PlayStation.Blog.Europe https://blog.eu.playstation.com Your daily fix of PlayStation news from across the SCEE region Tue, 27 Jun 2017 17:01:28 +0000 en-GB hourly 1 https://wordpress.org/?v=4.7.2 Call of Duty: Modern Warfare Remastered is available today as a standalone purchase https://blog.eu.playstation.com/2017/06/27/call-of-duty-modern-warfare-remastered-is-available-today-as-a-standalone-purchase/ https://blog.eu.playstation.com/2017/06/27/call-of-duty-modern-warfare-remastered-is-available-today-as-a-standalone-purchase/#comments Tue, 27 Jun 2017 17:01:28 +0000 http://blog.eu.playstation.com/?p=249317 Today, Call of Duty: Modern Warfare Remastered is out on PS4 as a standalone game. Remastered in true high-definition, it features enhanced textures, rendering, lighting, and much more to bring the experience of Call of Duty: Modern Warfare to a new generation of fans. You can pick up the game as a physical disc or […]

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Today, Call of Duty: Modern Warfare Remastered is out on PS4 as a standalone game. Remastered in true high-definition, it features enhanced textures, rendering, lighting, and much more to bring the experience of Call of Duty: Modern Warfare to a new generation of fans.

You can pick up the game as a physical disc or as a digital download. Also starting today –and continuing for a limited time — the Modern Warfare Remastered Variety Map Pack is available on PlayStation Store, adding four new maps to Modern Warfare Remastered along with ten Rare Operation Lion Strike Supply Drops for your inventory.

Activision is also launching Call of Duty Days of Summer today where you can earn a free Days of Summer Supply Drop each week through 1st August at 6.00pm BST/7.00pm CEST by logging into the game each Monday. Make sure to log in each week or you’ll miss out.

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These drops will contain more than 40 Days of Summer items like Weapon Kits, Melee Weapons, Emblems, Camos, Reticles, Calling Cards, and Uniforms. Plus, you can earn a special Sun-soaked Graves character if you complete all of the Days of Summer Collections in Modern Warfare Remastered.

In addition to the loot, the Bog map has received a complete summer makeover. The dumpster fires and night setting have been replaced with a beachside hangout filled with sand castles, colourful seaside graffiti, a surfboard shop, café, and more. There are also four different Days of Summer weapon camos for you to unlock on Beach Bog through challenges, and make sure you complete them before 6.00pm BST/7.00pm CEST on 1st August, because they’ll be packed up when Days of Summer comes to a close.

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But that’s not all. There’s a special Beachcomber edition of Prop for Days of Summer, so in addition to all the props you know and love, beach-themed props like beach balls, sand castles, surfboards, and more will be added to the mix for your hide and seek skills.

Days of Summer is also available starting today in Call of Duty: Infinite Warfare, complete with new weapons and new camos. To help build your collection, log into Infinite Warfare every Monday for a free Supply Drop, and every Wednesday and Friday for a free item from the Days of Summer collection. Plus, look for new Days of Summer items in the Summer Hack every week until 1st August.

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To top it off, Infinity Ward is adding characters from Infinite Warfare’s Campaign to the Multiplayer as well as characters from across the Call of Duty franchise. You’ll be able to play the Warfighter Rig as Omar, the Merc as Reyes, Synaptic as ETH.3N, FTL as Salter, Stryker as Price, and Phantom as Ghost.

Additionally, players who jump into Infinite Warfare between today and 6.00pm BST/7.00pm CEST on 1st August can play on the Turista map from the Continuum DLC Map Pack for free, giving them a taste of how the rich and famous enjoy beach vacations in the future.

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You can also celebrate Days of Summer in Call of Duty: Black Ops III starting at 6.00pm BST/7.00pm CEST on 11th July through 1st August. Players will have a chance to earn a limited Pack-a-Punch camo, and will also be able to play all four of the maps from the Awakening DLC for free, including the Summer-tastic water park of doom, Splash. And if you happen to own Awakening already, Treyarch will give you Double XP during Days of Summer from 11th July until 1st August.

Call of Duty Days of Summer has a lot more in store as well, because across all three games you’ll find special playlists, challenges, and events to power up your Days of Summer experience, starting today.

Don’t forget the sunscreen!

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Outwit the police by destroying crime scene evidence in Serial Cleaner, out 11th July https://blog.eu.playstation.com/2017/06/27/outwit-the-police-by-destroying-crime-scene-evidence-in-serial-cleaner-out-11th-july/ https://blog.eu.playstation.com/2017/06/27/outwit-the-police-by-destroying-crime-scene-evidence-in-serial-cleaner-out-11th-july/#comments Tue, 27 Jun 2017 15:00:59 +0000 http://blog.eu.playstation.com/?p=249231 The whole team at iFun4all would like to share some far out news about our 1970s-themed stealth game, Serial Cleaner. We’ve been blown away by the all the funkadelic support you’ve given us so far and are very happy to announce that our game will be launching on Tuesday 11th July, coming to PS4 first! […]

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The whole team at iFun4all would like to share some far out news about our 1970s-themed stealth game, Serial Cleaner. We’ve been blown away by the all the funkadelic support you’ve given us so far and are very happy to announce that our game will be launching on Tuesday 11th July, coming to PS4 first!

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It won’t be long before you can jump into the Cleaner’s shoes and see how well you can deal with the fast-paced and unique challenge of cleaning up murder scenes all while avoiding the cops. To celebrate the forthcoming launch we’ve made a new live action trailer – we hope you dig it!

Serial Cleaner is jam-packed with awesome features including a full Story Mode and 10 bonus levels inspired by movies like Monty Python, Enter the Dragon and Taxi Driver. And for the more competitive cats out there, we included 20 nail-bitingly hard Challenge Modes with online leaderboards including our favourite – drinking on the job…

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And as an extra special treat, we’ve also got a special deal just for PlayStation Plus members – you can pre-order Serial Cleaner this Friday, and receive a whopping 20% off the price AND get the game’s groovy 20+ track 70s soundtrack for free! Right on!

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LittleBigPlanet 3: Teenage Mutant Ninja Turtles Villains Costume Pack arrives this week https://blog.eu.playstation.com/2017/06/27/littlebigplanet-3-teenage-mutant-ninja-turtles-villains-costume-pack-arrives-this-week/ https://blog.eu.playstation.com/2017/06/27/littlebigplanet-3-teenage-mutant-ninja-turtles-villains-costume-pack-arrives-this-week/#comments Tue, 27 Jun 2017 13:34:46 +0000 http://blog.eu.playstation.com/?p=249201 The streets of LittleBigPlanet are being menaced by some mean dudes that are out to destroy the Teenage Mutant Ninja Turtles and cause trouble for all the Sackboys and Sackgirls that side with our Turtle friends. There are six villainous costumes available for individual purchase from the PlayStation Store or you can purchase them altogether […]

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The streets of LittleBigPlanet are being menaced by some mean dudes that are out to destroy the Teenage Mutant Ninja Turtles and cause trouble for all the Sackboys and Sackgirls that side with our Turtle friends.

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There are six villainous costumes available for individual purchase from the PlayStation Store or you can purchase them altogether in the complete Teenage Mutant Ninja Turtles Villains Costume Pack.

Call for the Teenage Mutant Ninja Turtles!

Want to align yourself with the good side instead?

You can still pick up the original Teenage Mutant Ninja Turtles costumes to help in the battle against Shredder and his henchmen!

Leonardo, Raphael, Michelangelo, Donatello and Master Splinter are all available individually or if you’re unable to choose a favourite… You can pick up the complete Teenage Mutant Ninja Turtles Costume Pack containing all five of these heroic costumes.

Community creations

Our community already has plenty of Turtles fans! Check out some of the awesome work they’ve created based on the Teenage Mutant Ninja Turtles costumes!

TMNT: Leonardo Vs Raphael

It’s training time with Master Splinter! First up: Leonardo and Raphael in a one-on-one duel. Both are very proud warriors but there can only be one winner!

Turtles in Time by VoyakiloidMai

The classic Turtles in Time cover art gets a LittleBigPlanet twist featuring Hoverboards, The Negativitron and a few familiar Creator Curators!

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TMNT 8-Bit by o-tera

o-tera gives the Teenage Mutant Ninja Turtles even more of a retro twist with this 8-bit style artwork of Leonardo, Raphael, Michelangelo and Donatello.

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Share your creations with us!

We always love to see and share new level creations and fanart created for LittleBigPlanet. So if you have anything that you would like to share with us, be sure to send it our way on Twitter @LittleBigPlanet or post a link to it in the comments below!

Visit Us Online!

