PlayStation.Blog.Europe https://blog.eu.playstation.com Your daily fix of PlayStation news from across the SCEE region Wed, 26 Apr 2017 16:16:24 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.2 Alienation and Tales From The Borderlands are your PlayStation Plus games for May https://blog.eu.playstation.com/2017/04/26/alienation-and-tales-from-the-borderlands-are-your-playstation-plus-games-for-may/ https://blog.eu.playstation.com/2017/04/26/alienation-and-tales-from-the-borderlands-are-your-playstation-plus-games-for-may/#comments Wed, 26 Apr 2017 15:29:57 +0000 http://blog.eu.playstation.com/?p=244949 So, that’s April almost in the bag and a third of the year already put to our rudder. However, no month slips under our radar without us taking time out to unveil which games PlayStation Plus owners can look forward to in the month ahead. So, without further ado let’s bid ‘bon voyage’ to April […]

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So, that’s April almost in the bag and a third of the year already put to our rudder. However, no month slips under our radar without us taking time out to unveil which games PlayStation Plus owners can look forward to in the month ahead.

So, without further ado let’s bid ‘bon voyage’ to April and find out what’s in store for May:

Alienation

Like blasting aliens? Who doesn’t? Take control of a new breed of super soldier – specially enhanced with xeno technologies – and tear through frozen research bases, radioactive ruins, top-secret military facilities and even the odd mothership or two.

From the creators of Dead Nation and Resogun, Alienation combines classic twin-stick shooting with a deceptively deep loot system, procedurally-generated end-game maps, dungeon raids, weekly objectives and a global league table.

Wrap all this up in the most bombastic pyrotechnics and particle effects of the generation and you’re guaranteed hours of E.T. hunting fun.

Tales from the Borderlands

Buckle up for a fresh new take on Gearbox’s brilliant Borderlands universe as Telltale Games bring their signature style of action, consequence and storytelling to the lawless, gun-toting world of Pandora.

And where would a good Borderlands story be without a Vault to hunt? Yep, series aficionados will feel right at home as they join a corporate suit and a cheeky con-woman in search of a stolen fortune and the keys to one of Pandora’s legendary hidden vaults.

Told in five parts and featuring the voice talents of Troy Baker, Laura Bailey, Nolan North and Patrick Warburton, Tales from the Borderlands rounds off our PS4 offering for this month.

PS3 and PS Vita owners can also look forward to two new titles apiece, leaving the full line up looking like this:

May’s titles will be available to download from PlayStation Store from Tuesday 2nd May. Until then, you’ve still got a few days left to pick up any titles from last month’s line up you might have missed. Here’s a handy reminder:

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New PlayStation Store discounts start today, save on The Division, No Man’s Sky, more https://blog.eu.playstation.com/2017/04/26/new-playstation-store-discounts-start-today-save-on-the-division-no-mans-sky-more/ https://blog.eu.playstation.com/2017/04/26/new-playstation-store-discounts-start-today-save-on-the-division-no-mans-sky-more/#comments Wed, 26 Apr 2017 12:08:57 +0000 http://blog.eu.playstation.com/?p=245017 Another week, another tempting batch of discounts on PlayStation Store. This week we have four new promotions kicking off. Firstly, you can pick up savings of up to 60% on select PS4 titles until 10th May 2017, including Pro Evolution Soccer 17, Rocket League – Game of the Year, The Division, Diablo III: Reaper of […]

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Another week, another tempting batch of discounts on PlayStation Store. This week we have four new promotions kicking off. Firstly, you can pick up savings of up to 60% on select PS4 titles until 10th May 2017, including Pro Evolution Soccer 17, Rocket League – Game of the Year, The Division, Diablo III: Reaper of Souls – Ultimate Evil Edition and more. You can find the whole list below!

Digital Discounts

Our regular Digital Discounts promotion rolls on this week, with a fresh batch of savings on digital-only titles such as Darkest Dungeon, Overcooked, Unepic and many more. Start your next adventure today!

Deal of the Week (until 3rd May 2017)

This week’s spotlight deal is on Hello Game’s space exploration epic No Man’s Sky. Been on the fence in the past? Now’s the time to jump in – the studio has been adding major new features in recent months. Check out the recent Pathfinder update for more details.

Save up to 60% on PS3 & PS Vita titles (until 10th May 2017)

Finally, we have a range of new offers on legacy PS3 and PS Vita games. Now’s the time to fill those gaps in your library! See below for a sample of discounted titles, then head on over to PlayStation Store for the full rundown:

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The personal stories that shaped remarkable PS4 adventure What Remains Of Edith Finch, out today https://blog.eu.playstation.com/2017/04/25/the-personal-stories-that-shaped-remarkable-ps4-adventure-what-remains-of-edith-finch-out-today/ https://blog.eu.playstation.com/2017/04/25/the-personal-stories-that-shaped-remarkable-ps4-adventure-what-remains-of-edith-finch-out-today/#comments Tue, 25 Apr 2017 16:01:15 +0000 http://blog.eu.playstation.com/?p=244911 Today our game is available on PS4! We’ve spent 4 years working on it but I still have trouble describing it. The short version is easy. What Remains of Edith Finch is a collection of playable short stories, each following a different member of the Finch family at the moment of their death. The long […]

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Today our game is available on PS4! We’ve spent 4 years working on it but I still have trouble describing it.

The short version is easy. What Remains of Edith Finch is a collection of playable short stories, each following a different member of the Finch family at the moment of their death.

The long version is… complicated.

Originally, we were trying to make a game about awe, about what it feels like to see something that’s simultaneously astonishing and overwhelming. Like being at the bottom of the ocean or in the middle of a dark forest.

What Remains of Edith Finch

But awe is tricky. It’s personal. Seeing a gorgeous sunset in person might fill you with awe but a picture of a sunset just feels like a cheesy greeting card.

So instead of a game about awe we made a game about the experience of awe. Rather than trying to evoke awe directly, we’ve made a collection of stories about people being overwhelmed and given players a chance to see the world through their eyes.

Since it’s easier to evoke a sense of awe when it’s something you’ve never seen before, we’ve tried hard to make each story unique. For characters that meant adding lots of little details (often pulled from our own personal lives) to help them feel like real human beings. For game mechanics we focused on controls that were unlike anything we ourselves had ever seen before (but that were also easy to pick up, which was hard).

What Remains of Edith Finch

All of which is to say, we spent four years with everyone on the team (sometimes as many as 15 people), cramming in bits of themselves and at the same time trying to make this all feel somewhat cohesive. It helps that families and houses are inherently chaotic so the work of many hands actually added a believable sense of life and the passage of time.

Somehow the game evolved into an exploration of death, family, stories, childhood, history, and many other elements I’m only dimly aware of. But hearing players talk about their experience after they finish the game it sounds like they played the thing we were trying to make. I don’t understand how it all works, but it does.

It’s eerily similar to what happened on our previous game, The Unfinished Swan.

When you’re making something, assuming it’s going well, there’s a point where you can feel things starting to come together. Often that comes after a long phase when it seemed like none of this was ever going to work so the joy of seeing it gel is mixed with a lot of relief that it’s working at all. After the initial rush dies down then the whole team spend months (or years!) fixing and polishing it, giving it to playtesters to try, then polishing it some more based on their feedback.

Then something weird happens. You look up and realise that every corner of the world is covered in tiny, wonderful details.

Sometimes it’s as subtle as the angle a rocking chair is turned so that it subconsciously guides players to see a photograph they otherwise would have missed, and sometimes it’s as obvious as a room-filling mural that inspires just the right tone of confusion and wonder.

What Remains of Edith Finch

When I look at our game now I’m not just immensely proud of it, I’m intimidated by it.

I see how much energy and discussion and thought went into this world and I think, “Man, we are so incredibly lucky this came together so well. I’ll never be able to make something like this again.”

Now that it’s over, I can’t pretend to understand our game any more than I could hope to fully understand the people who made it. All I know is that I sincerely appreciate how much everyone gave to make this game what it is. Whatever that is.

I hope it’s an experience you’ll never forget and one you’ll have as much trouble describing as I do.

