days of PlayStation VR. Blood & Truth takes the potential of that gameplay and explodes it into the scale of a blockbuster action film. The immersive effect of PS VR transports you into the life of a gun-slinging risk-taker, with all the adrenaline-pumping moments you’d expect. Leap onto planes as they speed down the runway. Crash through windows in a daring escape. Rescue an imprisoned ally and escape in a high-speed chase while gunning down your pursuers. The precise motion control aiming blends perfectly with the sense of presence afforded by PS VR, making your action-movie fantasy feel real.

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Crash Team Racing Nitro-Fueled – 21st June

Developer Beenox captures the magic of the 1999 kart racing classic and faithfully restores it to modern day standards. Crash and his furry gang are back in a high-speed remake that maintains the spirit of the original while improving the kart handling and visuals. Four-player splitscreen lets you rekindle grudge matches with old friends – or you can look for new competition online. Whether your favorite racer is Cortez, Polar, Coco, or one of the many others – a fun-loving reunion is just around the bend.

Crash Team Racing Nitro-Fueled

Judgment – 21st June

The creators of Yakuza are back with a new story, told within the streets of Kamurocho. Takayuki Yagami is a private detective hired to track suspects, gather evidence and beat down any goons that get in the way, as he aims to solve a serial murder case. The core gameplay blends the raucous, spectacular slugfests of the Yakuza series with the tension and intrigue of questioning criminal suspects. Plenty of entertaining diversions are available should you wander off the trail, like racing drones, trying out the batting cages, or even playing a first-person arcade shooter reminiscent of House of the Dead. If tracking down murder suspects and killing time in Japan sounds like your jam, keep this one on your shortlist.

Judgment

These games are just our top picks. What games releasing this spring are you most excited for?

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Jupiter & Mars: Out Tuesday on PS4 https://blog.eu.playstation.com/2019/04/19/jupiter-mars-out-tuesday-on-ps4/ https://blog.eu.playstation.com/2019/04/19/jupiter-mars-out-tuesday-on-ps4/#respond Fri, 19 Apr 2019 14:00:42 +0000 http://blog.eu.playstation.com/?p=292637 I’m back! James Mielke (call me “Milky”) from Tigertron here to share a final handful of details about Jupiter & Mars before our game launches on Tuesday (April 23). First is the that Jupiter & Mars has been a concept since I worked at Q Entertainmentall the way back in 2009. While my friend and […]

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I’m back! James Mielke (call me “Milky”) from Tigertron here to share a final handful of details about Jupiter & Mars before our game launches on Tuesday (April 23).

First is the that Jupiter & Mars has been a concept since I worked at Q Entertainmentall the way back in 2009. While my friend and mentor Tetsuya Mizuguchi (“Miz”) was toiling away on Child Of Eden and before I took on Lumines Electronic Symphony, I spent a good chunk of my time developing new IPs.

One of these ideas was Jupiter & Mars – although it was not originally designed as a VR game. When we finally presented it to Sony, many years later, it was re-conceived from the ground up for VR, though we also keen to make sure it would work without, so anyone with a PS4 could enjoy the game as well.

Jupiter & Mars

The image that started it all, by my friend Keisuke Shimura, circa 2011. This is what began the journey of Jupiter & Mars.

 

Back in 2011, Miz once said to me “Milky, this is the game you were born to create,” which sort of made it my personal mission to see it become a reality. Thanks to the PlayStation team, dreams have become real and soon you’ll be able to play it for yourself. It was pretty awesome when we stopped at Miz’s Enhance Games studio to show him Jupiter & Mars in 2017. His words were “it’s a magical marine adventure!” as he reached out to touch a passing manta ray overhead. Sweeter words were never spoken.

Jupiter & Mars

Tetsuya Mizuguchi on a magical marine adventure.

 

Environmentalism

Wikipedia describes an environmentalist as “a person who is concerned with or advocates the protection of the environment.” That’s me. That’s my partner Sam. That’s Tigertron. We’re not scientists. We don’t have degrees in marine biology. Nor do we live on a boat, eight months out of the year studying salinity levels. We do realize that games can be something more than just a new entry in a crowded genre, however, or a multi-million-selling sequel machine. With Jupiter & Mars we tried to make something unique, with a story that you would remember and characters that a wide range of people would love.

Jupiter & Mars

Mars and an elder whale.

My kids, for example, refer to Jupiter and Mars as if they were family members, and when they learned of one crucial story element, their reactions were stronger than I expected them to be. If your children, or even yourself, walk away from Jupiter & Mars feeling something equally moving, it will mean a lot to me and everyone who worked on the game. We’re environmentalists because we do care about the health of the planet, and your health and your children’s health. We depend on so much of our planet’s biodiversity that most of us won’t realize it until it’s gone, and we can’t get it back. This is why Jupiter & Mars exists.

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Original concept renders of Jupiter, Mars, and…

 

Fortunately for us, two awesome organizations — SeaLegacy and The Ocean Foundation — joined our project early on. It’s not easy to approach organizations that have nothing to do with video games and have them ‘get’ what they’re about. But these groups did; they saw the potential of being able to reach an enormous audience that may not regularly consume documentaries like Planet Earth, Blue Planet, or the recent Netflix series Our Planet.

There are hundreds of millions of gamers in the world, and if you can imagine even a fraction of us all doing something different, or taking up a cause, or making a change in our daily lives to improve our children’s future, the potential of that is just tremendous. Gamers are a tech-savvy, socially active group. I fully believe with our numbers and influence that we can actually change the world. But if even only a small handful of us are concerned enough to try and make a difference, that still counts, and if a video game could be instrumental in that change, then I will sleep better knowing I tried.

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Original concept art of Jupiter’s echolocation effect in action.

In Jupiter & Mars, you won’t find us preaching or lecturing. We’re just trying to create a unique world environment based on a possible outcome of our current habits, and as we’ve seen groups like SeaLegacy do, we can spark conversation through a powerful image alone.

Scattered throughout this blog are concept images from Jupiter & Mars’ early days, as well as screenshots of the current game. Some unlockables you’ll find in the game are videos from SeaLegacy and The Ocean Foundation speaking for a couple minutes about what they do and why. It’s there for you to watch, or save for later when you’re in the mood. I reckon, however, that if you’ve read this far, that you’re already on board with us, and I just want to say that I’m glad you’re here.

With SeaLegacy, we met with co-founder Paul Nicklen, in New York City to show him the game, too. Not only did he love it, but he gave us some great tips and insights about the world of oceanic environmentalistm (he even pointed out that our whale tails were anatomically incorrect — whoops!). His partner and SeaLegacy co-founder Cristina Mittermeier graces our game as the narrator, adding a feminine, worldly voice of experience and wonderful storytelling ability to Jupiter & Mars. I get goosebumps hearing her voice-over, every time I hear it. I hope you will feel the same way.

Jupiter & Mars

Thanks to SeaLegacy, Jupiter & Mars made its European premiere at the Fotografiska museum in Stockholm, Sweden, as part of its Turning The Tide gallery exhibition. The opening day turnout included dignitaries like the prime minister of Sweden, and Jupiter & Mars was there, playable on PS VR. How many video games can say they’ve been a part of something like that? This is one of the prime examples of how Tigertron’s goal of doing new things with the video game medium is being accomplished.

Jupiter & Mars

Tigertron with Paul Nicklen of SeaLegacy.

 

I would also like to say thank you to The Ocean Foundation. The work they do with planting seagrass in crucial areas where erosion has wiped out so much natural seagrass is vitally important. I’ll let you check out their site or dig up info on your own time, but while it might seem like such a mundane environmental effort, seagrass is one of the most important natural lifeforms absorbing and storing carbon dioxide from the atmosphere. Reducing our carbon footprint reduces the planet’s overall temperature, which in turn has myriad beneficial effects. That’s my science lesson for the day, but rest assured, they’re doing important work. You’ll see seagrass in Jupiter & Mars, but the real stuff is much more important.