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Classic Levels Deconstructed: the hidden complexity behind the colourful excess of Crash Bandicoot’s N. Sanity Beach https://blog.eu.playstation.com/2017/06/27/classic-levels-deconstructed-the-hidden-complexity-behind-the-colourful-excess-of-crash-bandicoots-n-sanity-beach/ https://blog.eu.playstation.com/2017/06/27/classic-levels-deconstructed-the-hidden-complexity-behind-the-colourful-excess-of-crash-bandicoots-n-sanity-beach/#comments Tue, 27 Jun 2017 12:30:06 +0000 http://blog.eu.playstation.com/?p=249197 Crash lies face down on the sand of a tropical shore, washed over by the surf. At first it seems an inauspicious introduction to one of the most popular videogame characters of all time, but in a moment he pulls himself up, revealing a huge pair of expressive eyes and exaggerated eyebrows, and gives a […]

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Crash lies face down on the sand of a tropical shore, washed over by the surf. At first it seems an inauspicious introduction to one of the most popular videogame characters of all time, but in a moment he pulls himself up, revealing a huge pair of expressive eyes and exaggerated eyebrows, and gives a wicked grin. He scratches his head, smirks again and launches into a manic spin, settling with his back to the camera, ready for action.

Ahead lies N. Sanity Beach, Crash Bandicoot’s first level. Trees, rocks and tiki statues stand at crazy angles, a beautiful cartoon world ready for you to run into.

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Playing a next generation character

This was the state of the art. On Crash Bandicoot’s launch in 1996, 3D was in its infancy and so was the PlayStation, just a year old. Until now, 3D games had looked simplistic and angular, their characters barely characters at all, but Crash Bandicoot was something new.

“We wanted a stunning opening, something lusher than anything you had seen in 3D before,” says Jason Rubin, who co-founded Crash Bandicoot’s developer, Naughty Dog. “The other thing we wanted to do was introduce you to Crash. In our estimation, Crash was the first three-dimensional character action hero.”

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Crash Bandicoot managed to bring all the character of classic 2D games into 3D, using those first few seconds to flaunt what made him special.

“We had him go through a sequence of facial animations that showed that he had a full range of emotions,” says Rubin, who now works at VR maker Oculus. “From that point on, every time he died, you saw emotion. When he finished a level, or got a gem, you’d see a different emotion. It seems basic now, but back then it was magical.”

How levels were built in PlayStation’s early days

Though it’s the first you play, N. Sanity Beach wasn’t the first level the young Naughty Dog built.

The team, only eight people at its largest size during Crash Bandicoot’s development, made dozens before they tackled the one that would introduce new players to Crash’s world. It meant that they had a good knowledge of what was possible on the hardware so it could be as lush as possible.

Just as Crash was about making a 3D character, the game was about making a 3D platformer, allowing players the chance to not only run left and right, but also in and out of the screen. N. Sanity Beach’s path twists and turns, lined by rocks and ferns that capture the feeling of heading into deep jungle.

At one point, it forks, giving access to a hidden challenge. For a first level, there’s lots to get your head around, especially for an audience that was new to 3D play.

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“There’s a great progression to the level,” says Dan Tanguay, game director of Crash Bandicoot’s remake at developer Vicarious Visions.

“The beach feels safe, and as we begin adventuring further into this angular, off-kilter jungle, things get a lot more dangerous and challenging. Just as importantly, the tempo of the music kept pushing us forward to try again if we died.”

How Crash Bandicoot looked so good

“The hard part was getting it into framerate,” says Rubin. The game’s levels were made on Silicon Graphics workstations, computers dedicated to developing computer graphics.

Rubin doesn’t remember who modelled N. Sanity Beach, but it was either himself, Bob Rafei or Taylor Kurosaki, and its clean and colourful textures were by the only texture artist on the team, Charlotte Francis Morgan.

Overnight, the workstations would crunch the level the team made during the day, performing the complicated process of working out what areas were hidden from view by things – a tree or wall – in front of them. If they’d never be seen, they’d be removed from the level geometry so the PlayStation wouldn’t have to draw anything except what was totally necessary.

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“But if anything went wrong, say a bad tree or a missing texture, you had to start over. Another six to eight hours,” says Rubin. “Change a pit? Six to eight hours. Doesn’t run at frame rate? Six to eight hours. And then once everything was done, we’d figure out a new trick to get more out of the PlayStation, and we’d start over again.”

Every level in the game was constantly being changed, right up to the end of development. “It was a nightmare, but this process let us get more out of the PlayStation than our competitors. It was the secret sauce. The secret, annoying, painful, sauce, but it worked.”

Remaking Crash Bandicoot

Tanguay’s work in refactoring Crash for PS4 has given him the unique opportunity to witness that secret sauce. “One of the hallmarks of the original games was that they were technological marvels,” he says. His team used the game’s original level geometry to stay true to the original while rebuilding it from scratch in a modern game engine.

It’s a process that also showed him something that he’d never realised before: that there are two ways of dealing with N. Sanity Beach’s most challenging feature.

Crash Bandicoot awards a white gem to players who can smash every crate on a level, but N. Sanity Beach makes a bunch of them tricky to get. Towards the end, if you go to the right when the path forks, you’ll find a chasm which you can cross using a bridge made from crates. How to destroy the crates without falling to your death?

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For most, it’s a matter of carefully bouncing on each crate as you cross the bridge. Missing the last crate and falling into the chasm has legitimately caused millions of howls of exasperation.

But Tanguay realised a second strategy. If you can collect three Aku-Aku masks, an item that absorbs a hit, you’ll get a period of invulnerability which destroys crates as you touch them. Tanguay realised that the level is designed in such a way that it gives you just enough time to cross the bridge before the invulnerability runs out.

It’s an example of the quiet attention to detail that lies under the cartoon excess and colour of N. Sanity Beach, a level that introduced to the world a brand-new game hero, born in the earliest days of 3D and still a star today.

Read more in the Classic Levels Deconstructed series

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New on PlayStation Store this week: Crash Bandicoot, Elite Dangerous, Diablo III DLC, COD Modern Warfare Remastered, more https://blog.eu.playstation.com/2017/06/27/new-on-playstation-store-this-week-crash-bandicoot-elite-dangerous-diablo-iii-more/ https://blog.eu.playstation.com/2017/06/27/new-on-playstation-store-this-week-crash-bandicoot-elite-dangerous-diablo-iii-more/#comments Tue, 27 Jun 2017 10:42:48 +0000 http://blog.eu.playstation.com/?p=249207 This week’s new releases are lead out by one of the biggest PlayStation icons of all time. Yes, Crash Bandicoot returns to action this week. The N. Sane Trilogy packages together re-tooled versions of the first three games in the classic series, complete with new visuals, audio and game features. Also out this week is […]

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This week’s new releases are lead out by one of the biggest PlayStation icons of all time. Yes, Crash Bandicoot returns to action this week. The N. Sane Trilogy packages together re-tooled versions of the first three games in the classic series, complete with new visuals, audio and game features.

Also out this week is Elite Dangerous, Frontier Developments’ acclaimed reimagining of its classic space saga; rowdy PlayStation VR zombie shooter Arizona Sunshine; immersive movie tie-in Spider-Man: Homecoming VR Experience; and an expanded edition of epic action RPG Diablo III, which adds the new Rise of the Necromancer expansion.

See below for all the details.

PlayStation StoreOut this week

ps4

 

 

 

 

 

 

 

 

ps3

 

psvita

 

PS4 DLC

26th June

27th June

  • Dragon Ball Xenoverse 2
     

29th June

  • Elite Dangerous
     
  • Gold Sidewinder
  • MXGP3
     
  • Monster Energy SMX Riders Cup

30th June

  • Marvel Heroes Omega
     
  • Spider-Man: Homecoming Pack
  • Hunting Simulator
     
  • Browning & Winchester Pack (Not in Aus and NZ)
  • World of Tanks
     
  • Edelweiss Loaded
  • The Nameless Loaded
  • Micro Machines World Series
     
  • Legendary Skin Pack 2 (Exclusive to PS Plus Members)

Remember, if you’ve not got access to your PS4, PS3 or PS Vita then you can also buy through our online store on your mobile, tablet or computer.

Free for PlayStation Plus subscribers in June

The post New on PlayStation Store this week: Crash Bandicoot, Elite Dangerous, Diablo III DLC, COD Modern Warfare Remastered, more appeared first on PlayStation.Blog.Europe.