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Marvel vs. Capcom: Infinite launches 19th September, 8 new fighters confirmed https://blog.eu.playstation.com/2017/04/25/marvel-vs-capcom-infinite-launches-19th-september-8-new-fighters-confirmed/ https://blog.eu.playstation.com/2017/04/25/marvel-vs-capcom-infinite-launches-19th-september-8-new-fighters-confirmed/#comments Tue, 25 Apr 2017 15:14:59 +0000 http://blog.eu.playstation.com/?p=244865 As exciting as our prior Marvel vs. Capcom fighting games have been, we’ve never seen a true fusion of the two iconic universes. Yes, heroes and villains crossed the stream, so to speak, but did we ever really see the worlds collide? In Marvel vs. Capcom: Infinite, not only will combatants from both sides be […]

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As exciting as our prior Marvel vs. Capcom fighting games have been, we’ve never seen a true fusion of the two iconic universes. Yes, heroes and villains crossed the stream, so to speak, but did we ever really see the worlds collide? In Marvel vs. Capcom: Infinite, not only will combatants from both sides be hurled into chaos, but they’ll also be hounded by the game’s titanic new threat — Ultron Sigma, a fusion of two of the most menacing mechanoids from the Marvel and Capcom universes.

Ultron. Sigma. Infinity Stones. Marvel and Capcom locations fused together. What more do you need?

Marvel vs. Capcom: Infinite will officially launch on the 19th September, 2017. And once you’ve (presumably!) saved the universe in Story Mode, you’ll still have Arcade, Training, and Mission modes to consider, plus various multiplayer offerings, naturally.

Marvel vs. Capcom: Infinite

And who’s fighting to save the day? We’re pleased to announce the following additions to the Infinite roster:

  • Ultron
  • Hulk
  • Thor
  • Hawkeye
  • Rocket Raccoon
  • Chun-Li
  • Strider Hiryu
  • Chris Redfield

Marvel vs. Capcom: Infinite

Pre-orders begin today, and there are three different ways to join the fight against Ultron Sigma – Standard Edition, Deluxe Edition (which includes the 2017 Character Pass, giving you access to six post-launch characters — the first one being Sigma himself) and the Collector’s Edition (with four detailed, interlinking dioramas from TriForce, plus LED-powered Infinity Stones).

Marvel vs. Capcom: Infinite

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Colourful action platformer Baboon! swings onto PS4 this week https://blog.eu.playstation.com/2017/04/25/colourful-action-platformer-baboon-swings-onto-ps4-this-week/ https://blog.eu.playstation.com/2017/04/25/colourful-action-platformer-baboon-swings-onto-ps4-this-week/#comments Tue, 25 Apr 2017 14:30:27 +0000 http://blog.eu.playstation.com/?p=244957 Hey PlayStation fans, Jon Cortazar from Relevo here! It’s time to present an original action platformer for your PS4. But this won’t be your straightforward classic 2D casual game experience, I promise! Baboon! is something different – full of depth, with a funny story, constant gameplay twists, really challenging stages and tonnes of secrets and […]

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Hey PlayStation fans, Jon Cortazar from Relevo here! It’s time to present an original action platformer for your PS4. But this won’t be your straightforward classic 2D casual game experience, I promise!

Baboon! is something different – full of depth, with a funny story, constant gameplay twists, really challenging stages and tonnes of secrets and sidequests. Everything we love about videogames is mostly there… well except zombies, ninjas and robots. Or zombie ninja robots.

When playing Baboon!, you’ll take the role of Tumbili, a little monkey that can’t jump, so he needs to bomb himself through the skies in order to recover all floating bananas. The culprit of this flying fruit chaos is no other than the evil Pirate Baboon and his gang of dastardly foes, who are messing around with Banana Island’s inhabitants with the help of gadgets such as jetpacks or the mighty antigravity raygun. And this is just the start of Tumbili’s great adventure!

Baboon!

Meet Shinobu, the biker-on-a-mission who will reluctantly help you in your quest; Pitt the polar bear, an artist in search of his muse; Ayane, the shy couturier, living in the woods amongst the monkey engineers or Hikoni, the top chef of the whole island, along with more than 50 different characters with unique stories and sidequests. Be sure to watch the trailer for a glimpse of what you can expect from the game!

In your adventure you’ll travel snowy montains, dangerous volcanos, haunted mansions… and also participate in crazy sports such as the Turtle Bowl. In your way you’ll face the evil Penguin Posse ruled by Emperor Coldleone, the beetnick band of the irritating Queen Beectoria and lots of different enemies and big bosses who’ll try to trash your plans. But with the help of all your friends and the dozens of items you can gather during your play you’ll be able to succeed and, who knows, even unlock the secret world hidden in the game!

Baboon!

Clever puzzles, automatic scrolling levels, shoot ’em up stages, different kinds of explosives with their unique effects, and even references to classic games such as Space Invaders or Arkanoid; are but a few of the amusing surprises you’ll experience in Baboon! It feels just like your loved old-school 16-bit game but with rich and colourful cartoon-styled visuals, coming in glorious 1080p and constant 60 fps.

All in all, a fun and crazy experience, with a great dose of hardcore platform action, lots of replayability and more than 60 levels with three different challenges each, which leads to lots of hours of gameplay. Also don’t miss the superb soundtrack, directed by Hideyuki Fukusawa, of Street Fighter 4 fame!

Baboon! is coming out on PlayStation Store tomorrow, 26th April. If you are looking for a different experience just give Baboon! a try and don’t forget to tell your friends how bombastic the game is!

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A beginner’s guide to competitive PS4 team shooter Games of Glory https://blog.eu.playstation.com/2017/04/25/a-beginners-guide-to-competitive-ps4-team-shooter-games-of-glory/ https://blog.eu.playstation.com/2017/04/25/a-beginners-guide-to-competitive-ps4-team-shooter-games-of-glory/#comments Tue, 25 Apr 2017 14:04:09 +0000 http://blog.eu.playstation.com/?p=244829 Finally! Games of Glory is launching on PS4 and is free to play! Games of Glory is an intense, competitive, multiplayer top-down team shooter. Two teams will confront one another in the futuristic arenas of the Synarchy. The Synarch, the mysterious leader of the intergalactic empire, organises the Games of Glory. The outcome of these […]

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Finally! Games of Glory is launching on PS4 and is free to play! Games of Glory is an intense, competitive, multiplayer top-down team shooter. Two teams will confront one another in the futuristic arenas of the Synarchy. The Synarch, the mysterious leader of the intergalactic empire, organises the Games of Glory. The outcome of these games will influence the future of the universe.

Games of Glory

Clones

As a Clone controller, your role is to take the helm controlling the Clone of a legendary fighter. Each Clone possesses three unique skills, which you, the controller, will unlock and upgrade throughout the course of a match as you accumulate experience.

Clones can be grouped into five major classes:

  1. Carry
  2. The role of a Carry is to inflict heavy damage over time, with ranged weapons across long distances. The carry compensates for its feeble defenses with heavy damage and adept use of weaponry.

    Good choice for beginners: Pinto

  3. Assassin
  4. The Assassin is a solitary creature, forever seeking isolated targets with few remaining hitpoints to inflict a maximum amount of damage in a minimum amount of time.

    Good choice for beginners: Shih

  5. Tank
  6. Massive and slow, the Tank will use his body to block incoming shots as well as hinder the team’s adversaries, all the while absorbing a maximum amount of damage to protect the rest of his team.

    Good choice for beginners: Deadball

  7. Scout
  8. The speediest of the five classes, the Scout can advance rapidly into enemy territory to place traps, capture objectives, or prevent stragglers still making their escape from reaching safe cover.

    Good choice for beginners: Saga

  9. Support
  10. A Support’s abilities, which will often include healing, makes him a vital aide to his team and a nightmare to his adversaries. No team is truly balanced without a Support Clone. A Support will maximise the efficiency of all of the classes cited above.

    Good choice for beginners: Grejan

Weapons

 

In addition to the use of their abilities, each Clone can equip up to two weapons at once – one melee and one ranged – which can be selected from among a wide range available in the shop.

Weapons are bought at the beginning of a match. Once purchased, weapons can be upgraded in two ways throughout the course of the match:

  1. Pure damage upgrades – as named, these upgrades will purely increase a weapon’s base damage output, both attack speed and damage per hit.
  2. Modifications – Modifications, or ‘mods’ add various effects to your weapons. You can select one of two modifications per tier before moving onto the next one.

Weapons are not Clone-specific, so it is up to you to decide which combination suits your style! For example, Deadball, an inmate from the asteroid prison known as the Dead-End, can use a modified hammer weapon to slow his adversaries and make up for his reduced speed, coupled with a shotgun that will pull adversaries hoping to escape right back towards him. Or, why not play him with some laser knuckle-dusters to destroy the adversaries’ armour, followed by sizzling rapid fire from the flamethrower. The choice is yours!