Don’t Just Share It, Wear It

If you’re interested in displaying your love for Jupiter & Mars — and a lot of folks have indicated they are — we’ve teamed up with the amazing folks at Fangamer to create a shirt that is way cooler than anything I would have come up with myself. If you like old-school vector graphics games with a digital aesthetic, you’ll probably want to snag one of these beautiful tees designed by Fangamer’s Tony Kuchar. Adding a Rez-zy flair to the shirt are reimagined wireframe versions of Jupiter and Mars, color-coded appropriately (blue for Jupiter, red for Mars). A nice perk is the free sticker sheet that comes with each shirt, and I’ll probably buy 20 of these shirts myself just so I can slap these stickers all over the place.

Jupiter & Mars

A Family Affair

I would like to share one Easter Egg that eagle-eyed gamers might spot. Throughout the game, Jupiter and Mars are aided by the Elder whales that enlisted them to help in their quest to restore the oceans. One subquest features an elder whale who implores Jupiter and Mars to help bring her lost baby back safely to her side. If you’re paying attention you can see the kanji “朝子” atop the head of the mother whale. This is the kanji for “Asako,” which translates to “morning child,” and was my mother’s name. She passed away during the making of Jupiter & Mars, followed by my father only eight months later. This game is dedicated to both of them, as well as Tigertron co-founder Sam Kennedy’s grandparents.

Jupiter & Mars

So, that’s all I have to say about Jupiter & Mars for now. If you have any questions, feel free to drop me a note in the comments section below and I’ll do my best to answer. I appreciate you having read this far, and on behalf of everyone at Tigertron and our co-developers, Tantalus and Wicked Witch, I hope you enjoy your time in our big, beautiful blue world.

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Introducing the cast of Our World Is Ended, out today on PS4 https://blog.eu.playstation.com/2019/04/18/introducing-the-cast-of-our-world-is-ended-out-today-on-ps4/ https://blog.eu.playstation.com/2019/04/18/introducing-the-cast-of-our-world-is-ended-out-today-on-ps4/#comments Thu, 18 Apr 2019 17:01:19 +0000 http://blog.eu.playstation.com/?p=292599 Have you ever taken a trip to Asakusa? It’s a beautiful district of Tokyo that makes you feel like you’re peeking back in time. There’s the historic temple of Sensoji, which overlooks the hubbub of Nakamise: a shopping street filled with all manner of intriguing nik naks, souvenirs, and traditional snacks. But can you imagine […]

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Have you ever taken a trip to Asakusa? It’s a beautiful district of Tokyo that makes you feel like you’re peeking back in time. There’s the historic temple of Sensoji, which overlooks the hubbub of Nakamise: a shopping street filled with all manner of intriguing nik naks, souvenirs, and traditional snacks. But can you imagine visiting this iconic district, hungry for delicious satsuma-imo cakes – and instead you’re greeted by a frightening glimpse of an apocalyptic hellscape?

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Our World Is Ended is a brand new visual novel from Red Entertainment that’s out today on PlayStation 4. It follows the story of Judgement 7, a team of young developers who create a revolutionary new game program called the W.O.R.L.D program. When wearing an Augmented Reality headset, it has the power to change the surrounding environment before their eyes, but when it starts to glitch during a test run, it shows a very unsettling version of our world.  

Could this just be a glitch? Or could their program actually be altering reality? Either way, the familiar scenes of Asakusa look very strange indeed, and the members of Judgement 7 need your help to escape and make sure that fiction and reality continue to be kept separate.

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Our World Is Ended is brought to life by a vibrant art style and some gorgeous character designs. But if you’re going to join Judgement 7 on their mission to save the world, then you need to know who your friends are. Take a look at the profile for each character below, and get to know the cast of this intriguing sci-fi visual novel, brought to you straight from Japan.

Reiji Gozen

The plain part-time director

Reiji is the main character, and the story of Our World Is Ended is told from his perspective. He’s a university student with dreams of becoming a game designer, working part-time while attending university. As a relatively normal and sociable kind of guy, he certainly stands out among the other members of Judgement 7.

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Sekai Owari

The perverted programmer

Owari is the founder, and main programmer, of Judgement 7. While he technically represents the team, he isn’t exactly a respected leader… mostly because of his perverted personality. He’s exceptionally talented though, and it’s the slightly twisted mind of his that allows him to create complex programs that no one else could possibly conceive.

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Iruka No.2

The delusional planner

As the co-founder of Judgment 7 and Owari’s oldest friend, Iruka No.2 is in charge of planning game settings and scenarios. He’s a massive nerd with some particularly specific preferences, so the other members of the team have a hard time relating to him. He’s often called the “Vocal Madman” due to a habit of raising his voice for no reason.

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Asano Hayase

The unfortunate sound designer

Although she’s a little hard of hearing, Asano is a sound designer that composes music and sound effects. She’s also got quite the temper, which probably explains why she likes to regularly destroy everything within her reach – including her own synthesizer. Keep your PS4 well away from her!

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Natsumi Yuki

The chaotic designer

Natsumi is a designer that lives in the office of Judgement 7, and oversees the designing of characters, environments, UI, and logos. She’s very strict with herself, along with everyone else, but while she always takes her work seriously she likes to unwind through drawing.

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Tatiana Alexandrovna Sharapova

The childish programmer

Known as “Russia’s Hidden Treasure”, Tatiana is a super genius born in Russia – but has lived in Japan for most of her life. She usually works as a part-time programmer at a research institute while attending junior high school in Hokkaido. She might be a genius programmer, but otherwise Tatiana is generally lacking in all social and living skills.

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Yuno Hayase

The airheaded assistant

Yuno is Asano’s little sister, with a laid-back, often happy mood. She’s currently a student but works part-time at Judgement 7 as an assistant – doing all kinds of odd-jobs. She also happens to be a very good judge of character.

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Our World Is Ended. is out now on PlayStation 4. If you buy the game today, you’ll get the Day One edition that includes an exclusive artbook, a keyring, and your own boxed version of the game. Get your copy here

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Cel-shaded shooter XIII returns with a PS4 remake, out 13th November https://blog.eu.playstation.com/2019/04/18/cel-shaded-shooter-xiii-returns-with-a-ps4-remake-out-13th-november/ https://blog.eu.playstation.com/2019/04/18/cel-shaded-shooter-xiii-returns-with-a-ps4-remake-out-13th-november/#comments Thu, 18 Apr 2019 16:00:49 +0000 http://blog.eu.playstation.com/?p=292587 XIII is a first person shooter where you play as «Thirteen», a talented soldier who lost his memory and has been accused of killing the President of the United States. You first wake up injured and amnesic on Brighton Beach with the only clue being a small key and a mysterious tattoo « XIII » […]

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XIII is a first person shooter where you play as «Thirteen», a talented soldier who lost his memory and has been accused of killing the President of the United States. You first wake up injured and amnesic on Brighton Beach with the only clue being a small key and a mysterious tattoo « XIII » next to your clavicle. It’s now your job to search for answers through a 34 levels solo campaign. Don’t worry, you will find the appropriate weapon arsenal along the way. With questions not missing, neither are the bullets!

 

The original quest for identity started for XIII in 2003 on PlayStation 2. The video game sublimates the ups and downs of the most wanted man in the United States. It conquered the gamers’ hearts mostly thanks to a tight first person shooter gameplay inspired by the best in the genre and its unique cel-shading design.

XIII  

This remake’s idea came naturally as we felt this unique kind of story driven FPS experience was missing in today’s gaming landscape. Our goal is to bring XIII’s compelling story to a new generation of players with the best possible graphics and animation. The result will be nothing short of spectacular as we promise to celebrate the amazing work done on the original game. Stay tuned for more details…

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XIII was created by Jean Van Hamme and William Vance, and is famous worldwide. It’s a real honor for us to work on such a masterpiece, and I hope you are as excited as we are!