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PS VR zombie shooter Arizona Sunshine is out tomorrow, with 10% off for PS Plus members https://blog.eu.playstation.com/2017/06/26/ps-vr-zombie-shooter-arizona-sunshine-is-out-tomorrow-with-10-off-for-ps-plus-members/ https://blog.eu.playstation.com/2017/06/26/ps-vr-zombie-shooter-arizona-sunshine-is-out-tomorrow-with-10-off-for-ps-plus-members/#comments Mon, 26 Jun 2017 14:00:40 +0000 http://blog.eu.playstation.com/?p=249141 Hey all, Trevor from Vertigo Games here. The last few weeks have been super exciting and hard work for us, but we’re thrilled that Arizona Sunshine will finally make its PlayStation VR debut tomorrow! Have a look at the brand-new launch trailer above to see what we have in store for you. To thank you […]

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Hey all, Trevor from Vertigo Games here. The last few weeks have been super exciting and hard work for us, but we’re thrilled that Arizona Sunshine will finally make its PlayStation VR debut tomorrow! Have a look at the brand-new launch trailer above to see what we have in store for you.

To thank you all for your amazing support, we’re celebrating the European launch with a limited ‘Arizona Sunshine Launch Edition’ which includes both the game and an exclusive Arizona Sunshine PS4 Theme for everyone who join the VR zombie apocalypse during our launch week! PS Plus members will even be able to jump in with a 10% discount.

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One of the things I’m really excited about is how far we’ve taken support for the PS VR aim controller over the past couple of months. While it was already pretty awesome to play the game with it to begin with, we felt the game lacked proper support for it.

The solution? We created an entire, additional campaign mode in which you need to survive with 13+ newly added two-handed weapons at your disposal.

Arizona Sunshine is all about VR shooting, so it has been our top priority to get this absolutely right. Up until even last week we have been tweaking gun configurations to make it feel really intuitive. The two-handed guns have received a multiple passes on realism and control comfort. (Honestly, I could dedicate a whole post to this alone!)

What we found is that there is no golden rule in the way VR games should be played – everyone is different. That’s why we made sure you’re going to be armed with a bunch of settings that will enable you to tweak the VR controls to your liking.

Go with your controller of choice, choose between teleporting or walking locomotion and smooth or segmented rotation, adjust controller-gun offsets, and use the left-handed setting if you are a lefty!

Lastly, I can share some good news for all the PS4 Pro players out there. You can expect Arizona Sunshine to look its very best on your console, as we’ve visually enhanced the game to take full advantage of its power.

We’ve adjusted the graphic settings dynamically for each area to maintain a high framerate while pushing the game’s visual quality to its limit. Think of anti-aliasing, render-scale, fog density and draw distance. Don’t expect any gameplay changes though, because that wouldn’t be fair to non-PS4 Pro players when you’re all playing together in one of the game’s multiplayer modes.

I truly hope you will enjoy the game as much as we do! Now I’m finally off to my cave to get some sleep…

Welcome to Arizona Sunshine!

The post PS VR zombie shooter Arizona Sunshine is out tomorrow, with 10% off for PS Plus members appeared first on PlayStation.Blog.Europe.

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Get Tough, Play Hard: Why Diablo III’s Hardcore mode is the best way to play the classic action RPG https://blog.eu.playstation.com/2017/06/26/get-tough-play-hard-why-diablo-iiis-hardcore-mode-is-the-best-way-to-play-the-classic-action-rpg/ https://blog.eu.playstation.com/2017/06/26/get-tough-play-hard-why-diablo-iiis-hardcore-mode-is-the-best-way-to-play-the-classic-action-rpg/#comments Mon, 26 Jun 2017 13:17:17 +0000 http://blog.eu.playstation.com/?p=249127 In the first of our new PS Blog series looking at the best examples of harder difficulties in PlayStation games – and to celebrate the title’s The Rise of the Necromancer expansion release tomorrow – we talk to Blizzard about its superb PS4 dungeon crawler Diablo III. Games in which players are rewarded for their […]

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In the first of our new PS Blog series looking at the best examples of harder difficulties in PlayStation games – and to celebrate the title’s The Rise of the Necromancer expansion release tomorrow – we talk to Blizzard about its superb PS4 dungeon crawler Diablo III.

Games in which players are rewarded for their time with incentives – be it in the form of skills, in-game currency, equipment or new areas to investigate – usually allow them to keep their loot and progression even in the event of their character meeting a sticky end.

Even those games that make players pay a cost for failure usually don’t strip them of everything; if you die you may pay a penalty, but your character doesn’t vanish altogether (see the Dark Souls games). Players may see XP, weapons and a certain amount of progression go up in smoke, but the avatar they’ve become invested in returns in some shape or form.

This isn’t the case with Diablo III’s Hardcore Mode, which features an aspect seldom seen anymore in modern gaming – perma-death. Players who attempt Diablo III on this difficulty setting do so in the knowledge that at some stage they may find themselves gazing in horror as demonic entities turn the character they’ve worked on for ages into paint, meaning it’s lost and gone forever.

The chances of this happening, incidentally, are pretty good. As one would expect, the enemies – and in particular the game’s bosses – are far more dangerous and deadly than they appear in easier modes. Then again, this is balanced out by the fact that loot drops are significantly more valuable.

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Still, for those unfamiliar with Blizzard’s dungeon crawler, Hardcore Mode seems more than a little harsh. But for the Diablo faithful, this is the way the game is meant to be played.

“Hardcore Mode is a feature that has quite a significant legacy in the Diablo franchise,” says Senior Game Designer on Diablo III Joe Shely. “When we looked at things that fans enjoyed about Diablo II, we tried to translate that into Diablo III where it made sense.”

How Blizzard went about balancing the mode

Given the fact that up to four players can take part in a co-op game in Diablo III – using characters with vastly different and varied abilities and attacks – Hardcore Mode was an immense challenge for the developers to balance. Shely says, however, that while the process may have given the QA team nightmares, Hardcore Mode became something almost like a living breathing part of the game. Players, to an extent could set their own difficulty, and the mode continues to evolve to this day.

“There’s a fundamental push and pull between the elements of risk that come along with losing a character forever, and the strive to push your character as far as you can and engage in really challenging gameplay,” says Shely. “So because the player has a lot of control the game can be during any given session, it falls on us to integrate the mode by incentivizing the kind of play that makes Hardcore really fun.”

What Shely’s definition of ‘fun’ may not be the same as that held by many other players, but Diablo veterans know exactly what he means.

On Hardcore Mode, the tension in the game is ramped up considerably because players put their character’s neck on the line in nearly every single new encounter. Furthermore, the prospect of staring death in the face on a regular basis, plays up much more to the game’s gothic horror atmosphere – which on lesser difficulty settings seems almost quaint.

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How Hardcore Mode’s risk versus reward gives players incentive to challenge themselves

“If the player wants to, they can play their character in an environment where they’re not in a whole lot of danger. That’s not really as exciting because yeah, in theory you could lose your character, but it doesn’t give the experience the sort of value you’d want,” says Shely.

In order to make the mode more fun, Shely says that the developers make every effort to tempt players into more and more risky situations. This goes beyond more valuable loot drops, to the introduction of a mechanic, which is much akin to throwing chum into the sea to tempt the sharks.

“We do things that ensure that players are taking risks that make the mode fun to play. On the surface, this may seem counter-intuitive, but we added a passive effect to each class that prevents you from dying for a few seconds if you drop to zero health,” says Shely.

“You’d think this would make the game easier – since you now have a safety net and that doesn’t seem to work with a perma-death mode – but what we found was that having something like that really increased the tension,” he says. “It really gives players incentive and opportunity to play Hardcore Mode in a really high risk/high reward environment, which is what it’s meant to do.”

The rise of the Necromancer

Diablo III’s Hardcore Mode is set to evolve even further tomorrow with the arrival of a brand new character class: the Necromancer.

The game has faced extensive internal testing across all of its difficulty modes; the balance needs to be addressed and evolved, not only due to the Necromancer’s new abilities and progression, but also due to how the character works as part of a group that can number up to four players across up to six other classes. And this is before developers start throwing new weapons and equipment into the mix.

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“One of the strengths of Diablo III is how crazy we can get with the items that players can acquire,” says Shely. “We really push Legendary items and set bonuses to the most extreme, fantastical levels. We allow them to break a lot of rules.”

“So balancing that it is an immense challenge, which is why prior to release, we tested the Necromancer in a public environment where our players have opted in for this sort of test,” he says.

“That sort of broad spectrum testing allows us to iterate and refine and balance so that when the Necromancer is released, that he/she is as awesome as all the other classes, but isn’t basically a wrecking ball.”

Top tips for tackling Diablo III’s Hardcore Mode

Do:

  • Always have an escape route – have a way out of danger. Don’t ever get boxed in.
  • Focus on building your character in a way you’re comfortable playing it, but make sure you have defensive items and skills.
  • Don’t be too afraid of jumping into dangerous situations.