Arkashan

Arkashan is a city-planet, capital of the Synarchy. Its arena, where the Games of Glory are held, are located within the Synarch’s own gardens.

The goal of the Arkashan arena is to destroy the enemy’s energy core. But first, your team will need to deactivate the force field guarding the enemy base. This is done by capturing and holding the three Victory Points placed along the middle of the map. Each point captured will do damage to the enemy force field.

A few points of advice to keep in mind on this map:

  • Teamwork is key. Without a tank to protect your Carrys, they will not be able to be efficient. Inversely, without a Carry to do the brunt of the damage, the combats will not turn in your favour.
  • Don’t forget about the credit points. In addition to the victory points, capture two credit points by standing on them to increase your team’s income, meaning sooner weapons upgrades that could make the difference between loss and victory.
  • Split up to capture points, but regroup for battle! Watch for ping messages sent by your teammates to communicate the overall strategy.
  • Teleporters will allow you to reach different parts of the map. Teleporting is faster and safer than regular travel; but beware of the enemies you might meet on the other side!

Our second map, Svandia’s Foundry, is available through the custom game menu, but is discouraged for new and/or beginning players.

Clubs and Personalization

Games of Glory

Clubs are teams that allow Controllers from across the galaxy to unite underneath the same banner. Any player can join a Club! Once you have reached level 5, you can even create your own. It’s a great way to play together with friends.

As a member of a Club, you will proudly carry its colours as you fight in the arena. Equipping your Club colours is simple. Once you are a member of a Club and own a league skin, equip that skin in the lobby and it will automatically take on the colours and even the custom logo of your Club! Only Club administrators can set Club colours and logo.

If you are not yet part of a Club, not to worry! Mavericks are welcome here too. You can always personalize your Clones by choosing a skin and an accessory to dress him up. Be unique!

That’s all for now Clone controllers. We hope this guide has been helpful — see you in the arena!

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An interview with Dragon Quest Heroes II producer Ryota Aomi https://blog.eu.playstation.com/2017/04/25/an-interview-with-dragon-quest-heroes-ii-producer-ryota-aomi/ https://blog.eu.playstation.com/2017/04/25/an-interview-with-dragon-quest-heroes-ii-producer-ryota-aomi/#comments Tue, 25 Apr 2017 13:00:54 +0000 http://blog.eu.playstation.com/?p=244815 Valiant warriors! Grand adventures! Tons of slimes! This week marks the launch of Dragon Quest Heroes II. It’s the second chapter of the spin-off series that fuses the colourful characters and rich RPG mechanics of Dragon Quest with the crowd-clearing combat that Omega Force is known for. To celebrate launch week, we talked with Producer […]

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Valiant warriors! Grand adventures! Tons of slimes! This week marks the launch of Dragon Quest Heroes II. It’s the second chapter of the spin-off series that fuses the colourful characters and rich RPG mechanics of Dragon Quest with the crowd-clearing combat that Omega Force is known for.

To celebrate launch week, we talked with Producer Ryota Aomi about how the game is geared towards newcomers, hero balance, multiplayer, and — of course — his favourite slime.

If you’ve never played a Dragon Quest game before, can you jump right into this one as a beginner?

Ryota Aomi: The Dragon Quest Heroes series is designed for those who haven’t played Dragon Quest. When people hear the name “Dragon Quest,” command-based battles may come to mind, but this particular series is action oriented, with more intuitive controls. We hope everyone will get to know the charm of Dragon Quest after playing this game!

Dragon Quest Heroes II

What’s the one thing a player should know before getting starting?

Ryota Aomi: Dragon Quest Heroes II follows a fundamental design philosophy in the series: even players who struggle with games can reach the end by leveling up with experience points and improving their weapons.

Furthermore, Dragon Quest Heroes II features a system that enables other online players to assist you with story battles. This system will make it easier to defeat bosses or complete stages that were previously difficult to overcome.

As a side note, Yuji Horii — the father of Dragon Quest and the general director of this title — is the one who came up with the idea for this system. He wanted people to be able to help one another more easily.

How does the story of Dragon Quest Heroes II differ from the original?

Ryota Aomi: It’s actually quite simple. We created a completely different story so that those who haven’t played the previous game will also be able to enjoy this one.

Furthermore, as you can see from the other games in the Dragon Quest series, each and every title is an independent experience. This game takes on that same rule. Additionally, there was also a desire to refresh the main characters, starting with the protagonists. Dragon Quest Heroes II boasts character designs by manga artist Akira Toriyama. Who wouldn’t want to see new characters from Toriyama? I’m extremely keen on seeing his new designs (laughs)!

Dragon Quest Heroes II

Who do you like to play as, and why? Do you have any recommendations for newcomers?

Ryota Aomi: We set up each character to be as well balanced as possible. There isn’t a particular character we recommend for beginners; if anything, we would like players to start by selecting a character based on their own preference, whether it be visual appearance, weapons, or skills.

Cesar is cool, and Maribel is super cute (laughs). If I had to choose, I’d say that Terry’s sword actions feel extremely good. If you master them, the other characters who wield swords will be easier to use.

Who have you played the new online multiplayer mode with?

Ryota Aomi: I, of course, played this mode repeatedly with the development staff before the game debuted in Japan, but I also matched up and played with people I’ve never met before after it launched. I’m sure the other person had no idea he/she was being paired with the producer (laughs). Players can enjoy this mode with friends, or match up with other people they don’t know without hesitation, so we’d love to see everyone take a moment to enjoy this mode as they progress through the story.

What are you especially proud of in Dragon Quest Heroes II?

Ryota Aomi: We’re proud of the fact that we were able to launch this game within a year of its predecessor without having to keep everyone waiting. Looking at recent console games, there are many titles that take several years to develop, but we were able to develop in a short amount of time due to the efforts of the Omega Force (ω-Force) development team at Koei Tecmo Games.

We often get questions like “How are you able to develop so fast?” Because everyone on the development team loves Dragon Quest! In all seriousness, because we love the franchise so much, our aim and goals were clearly defined, so we were able to proceed without straying off course.

What did you learn from the original Dragon Quest Heroes that you could apply to the sequel? Any feedback from players?

Ryota Aomi: There’s truly so much fan feedback we used in Dragon Quest Heroes II! We started development of this game by gathering every piece of feedback possible. The overall volume was overwhelming, but the development team discussed it all and honed in on select points of focus. For example, things like a more adventurous battlefield, multiplayer, changes in vocation, and overall gameplay improvements.

In fact, a lot of the feedback aligned with what the developers wanted for the project, too. This is extremely important when developing a game, but oftentimes extremely hard to achieve. But we were able to do it with Dragon Quest Heroes II!

Dragon Quest Heroes II

Were there any other games, movies, or books that inspired you while you worked?

Ryota Aomi: We weren’t necessarily conscious of this when developing the game so there isn’t something in particular that comes to mind (laughs). I’m a Star Wars enthusiast (laughs). Perhaps we were inspired by various games or books unconsciously. If I had to name something, I’d say we wanted the multiplayer to be as accessible as possible, so we did a lot of research when it came to the matchmaking design and flow of multiplayer shooters.

Do you have any memorable stories from during the production?

Ryota Aomi: A healslime monster named Healix appears as a mascot in this game following its appearance in the first installment. Just as we were getting ready to record the English voiceover, the boy who had taken on the role of Healix went through a voice change (laughs).

The recording took place almost a year after the previous title, but a child’s growth was faster than any of us had imagined. That said, we were extremely happy for his growth since it felt like he leveled up and acquired a new skill. We hastily asked another boy with a similar voice to take on the role. I encourage you to listen and compare Healix’s voice between the two games!

Dragon Quest Heroes II

Last but not least: what’s your favourite slime?

Ryota Aomi: This is the most difficult question! This is extremely agonising (laughs). If I had to choose, I’d go with metal slime, liquid metal slime, or… no, perhaps the metal king slime for experience points!

But my favourite is the healslime, which happens to be the mascot character of this game. I’ve become extremely attached to the character as I’ve spent the most time with it. I also sleep with a Healix plush every night. I’m joking [laughs]! Healix is an important character we’d like to continue to develop, so please look forward to it!

The post An interview with Dragon Quest Heroes II producer Ryota Aomi appeared first on PlayStation.Blog.Europe.