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XIII will be available on November 13, 2019 on PlayStation 4!
XIII is published by Microids and developed by Playmagic.

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Chaotic couch co-op shooter God’s Trigger blasts onto PS4 today https://blog.eu.playstation.com/2019/04/18/chaotic-couch-co-op-shooter-gods-trigger-blasts-onto-ps4-today/ https://blog.eu.playstation.com/2019/04/18/chaotic-couch-co-op-shooter-gods-trigger-blasts-onto-ps4-today/#respond Thu, 18 Apr 2019 15:00:43 +0000 http://blog.eu.playstation.com/?p=292557 There are a lot of amazing multiplayer experiences out there that let you have a great time with friends while exploring new universes, taking on nasty aliens together or going up against each other in search of victory. These days it mostly requires being in different places via an internet connection – but personally I […]

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There are a lot of amazing multiplayer experiences out there that let you have a great time with friends while exploring new universes, taking on nasty aliens together or going up against each other in search of victory.

These days it mostly requires being in different places via an internet connection – but personally I like the kind of game you can play with someone sitting next to them on the couch, where you can grab a beer and take on the world side-by-side (and shout at your friend in person as they let you die in a hail of bullets *again*).

God's TriggerGod's Trigger

That’s partly what we were thinking when we made God’s Trigger, a brutal, stylish top-down shooter, with two playable characters (Harry and Judy) tasked with preventing the apocalypse.

What is it, then?

I know what you’re thinking; top-down shooter means Hotline Miami, right? Well sure, that game is dope and my colleagues and I spent a long time playing it. But we wanted to build on that awesomeness and bring more to the genre.

Along with a natty modern-grindhouse aesthetic, and a lot of blood, one of the key elements of God’s Trigger is how creative you can get with dishing out death. Using various special abilities in combination with your partner’s different weapons and environmental traps turns destroying your enemies into a beautiful and deadly co-operative art form.

God's TriggerGod's Trigger

For example, one of you can use a special ability to summon hell’s energy and create a Wall of Fire, while the other shoots through it and imbues their bullets with demonic power to make them explode on impact. Sweet.

The deadly duo

So there are some great combat options – but who are we playing as? Please allow me to introduce Harry and Judy.

God's Trigger

The stereotypes of Angel = Good and Demon = Bad are a little twisted in God’s Trigger. Put simply, both Harry and Judy are lethal badasses and seriously good at killing.

Harry is a fallen angel armed with a sacred blade, while Judy is a demon trapped on earth and wielding a bladed chain. Outside of those default melee weapons there’s a ton of guns to pick up and have fun with too.

What about solo play?

We don’t want to leave anyone out! God’s Trigger is designed to be stunning to play in co-op as I’ve mentioned, but we also designed from the ground up to be excellent for solo players too.

With all of those special abilities, different tactics and a bunch of environmental traps around, any solo players can get just as skillful and lethally artistic as a duo can.

The enemy

In their mission to stop Armageddon in style, Harry and Judy are going to run into a lot of nasty creatures. This includes possessed humans, doomsday cultists and supernatural beings from the depths of hell – each of which will require a different, creative method of killing.

God's TriggerGod's Trigger

There will also be no less than five bosses, who are tough to take on and will present their own unique challenges, becoming the ultimate test of your individual skill and coordination with your couch co-op partner. .

It’s been a mind-blowing journey through Heaven, Hell and Earth bringing this title to you and your friends.

The massacre begins on 18th April, with English, Polish, Italian, German, Spanish, Russian, French, Chinese, Japanese and Portugese support on launch.

Thank you and I look forward to answering any questions or thoughts in the comments below!

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Introducing the Days Gone clothing collection by Diesel https://blog.eu.playstation.com/2019/04/18/introducing-the-days-gone-clothing-collection-by-diesel/ https://blog.eu.playstation.com/2019/04/18/introducing-the-days-gone-clothing-collection-by-diesel/#comments Thu, 18 Apr 2019 14:06:07 +0000 http://blog.eu.playstation.com/?p=292527 Iconic fashion brand Diesel has partnered with the Days Gone team to create a new clothing range inspired by Bend Studio’s upcoming post-apocalyptic PS4 exclusive. You can see the full range in the below images, each decked out in unique, elaborate artwork. Diesel found the story of Days Gone, about a biker fighting for survival […]

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Iconic fashion brand Diesel has partnered with the Days Gone team to create a new clothing range inspired by Bend Studio’s upcoming post-apocalyptic PS4 exclusive.

You can see the full range in the below images, each decked out in unique, elaborate artwork.

Diesel found the story of Days Gone, about a biker fighting for survival and redemption across the desolate high desert of Oregon – resonated with its own design philosophy: a homage to the free-spirited, rugged biker persona.

Days Gone clothing collection by Diesel

This sparked the concept of creating a contemporary vision of Diesel’s heritage, reinterpreted through the lens of Days Gone. That callback resulted in a collection rich in coated denims, patches and metal work: all inspired by Deacon’s look and style, rather than directly imitating it.

The range launches on 19th April and is available online and in the following stores in UK, France, Italy, Spain, Germany, Netherlands, Belgium and Portugal:

  • Milano San Babila
  • Roma Corso
  • Bergamo Orio al Serio
  • Madrid Fuencarral
  • Lisbona
  • Parigi Etienne
  • Berlin Kudamm
  • Amsterdam Heiligeweg
  • Antwerp
  • London Westfield Stratford
  • London Carnaby

To find out more, head here.

Days Gone clothing collection by Diesel Days Gone clothing collection by Diesel Days Gone clothing collection by Diesel

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Castlevania Anniversary Collection comes to PS4 on 16th May https://blog.eu.playstation.com/2019/04/18/castlevania-anniversary-collection-comes-to-ps4-on-16th-may/ https://blog.eu.playstation.com/2019/04/18/castlevania-anniversary-collection-comes-to-ps4-on-16th-may/#comments Thu, 18 Apr 2019 12:01:28 +0000 http://blog.eu.playstation.com/?p=292523 Hello PlayStation Blog readers! It’s Konami’s 50th anniversary this year, and we’re celebrating by bringing several collections of our much loved, retro games to PlayStation 4. Last month we announced three of them; Arcade Classics Anniversary Collection (out today on PlayStation Store), Contra Anniversary Collection and Castlevania Anniversary Collection. We’re still working on finishing up […]

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Hello PlayStation Blog readers! It’s Konami’s 50th anniversary this year, and we’re celebrating by bringing several collections of our much loved, retro games to PlayStation 4. Last month we announced three of them; Arcade Classics Anniversary Collection (out today on PlayStation Store), Contra Anniversary Collection and Castlevania Anniversary Collection.

We’re still working on finishing up the Contra Anniversary Collection, but today we’re happy to confirm the Castlevania Anniversary Collection will be coming to PlayStation Store on 16th May and can also finally unveil the full line-up of games.

All you amazing Castlevania fans have been vocal with your requests and we’ve been listening! In addition to the already announced Castlevania, Castlevania III: Dracula’s Curse, Castlevania II Belmont’s Revenge and Super Castlevania IV, the four titles completing the collection are:

Castlevania Bloodlines

Released over 25 years ago, Castlevania Bloodlines has been a sought-after classic by retro game collectors worldwide and now will be playable on a PlayStation console for the first time ever. Castlevania Bloodlines follows main protagonist John Morris, and is one of the few times a Castlevania game did not include a member of the Belmont Family.

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Kid Dracula

Kid Dracula is a rare gem in the Castlevania Anniversary Collection. Since its original release in 1990 as Boku Dracula-kun in Japan, Kid Dracula will make its way outside Japan for the first time! Fans will appreciate the cute and light-hearted take on the Castlevania franchise and is rumoured to be one of the first times we meet Galamoth, better known as one of the bosses in Symphony of the Night.  