Don’t:

  • Jump into a game that is set for a higher level of character than one you currently have.
  • Rush ahead. Proceed with caution especially in an area you’ve never been in before.
  • Be a lone wolf. If you’re in a party keep your allies close, because becoming cut off from them could cost you dearly.

The post Get Tough, Play Hard: Why Diablo III’s Hardcore mode is the best way to play the classic action RPG appeared first on PlayStation.Blog.Europe.

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5 important takeaways from our time with Ni No Kuni II: Revenant Kingdom’s creator https://blog.eu.playstation.com/2017/06/26/5-important-takeaways-from-our-time-with-ni-no-kuni-ii-revenant-kingdoms-creator/ https://blog.eu.playstation.com/2017/06/26/5-important-takeaways-from-our-time-with-ni-no-kuni-ii-revenant-kingdoms-creator/#comments Mon, 26 Jun 2017 12:00:43 +0000 http://blog.eu.playstation.com/?p=248997 We’ll be returning to the world of Ni No Kuni this November as Level 5’s JRPG series makes its debut on PlayStation 4. Anyone who played its PS3 predecessor, Ni No Kuni: The Wrath of the White Witch will remember the obvious talking points; Studio Ghibli-inspired artwork and storyline, and a fantastical world to explore. […]

The post 5 important takeaways from our time with Ni No Kuni II: Revenant Kingdom’s creator appeared first on PlayStation.Blog.Europe.

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We’ll be returning to the world of Ni No Kuni this November as Level 5’s JRPG series makes its debut on PlayStation 4. Anyone who played its PS3 predecessor, Ni No Kuni: The Wrath of the White Witch will remember the obvious talking points; Studio Ghibli-inspired artwork and storyline, and a fantastical world to explore.

But whereas White Witch dealt (spoilers!) with a young boy coming to terms with the death of his mother, this next entry – set hundreds of years after the first with an all-new cast – takes on the more grandiose and potentially complex storyline as a young king strives to reclaim his country after an attempted coup.

To untangle the ramifications of this switch, as well the new mechanics being implemented by the studio, I sat down with writer and Level-5 CEO Akihiro Hino. Here’s what you need to know.

1. You don’t need to have played the previous game

“The main storyline is completely unique and unrelated to the previous version,” Hino explains, saying that while there is no barrier to entry, there are “universal themes” that he hopes previous players will pick up on.

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2. It’s a coming of age story, but with a regal twist

“The previous Ni No Kuni was mainly told a child’s perspective, and his quest to revive his mother’s soul. Here, we transition from a young adult into an adult, a coming of age story that you mentioned, and eventually into a leader and king. I think there are a lot of story elements that the more adult audience can resonate with and understand.”

3. As part of your quest, you’ll have to rebuild the kingdom

Alongside your traditional quest lines and combat is the need to rule as king, represented in-game as a separate mode unlocked roughly halfway through the game. The kingdom builder will require you to collect materials and talented people as you journey, placing the latter “in the right position” within your kingdom to increase its standing.

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4. As a politically-charged story, lessons learnt from other rulers you meet won’t necessarily be black and white

“Each kingdom is going to have its own issues and problems,” says Hino. “[You’re] going to extract elements and learn from each kingdom and derive how [you] should run [your own].” It’s the usual life lessons taught during a JRPG, but scaled to fit the role of ruler. And when it comes to royalty, things aren’t clear cut.

“One instance that comes to mind is of course the idea of betrayal and what that means in the context of trying to build a kingdom,” the writer examples. “Is it justice at the expense of betrayal? Or how does that relationship work within the context of good of evil? So I think there is a lot of dramatic elements that people can expect to see throughout travelling the five kingdoms.”

5. If you think Wrath of the White Witch looked gorgeous, wait to you see Revenant Kingdom in action

“I feel there’s really no point in creating a sequel unless you improve upon a previous version. So having transitioned from the PS3 era to PS4 era I think that widens the scope of what we could achieve visually in addition to the gameplay style. I don’t have any specific examples, but I think that improving the visuals was a huge task and challenge.”

The post 5 important takeaways from our time with Ni No Kuni II: Revenant Kingdom’s creator appeared first on PlayStation.Blog.Europe.

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Inside Gran Turismo Sport studio Polyphony Digital, a developer driven to perfection https://blog.eu.playstation.com/2017/06/23/inside-gran-turismo-sport-studio-polyphony-digital-a-developer-driven-to-perfection/ https://blog.eu.playstation.com/2017/06/23/inside-gran-turismo-sport-studio-polyphony-digital-a-developer-driven-to-perfection/#comments Fri, 23 Jun 2017 16:34:35 +0000 http://blog.eu.playstation.com/?p=249031 Earlier this year, our team had the great pleasure and honour of touring the offices of Polyphony Digital as the developers continued their tireless work on Gran Turismo Sport. Guided by Studio Founder and Gran Turismo Creator Kazunori Yamauchi, we enjoyed a rare look inside the studio, sampling their passion, expertise and commitment to the […]

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Earlier this year, our team had the great pleasure and honour of touring the offices of Polyphony Digital as the developers continued their tireless work on Gran Turismo Sport. Guided by Studio Founder and Gran Turismo Creator Kazunori Yamauchi, we enjoyed a rare look inside the studio, sampling their passion, expertise and commitment to the world’s premier racing series.

See it all for yourself, from the well-earned wall of accolades to prototype furniture designed to house a steering wheel and pedals. Yamauchi shares his feelings leading into the launch of Gran Turismo Sport and — much to our surprise — treated us to an impromptu piano performance that left the team speechless.

We hope you enjoy this insight into the Polyphony Digital team, recorded on location in Tokyo, Japan and debuted live at E3 2017 last week.

The post Inside Gran Turismo Sport studio Polyphony Digital, a developer driven to perfection appeared first on PlayStation.Blog.Europe.

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Find out how God of War’s new Norse setting took shape https://blog.eu.playstation.com/2017/06/23/find-out-how-god-of-wars-new-norse-setting-took-shape/ https://blog.eu.playstation.com/2017/06/23/find-out-how-god-of-wars-new-norse-setting-took-shape/#comments Fri, 23 Jun 2017 15:00:19 +0000 http://blog.eu.playstation.com/?p=249023 As we journey towards early 2018, we want to bring you behind-the-curtain of God of War’s development with stories you may not hear anywhere else. This is a new beginning, and a deeply personal quest for the franchise and Santa Monica Studio. We’re very excited to bring you into the heart and soul of our […]

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As we journey towards early 2018, we want to bring you behind-the-curtain of God of War’s development with stories you may not hear anywhere else. This is a new beginning, and a deeply personal quest for the franchise and Santa Monica Studio. We’re very excited to bring you into the heart and soul of our process. Follow us @SonySantaMonica to always stay informed.

A freezing blizzard roars while shadows of wolves can be seen in the distance. A seemingly mysterious mountain looms in the distance while a broken, gigantic statue sits in the middle of a quiet lake guarded by a large creature lingering beneath. These embers of our new Norse universe describe the rich, visual areas Kratos and Atreus will experience in God of War. How was the visual look and feel of our take on Norse mythology defined? It all centers around one defining piece of concept art from acclaimed artist, Jose Peña.

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The visual foundation

Jose worked as a concept artist here at our studio at the outset of the new vision for God of War. Excited and wide-eyed at the opportunity, he and our Creative Director, Cory Barlog, immediately connected on the new direction, but leaving quite a bit to Jose’s imagination initially. Unbeknownst to Jose was the immense challenge that would be set before him: create an original defining piece of artwork to set the visual tone of the new direction for God of War. Cory remembered clearly how their first conversation went,

“The inception of this very first concept art was from a one paragraph write-up and a phone call with Jose, talking about the mood and the tone. I think I threw a bunch of stuff at him with buzzwords like more grounded; the fact that his son is not a burden; the fact that Kratos and Atreus are together battling a very hostile world. And he was just smiling at the other end of the Skype call, and because of the new direction, we weren’t able to provide him with exact ideas.”

The call ended, and Jose took a deep breath. He immediately started working and delivered several key concept art pieces to the team within the span of a few weeks. Jose made sure to centre his first concept art piece on a familiar but older Kratos and his son, Atreus. Little did Jose know this concept art piece would be one of the most valuable and foundational pieces for the new visual direction of God of War.

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Cory remembered how amazed he was when he saw the art piece for the first time. He remarked, “The way Jose was able to capture exactly what we were looking for was astounding. He has a grounding in historical illustrations and a desire to dig deep and understand the most about each individual piece. There was so much humanity on top of the mythology and to capture it the first time out was ridiculous.”