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New Street Fighter V DLC heralds the start of Capcom Pro Tour 2017 https://blog.eu.playstation.com/2017/04/25/new-street-fighter-v-dlc-heralds-the-start-of-capcom-pro-tour-2017/ https://blog.eu.playstation.com/2017/04/25/new-street-fighter-v-dlc-heralds-the-start-of-capcom-pro-tour-2017/#comments Tue, 25 Apr 2017 12:49:17 +0000 http://blog.eu.playstation.com/?p=244797 The 2017 Season of the Capcom Pro Tour is off to an incredible start this year with unbelievable events, heated rivalries, and some of the most intense Street Fighter V matches we’ve seen to date! The action is just revving up though — we have more in store for our fans this year and we’re […]

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The 2017 Season of the Capcom Pro Tour is off to an incredible start this year with unbelievable events, heated rivalries, and some of the most intense Street Fighter V matches we’ve seen to date! The action is just revving up though — we have more in store for our fans this year and we’re excited to share some of our plans with you today.

We’re happy to be partnering with PlayStation again this year as the presenting sponsor of the Capcom Pro Tour to help support and grow the league and the Street Fighter community as a whole. We’ll be working closely with tournament organizers and players to continue to provide bigger and better opportunities than ever before. Keep an eye on PlayStation.Blog and the official Capcom Pro Tour website for updates!

Street Fighter V - Capcom Pro Tour 2017

Last year, with the support of our fans, we were able to provide the largest prize pool for any fighting game ever with 1st place Du “NuckleDu” Dang taking home over $230,000 for his win at Capcom Cup 2016! We want to continue to smash records this year, but we’ll need your help again!

We’re excited to announce a brand-new set of Capcom Pro Tour-themed content for Street Fighter V that will be available starting today and will help support the circuit and also boost the Capcom Cup 2017 prize pool.

Similar to last year, we will be offering the following in-game items:

  • Capcom Cup Collection Costumes for Ryu and Ken
  • Champion’s Choice Costume (to be revealed at a later date)
  • A new Capcom Pro Tour Stage (to be revealed at a later date)

We’ll also be offering something new this year: the Capcom Pro Tour 2017 Premier Pass. This is a bundle of content including not only the items above, but also 2 titles, 1 CPT-themed colour for all 28 characters (PS4 exclusive) and monthly in-game targets that reward Fight Money (beginning in June).

After reading the response to last year’s comments, many of you asked for more in-game events to be included with the content bundle and we’re happy to include that for the 2017 Season. Starting in June, players who purchased the CPT 2017 Premier Pass will be able to complete online targets such as winning a certain amount of Ranked Matches to redeem Fight Money. Good luck!

And remember, just like last year, whether you purchase the CPT 2017 Premier Pass or individual pieces of content, you will be contributing to the growth of the CPT and giving one player at the end of the year an insane paycheck!

Street Fighter V - Capcom Pro Tour 2017Street Fighter V - Capcom Pro Tour 2017

 

To compliment last year’s Chun-Li and Cammy outfits, we have Ryu and Ken in their respective formal wear, representing the prestige of competing at Capcom Cup.

Street Fighter V - Capcom Pro Tour 2017

Next up, here is the first look at the exclusive colors coming to the PlayStation 4 Capcom Pro Tour 2017 Premier Pass.

Street Fighter V - Capcom Pro Tour 2017

Nice mix of PlayStation and Capcom blue, don’t you think?

That’s all we can show off for today, but stay tuned for more details on the in-game targets, the 2017 Champion’s Choice Costume and the brand-new Capcom Pro Tour stage!

Finally, below is the full pricing breakdown of the 2017 Capcom Pro Tour content:

Capcom Pro Tour Costumes

  • Additional Costume (“Capcom Pro Tour”): Ryu — € 5.99
  • Additional Costume (“Capcom Pro Tour”): Ken — € 5.99
  • Additional Costume (“Capcom Pro Tour”): Champion’s Choice Costume —
    € 5.99

Capcom Pro Tour Stage

  • CPT Stage — € 9.99

Capcom Pro Tour Bundle

Capcom Pro Tour 2017 Premier Pass — € 24.99

  • Additional Costume (“Capcom Pro Tour”): Ryu
  • Additional Costume (“Capcom Pro Tour”): Ken
  • Additional Costume (“Capcom Pro Tour”): Champion’s Choice Costume
  • Capcom Pro Tour Stage
  • 1 exclusive CPT-themed color option for all 28 characters
  • 2 Titles: “Capcom Cup 2017” and “Capcom Pro Tour 2017”

Capcom Pro Tour Content FAQ

Like last year, we know many of you will have questions about this content. We want to be as clear and transparent as possible about the purpose of this initiative. Please review the FAQ below or shoot us a Tweet @CapcomFighters if what’s on your mind is not covered below!

What percentage of the Capcom Pro Tour DLC revenue is going to the Capcom Cup 2017 prize pool?

A minimum of 30% of the revenue will go to the Capcom Cup 2017 prize pool, and an additional 50% of the revenue is invested into Capcom Pro Tour production. That means that Capcom contributes more than 80% of all CPT DLC revenue directly to support Capcom Pro Tour initiatives.

We’ll be providing on-going updates throughout the year so you’ll know how close we are to reaching our goal.

Also, remember that we contribute a portion of our sponsorship, ad revenue, and merchandise sales into the Capcom Pro Tour and Capcom Cup prize pool as well.

How long will the content be available?

We plan on taking this content off of the marketplace come the end of November, before Capcom Cup 2017. This is the cut-off point so we can tally up to revenue that will go directly into the prize pool.

Will last year’s Capcom Pro Tour DLC be available this year?

Currently, there are no plans to re-release the content from the previous season.

The post New Street Fighter V DLC heralds the start of Capcom Pro Tour 2017 appeared first on PlayStation.Blog.Europe.

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Pre-order crazy PS4 physics puzzler Human: Fall Flat today, get Manual Samuel free https://blog.eu.playstation.com/2017/04/25/pre-order-crazy-ps4-physics-puzzler-human-fall-flat-now-get-manual-samuel-free/ https://blog.eu.playstation.com/2017/04/25/pre-order-crazy-ps4-physics-puzzler-human-fall-flat-now-get-manual-samuel-free/#respond Tue, 25 Apr 2017 12:00:49 +0000 http://blog.eu.playstation.com/?p=244775 Hello PlayStation Fans, I’m Tomas, and I’m the developer behind Human: Fall Flat, a game that combines tough puzzles with the very real laws of physics and is only limited by your ingenuity. Human: Fall Flat is available to pre-order today on PlayStation 4 and doing so gets you a Dynamic Theme and a whole […]

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Hello PlayStation Fans, I’m Tomas, and I’m the developer behind Human: Fall Flat, a game that combines tough puzzles with the very real laws of physics and is only limited by your ingenuity.

Human: Fall Flat is available to pre-order today on PlayStation 4 and doing so gets you a Dynamic Theme and a whole other game for FREE. Head over to PlayStation Store and get it now – or read on to see what kind of whacky adventures await you. Then fling yourself over to the store.

Human: Fall FlatHuman: Fall Flat

 

Human: Fall Flat sees you controlling Bob, a man with no special powers who’s trapped in surreal dreamscapes with the task of solving challenging puzzles. There’ll be switches to flip, blocks to push and doors to unlock. However, in the world of Human: Fall Flat your approach to these is entirely up to you.

Human: Fall Flat

Master the art of wobbly parkour to throw yourself over obstacles or into new areas? Check.

Use any object you can carry to bridge gaps or create your own path? Check.

Fire yourself out of a catapult or commandeer a speedboat to zip around whatever’s in your way? Absolutely check!

The only limits in these dreamworlds are your imagination – and those pesky laws of physics. Gravity does not mess about, but learn to master it and the dreamworlds will become your oyster!

Explore a medieval castle, raid an ancient temple, avoid electrocution in a power plant – each world has its own unique items and challenges. I love seeing the videos and streams players create of their antics in the game and I hope you all share your own adventures with others around the world. It’s a great way to find new paths and hidden secrets.

Human: Fall Flat

Of course, you don’t have undertake Human: Fall Flat alone. You can play with a friend in local co-op and find all new solutions only possible with an extra pair of hands. However, friendship can be part of a problem. Hurling your friends, loved ones, or strangers (that you can pull in off the street with the promise of hilarious physics) off a cliff in a dumpster is a distraction that can last hours. The same goes for running them over in vehicles or grabbing them by the head and flinging them about. Anything goes in co-op and you can each give your Bob their own personality with a library of custom hats and outfits.