Kid Dracula

Castlevania the Adventure  

Originally released in 1989, Castlevania the Adventure was the very first Castlevania game made for a portable console. As Christopher Belmont, players will experience new experiments in Castlevania gameplay adapted for a handheld console.  

Castlevania the Adventure

Castlevania II: Simon’s Quest

Simon’s Quest evolved the gameplay from the original Castlevania, encouraging players to explore Transylvania in search for the scattered pieces of Dracula’s body. The game’s soundtrack, specifically is still one of the most recognizable pieces of video game music to this day with its iconic song, Bloody Tears. I’m sure you’ll agree, that’s a whole lot of retro Castlevania goodness. We hope you’re ready to sink your teeth into all eight of theses classics when the Castlevania Anniversary Collection launches as a digital exclusive on PlayStation Store come 16th May.

Castlevania II: Simon's Quest

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Action horror Immortal Legacy: Jade Cipher is out on PS VR https://blog.eu.playstation.com/2019/04/17/action-horror-immortal-legacy-jade-cipher-is-out-on-ps-vr/ https://blog.eu.playstation.com/2019/04/17/action-horror-immortal-legacy-jade-cipher-is-out-on-ps-vr/#comments Wed, 17 Apr 2019 13:01:25 +0000 http://blog.eu.playstation.com/?p=292473 Hello there, my name is Yao, CEO of Vivagames, developers of Immortal Legacy: The Jade Cipher. We are a relatively small studio based in Beijing, and though this is only our second title (and our first VR title), we have a very talented, passionate and experienced team of creators here.   We are also very […]

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Hello there, my name is Yao, CEO of Vivagames, developers of Immortal Legacy: The Jade Cipher. We are a relatively small studio based in Beijing, and though this is only our second title (and our first VR title), we have a very talented, passionate and experienced team of creators here.

 

We are also very passionate about Chinese culture and sharing the folklore of our people with the world. As you are probably aware, New Year is a big event in China. What you might not have know are the stories that surround it.

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In one such story, it is said that long ago there was a beast called Ksi” (夕). As each year waned, the beast would unleash itself upon the world, causing chaos and destruction. The gods, however, passed down a secret to humanity – one that allowed them to defend themselves against this fearsome creature: the beast feared the colour red and loud noises. Hence, why on the last night of every year, we set off firecrackers and fireworks to drive it away.

The story of Immortal Legacy: The Jade Cipher is inspired by this story as well as other Chinese legends. In our story, Ksi” (夕) is an emperor who, having conquered space, yearns to conquer time as well. He seeks immortality and is willing to do anything to attain it – even sacrifice his own people.

Immortal Legacy Immortal LegacyImmortal Legacy

That search for immortality is just one of several things that draws you to Yingzhou Island, located deep in the Dragon’s Triangle. Playing as ex-special forces soldier Tyre, you’ll also be looking to discover the truth behind your mother’s mysterious death. Finding out how that event and her enigmatic past are tied to islands secrets will require you to battle through not only a mercenary army sent in to excavate it, but also the horrors they’ve unwittingly unleashed.

Descend into the unknown and uncover the secret of immortality in this immersive PS VR blockbuster, out now on PS4. You can find out more about the game here.

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New titles join PlayStation Store’s huge Spring Sale https://blog.eu.playstation.com/2019/04/17/new-titles-join-playstation-stores-huge-spring-sale/ https://blog.eu.playstation.com/2019/04/17/new-titles-join-playstation-stores-huge-spring-sale/#comments Wed, 17 Apr 2019 00:00:52 +0000 http://blog.eu.playstation.com/?p=292469 Our Spring sale is still going strong over at PlayStation Store, and today we’re adding even more titles to bring some of that Spring freshness to your games library without breaking the bank. From today, you can pick up huge savings on FIFA 19, Call of Duty: Black Ops 4, God of War Digital Deluxe […]

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Our Spring sale is still going strong over at PlayStation Store, and today we’re adding even more titles to bring some of that Spring freshness to your games library without breaking the bank.

From today, you can pick up huge savings on FIFA 19, Call of Duty: Black Ops 4, God of War Digital Deluxe Edition, Overwatch Legendary Edition, Tom Clancy’s The Division 2 and more, until 1st May.

Take a look at the full list below and head over to PlayStation Store for more details and game trailers, and start bagging those savings.

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Exclusive reveal: Smite launches two new Gods https://blog.eu.playstation.com/2019/04/16/exclusive-reveal-smite-launches-two-new-gods/ https://blog.eu.playstation.com/2019/04/16/exclusive-reveal-smite-launches-two-new-gods/#comments Tue, 16 Apr 2019 17:21:36 +0000 http://blog.eu.playstation.com/?p=292357 For the first time ever, two gods will rise. Horus and Set — the legendary Egyptian rivals — will both become playable characters in Smite later this month! This is the first-ever simultaneous God release for the free-to-play Battleground of the Gods, and we’re thrilled to give you an exclusive first look at these two […]

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For the first time ever, two gods will rise. Horus and Set — the legendary Egyptian rivals — will both become playable characters in Smite later this month!

This is the first-ever simultaneous God release for the free-to-play Battleground of the Gods, and we’re thrilled to give you an exclusive first look at these two incredible characters here today.

 

The story of Horus and Set is a tale as old as time. It’s a tale of jealousy, murder, and revenge — at a divine scale.

Osiris, the god of earth, ruled over the two kingdoms of Egypt. It was a golden age of peace, but anger brewed in the heart of Osiris’ younger brother, Set. Set found peace… boring. And so he took action. Set murdered Osiris, cut him into pieces, and claimed his brother’s throne. To Set, this was an act of liberation. But it was a call to war for Horus, Osiris’ son.

Horus pledged himself to justice, to reclaim his father’s throne not just for himself, but for his people. Horus will not rest until Set is defeated. And so the two rivals are now locked in eternal battle for the crown of Egypt… and Olympus.

 

Horus is the Rightful Heir to Osiris’ throne. It is his right, his duty to see his kingdom thrive. He will avenge his father’s death and stand against his uncle, the murderous Set.

Horus is represented as a falcon in ancient mythology, so we stayed true to that in Smite. His head and birdlike proportions are important, but it’s Horus’s wings that define him. These massive wings bring personality and impact to his abilities… and are actually used for his basic attacks.

Horus is a Warrior in Smite, but a very atypical Warrior. Though he can hold his own in fights, he’s best when he’s fighting alongside his teammates. His gameplay is true to his character: A truly selfless leader will only help himself when it also helps his allies.

Horus is often seen diving into the fray to protect his teammates from danger. No matter where a friend is, Horus can — and will — bring in reinforcements to turn the tide of battle.

 

Horus and Set are opposites, both in personality and gameplay. While Horus is calculated, defensive, and focused on his team, Set is aggressive and violent, trusting only himself to overwhelm his opponents.

Set is The Usurper, a leader only because of his ruthless displays of strength and brutal rule. He murdered Osiris for the throne, and now Horus stands in his path.

Like many Egyptian gods, Set is animalistic. But uncommonly, Set is never referred to as a single animal, but as a unique creature with features of multiple animals. This uncanny, otherworldly creation covers his face with lightweight armor to remain agile in his movements.

Set is an Assassin in Smite, relying on his own strength and mastery of the sands. Who needs teammates when you can create your own allies from sand? Set conjures spawns to attack swiftly before they dissolve back into dust.

Beware when the rage consumes Set — he drops his staff, unleashes his claws, and embraces his animalistic urges. He attacks faster and faster, letting his inner chaos free and ensuring his opponents’ doom.

 

There’s so much more in Smite’s upcoming Sands and Skies update. There’s an all-new event — Battle for Olympus — featuring amazing skins like Helheim Ullr. This incredible skin reimagines the Norse God of Glory as a mighty warrior felled by disease, now trapped in the Norse afterlife of Helheim instead of taking his rightful place among the warriors of Valhalla.