There was a consensus amongst our small team at the time, Jose had struck gold. Cory said, “This artwork truly became the beacon and lit the path for us. Everything we did – we referred back to this piece.”

Principal Character Artist, Rafael Grassetti was also there the day Jose’s artwork was shared amongst our studio – he was stunned. “This art piece was definitely what everyone had in mind,” Raf commented. “It was a big inspiration for everyone who joined the project and saw this. Jose was the first one to get what we were doing and what we were making. Even on the final color correction, we kept coming back to what Jose was doing here and integrating every single part of this to try and get it closer to what he did.”

Decoding the artistic details

Take a second look at Jose’s concept art: what stands out most to you? There are so many layers of intrigue and detail all over the piece to decode. For our team, one central theme immediate to us was defining the relationship between Kratos and his son. Raf explained his perspective on the importance of seeing these two characters framed in Jose’s art, “The first time you see Kratos and Atreus’ relationship, you get it. This artwork sells the connection. You see many other elements, but it’s not the main focus. This is more of a piece between the father and the son.”

Cory, nodding his head in agreement, pointed to the significance in the characters’ positioning and stances. “You look at this piece, and you see the idea of Kratos protecting the kid,” he said. “Kratos puts himself in between harm and the son as he wants to take the brunt of the first blows. Atreus needs his father, but he also looks capable. You show the son connecting and holding onto Kratos’ arm, but you also see the kid with his knife out. It’s the idea of this parental yet distant relationship.”

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The change in landscape and adversaries also presented unique challenges Kratos and Atreus would have to face. Raf noted this particular theme as, “a fight against Kratos’ enemies and adventures.” He commented, “In the artwork, you see the challenges ahead and the goal up top. Everything you do to have to protect the son is an integral part of this adventure. Jose played with the focus of the image to have us, the viewer, understand everything going on yet still have lingering questions about the world.”

Cory looked intently at the falling snow, feeling enraptured by the visual cues that alluded to a different yet somewhat familiar journey. He commented, “The idea of this unforgiving world and the visual tone with the snow, it just makes you feel cold. And there is this adversity between you and your destination at all times. Yet there is this building of unknown origin guiding you to the top of the mountain. That is the promise of adventure in every God of War game, and it still rings true here, even in this different setting.”

Tying all of these elements together was the distinctive visual style that made for a fantastical yet grounded filter. Even though this new land may be full of strange, incredible creatures, Jose made the world feel tangible. Cory again reflected on his adoration for the style and its implementation in Jose’s concept art. He stated, “This visual style borrowed from that pre-digital era where everything was optical, like all of those awesome fantasy ’80s movies. They all had this sort of classic, storybook vibe without the super crazy over-saturated colors. There is an element of this storybook fantasy quality in the concept art that you don’t often see in video game visuals.”

From past to present

As Cory now looks at Jose’s artwork months and months later, he reflected on the original inspirational art piece of God of War 1 (pictured below). Here, a very early version of Kratos looks out into the desert landscape. Cory contemplated the differences yet also surprising similarities between the two games. He said, “Looking back on God of War 1’s original concept art piece and our current God of War concept art piece, there are these fantastic creative similarities that I think our studio inadvertently shot for but at two different angles.”

Cory pointed to the first God of War concept art piece and commented, “Initially, our team wanted this very real and mature take on Greek mythology. But even in that original image, you can see a fantastic destination; a chasm seemingly uncrossable that is preventing you from getting there; and the hostile, iridescent environment against you. And then this warrior looking off into the distance.”

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At the same time, Cory noted the key differences between the two art pieces: a maturation of not only the series but Kratos himself. Cory said, “Although the hero’s journey is present in both of the images, I do think there is a sense of growth when you put those images side by side. You see Kratos starting in his youth in the God of War 1 art piece, and in this current concept art, he is now moving towards his middle-aged self – the idea of Kratos taking on this responsibility of parenthood in a different way. He was perhaps too young and impulsive in his early years, which made him make bad decisions, so you see this change and transition in Jose’s art.”

The journey from art to game

A fascinating aspect about game development is the evolution from concept art to gameplay… For instance, Kratos and Atreus’ clothing have been reworked multiple times before final.

Raf commented, “The costuming was awesome to see in Jose’s concept art and that they lived in this universe, but when you put that in the actual game, it’s actually hard to see because of the high-paced combat in the game. We wanted to make sure we stay inspired from the piece in terms of the clothing. It was one of the biggest initial challenges we had after seeing the piece and translating the artwork to gameplay.”

God of War: Defining the Norse Direction

Cory pointed out another challenge – Atreus’ hair. In Jose’s art piece, Atreus’ hair is grey, which constantly fluctuated throughout the production. Cory joked about some of the different iterations they played around with since then, “At one point, we went from the grey hair to an interesting render of Atreus having no hair at all. And I was like, ‘Oh, I kind of like that. Very interesting.’ But I think people thought Atreus suddenly looked like Mini-Kratos and was too ridiculous.” These drastic changes to Atreus’ hair, however, were quickly finalized by Jose with the ‘haircut’ into what we see today.

Other aspects of the artwork evolved from the original piece, such as Atreus’ arm tattoos. Although he did not have his bow and arrows just yet, the first signs of his tattoos were shown here, and as Cory described it, “actually allows the kid to have steady aim with his future bow.” Also, Kratos’ base axe model was born from Jose’s concept art. Cory remarked, “Our approach to keep things simple at first allowed us to really hone in on what feels really cool. With the axe, for instance, we started with the straight handle before later adding a curve onto it.”

The enemies that made it into the final game were heavily inspired by Jose’s concept art as well. Raf created the Draugrs specifically for the first E3 2016 trailer and remembered how much the original artwork helped with those designs. He reminisced, “We did a lot of work on those guys, and when we finished, we went back to this particular piece and thought, how do we make it look more like this? How do we capture of what’s happening here?”

A journey like no other

For Cory, Jose’s concept art reinforced a consistent theme: always strive to make quality work with some of the best creatives in the industry – a thread that has run through all of the God of War games.

“If you look back towards the inception of Santa Monica Studio,” Cory said, “we have always been fortunate to have the right people at the right time, like the concept artists that have come through the studio. Each of them have made an impact on this franchise. Their styles were perfectly meshed with where we needed to be and where we needed to go at that time. We’ve had that kind of evolution throughout simply because people were constantly able to look at things a little differently.”

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Cory added his sentiments about the entire studio and the leaders he has been fortunate enough to work with. He commented, “All of these guys have had such a tremendous amount of impact on the lens that we see his world through. You really can’t make anything today of this scale without having visionaries like that. So for me, the best part of this whole project is that we’ve been lucky and fortunate enough to find the right people – to find the ‘needle in the haystack’ so to speak.”

The post Find out how God of War’s new Norse setting took shape appeared first on PlayStation.Blog.Europe.

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What it’s like to play The Inpatient, the chilling Until Dawn prequel coming soon to PlayStation VR https://blog.eu.playstation.com/2017/06/23/what-its-like-to-play-the-inpatient-the-chilling-until-dawn-prequel-coming-soon-to-playstation-vr/ https://blog.eu.playstation.com/2017/06/23/what-its-like-to-play-the-inpatient-the-chilling-until-dawn-prequel-coming-soon-to-playstation-vr/#comments Fri, 23 Jun 2017 14:00:21 +0000 http://blog.eu.playstation.com/?p=249021 Unveiled at E3 2017, Supermassive Games’ PS VR exclusive title The Inpatient took us back to a chillingly familiar setting. Set 60 years prior to the events of 2015’s Until Dawn, we pushed open the doors of the Blackwood Sanatorium to see the haunting location in its prime. Keen (but slightly scared) to get hands-on, […]

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Unveiled at E3 2017, Supermassive Games’ PS VR exclusive title The Inpatient took us back to a chillingly familiar setting. Set 60 years prior to the events of 2015’s Until Dawn, we pushed open the doors of the Blackwood Sanatorium to see the haunting location in its prime.

Keen (but slightly scared) to get hands-on, I donned a PS VR headset and steeled myself for a mysterious journey into this sinister facility – and spoke to game director Nik Bowen to find out more about how Supermassive Games are creating a sense of creeping dread and using the full capabilities of PS VR to fully immerse players in their latest nightmare.

Personal space is important

The demo begins with a seemingly friendly, yet somewhat unsettling doctor asking me questions about the apparent psychiatric episode that’s seen me committed to Blackwood’s ward. With no idea what happened, fragments of dreams and memories are recalled to help begin unpicking the mystery – I was hiding, panicked, and eventually discovered by a torch-wielding orderly shining a bright light into my eyes to add to my confusion.