Human: Fall Flat

Our pre-order for Human: Fall Flat is live now on PlayStation Store and not only will you get a Dynamic Theme but also our huge pre-order bonus – a free copy of dexterity adventure Manual Samuel! This game tasks you (and an optional friend) to survive 24 hours doing everything manually, from breathing and walking to driving and working with hazardous substances. Manual Samuel is the ultimate complement to your Human: Fall Flat adventure.

Human Fall: Flat launches 9th May on PlayStation 4. Mark it in your diaries and prepare to break the rules.

The post Pre-order crazy PS4 physics puzzler Human: Fall Flat today, get Manual Samuel free appeared first on PlayStation.Blog.Europe.

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Create your craziest course and take it online in PS VR’s Infinite Minigolf https://blog.eu.playstation.com/2017/04/24/create-your-craziest-course-and-take-it-online-in-ps-vrs-infinite-minigolf/ https://blog.eu.playstation.com/2017/04/24/create-your-craziest-course-and-take-it-online-in-ps-vrs-infinite-minigolf/#comments Mon, 24 Apr 2017 15:15:55 +0000 http://blog.eu.playstation.com/?p=244753 If you were playing games on PS3 back in 2010, you might remember a game called Planet Minigolf from Zen Studios. We did a lot of really cool things with that game for that day and age – we allowed users to create content and then share with the community, and we were one of […]

The post Create your craziest course and take it online in PS VR’s Infinite Minigolf appeared first on PlayStation.Blog.Europe.

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If you were playing games on PS3 back in 2010, you might remember a game called Planet Minigolf from Zen Studios. We did a lot of really cool things with that game for that day and age – we allowed users to create content and then share with the community, and we were one of the first games to allow game footage to be uploaded directly to YouTube. It has been amazing to watch how PlayStation, developers, and publishers have driven the evolution of the industry!

Zen would like to send a big thank you to everyone who played Planet Minigolf. An even bigger thank you goes out to all the players who took time to send us feedback and ideas over the years, which has helped to make an even better Minigolf game, launching this spring on PS4 and in amazing virtual reality for PS VR.

Infinite Minigolf

Infinite Minigolf is a game designed in large part by the PlayStation community, full of your game-changing ideas, feedback, and suggestions — and designed to never end. How can a game never end? Well, for starters, we’re giving you easy-to-use tools that allow you to create and share unlimited courses.

Infinite Minigolf

We heard your feedback regarding the original course editor and have made significant upgrades. The toolset in Infinite Minigolf is easier to use, intuitive, and you have a lot more options. Stylised tiles and beautifully crafted objects that affect gameplay are all included here. Also: a way to find the best courses! Planet Minigolf players may remember the massive shared library, over 80,000(!) holes. The challenge was finding the best or newest or wackiest or… yeah, we get it. The hole browser feature will help you find what you’re looking for, no problem!

Next, take all these user-created courses and apply a fun local and online multiplayer system so you can all play together. Multiplayer is a huge focus in Infinite Minigolf, and we’re supporting eight-player matchups.

Infinite Minigolf

There are a bunch of other great new features, unlockables, power-ups, and Minigolf stuff to talk about, and we haven’t even gone in depth about VR, but sadly our time here is short. You will be able to find out more about these as we lead up to launch by checking out our blog or social media feeds.

At the end of the day, Zen has set out to provide you with unlimited fun with the craftsmanship and quality that you have all come to expect from our games. We hope you are excited for Infinite Minigolf, and will be able to share our release date and pricing info soon. Stay tuned to PS.Blog for more details.

The post Create your craziest course and take it online in PS VR’s Infinite Minigolf appeared first on PlayStation.Blog.Europe.

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Master PS VR shooter StarBlood Arena with these expert tips and tricks https://blog.eu.playstation.com/2017/04/21/master-ps-vr-shooter-starblood-arena-with-these-expert-tips-and-tricks/ https://blog.eu.playstation.com/2017/04/21/master-ps-vr-shooter-starblood-arena-with-these-expert-tips-and-tricks/#comments Fri, 21 Apr 2017 13:00:03 +0000 http://blog.eu.playstation.com/?p=244713 With Whitemoon Dreams’ PlayStation VR sci-fi shooter StarBlood Arena already witnessing plenty of skill kills and fancy manoeuvres in its opening weeks of release, we caught up with the studio to harvest some tried and tested pointers to make sure you keep up the pace when you next blast into the arena… 1. Starting out? […]

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With Whitemoon Dreams’ PlayStation VR sci-fi shooter StarBlood Arena already witnessing plenty of skill kills and fancy manoeuvres in its opening weeks of release, we caught up with the studio to harvest some tried and tested pointers to make sure you keep up the pace when you next blast into the arena…

1. Starting out? Try out Alice and Elisa, two well-balanced, no-nonsense fighters

David Lee, Designer: Alice, who plays the bombardier, is a specialist in missiles and long range combat. She’s still my favourite character – I can win any match with her and she’s accessible for anyone coming into the game.

I’d also suggest Elisa, who is probably our most well-rounded class/character – she can do it all. She can kill at short and long range, and is also very easy to pick up.

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2. Getting repeatedly creamed? Earn your flight and fight skills in Skirmish

David: Skirmish lets you customise your match – so jump into that and try a standard carnage game. Because you’re playing against any number of AI bots that you select, you can trim it down and tailor your difficulty level. But in a carnage game, the bots are going to shoot each other, so it’s not just an eight player match were everyone is trying to specifically kill you.

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3. Starting to feel confident? Go berserk with Buck

David: Buck is very close range character, who doesn’t use missiles. So use the combined left and right triggers to open up both of his rail guns for extra shredding power. It’s not unlimited, so you’re going to have to pick your moments carefully. And he also has a forward-facing shield, so the more damage he deals out, the more it strengthens his protection. Get in close and cause some destruction.

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4. Feeling like top dog? Sink your teeth into Dregg, Blade and Apolonia

David: These three characters are more complex, but they’re fun to play because they have such different mechanics. Dregg has a weapon which shoots a big white glue-like glob. It doesn’t do anything on its own, but if it impacts a wall it’ll blow up – so you can cause trouble with its massive area effect.

Another thing is that all the characters have a missile lock after two seconds – so if you can keep your head reticule tracking on a ship for that duration, you can guide a missile in. Dregg’s actually got a longer lock time of around four seconds, but the pay-off is his powerful sniper gun will track the target. So if you can master that, it’s very effective.

Conversely, Blade’s an assassin with a melee attack, and two wing blades in front of his ship – you’ll also see a guided rail telling you which way your charge attack is going to go. You can tag multiple guys along the way and literally ram into them. It’s a potentially tricky mechanic to master, but it’s worth it.

And finally, Apolonia is our hunter with useful deployables. She can put out cages and heal fields, so she plays a vital support role. She’s a little bit more difficult to get the hang of, but at the same time very rewarding, so give her a try.

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5. That’s not enough? Try these additional tricks

  • Use your head: Your PS VR headset is the ideal tool to scan your environment, aim weapons systems and track down enemy pilots. Don’t be afraid to look around while flying.
  • Go faster: If you’re having trouble with escaping or chasing down enemy pilots you should probably learn to boost. Use R3 to boost towards or away from your enemies at faster speeds.
  • Get focused: If your headset seems to be losing calibration, hold down the “Option” button on your DUALSHOCK 4 controller for a couple of seconds and it will re-center you automatically!
  • Try new things: Each pilot has varied attributes and loadout options. Don’t be afraid to experiment with different ships, modifications and weapons systems to find a style that speaks to you!
  • Find your team: Trying to figure out who you’re supposed to be shooting? In Team Carnage and Gridiron, the colour of your HUD will match your team’s colour. You can also open the scoreboard by tapping the touch pad and looking for your PSN ID to identify which team you’re on.
  • Access your arsenal: You have LOTS of firepower at your disposal, so use it! Your ship comes equipped with primary, secondary and heavy weapons as well as mines and missiles. Press “Triangle” to switch between primary and secondary guns and to use your heavy, wait until your HUD’s “heavy” bar is flashing and press “Square” to unleash! Missiles are fired with left trigger and mines are dropped by pressing “X”.

Now broadcasting its lawless matches across the universe, the StarBlood Network needs pilots – pilots who are prepared to risk it all. Join them in StarBlood Arena – out now exclusively for PlayStation VR!