If you can’t wait to get your hands on Helheim Ullr, Horus, and Set, you don’t have long to wait. The Sand and Skies update is scheduled to release 30th April!

Horus and Set are Gods 102 and 103 in Smite, and we’ve got a lot more incredible deities on our calendar for the rest of the year. Don’t miss one moment of divine action — play for free in the Battleground of the Gods now, and prepare for the Battle for Olympus!

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Take a deep dive into the soundtrack of PS4 & PS VR adventure, Jupiter & Mars https://blog.eu.playstation.com/2019/04/16/take-a-deep-dive-into-the-soundtrack-of-ps4-ps-vr-adventure-jupiter-mars/ https://blog.eu.playstation.com/2019/04/16/take-a-deep-dive-into-the-soundtrack-of-ps4-ps-vr-adventure-jupiter-mars/#comments Tue, 16 Apr 2019 14:17:22 +0000 http://blog.eu.playstation.com/?p=292353 Hello, everyone. James Mielke of Tigertron here to talk about what went into creating the Jupiter & Mars soundtrack — aka ‘an audio specimen of future Earth, vol. 1‘ — our underwater adventure game launching on Earth Day, 22 April, for PS4 and PS VR. I’ll confess that — as many people have guessed — […]

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Hello, everyone. James Mielke of Tigertron here to talk about what went into creating the Jupiter & Mars soundtrack — aka ‘an audio specimen of future Earth, vol. 1‘ — our underwater adventure game launching on Earth Day, 22 April, for PS4 and PS VR.

I’ll confess that — as many people have guessed — the title of Jupiter & Mars is inspired by the 1954 Bart Howard jazz standard, ‘Fly Me To The Moon’, made famous by Frank Sinatra and, perhaps less logically, Evangelion. This was back in 2011. The words “let me see what spring is like on Jupiter and Mars” gave me an idea for two characters. How it relates to two dolphins is not something I can easily explain, but the pairing of “Jupiter and Mars” was the first spark that led me to designing the game featuring these two inseparable characters. The second catalyst was the movie The Cove, which, after seeing it, made me want to take action on behalf of dolphins, which are beautiful, super intelligent, amazing creatures that we should be protecting, not hunting.

With music as my starting point of an idea, I imagine the characters, story, and cinematics and ending first, often resulting in a narrative concept fully formed before I’ve even decided what kind of game I want to make. Such was the case with Jupiter & Mars, which started with Frank Sinatra and eventually became the PS VR-compatible game you’re reading about today.

 

The games I’ve worked on have always had music at the forefront of the experience. Child Of Eden, Lumines Electronic Symphony, and now Jupiter & Mars allowed me to assemble a soundtrack as unique as any mixtape I’ve ever slaved over. The lessons I learned when I worked at Q Entertainment in Tokyo have always stayed with me, and without a strong audio experience, I feel like the player isn’t getting a complete gaming experience. The ebb and flow of the soundtrack in a game is as important as the sequencing of songs on an album like The Beach Boys’ Pet Sounds.

My equation is simple: the right sounds, for the right moments, equals memories. Choosing the right music for the right situation is what I call a “Say Anything” moment. The iconic point in Cameron Crowe’s coming-of-age epic, where John Cusack holds aloft a boombox playing Peter Gabriel’s ‘In Your Eyes’, is how I want to use music in a game. Not as background music, but as an integral part of the game experience.

 

Enter multi-instrumentalist, Jon Atkinson, a key member of George Martin’s (The Beatles’ producer) production group, who joined the project after we first met at a Howard Jones concert in Tokyo. After some discussion, we decided that the deep blues and greens of this ocean world deserved to be adorned with the Moog-y synths of the Blade Runner and Tron soundtracks. Fortunately Jon was up to the task with what moods we wanted our soundtrack to evoke. You may be surprised to hear something so distinctly synthetic in a game about two dolphins, but I wanted something that reacted to the pulse of the moment, so a documentary-styled score wasn’t going to achieve what we wanted for the game.

Enter Nami Miyahara. A successful Japanese solo artist, collaborator with Japanese group Rip Slyme, anime voice actor, and vocalist for Genki Rockets (you might remember “Heavenly Star” from Lumines II and No More Heroes). I really wanted to work with her on Jupiter & Mars. Fortunately, she was eager to collaborate on this game with us. We wrote and recorded the song with her and Jon Atkinson over the course of a couple intense days in London, starting with lyrics that I wrote with Nami while wandering around Primrose Hill, and ending in a day-long recording session at the legendary RAK Studios in Camden, London.

The resulting track ‘(We Are) Shooting Stars’ is an upbeat piece of pop music, with ABBA-like chord progressions and multi-tracked vocals, sung from the perspective of the female lead character Jupiter. I think it’s a catchy earworm, if I say so myself (Jon and Nami cranked out a nuanced but hook-filled melody to accompany the words), but gamers who play the game will find deeper meaning in the song’s lyrics.

Although we actually recorded the song in September 2017, I met up with Nami in Tokyo just a few months ago to shoot a music video with her, a full year and a half later.

Besides the tracks created by Jon Atkinson, the game features a few songs licensed from other artists. The first song, ‘Automatons’ by Anything Box, will be familiar to veterans of Lumines Electronic Symphony. While its presence in Lumines is memorable, the way it’s used in Jupiter & Mars is how I originally envisioned using it, in a pivotal scene in the game, where a long dormant industrial city awakens. I’ve known Anything Box songwriter and lead singer Claude S. since 1990, and he was super helpful in licensing the song to me again for Jupiter & Mars.

Another artist who appeared in Lumines is trance legend Ferry Corsten, and his music returns in Jupiter & Mars, too. We felt that one song he’d written for his then-unreleased Gouryella album ‘From The Heavens‘ was perfect for a climactic scene in the game. So, when you hear his track ‘Anahera’, know that we knew exactly what we wanted, two and a half years in advance of when you’ll finally see and hear it in-game. That’s how important music is to the genesis and planning of our games.

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The final track was written for us by a Brooklyn-based keyboard wizard and session musician, Scott Wozniak. When a song I wanted to license fell through (can’t win ’em all!), I turned to Scott and explained the context of the song and what it represents, to see if he could compose something that matched the tone of our original choice. Gentle and shimmering in its piano-led electronic pulse, I think the song “朝子” (“Morning Child”) is perfect for the game’s epilogue.

Each area of the game’s soundtrack is built in layers, adding in tracks when the tension rises and subtracting them when the tension subsides. For the purpose of a soundtrack, however, we had Jonathan assemble 20 tracks as complete ‘songs’, and I’m excited to say these songs will be released digitally and on vinyl, via BraveWave Productions. The songs that won’t make the cut on vinyl due to playtime restrictions (it’s a maxed-out double album) are Jon’s version of Maurice Ravel’s ‘Bolero’, and Scott Wozniak’s track “朝子”. They will, however, be included digitally with all vinyl and digital versions sold.

The two licensed songs by Anything Box and Ferry Corsten also aren’t included on the album proper, since you can purchase them separately via your favorite music source.

Regarding the album jacket design, BraveWave Productions (our soundtrack publisher, who will be releasing the album on vinyl and digitally) enlisted Dan Clarke, aka Arkotype, an excellent graphic designer out of the U.K., to create the cover designs, and it turned out beautifully, reminding me of some of my favorite covers by New Order and The Pet Shop Boys. The minimal gradients in each of the album jacket’s ‘portholes’ were created from actual screenshots in the game, twisting and pushing the colours from each screenshot’s hues (themselves taken from individual biomes in the game) into one beautiful, pearlescent shape.