But it’s when the doctor questions me further that things become seriously unsettling. He leans closer to my face, resting his hands on my virtual knees – and the sense of personal space being invaded becomes all-too real and claustrophobic.

As the memories become more intense, the possibly-not-so-good doctor decides medication is called for and plunges a syringe into my thigh. Once again, the immersion that Supermassive have conjured here makes it feels like a real invasion of space, causing me to pull back away from the virtual needle… to no avail.

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Memories haunt you

The medication obviously works, as the next thing I know, I’m waking up in a ward, even more disorientated and piecing together what I know of the situation. It’s an important tool in the storytelling, as Nik tells me:

“We’re really playing with themes of tension, fear and isolation to tell our story and bring the player into our world. And as we’re showing in this demo, fragments of dreams come to you bit by bit to shed more light on what’s going on, and they get more and more intense and messed-up as you move through the story.”

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You choices will guide you

As in Until Dawn, the branching, decision-guided narrative can go in many ways. As characters quiz me, I’m presented with on-screen options that I can select, or simply speak the line of text to make that choice.

“Various options are presented on-screen, so you just have to say the line and the game will move in that way and make that choice” says Nik.

“We use the same butterfly effect system that was shown in Until Dawn – the animated butterflies on-screen will tell you that the choice you’ve made is going to have a significant impact in what happens later on”.

This happens when I’m being quizzed by the doctor towards the end of his sinister consultation. Getting frustrated by his questions, my reply is surly – and I see the butterflies.

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You never know who to trust

Later, I’m shuffling my way down the sanatorium corridor following an orderly that had sat with me in my ward, shooting the breeze and generally being professional but friendly. I thought we’d struck up a rapport – but suddenly, his mood changes.

Darkness envelops my surroundings, and the jump-scare that he gives me is the first real shock of the game and reminds me not to be so trusting.

From then on, the tension and drama of my surroundings become increasingly intense as I move through the halls, glancing into rooms around me and seeing shadows move in my peripheral vision, culminating in a sinister creature moving through the darkness.

Of course, this is only a taster of how the story will progress, as Nik explains;

“You’ll meet a lot of characters as you move through the sanatorium , and you’re not forced to take any particular path – it’s down to you to explore Blackwood, and while it’s a massive part of the game, the choices and butterfly effect aren’t the only way the story progresses. We can’t reveal everything now, but there are other things you’ll need to do to explore and interact with the VR space.”

If you like spine tingling drama and breathless scares, then it’s an experience you’re going to love when The Inpatient comes to PS VR later this year.

The post What it’s like to play The Inpatient, the chilling Until Dawn prequel coming soon to PlayStation VR appeared first on PlayStation.Blog.Europe.

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How Ubisoft Montreal has turned Egyptian cartographer for Assassin’s Creed Origins https://blog.eu.playstation.com/2017/06/22/how-ubisoft-montreal-has-turned-egyptian-cartographer-for-assassins-creed-origins/ https://blog.eu.playstation.com/2017/06/22/how-ubisoft-montreal-has-turned-egyptian-cartographer-for-assassins-creed-origins/#comments Thu, 22 Jun 2017 16:31:34 +0000 http://blog.eu.playstation.com/?p=248893 There’s a routine that Irish comedian and Go 8 Bit presenter Dara O’Briain performed a few years ago that’s always stuck with me. It touches on the idea that the average person’s worldview becomes rapidly simplistic the further afield any country in question is from them; a rich culture of peoples and lands boiled down to […]

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There’s a routine that Irish comedian and Go 8 Bit presenter Dara O’Briain performed a few years ago that’s always stuck with me. It touches on the idea that the average person’s worldview becomes rapidly simplistic the further afield any country in question is from them; a rich culture of peoples and lands boiled down to two or three basic concepts.

As technology progresses and access to the globe and its multi-region, multi-cultural histories are a mere touch screen away, it’s a routine the grain of truth in which gets more shameful as the years past. We should know – I should know – more about our neighbours. And I’m not talking about the ones you can wave at from your backyard.

So, you say Egypt, and I think two things: deserts and pyramids. Admittedly a pair of defining features to the region, but not the sum total of its parts. Hence I stopped longer than should have been necessary outside Ubisoft’s E3 booth, drinking in the beautiful banner for Assassin’s Creed Origins that hung overhead.

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It showcases new lead Bayek astride a camel to one side. But both are but a minor detail as the eyes soak in not only the lush valleys, rivers and towns, but also the diversity of colour that dominate the landscape shot.

The time-travelling series has always used its setting primarily to have an eye-catching locale for its adventurous romps of silent takedowns and multi-century warring of opposing factions.

But that fiction has always been built on the foundations, and fought over the rooftops of, real-world history. Or at least a close approximation of it.

However small, there has been an educational element to these time hops – Jerusalem, Italy, Paris, London – with the studio(s) behind them rendering the time and place with as much authenticity as possible.

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“You don’t have to pay attention to your level of hydration,” states Guesdon. “You don’t need to drink; but you will experience a bit of hallucination, because of the heat. And so we have what we call this desert overheat system that will make things appear, so it’s always interesting to go there.”

“When we started to dig into it, to learn about it, to study, reading up and meeting Egyptologists, we realised quite soon it’s way more than deserts and pyramids,” acknowledges creative director Jean Guesdon when I catch up with him in the booth proper. Though out of sight, we’re standing only a few feet away from that banner. “Still today in the 21st century, this is a place in time, in the world, that triggers a lot of fantasies. It’s a lost world, a forgotten world.”

The research that followed is possibly the most intensive any team tied to the Assassin’s Creed franchise has had to do, as, Guesdon freely admits, “very few things remain today” of what was there at the time that Origins is set.

“The beauty of that is it allowed our artists to recreate it,” he continues. “It’s more a recreation… we have no maps, no plans, as to how it was. We have a good idea. And so really we’ve put our efforts into recreating mostly the atmosphere… you have the Mediterranean sea, you have the Nile river, you have mountains, deserts… the beauty of this world is that it’s already rich with almost 3000 years of history.”

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Guesdon and his team at Ubisoft Montreal – and aided by Ubisoft Singapore – have crammed in all that history into a gigantic map. They started with the bigger picture, then worked downwards, “from global to detail” as the director puts it.

The studio first dropped in simple grey boxes, travelling between them at the speed of a horse to fine tune the volume of content and make sure its deployment of population centres stayed consistent with the real world location.

The map was then divided up between teams. Each used concept art as reference to define its region’s mood, lighting, materials, vegetation, fauna. To echo Guesdon, to “recreate the atmosphere” rather than duplicate what was there.

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“Where do you find the verticality?” asks Guesdon rhetorically. “In Egypt, what we did was that all rock formations, for example, are climbable now. So it’s not only limited to cities, or locations. We have big cities, villages, camps and now all these mountains & rocks that you can climb.”

In previous Assassin’s Creed titles, it wouldn’t be unfair to say most players look for the nearest high point of the map and make a beeline for it. In Origins however, vertical isn’t as prominent, or as important, as the horizontal.

You take a quick sip of the landscape. Then, thirsty for more, you trek into the great unknown. Not surprisingly, given the team behind it is also responsible for Assassin’s Creed: Black Flag, journeying to the distant horizon is a richer and more intriguing experience than gaining an overview from on-high like an eagle.

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God of War: How Kratos’ son Atreus grew from concept to reality https://blog.eu.playstation.com/2017/06/22/god-of-war-how-kratos-son-atreus-grew-from-concept-to-reality/ https://blog.eu.playstation.com/2017/06/22/god-of-war-how-kratos-son-atreus-grew-from-concept-to-reality/#comments Thu, 22 Jun 2017 15:00:09 +0000 http://blog.eu.playstation.com/?p=248909 As you’ve likely picked up on in the two trailers released to date, Santa Monica Studio has some big, bold ideas for Kratos’ impending PS4 adventure. Gone are the gods of Olympus. With his vengeance complete, Kratos now quietly resides in the realm of Norse gods and monsters. But he’s not alone. Central to the […]

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As you’ve likely picked up on in the two trailers released to date, Santa Monica Studio has some big, bold ideas for Kratos’ impending PS4 adventure.

Gone are the gods of Olympus. With his vengeance complete, Kratos now quietly resides in the realm of Norse gods and monsters. But he’s not alone. Central to the studio’s bold reimagining of its long running series is the introduction of Atreus, Kratos’ son. The youngster will be at your side throughout the game, as father and son embark on a deeply personal quest into the Norse wildlands.