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LittleBigPlanet 3: Little Nightmares Asset Pack releases next week https://blog.eu.playstation.com/2017/04/21/littlebigplanet-3-little-nightmares-asset-pack-releases-next-week/ https://blog.eu.playstation.com/2017/04/21/littlebigplanet-3-little-nightmares-asset-pack-releases-next-week/#comments Fri, 21 Apr 2017 12:06:44 +0000 http://blog.eu.playstation.com/?p=244569 Bring a world of little dangers to our own little world with the brand-new Little Nightmare Asset Pack containing a selection of costumes and creation assets. This new asset pack contains 5 Materials, 3 Lights, 9 Objects, 7 Decorations, 18 Stickers and 4 Costumes that can be used to create the creepiest, most fiendish levels […]

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Bring a world of little dangers to our own little world with the brand-new Little Nightmare Asset Pack containing a selection of costumes and creation assets.

This new asset pack contains 5 Materials, 3 Lights, 9 Objects, 7 Decorations, 18 Stickers and 4 Costumes that can be used to create the creepiest, most fiendish levels imaginable to give your fellow Sackfolk some Little Nightmares!

LittleBigPlanet

Spooky Creations on LittleBigPlanet!

Our community are already well adept at publishing nightmarish levels to bring some scares to LittleBigPlanet, so let’s take a look at some of the brilliantly spooky levels designed to send a chill down your Sackboy or Sackgirl’s spine.

Free Tarsier Costume available

Some of you may already know that Little Nightmares developer Tarsier Studios helped us on LittleBigPlanet and that we previously released a FREE Tarsier Costume as our little way of saying a big thank you to them.

LittleBigPlanet

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This adorable costume is still available on the PlayStation Store, so if you haven’t picked up this costume before, be sure to download your FREE Tarsier Costume today!

Visit us online!

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How to master rock-solid PS4 roguelike Loot Rascals https://blog.eu.playstation.com/2017/04/20/how-to-master-rock-solid-ps4-roguelike-loot-rascals/ https://blog.eu.playstation.com/2017/04/20/how-to-master-rock-solid-ps4-roguelike-loot-rascals/#comments Thu, 20 Apr 2017 16:04:47 +0000 http://blog.eu.playstation.com/?p=244679 Loot Rascals has been out for over a month now, and it’s been amazing to see people start to unpick its mysteries and figure out strategies to survive the various mean and unpleasant things the game throws at them. We’re aware that it’s a really hard game, so the fact that so many people have […]

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Loot Rascals has been out for over a month now, and it’s been amazing to see people start to unpick its mysteries and figure out strategies to survive the various mean and unpleasant things the game throws at them.

We’re aware that it’s a really hard game, so the fact that so many people have beaten it repeatedly is kind of amazing! Maybe one day someone will even figure out what those mysterious artefacts do?

But we’ve also spoken to a number of folks who felt a bit stuck – struggling to get over the initial difficulty hurdle – and by asking them questions about what seemed to be going wrong, we’ve compiled a collection of tips to help out new players. We’ve split them into a few different categories, for players of different abilities – the list below contains minor spoilers, obviously.

We’ve yet to find a seed that’s impossible to beat, although some of them are very hard and require advanced strategies to succeed. Don’t give up – we believe in you!

Beginner tips

  1. The most important thing is choosing your battles:
    • Health is your most valuable resource, conserve it.
    • Fight weak enemies first, you might gain cards to help with the stronger ones.
    • If you can avoid an enemy hitting you, it’s probably worth it.
    • Read the combat maths board in the dome.
  2. Different rascals have different movement patterns and ranges, pay close attention to them, you’ll learn useful stuff for when you’re in a bind.
  3. If you already have a handful of enemies on screen, consider dealing with them first before exploring further and revealing MORE.
  4. Just because you can run around freely doesn’t mean you always should. Get into the habit of realising when you’re in a tricky situation, and stopping to take the time to plan the next few moves carefully. This is definitely true if you’re in the vicinity of Mercs or Horse Bros.
  5. Most rascals will give up the chase if you pull them far enough away from their starting position.
  6. Ability cards only charge up when you reveal hidden tiles, or when you attack in a fight; simply burning turns won’t achieve anything.
  7. You can use most ability cards while in combat.
  8. If you are on 1 health, you are in a very dangerous position – any hit could kill you. Maybe prioritise gaining health over pushing forwards?
  9. The cards you find should change the way you should play, ‘listen’ to them. Used in the right situation unique and ability cards can make the difference between survival and death. This is especially true for the evasive abilities: spectral decoy and teleport.
  10. Don’t forget that some rascals are weak to fire, ice or plasma. Once you’ve used an ability on an enemy once, you’ll be able to see this forever – above their heads when you bring out your cursor, and in the Journal.
  11. If you get surrounded, focus on escaping the most dangerous foes, even if it means letting a less powerful one get a hit on you.
  12. If you talk to the Puppet King in the dome, you can set a Practice Mode deck for that area.
  13. Practice Mode is really useful for getting to grips with a particular area and its unique challenges!

Intermediate Tips

  1. Attack is more valuable than defence, but neglecting defence too much puts you at great risk.
  2. Rascals can’t walk on bombs, but you can, use this to blow them up!
  3. The biggest, nastiest rascals usually have good cards, if you can kill one somehow it might be worth the effort.
  4. If you’ve found an exit portal, but have spare turns before reinforcements appear, consider exploring further to find more cards.
  5. Drop ability cards on the cards you are least likely to get rid of. In fact, consider keeping ability cards unassigned until you actually need them.
  6. Always kill Golden Pinchlets! They’ve got the good stuff!
  7. A tough Lunk at the start of the second Area could easily ruin your run. Tiptoe around them and let them sleep.
  8. You can waste lots of turns chasing Whiskas around, and it’s not always worth it if you can run away from the Clunkers they are generating instead.
  9. If there’s an ice block preventing you from reaching the exit, it’ll melt soon enough.

Advanced Tips

  1. Rascals with higher power values move with precedence over rascals with lower power values.
  2. Ice blocks last longer when used on an empty tile, you can sometimes hold rascals away for longer this way.
  3. You can explode bombs with a remote fire attack. You can freeze bombs even when they’re armed.
  4. There are a bunch of rascals for whom teleporting onto them to attack is an excellent strategy.
  5. You can enter combat with an enemy, get in a punch, teleport away and enter combat with them again to get a double hit!
  6. Avoid placing sticky cards at the ends, if you find a Muscle Torch or Gains Lamp you’re best placing them on the end of a row.

And finally…

Having bad luck? Stay the course – maybe the best loot ever is just around the corner! Trapped? Stop moving, take careful stock of all your cards and abilities – maybe you have the tools for a cunning escape.

If all else fails, blame @whitingjp.

The post How to master rock-solid PS4 roguelike Loot Rascals appeared first on PlayStation.Blog.Europe.

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“Ridiculously hardcore platformer” Super Rude Bear Resurrection hits PS4 on 2nd May https://blog.eu.playstation.com/2017/04/20/ridiculously-hardcore-platformer-super-rude-bear-resurrection-hits-ps4-on-2nd-may/ https://blog.eu.playstation.com/2017/04/20/ridiculously-hardcore-platformer-super-rude-bear-resurrection-hits-ps4-on-2nd-may/#comments Thu, 20 Apr 2017 15:00:15 +0000 http://blog.eu.playstation.com/?p=244563 Hey, Alex Rose here, I’m the creator of Super Rude Bear Resurrection, which is coming to PlayStation 4 on 2nd May! SRBR is a super ridiculously hardcore platformer, but one that anyone can beat! When you die, you can jump on your previous bear corpses and use them to get ahead. You can push them […]

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Hey, Alex Rose here, I’m the creator of Super Rude Bear Resurrection, which is coming to PlayStation 4 on 2nd May!

SRBR is a super ridiculously hardcore platformer, but one that anyone can beat! When you die, you can jump on your previous bear corpses and use them to get ahead. You can push them around, use them as meatshields, press buttons with them and so on, and every death makes the game just slightly easier.

If you get crushed by a boulder, next time it’s slightly slower. Die on an axe – your corpse gets stuck to the blade. Got killed by a liquid nitrogen missile? Your frozen body becomes a floating platform to protect you.

Eventually, die enough, and you’ll be able to beat any level.

Super Rude Bear Resurrection

But for those of you who can’t resist a challenge, it’s actually possible to beat the entire game without dying. It’s just insanely difficult. The game is super fair – you never get killed out of nowhere and all the hitboxes are super lenient, but the levels become nightmarishly hard. And you’ll have to live through that nightmare if you want to unlock SRBR’s Platinum Trophy.