Jupiter & Mars – an audio specimen of future Earth vol. 1

 

Here’s what Dan had to say about his process: “My own style has always been influenced by the graphic design culture of progressive house & trance from the 90s and early 2000s (particularly labels like Bedrock and Global Underground) — I believe that this album feels as if it could have been born in that era, so the direction for this project takes inspiration from that. This soundtrack has its own personality and identity, with that in mind I wanted to make something unique in order to make that clear.

“The ‘porthole’ theme came from an idea to visualize a window/view into another world, and to represent the tone of the soundtrack using simple color and texture rather than specific imagery. This continues with the typography on the reverse, which has been set in a circular ‘shoal’. Each graphic was created using sections of stills from the game so that the palettes used are truly representative of the game’s vibrant hues.”


 

Lastly, on the topic of the vinyl release, my good friend and mentor Tetsuya Mizuguchi wrote the introduction to the album. So if you’re a gamer who likes things like Child of Eden, Lumines, Rez Infinite, and Tetris Effect, and have to own all the Mizuguchi things, this should make a nice addition to your collection.

So hopefully this gives some insight as to how integral the music is in our games. Jupiter & Mars revolves around two characters who depend on each other, who share special times together, and are above all intelligent beyond our understanding. They experience emotions as profoundly as we do. In Jupiter & Mars we want to tell a mostly wordless, musical story, where the actions and deeds of our two cetaceans penetrate your heart more deeply than any text box could ever do (I hope).

My personal wish, when you play our game, is that you grow as close to these characters as I have through the years. They first swam into my head almost a decade ago, and they’ve been like family ever since. Moreover, I hope that even after you power down your PS4 or take off your PS VR headset, and walk away to do something else in your life, that a bit of my friends, Jupiter and Mars, goes with you.

 

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How Ancient Rome inspired the diverse world of Heaven’s Vault https://blog.eu.playstation.com/2019/04/16/how-ancient-rome-inspired-the-diverse-world-of-heavens-vault/ https://blog.eu.playstation.com/2019/04/16/how-ancient-rome-inspired-the-diverse-world-of-heavens-vault/#comments Tue, 16 Apr 2019 12:00:57 +0000 http://blog.eu.playstation.com/?p=292347 Heaven’s Vault is an open-world adventure where you play as an archaeologist, Aliya Elasra, exploring ancient ruins, translating inscriptions, and uncovering the four-thousand year history of the Nebula that we created for the game. But it’s not all dusty temples and lost mines – when Aliya isn’t exploring the past, she’s talking to people in […]

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Heaven’s Vault is an open-world adventure where you play as an archaeologist, Aliya Elasra, exploring ancient ruins, translating inscriptions, and uncovering the four-thousand year history of the Nebula that we created for the game.

But it’s not all dusty temples and lost mines – when Aliya isn’t exploring the past, she’s talking to people in the busy cities and markets of her world, to find new clues to follow.

It’s taken us four years to make Heaven’s Vault. Building an entire civilisation from scratch isn’t easy! We found that for everything we decided on, there was another choice waiting to be made.

Say we figured out what the people ate – well, then we needed to know how it was grown, how it was distributed, and how it was paid for. And was it shared out fairly, or unfairly?

To help us we did a lot of research, drawing from sources as varied as the barter systems of the Polynesian islands to the intricate trade routes of the Silk Road. We borrowed and adapted ideas from a whole host of cultures and historical periods, while trying to include nothing that in our society hasn’t been real somewhere, at some time.

But there’s one question that history was critical for answering: what do the people in our world look like?

Heaven's Vault

“Heaven’s Vault contains a wide range of characters: some friendly, some unfriendly, and some out to trick you.”

It’s all too easy when designing a new world to try to stay true to your inspirations by making all the people look the same. Say your game is inspired by Ancient Rome: you make the characters all look Italian. Except the history tells a different story: Rome was a melting-pot, set at the intersection of Europe, Africa, the Middle East, and beyond. It was easily as diverse as modern-day London, or New York. Big cities have always attracted people from far and wide.

So we went back to the geography of our world, and to our four-thousand year history, and began asking questions. How did this world begin? How did it develop? How did people spread? Where did they go? Where did they congregate? Where did they avoid? Where did society prosper? And where did it fail?

Heaven's Vault

“Aliya has a history with several of the characters in the Nebula, but how much you explore those relationships is up to you.”

And from the answers to these questions arose the vibrant and diverse populations of Iox, Elboreth, and all the other moons. The people of each one – and the cast of characters you’ll meet on those moons – are the result of their positions in the Nebula, their relationships, and a core truth from all of history: people move around.

The result is a world that’s as mixed-up as Ancient Byzantium, or Middle Ages London, or modern-day Brooklyn. A world that, we think, feels coherent and exciting and surprising, full of people of all colours, sizes, shapes. A world that refuses to fit inside its box.

Heaven's Vault

You can enter that world, explore its mysteries and meet its inhabitants for yourself, today, because Heaven’s Vault is out now. Come sail the rivers of the Nebula, and let us know who you find in the comments below.

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Your guide to historical sim World of Warships: Legends, out today on PS4 https://blog.eu.playstation.com/2019/04/16/your-guide-to-historical-sim-world-of-warships-legends-out-today-on-ps4/ https://blog.eu.playstation.com/2019/04/16/your-guide-to-historical-sim-world-of-warships-legends-out-today-on-ps4/#comments Tue, 16 Apr 2019 11:00:36 +0000 http://blog.eu.playstation.com/?p=292315 World of Warships: Legends was born out of players and our desire to bring world-renowned naval MMO action to the latest generation of consoles, while adapting it to the realities of bigger displays and gamepads. The game allows players to go to battle at the helm of various WWI and WWII warships like the Iowa […]

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World of Warships: Legends was born out of players and our desire to bring world-renowned naval MMO action to the latest generation of consoles, while adapting it to the realities of bigger displays and gamepads.

The game allows players to go to battle at the helm of various WWI and WWII warships like the Iowa or the Vanguard, while being assisted by historic admirals such as William Halsey or Philip Vian, among others.

Our game is easy to learn and there are many aspects that players will be able to master, especially when it comes to operating different ship classes.

World of Warships: Legends

The ships

From swift destroyers, threatening the peace with their deadly torpedoes and performing stealthy attacks from smoke screens, to noble cruisers which offer a well-rounded experience, and all the way to floating fortresses that are battleships. Armed with the most powerful guns naval history has seen, players can choose their playstyle and rhythm, as each class takes a different approach.

We begin our voyage with USA, Japan and UK as the main nations and plan to add more in the coming months.

World of Warships: Legends World of Warships: LegendsWorld of Warships: Legends

The commanders

Our roster of commanders is truly historic in nature and elegant in presentation. The art team have put their digital brushes to great use to display the clout, determination and experience they possessed. When it comes to gameplay, commanders do a great job of enhancing your ships’ combat proficiency by providing a set of skills. Those skills can improve various aspects of warships, starting with survivability and ending with gun turret traverse or torpedo reload. Mix and match commanders, ships and their skills without penalties to find the ultimate combinations.

You can hone your skills or just try out something new in Versus AI battles, fighting against bots and getting a good grasp of your latest ship of choice and then putting your experience to the test against other players in Standard Battles to show what you have learnt.

The modes

Battles themselves can also fall into 1 of 2 categories – Domination or Capture the base, but no matter what the objective is, you will always win by destroying all of your opponents’ warships.

World of Warships: LegendsWorld of Warships: Legends
 

Outfit your ships with modifications and upgrades, camouflage and boosters to enhance their performance even more.

The locations

From tropical islands to icy glaciers, you will encounter a plethora of environments to disturb the peace in, while proving your supremacy or helping your team members.

The graphics

We give you the most realistic representation of historic warships, coupled with superb water surface and stunning lighting. Don’t forget to fire your guns while looking at the sunsets! HDR support is available for PlayStation 4, PlayStation 4 Pro with 4K coming this Summer.