However, this is not your typical stroll in the woods. The pair’s quest represents both a physical journey from point A to B, but also an emotional one. Atreus is Kratos’ second shot at fatherhood, and to get where he needs to go in that regard, he’ll need to confront his rage and rediscover his humanity. Conversely, Atreus will need to come to terms with his own destiny and learn how to behave less like an emotionally vulnerable child and more like a god. Like I say – no teddy bear’s picnic.

To find out more, we sat down with Game Director Cory Barlog at E3 last week, and he was happy to give us a step-by-step rundown of how the character has taken shape:

1) Deciding on Atreus’ appearance wasn’t easy…

Once Cory Barlog had settled on the game’s central conceit, the first challenge was deciding what Kratos’ offspring should actually look like. Given the protagonist’s enormous personality and iconic appearance, this was no small task…

“At first I tried to describe to our artists what Atreus was about to go through, and what he had gone through,” recalls Barlog. “I gave them an idea of the world he was about to experience – a world that is not going to be friendly. But I don’t think that really helped the team figure it out.”

Next, Barlog and his team collated reference images, but again, they continued to struggle to visualise Atreus.

“At one point we actually sat down and said to ourselves, ‘What would Kratos actually look like aged 10? Let’s do a drawing of that and see if there’s something analogous we can work from’. But that didn’t work either – it was just really goofy and weird.”

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2) Atreus’ look is based on a real person

The team continued to run up against a brick wall, right up until the casting process began. But then serendipity struck…

“We met Sunny Suljic and his audition knocked it so far out of the park, that I was like ‘Gosh, this kid is incredible.’ And here’s the crazy thing – he looked exactly like I imagined Atreus should look.

“And it just went from there. The initial images after we scanned his face were just so striking, and that was even before we had hair on him. He has these big blue eyes and that look of innocence, but he also looks like he’s seen things. He was perfect.”

3) Kratos and Atreus relationship was defined in a short story

Just as challenging as deciding on his appearance, was crafting Atreus’ personality and the dynamics of the father/son relationship. The bones of this were initially defined by a short story that Cory wrote at the very beginning of development to serve as a foundation stone for his writing team – Rich Gaubert and Matt Sophos.

It was straightforward – just a brief snapshot of Kratos and Atreus out on a hunting expedition in the woods – but it gave the team vital context to help them make Barlog’s vision a reality.

“I created that story for the rest of the team,” recalls Barlog. “They could read it, they could visualise it, they could feel like they were there. They could go, ‘Ah, that is who Kratos is now, and that is his son.’ I think that short story really helped the team frame it.”

Sure enough, that short story became the basis of the E3 2016 reveal trailer.

4) Defining Kratos’ ‘parenting style’ took time…

So, exactly what kind of dad is Kratos? After all, this is the guy who ripped Helios’ head off and used it as a lantern – he’s not exactly the touchy-feely nurturing type.

“Figuring out how to nail that was hard,” agrees Barlog.

“Kratos is not a guy who’s going to talk to you a lot. I think a lot of us have fathers who are from a generation that is not very loquacious. They were men of few words. It doesn’t mean you had a bad relationship, it just meant you weren’t very chatty a lot of the time.”

It took time for the new, more mature Kratos’ to take shape, and the writing team’s first attempts didn’t always hit the mark.

“Certain people on the team had a lot to say about our early drafts,” recalls Barlog. “I think one person said a very early version was actually depressing to play; that Kratos was just too hard on Atreus and we had gone too far.

“But that feedback eventually led us to the magical moment in the original E3 reveal, where Kratos is starting to yell at Atreus and then catches his breath. He has to calm down, speak through gritted teeth and explain to Atreus what he did wrong. And that’s real; that’s a moment of truth. It didn’t come immediately; it came from that initial struggle with the rest of the team.”

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5) How do you teach a boy to become a god?

As noted above, there are two ambitious narrative arcs in God of War on PS4. Firstly, how exactly do you chart the journey of a regular boy on his way to becoming a god? That’s a tough ask for any writing team.

“Well, it’s not so much Kratos teaching Atreus how to be a god, but how not to make the same mistakes he did,” Barlog clarifies.

“To Kratos, being a god is a disease. It’s a disease that he’s passed onto his kid, and he doesn’t want that. In our children, we often see our own mistakes – the worst parts of ourselves amplified. But Kratos hates everything about being a god. All he wants to do is make sure that the mistakes he’s made are not passed on and repeated.

“But then, of course, he also needs to make sure his kid can take care of himself – it’s not a friendly world out there…”

6) And how do you teach a god to be human?

In turn, it’s up to Atreus – albeit perhaps subconsciously – to teach his father how to be human. So, of the two, who has the toughest job?

“Atreus!” replies Barlog without drawing breath.

“Kratos’ humanity is locked up in a vault deep inside him. The way to get to it is long and hard. But once Kratos gets there, relating to his son will be like riding a bike. It’s just been stamped down for so long.”

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Detroit: Become Human creator David Cage tells us how to build the perfect android https://blog.eu.playstation.com/2017/06/22/detroit-become-human-creator-david-cage-tells-us-how-to-build-the-perfect-android/ https://blog.eu.playstation.com/2017/06/22/detroit-become-human-creator-david-cage-tells-us-how-to-build-the-perfect-android/#comments Thu, 22 Jun 2017 14:01:59 +0000 http://blog.eu.playstation.com/?p=248887 The story of Detroit: Become Human, Quantic Dream’s upcoming PS4 neo-noir thriller, centres around three androids, built with the sole purpose to serve out their programmed function in the titular city in the near-future of 2038. As with the studio’s previous works, Heavy Rain and Beyond: Two Souls, the game will alternate between the trio, […]

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The story of Detroit: Become Human, Quantic Dream’s upcoming PS4 neo-noir thriller, centres around three androids, built with the sole purpose to serve out their programmed function in the titular city in the near-future of 2038.

As with the studio’s previous works, Heavy Rain and Beyond: Two Souls, the game will alternate between the trio, with the player dictating their every move and choice in an ever-expanding, ever- branching narrative.

In Los Angeles for E3 to reveal the third of that trio – potential revolutionary Markus, who’s reveal trailer and demo focus on him ‘awakening’ his brethren – director David Cage sits down with me to discuss the facts behind his studio’s fiction. I’m here to find out what informed Quantic Dream’s vision of the future android.

In Detroit: Become Human, androids are as ubiquitous and interchangeable as the modern day smartphone. And like today’s essential gadget, androids are a mobile device built to simplify the everyday for its owner, and humanity as a whole.

“Each time we could replace a human with a machine, we imagine mankind did it,” Cage says simply. “They do whatever you need them to do.”

The creator is keen to emphasise how much of the creative thinking behind Detroit’s near-future is based out of what’s happening in modern laboratories and read in today’s research papers. Quantic Dream has just skipped forward a few chapters to answer not ‘if’, but ‘when’ theoretical speculation turns into concrete reality.

And while you may not see underneath their skin and muscle, the studio had to become both creator and surgeon to know what makes its creations tick.

“I was interested in giving them some kind of biological reality,” elaborates Cage. “What made them possible was the combination of two new technologies. One is what we call bio-components, internal modules that work like organs. The other is the energy generated by those is transported across the body by blue blood.”

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In-fiction, manufacturing company CyberLife works hard to blend androids in with the population, assuring its customer base by making its products as human as possible. Hence the visual touch to make sure each android’s function is reflected in its design.

Cage points to the ability to hire “an android grandmother to look after your kids. She was designed to look like a grandmother, look motherly and protective.” And even the likes of manual labourers’ strength is dialled back to more closely mimic the muscle capabilities of their human bosses. “Why give superpowers to a teacher or to a nurse? It doesn’t make any sense,” says the director. So don’t expect Super Gran as part of the package.

A smaller, but critical detail is in the eyes. The windows of the soul, as they say, in which we can read what’s going on behind them. But with today’s androids, that canvas is blank. 2038’s versions however…

“We thought that Cyberlife would create androids with living eyes. It is micro-movements, because your real eyes are never still; they always move ever so slightly. It’s very discreet. You don’t really see it, but you feel it. And we thought [Detroit’s] androids would be that way.”

They might be better at emulating life and offer more functionality than today’s models, but CyberLife’s creations are still considered little more than two-legged versions of the handheld device you may be reading this on right now.

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Cage outlines a two year process by 20 people, iterating on what the androids would wear. Customisation that’d be an analogue for their smartphone status.

“We really struggled to know what clothes they should wear and one of the parallels we make is with phones today.

“We can buy different phones of different colours and different sizes, and at the same time we can customise them. So we just imagined you would buy a simple version at the store, but you could buy extra clothes to make them look the way you wanted them to look.”