I grew up playing super challenging ’90s platformers and amped the toughness up to 11. Normally when you’re designing a game, you have to design based on the least skilled players and make sure the game is possible to defeat by most people.

Not with SRBR – I designed the game so that it’s physically possible to beat without dying, and then focused on making the game autobalance with each death. But if you turn off corpses, you’re left with a challenge so difficult you would normally only ever find it in a romhack.

Super Rude Bear Resurrection

The game is also speedrun friendly. All randomness is all based on your corpse count, so as long as you never die, every run is the same. You can also turn off randomness completely in the menu. There’s a Practice Mode for practicing specific sections, a quick load menu that allows you immediate access to any level from the pause menu, leaderboards and whatnot.

I’ve been working on SRBR for three years, obsessively tweaking every little detail in the design to make everything feel as good as possible – to me that is the number one most important thing in a platformer, it must feel perfectly fluid. It has to feel like your fault when you die. Your character should be an extension of yourself.

Super Rude Bear Resurrection

But moreover, we took the time to make sure the sound is incredible. Sound and music are super important to me, so I teamed up with my favourite UK Grime producer, Deeco, who’s made a 73-song soundtrack for SRBR. Every single level has a unique track, and (I’m allowed to say this because I didn’t make it) – the soundtrack is incredible. Deeco is an absolute genius who never ceased to surprise me with how much awesomeness he could create.

Not only that, but the sound effects were handled by Pierre-Jean Griscelli, sound designer extraordinaire from Batman Arkham Knight.

Super Rude Bear Resurrection

My number one priority was to make sure the game sounds and feels awesome, and I believe I’ve achieved this – I’ve sunk in countless hours playing it over the past three years and I don’t just develop it, I play it obsessively.

If you want to keep up with the community, we have a discord, and you can follow us for updates on Facebook and Twitter.

Feel free to ask anything you want in the comments! I’ll be happy to answer.

The post “Ridiculously hardcore platformer” Super Rude Bear Resurrection hits PS4 on 2nd May appeared first on PlayStation.Blog.Europe.

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Everybody’s Golf tees off for PS4 on 30th August https://blog.eu.playstation.com/2017/04/20/everybodys-golf-tees-off-for-ps4-on-30th-august/ https://blog.eu.playstation.com/2017/04/20/everybodys-golf-tees-off-for-ps4-on-30th-august/#comments Thu, 20 Apr 2017 14:01:09 +0000 http://blog.eu.playstation.com/?p=244615 What type of golfer are you? A casual weekend golfer? A semi-pro? Or maybe you’re one of those golfers who spends more time picking out your outfit than you spend practicing your swing? No matter your play style, we’re pleased to invite golfers and gamers of all skill levels to play the next installment in […]

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What type of golfer are you? A casual weekend golfer? A semi-pro? Or maybe you’re one of those golfers who spends more time picking out your outfit than you spend practicing your swing?

No matter your play style, we’re pleased to invite golfers and gamers of all skill levels to play the next installment in the Everybody’s Golf franchise – Everybody’s Golf. And what better way to celebrate the 20th anniversary of the franchise than to launch the next iteration of the series this summer.

We’re pleased to announce that Everybody’s Golf will launch on 30th August 2017 for PS4!

Not only does Everybody’s Golf boast the same three-click shot mechanic our fans have come to love, the series returns with new features such as more character customisation, robust online modes and other fun activities including fishing, buggy racing and treasure hunting in the open world environment. How you enjoy the game is up to you.

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Pre-order and get bonus items!

Pre-orders will be teeing off soon – keep an eye on our Twitter feed for more information. When they do go live, these are the bonus items that you’ll receive:

Available on day one:

  • The 20th Anniversary Course
  • Rabbit Mascot Costume x1
  • Unique shirt x2
  • Premium Kart x1
  • PS Dynamic Theme x1
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Closed online test

And before we sign off, we wanted to share some exciting news for our most eager fans! We will be conducting a closed online test which starts on 26th May and ends on 28th May. We will send details to eligible players soon, so make sure to check your emails!

Hope to see you on the course soon!

The post Everybody’s Golf tees off for PS4 on 30th August appeared first on PlayStation.Blog.Europe.

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How Sniper Ghost Warrior 3’s dynamic weather systems will affect the way you play https://blog.eu.playstation.com/2017/04/20/how-sniper-ghost-warrior-3s-dynamic-weather-systems-will-affect-the-way-you-play/ https://blog.eu.playstation.com/2017/04/20/how-sniper-ghost-warrior-3s-dynamic-weather-systems-will-affect-the-way-you-play/#comments Thu, 20 Apr 2017 13:00:15 +0000 http://blog.eu.playstation.com/?p=244529 When exploring the war-torn Georgian landscape of Sniper Ghost Warrior 3, players will be exposed to a range of weather conditions that affect the gameplay in various ways. Pulling off a precise shot over a long distance will require paying close attention not only to the instrument readings, but also to your surroundings. Before you […]

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When exploring the war-torn Georgian landscape of Sniper Ghost Warrior 3, players will be exposed to a range of weather conditions that affect the gameplay in various ways. Pulling off a precise shot over a long distance will require paying close attention not only to the instrument readings, but also to your surroundings.

Sniper Ghost Warrior 3

Before you can take the shot, you must make your way to a good vantage point undetected and weather conditions will factor into successful infiltration.

Sniper Ghost Warrior 3

Sniper Ghost Warrior 3 follows a dynamic day and night cycle, so consider the optimal time to approach a mission and if need be, pass the time by sleeping in your safehouse. At night, you’ll be less visible to your enemies, but alternately need to look out for searchlights and various patrols using flashlights to search darkened areas.

Sniper Ghost Warrior 3 Sniper Ghost Warrior 3Sniper Ghost Warrior 3

 

Once on a mission, you’ll be fighting against your enemies, but also need to consider all the challenges of the environment. During rain your footsteps will be slightly obscured and enemy patrols will have a harder time finding you, but you’ll also have to compensate your aim to counter heavier bullet drop.

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When you finally make your way to a sniping position and set your sights on an enemy combatant, consult the wind indicator before shooting. The wind strength will pick up at various times during the day, especially during harsh weather conditions. Any time you want to take a shot, adjust your scope to the target distance, check the wind influence for that setting, offset your target to counter the wind and only then, pull the trigger.

Good luck, sniper!

The post How Sniper Ghost Warrior 3’s dynamic weather systems will affect the way you play appeared first on PlayStation.Blog.Europe.

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An exclusive look at the creation of Nier:Automata’s beautiful concept art https://blog.eu.playstation.com/2017/04/20/an-exclusive-look-at-the-creation-of-nierautomatas-beautiful-concept-art/ https://blog.eu.playstation.com/2017/04/20/an-exclusive-look-at-the-creation-of-nierautomatas-beautiful-concept-art/#comments Thu, 20 Apr 2017 12:00:03 +0000 http://blog.eu.playstation.com/?p=244559 I am privileged to write this blog post and I hope you enjoy reading it. Today, I want to show you the process of how we created the art of NieR:Automata. The above images were captured in-game. If you’ve played through the game already, the amusement park it illustrates may be familiar already! I tried […]

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I am privileged to write this blog post and I hope you enjoy reading it. Today, I want to show you the process of how we created the art of NieR:Automata.

The above images were captured in-game. If you’ve played through the game already, the amusement park it illustrates may be familiar already!

I tried to capture a very specific time of day in such a setting; we’re at a point when the park’s evening events are just starting to kick off, and the park’s daytime attendees are starting to head home. It adds to the atmosphere of both the location and scene. Personally, I really like this setting!

But how did we end up with this final, evocative shot? Well, the concept artwork I am sharing with you today will showcase how it came to be. (The art looks much more appealing in the actual game. I really do appreciate the work from the background artists!)

Nier:Automata

To ensure the artwork fitted correctly with the game’s style, I used a screen grab, taken from an early version of the game, to use as reference to capture the correct mood.

Now, please let me show you the process of how the final artwork (which you can see above) was created.

1. An original screenshot taken from the game

Nier:Automata

This picture is from the early stages of the game development. At this juncture, the focus is on the gameplay, so the quality of art is not the priority.

From the artists’ point of view, this is the most painstaking part of the whole process; we need to imagine what the final form the in-game art will take, and work towards capturing that.

This early concept of mine was actually displayed for the whole studio to see, as it was used as a reference image. I felt embarrassed as it was incomplete! You were a really considerate guy, Taura-san!