World of Warships: Legends World of Warships: LegendsWorld of Warships: Legends

The future

The content updates will happen regularly and with them players will see even more warships, more commanders, more maps, more missions and more new features – the first among them – Campaigns, which you will find out about very soon!

See you on the high seas. Turn the tide!

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Dreams Early Access launches today! https://blog.eu.playstation.com/2019/04/16/dreams-early-access-launches-today/ https://blog.eu.playstation.com/2019/04/16/dreams-early-access-launches-today/#comments Tue, 16 Apr 2019 09:05:35 +0000 http://blog.eu.playstation.com/?p=292361 Here at Media Molecule we’ve been so impressed by how creative (not to mention helpful and supportive!) our community was during our beta and we can’t wait to see what an even bigger group of creators will do in Dreams. Beginning today, Dreams Early Access will start rolling out to new players, starting in Europe […]

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Here at Media Molecule we’ve been so impressed by how creative (not to mention helpful and supportive!) our community was during our beta and we can’t wait to see what an even bigger group of creators will do in Dreams. Beginning today, Dreams Early Access will start rolling out to new players, starting in Europe at 10:30am BST, then the United States and Canada at 8:30am PST.

To begin your journey in Dreams, Early Access offers brand new tutorials (including a much requested one for character creation) and for those advanced players, Masterclasses with our Art Director Kareem Ettouney and Creative Director Mark Healey.

Or you could…make an instrument from the silliest thing you can find, curate a collection of everything related to cats in the Dreamiverse…then build a museum for it! Make a tree fort – bring life to a short story you wrote – be the voice actor or actress the Dreamiverse needs. It’s really up to you, you have all the tools you need in Dreams.

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Of course, we have a whole host of additions and features planned for Dreams during Early Access so we’ll keep you updated on everything that we plan to add. And we hope you’ll let us know what you want in Dreams as well, by joining the conversation on our feedback forums on indreams.me, our companion site that lets you access the Dreamiverse. It’s also where we put lots of helpful information like patch notes helpful tips for updating your content, and more.

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We’re incredibly excited to be putting Dreams in the hands of such an amazing community of creators. This is a huge milestone for Dreams and Media Molecule and we hope you’ll join us during our 12 hour livestream https://www.twitch.tv/media_molecule starting at 10:00 AM BST to celebrate this momentous occasion! If you can’t join us, you’ll be able to watch the archived version on our Twitch page after the stream. We’ll be answering questions, creating live and of course, having some cake.

Everyone at Mm is so grateful for all the support our community has shown us over the years – have an incredible time in early access and please, share your creations, big or small, no matter how ridiculous, with us along the way. Seeing what you do in Dreams is what makes us tick.

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New on PlayStation Store this week: Dreams Creator Early Access, Immortal Legacy: The Jade Cipher, Ghost Giant, more https://blog.eu.playstation.com/2019/04/15/new-on-playstation-store-this-week-dreams-creator-early-access-immortal-legacy-the-jade-cipher-ghost-giant-more/ https://blog.eu.playstation.com/2019/04/15/new-on-playstation-store-this-week-dreams-creator-early-access-immortal-legacy-the-jade-cipher-ghost-giant-more/#comments Mon, 15 Apr 2019 16:36:04 +0000 http://blog.eu.playstation.com/?p=292241 We’ve got a host of great adventures waiting for you on PlayStation Store this week. Liberate your creativity in Dreams Creator Early Access, embark on an epic adventure in Heaven’s Vault or build a career in Snooker 19. If you’re looking for some PS VR fun, make sure to check out Immortal Legacy: The Jade […]

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We’ve got a host of great adventures waiting for you on PlayStation Store this week. Liberate your creativity in Dreams Creator Early Access, embark on an epic adventure in Heaven’s Vault or build a career in Snooker 19.

If you’re looking for some PS VR fun, make sure to check out Immortal Legacy: The Jade Cipher, Ghost Giant and Table of Tales: The Crooked Crown.

Read on to see our full list of releases and head over to PlayStation Store for more information.

1. Dreams Creator Early Access

If you can imagine it, you can create it. There are few limitations in Media Molecule’s creative adventure where you can build anything from clever puzzle platformers to films and interactive paintings.

2. Immortal Legacy: The Jade Cipher

If regular horror games just aren’t spooky enough, have a go at Viva Games’ PS VR shooter that takes you to the core of a sinister Chinese legend. Navigate ancient traps, solve puzzles and fight gnarly monsters. Everything feels so much closer in virtual reality…

3. Ghost Giant

Play as a giant ghost and lend a helping hand to a lonely boy named Louis in this PS VR adventure by Zoink Games. Explore the colourful town of Sancourt like it’s a dollhouse as you lift the roofs off houses, move things around and eavesdrop on unsuspecting residents. Not creepy at all…

4. Heaven’s Vault

Learn to decipher an ancient language alongside your mechanical companion in this archaeological puzzle adventure by inkle. Travel across space in your ship as you explore a huge game world and solve tricky puzzles that’ll make you feel super smart.

5. Table of Tales: The Crooked Crown

Tin Man Games serves up a PS VR take on classic tabletop gaming in their new RPG adventure. Control a band of scoundrels and determine their fate through tactical decisions in turn-based combat. The story is shaped by your decisions, so it’s perfect for those of you looking for something replayable.

6. Snooker 19

Play as or against some of the best snooker players in the world as you take on every official tournament, venue and sponsor in Lab42’s simulation. Build your career as your favourite Snooker pro in a range of online and offline modes.

This week’s pre-orders

Sniper Elite V2 Remastered

Return to Berlin in Rebellion’s WWII action title with enhanced graphics, new playable characters, expanded multiplayer and a new photo mode. Arm yourself with authentic weaponry as you use stealth and tactical skills to prevent Nazi V2 rocket technology falling into the hands of the Red Army. No pressure…

  • Available: Tuesday 14th May

*All release dates are correct at time of publication.

PlayStation StoreOut this week

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PS4 DLC

15th April

16th April

17th April

18th April

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Heartfelt, handmade adventure Ghost Giant Releases tomorrow on PS VR https://blog.eu.playstation.com/2019/04/15/heartfelt-handmade-adventure-ghost-giant-releases-tomorrow-on-ps-vr/ https://blog.eu.playstation.com/2019/04/15/heartfelt-handmade-adventure-ghost-giant-releases-tomorrow-on-ps-vr/#comments Mon, 15 Apr 2019 14:00:58 +0000 http://blog.eu.playstation.com/?p=292235 Like many other kids, I used to assemble towns out of cardboard, twigs or junk that I’d found and create a story around them. I wished that I could breathe real life into the toys that moved into my town and that I could create a story together with them rather than puppeteering them through […]

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Like many other kids, I used to assemble towns out of cardboard, twigs or junk that I’d found and create a story around them. I wished that I could breathe real life into the toys that moved into my town and that I could create a story together with them rather than puppeteering them through their lives. What if one of them would suddenly turn their gaze up and take notice of me?

In our new PS VR adventure, you get to experience that precise moment when you meet the young cat boy Louis!

You’re right there in his world, in the shape of the Ghost Giant. You’re real, big as a hill and scary as thunder. You lean closer and poke him, he screams and runs away to hide behind a rock. From there on it’s up to you to figure out how to earn his trust.

Our VFX Artist André Jönsson put a lot of effort into making effects which make the connection between you and Louis feel both more real and magical.

Ghost Giant

The world has a very crafted look and feel to it, and that was always a common denominator throughout the development of the style. There are lumps of papier-mâché for foliage and painted cardboard for buildings — with thumbtacks, nails and tape keeping it all together.

The style also helped to optimise the game since, instead of making high polygon models with fancy materials, our Environment Artist, Leo Brynielsson, just focused on painting yummy textures with a handmade look. Which, as a bonus, made Patrik Häggblad (the programmer responsible for making our game run smoothly) very happy.