2. Deciding composition

Nier:Automata

For the next step, you start arranging the different elements that’ll make up the final image in the correct order. At this point it’s more a copy and paste job, but the intention is to create a really cool composition. For this setting, we really wanted you to feel the presence of the castle in the background, and give a sense of depth to the amusement park as a whole.

By the way, the galleria-esque facility you can see in the middle? That was based on an idea from a level designer. I think it looks fabulous!

Nier:Automata

(The actual castle was cropped and pasted from the art which I had drawn previously.)

3. Lighting and texturing

Nier:Automata

Next up, we added the sky and started working on the commercial area around the entrance.

As long as you have the clear idea in your head, this was a relatively easy part of the work, as the process is mostly repetitive.

4. Check with Yoko-san

Nier:Automata

Next, we discuss with the game’s director Yoko Taro, to check whether the direction of the art is okay or he wants to add anything else.

This time, he gave us some feedback such as to remove the reflection on the ground, add more lights and put debris everywhere at the forefront of the shot.

5. Finish

Nier:Automata

At last, we completed the process, and this is the final version of the artwork. The idea is that while the image initially looks very glamorous – as the best amusement parks are – we start picking up on the smaller details, such as the debris, and you realise the entire setting has an uncomfortable eeriness to it.

When you get to visit this area in-game, it would be great if you think about this art while playing!

I hope you enjoy the article and thank you so much for reading!

The post An exclusive look at the creation of Nier:Automata’s beautiful concept art appeared first on PlayStation.Blog.Europe.

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Music-themed action RPG AereA is coming to PS4 this June https://blog.eu.playstation.com/2017/04/20/music-themed-action-rpg-aerea-is-coming-to-ps4-this-june/ https://blog.eu.playstation.com/2017/04/20/music-themed-action-rpg-aerea-is-coming-to-ps4-this-june/#comments Thu, 20 Apr 2017 10:30:04 +0000 http://blog.eu.playstation.com/?p=244547 Hi there! I’m Marten, PR guy over at Soedesco. Today I’d like to tell you something about our new IP and game AereA! AereA is a music-themed action RPG releasing on PlayStation 4 on 30th June, both boxed and digitally! First off, let me tell you a little more about the backstory of the game. […]

The post Music-themed action RPG AereA is coming to PS4 this June appeared first on PlayStation.Blog.Europe.

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Hi there! I’m Marten, PR guy over at Soedesco. Today I’d like to tell you something about our new IP and game AereA! AereA is a music-themed action RPG releasing on PlayStation 4 on 30th June, both boxed and digitally!

First off, let me tell you a little more about the backstory of the game. In AereA everything you see is music themed. From the characters, to the weapons, to the enemies; music.

You explore a music-filled world which was separated into three islands during what we call ‘The Great Separation’. These islands were held in balance by nine primordial instruments, which have been stolen. As a disciple of the Great Meastro Guido, who created the primordial instruments, you have to return them to restore balance and peace to the world.

AereA

A few weeks ago we showed AereA to the public for the first time at EGX Rezzed in London. What we heard a lot of people say, was that the boss battle in the demo was really immersive. The reason for this is that the music was written and composed specifically for each boss, by Deon van Heerden, who also made the soundtrack for BroForce.

All bosses are based on specific musical instruments, so the music you’ll be hearing when fighting the boss will also have this instrument as its lead instrument. This changes the entire fight from a basic battle, into a complete immersive musical composition, in which everything you see and hear is this specific instrument.

AereA

If you’d like to hear one of the soundtracks from AereA, watch the brand new gameplay trailer!

The post Music-themed action RPG AereA is coming to PS4 this June appeared first on PlayStation.Blog.Europe.

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15 new family games join the PlayStation Now library https://blog.eu.playstation.com/2017/04/19/15-new-family-games-join-the-playstation-now-library/ https://blog.eu.playstation.com/2017/04/19/15-new-family-games-join-the-playstation-now-library/#comments Wed, 19 Apr 2017 14:00:10 +0000 http://blog.eu.playstation.com/?p=244541 Let’s ease your post-holiday blues – we’ve loaded the PlayStation Now library with fantastic family fun. Whether you’re looking to breathe some fire into your flying skills with How To Train Your Dragon 2 or bamboo-zle baddies with Kung Fu Panda: Showdown of Legendary Legends – we’ve filled this month with colourful characters to keep […]

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Let’s ease your post-holiday blues – we’ve loaded the PlayStation Now library with fantastic family fun. Whether you’re looking to breathe some fire into your flying skills with How To Train Your Dragon 2 or bamboo-zle baddies with Kung Fu Panda: Showdown of Legendary Legends – we’ve filled this month with colourful characters to keep you and the family entertained for hours.

If you’re not a subscriber yet then there’s no better time to join PlayStation Now* – get your one week free trial today on PC and PS4. Once you’ve enjoyed your trial, you can continue to experience the freedom to play for just £12.99/€16.99 per month.

*This service is currently available in the UK, the Netherlands and Belgium.

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Pilot a WWII bomber in Bandit Six: Combined Arms, out today on PS VR https://blog.eu.playstation.com/2017/04/19/pilot-a-wwii-bomber-in-bandit-six-combined-arms-out-today-on-ps-vr/ https://blog.eu.playstation.com/2017/04/19/pilot-a-wwii-bomber-in-bandit-six-combined-arms-out-today-on-ps-vr/#comments Wed, 19 Apr 2017 12:00:41 +0000 http://blog.eu.playstation.com/?p=244357 Bandit Six: Combined Arms is two games in one that features 42 action packed levels across land, air and sea and a plethora of unlockables, perks and upgrades for all your weapons. it combines and showcases our first two VR titles for the Studio; Bandit Six and Salvo, games that you could say we cut […]

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Bandit Six: Combined Arms is two games in one that features 42 action packed levels across land, air and sea and a plethora of unlockables, perks and upgrades for all your weapons. it combines and showcases our first two VR titles for the Studio; Bandit Six and Salvo, games that you could say we cut our VR teeth on.

As our very first VR titles we wanted to create a really cool introduction to VR for what would more than likely be players very first foray into VR gaming. Like most devs moving into VR we were super keen to make this first encounter comfortable and motion sick free. But we also wanted to make games, we’re gamers too, not passive experiences, but proper arcade action shooters. Hmmm… motion sick free, arcade, action, shooting, VR, a proper game…

Bandit Six: Combined Arms

Cue light-bulb moment! What if you’re playing in first person (a natural go to for VR), are a gunner (shooter action), a rear gunner (seated play position, restricted forward facing view arc of 170 degrees = very high comfort factor) on a bomber (it’s moving at a constant speed, very high altitude so no concept of acceleration or speed = no motion sickness). Mix this with an intuitive look-to-aim system, plenty of fast moving targets to shoot (arcade action) and you end up with Bandit Six.

With Salvo, we took this concept a step forward. You’re still playing in a seated position with look-to-aim shooting but now we let players teleport instantly between their multiple gun positions so they can move around a level without having to actually move (again no motion sickness).

So far, so awesome. But we had other challenges. And you gotta remember, there was no rule book, “VR for Dummies”. It’s still being written and we were one of the first to put pen to paper (over cooked analogy but you get the point).

Bandit Six: Combined Arms

How do you deal with GUI? It’s a shooter, there’s ammo, health, target indicators. There’s no screen, no edges – OMG no screen corners to put stuff in! Keep calm. We learned to embed that stuff into the world.

In Bandit Six all that info is built into your ‘real’ aiming reticule, in Salvo it’s part of the guns you crew. All the important info you need is always right where you’re looking (remember where you look is where you aim), it’s at a comfortable distance from your eyes (remember its 3D not flat so there is focal depth variations in a scene). Job done.

Then how do you get players to look where you want them to? It’s not a flat screen, not a view through a letter box where the entire scene is in front of you, its VR, THERE IS NO SCREEN – the entire world surrounds you and you can be looking anywhere!

Bandit Six: Combined Arms

We’ve made loads of console games but all the staples including – ‘Right, we’ll do a camera cut here to introduce this enemy.’ – don’t really work. Suddenly changing a VR player’s POV with no warning is pretty unsettling.

So, for Combined Arms, we ruled this out and instead used audio – used sound – to draw your eyes. The audio surrounds you and we used positional audio effects to attract your attention – so when that big battleship sounds it’s klaxon you will naturally turn to see it. Bingo. Since then we’ve made more VR games and learned so much more. But hey, outta words so will have to save that for another time. Tally Ho and watch your Six!

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