Ghost Giant

Thanks to our Programmers, Kristian Dam and Katharina Wunder, the Ghost Giant can lift off walls, roofs or rotate whole houses, take a huge crane and use it as a fishing rod or grab a big rock and throw it over the woods.

There’s also the tactileness of leaning closer to listen in on the conversations going on in town or putting silly hats on people (thanks to our Lead Programmer and Producer, Sebastian Strand. Time well spent on that one). We wanted to channel that feeling of having created your own diorama world and exploring it as a child, the tiny world coming alive as you play.

Ghost Giant

The inhabitants of Sancourt – the small town in our story – were meant to look like live toy figurines, carefully carved by someone. In this case by our splendid Lead Artist/Wood Carver Maria Svenningsson.

The project’s Concept Artist, Stina Rahm, is especially great at drawing adorable animals and we wanted to encourage her to go nuts with animal designs. This added extra flavour to the characters. Monsieur Tulipe — the town’s florist deer — nibbles on his own flowers when nobody’s looking and Monsieur Bonbon, a grumpy lion, is forced to follow in his parents’ footsteps and sell vegetables.

Going for anthropomorphic character designs was also a great way to find an accessible style with nice silhouettes and clear features that make them easy to read, even when they’re so tiny. It’s also cute and we like animals.

Ghost Giant

Back when the first prototype was made by a small team lead by Zoink CEO Klaus Lyngeled, the story took place in an American, jazzy small town. However, when Ghost Giant’s writer Sara B. Elfgren first saw the demo and its pastel colour scheme, her mind went to The Umbrellas of Cherbourg (1964). She suggested writing the story and designing the art like it was set in a fictional France in the sixties.

I put together a mood board based on pictures of French picturesque small towns, clothes and old cars from the 50s and 60s and it all ended up somehow fitting the mood and atmosphere of the story better. It made us try something that was quite different to what we’d done before in our other games, with bored beatnik cool cats instead of school bullies and lush countryside where there previously had been steamy, rowdy streets.

Telling a story in this medium and small scale proved challenging at first but when we began thinking of the game as a cozy theater things quickly fell into place.

When something important is going on in the scene, we dim the lights and direct a spotlight at the action. We also turn down the background noise and play different music. Last but not least, the expressive animations by Stefan Markan, Mathias Lorensson and Willand Sköld Ringborg and Sound Design by Marcus Klang did wonders to the storytelling as well.

Ghost Giant

Tomorrow, 16th April 16, we welcome you to Sancourt! The team has worked long and hard on the project and we’ve all put a piece of our hearts into it. We hope you’ll enjoy your visit, make some new friends and memories.

Just remember that even though you’re the big, tough giant in this story, you’re here because Louis needs you. Only through working together as friends will you be able to learn more about Louis and uncover what means to be a giant ghost.

Ghost Giant

The post Heartfelt, handmade adventure Ghost Giant Releases tomorrow on PS VR appeared first on PlayStation.Blog.Europe.

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God of War marks its 1st year anniversary with week-long celebrations https://blog.eu.playstation.com/2019/04/14/god-of-war-marks-its-1st-year-anniversary-with-week-long-celebrations/ https://blog.eu.playstation.com/2019/04/14/god-of-war-marks-its-1st-year-anniversary-with-week-long-celebrations/#comments Sun, 14 Apr 2019 15:00:36 +0000 http://blog.eu.playstation.com/?p=292203 Thank you… thank YOU. Thank you to our fans around the world. Together we all dream big dreams. Dreaming big has led to an amazing sense of accomplishment for all of us here at Santa Monica Studio and it’s the belief in that dream that kept us going, from the very moment we set out […]

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Thank you… thank YOU. Thank you to our fans around the world. Together we all dream big dreams. Dreaming big has led to an amazing sense of accomplishment for all of us here at Santa Monica Studio and it’s the belief in that dream that kept us going, from the very moment we set out to create a new beginning for God of War.

In 2015, we celebrated the 10 year anniversary of God of War, having started the saga back in 2005. And, so, here we are reflecting on the one year anniversary of a new era for Kratos, now with his son, Atreus.

When Cory Barlog first brought us this transformative vision of a father and son embarking on an incredible journey together, a journey to honor a wife and a mother… but also one where a boy would teach his father how to be human again; and the father (Kratos) would teach his son how to be a measured god, we knew we had something special for our fans.

Yet, change is hard. Change to a longstanding franchise comes with immeasurable doubt, a studio defining risk and a huge leap of faith.

Thank you to our entire worldwide team; the Sony PlayStation family and you, the millions of God of War fans around the world who embraced that leap with us, on a journey we never expected. We made this journey together.

In honour of you, our fans, we’re starting a week-long celebration of the one year anniversary of this God of War.

I’m very happy to indulge you with a small token of our appreciation. We’ve crafted a fantastic God of War Anniversary character avatar set that will be available free this Wednesday, and a dynamic Theme available right now that will bring you back to serenity with Kratos and Atreus in the Lake of Nine.

They’ll both be FREE on the PlayStation Store (search God of War), whether you own the game or not. You can head here to get the Anniversary Dynamic theme. You can see both below:

God of WarGod of War

This past year we’ve been graced beyond belief with the Game of the Year honour from an astounding number of outlets worldwide. We’re humbled, and even more honoured to be in the same breath as so many masterpiece games who unquestionably deserve the same distinction.

Like so many in our industry, at Santa Monica Studio we craft games and strive to tell powerful, emotionally connecting stories. This year marks 20 years since our studio was founded.

If I had to predict the next 20 years of Santa Monica Studio, I can tell you without a shadow of a doubt, we will continue to create games whose art reflects life, life reflects art, with stories we want to resonate for years to come.

Thank you from the bottom of our hearts for embracing the new God of War and for helping Santa Monica Studio rise up to a new beginning as well. From our whole team to you, that has meant everything to us. Now, we have a long journey ahead.

The post God of War marks its 1st year anniversary with week-long celebrations appeared first on PlayStation.Blog.Europe.

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Your First look at Star Wars Jedi: Fallen Order, out 15th November on PS4 https://blog.eu.playstation.com/2019/04/13/see-the-first-trailer-for-star-wars-jedi-fallen-order-out-15th-november-on-ps4/ https://blog.eu.playstation.com/2019/04/13/see-the-first-trailer-for-star-wars-jedi-fallen-order-out-15th-november-on-ps4/#comments Sat, 13 Apr 2019 19:06:17 +0000 http://blog.eu.playstation.com/?p=292199 Star Wars Jedi: Fallen Order is an upcoming third-person action-adventure game made by Respawn Entertainment and EA. On the heels of its reveal at Star Wars Celebration Chicago, we’re giving the world its first look at the next major Star Wars title! This single-player story puts players in the boots of Cal Kestis, a surviving […]

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Star Wars Jedi: Fallen Order is an upcoming third-person action-adventure game made by Respawn Entertainment and EA. On the heels of its reveal at Star Wars Celebration Chicago, we’re giving the world its first look at the next major Star Wars title!

This single-player story puts players in the boots of Cal Kestis, a surviving Padawan in a post-Order 66 galaxy where the Jedi are considered traitors.

Star Wars Jedi: Fallen Order

The galaxy has never been a more dangerous place for a Jedi. The once wholly trust Jedi Knight are now betrayed without hesitation by a fearful populace. Only the Force can be a trusted ally. It’s up to Cal to hold the light of the Jedi Order above the darkness as he ventures across new worlds and uncovers ancient pasts.

Star Wars Jedi: Fallen OrderStar Wars Jedi: Fallen Order

 
Working together with a team of unlikely allies, Cal must do whatever it takes to survive as the Imperial Inquisitors hunt him down as he seeks to restore the Jedi Order. Star Wars Jedi: Fallen Order releases on PlayStation 4 on 15th November.

The post Your First look at Star Wars Jedi: Fallen Order, out 15th November on PS4 appeared first on PlayStation.Blog.Europe.

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