And akin to when you walk into any phone shop today, there are different models to suit different price ranges. But ultimately you’ll be enslaved to the perpetual consumerism cycle that funds a lot of today’s society: there’s always a newer, better version.

“You can have an android be your assistant, you can have an android who will teach your kids, an android that can be a nurse,” outlines Cage. “It’s like your phone. You can’t really upgrade it. You have to buy a new one. There’s a business behind it.”

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How Bravo Team is perfecting online FPS co-op action for PlayStation VR https://blog.eu.playstation.com/2017/06/22/how-bravo-team-is-perfecting-online-fps-co-op-action-for-playstation-vr/ https://blog.eu.playstation.com/2017/06/22/how-bravo-team-is-perfecting-online-fps-co-op-action-for-playstation-vr/#comments Thu, 22 Jun 2017 13:35:47 +0000 http://blog.eu.playstation.com/?p=248895 Amongst the host of PlayStation VR games showcased at E3 2017, co-op shooter Bravo Team blew us away with its breathless blend of team tactics and cover-based first person shooter action. Getting hands-on with Supermassive Games’ upcoming game, it’s an exhilarating experience. The frantic action will have you ducking, dodging and running from one bullet-riddled […]

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Amongst the host of PlayStation VR games showcased at E3 2017, co-op shooter Bravo Team blew us away with its breathless blend of team tactics and cover-based first person shooter action.

Getting hands-on with Supermassive Games’ upcoming game, it’s an exhilarating experience. The frantic action will have you ducking, dodging and running from one bullet-riddled cover point to the next, taking out unknown assailants as you go. And while it’s a relentless thrill-ride playing alone, it’s when you’re working together with a PS VR-equipped buddy that the game comes into its own.

We caught up with Lead Game Designer, Keith Linares, to find out how important co-op has been to them throughout Bravo Team’s development:

Communication is everything

“Bravo Team has been developed to allow both single player and online 2 player co-op which both offer great gameplay. We didn’t want to make a single player game with co-op mode stuck on – we wanted to create a co-op game where two people have to work together to be successful, they have to communicate and call out enemies to each other. Some of the enemies definitely need two people working as a team to tackle them.”

When I got hands on, I could see exactly what Keith meant and found Bravo Team to be a visceral experience that quickly makes your buddy your most important asset – and vice-versa.

Teammates are fully represented inside the game world, bringing with it more opportunities to get tactical. “Your whole body is represented inside the game” adds Keith.

“You’ll be able to look at your buddy, see where he’s looking, aiming and firing, and can use that to direct each other by gesturing and signalling where to go and when to attack or take cover”.

Take cover, find a line of sight and mount your assault

When you do take cover from enemy fire, the Bravo Team experience becomes even more intense. Keith explains more about how this works:

“We have a quite unique movement system for VR. You’ll scan the environment to decide which route you want to take, locate cover points that could be in several different spots all around you, then the camera will switch to a third-person view as you dash for cover. Then when you get there, you’ll immediately be back in first-person mode, ready for action.

“If you’re getting fired on, you’ll need to duck and cover. If the cover only comes to your chest, you’ll need to duck down as your head is vulnerable, and can peek out when you think it’s safe to spot enemies.

“If you’re worried that sticking your head up will get you shot, you can lift the aim controller above the line of cover and blind-fire in the hope of supressing the enemies ahead.”

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Choose your weapons wisely – and get hands-on with the PS VR aim controller

It’s in situations like this that using the PS VR aim controller comes into its own. The various weapons and sidearms you’ll pick up are fully represented within the game world, but with a limited loadout, success within the game once more comes down to how you plan your assault.

“Bravo Team is very much focused on gunplay, so you’ll get a variety of weapons and sidearms that the aim controller will replicate in-game. And they all feel very different and have different functions.

“In co-op games, planning tactically and choosing different loadouts will be a huge help. For example one of you can provide long-range cover while the other goes on the attack with an assault rifle, moving between cover as your partner keeps enemies busy.

“So it’s vital to communicate not only during the fight but before it, knowing what each role will be and equipping yourselves accordingly”.

Work together against an unidentified threat

What exactly the threat you’re fighting against is isn’t yet clear. At E3, Supermassive showed the very beginning of the game – an all-action shoot out on a city bridge that’s littered with vehicles and cover points for you to shoot from. Keith explains a little more of the set-up, and what we can expect as we move through the city:

“All you’ll know at the beginning of the game is that you’re on an escort mission, escorting an import person, when the convoy that you’re in gets attacked. Everything goes to hell, and the first thing you’ll have to do is get off this and get to safety. You won’t be sure who’s mounting the attack and why, but more will become clear as you fight your way through each area.”

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Fight through a sprawling city in turmoil

It’s the way this city is structured that gives Bravo Team’s continuous mission an extra sense of reality:

“The game is set in one city”, says Keith. “But what’s interesting is that Bravo Team is one long, seamless journey through that city. You’ll go through different districts, through different types of buildings and gradually learn more about how the situation is unfolding in this city that’s been plunged into turmoil.”

If the rest of the game plays out like this E3 taster has, it’s going to be a hell of a ride when Bravo Team releases later this year, exclusively for PlayStation VR.

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Cities: Skylines is bringing its city-building creativity and strategy to PS4 https://blog.eu.playstation.com/2017/06/21/cities-skylines-is-bringing-its-city-building-creativity-and-strategy-to-ps4/ https://blog.eu.playstation.com/2017/06/21/cities-skylines-is-bringing-its-city-building-creativity-and-strategy-to-ps4/#comments Wed, 21 Jun 2017 13:13:33 +0000 http://blog.eu.playstation.com/?p=248803 Hello, Players and Mayors! The team here at Paradox Interactive is delighted to announce that your demands have now become official city policy: we’re bringing our award-winning city-builder to your favourite console in Cities: Skylines – PlayStation 4 Edition! At Paradox, strategy and creativity are the core of what we do, and judging from the […]

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Hello, Players and Mayors! The team here at Paradox Interactive is delighted to announce that your demands have now become official city policy: we’re bringing our award-winning city-builder to your favourite console in Cities: Skylines – PlayStation 4 Edition!

At Paradox, strategy and creativity are the core of what we do, and judging from the amount of requests we’ve had to release Cities: Skylines on the PS4, they’re passions shared by this community as well.

We’ve been hard at work making sure the roads are smooth and the turbines are tuned, so that everything is ready when you build your first city block — but rest assured, the game is looking and playing great on a controller. When you pull back and watch the sun rise over the bustling city you’ve built from the ground up, it’s going to look truly inspiring on the big screen.

There’s more to Cities: Skylines, of course, than just zoning districts and placing your roads into a neat grid (or using them to spell out your name).

Want to build the all-green-energy and self-sustaining town of the future? Have a diabolical plan to build a dam across the river and funnel wastewater into your tourism district? We’ve even seen an entire town of services and infrastructure built around just one house!

Cities: Skylines is a game all about setting up plans and policies to create a metropolis that’s uniquely your own, and we can’t wait to see what PlayStation players are capable of.

City Skylines

When the game arrives later this year, you’ll get not only a controller-friendly version of Cities: Skylines, but also the tourism and nightlife features from the After Dark expansion. Your thriving community will need some places to unwind once the sun goes down, after all. Please, though, make sure you put in enough taxis and trains to let them get home safely!

We’ll have more info soon on the launch, and then you’ll be able to find the game in the store of your choice, or download it directly from PlayStation Store. Until then, brush up on your civic engineering and prepare your campaign speeches — the mayor’s office awaits!

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Pillars of Eternity brings an unforgettable RPG experience to PS4 this August https://blog.eu.playstation.com/2017/06/21/pillars-of-eternity-brings-an-unforgettable-rpg-experience-to-ps4-this-august/ https://blog.eu.playstation.com/2017/06/21/pillars-of-eternity-brings-an-unforgettable-rpg-experience-to-ps4-this-august/#comments Wed, 21 Jun 2017 13:08:26 +0000 http://blog.eu.playstation.com/?p=248807 Five years ago, a group of hardcore role-playing game fans asked the world if they’d like to see a return to the classic style of RPG design — the sort of vivid, lush worlds and rich stories made great by games like Baldur’s Gate and Planescape: Torment. The answer, from over 75,000 backers on Kickstarter […]

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Five years ago, a group of hardcore role-playing game fans asked the world if they’d like to see a return to the classic style of RPG design — the sort of vivid, lush worlds and rich stories made great by games like Baldur’s Gate and Planescape: Torment.

The answer, from over 75,000 backers on Kickstarter and beyond, was a resounding “yes,” bolstered by a record-setting crowdfunding campaign. The result was Pillars of Eternity, which pulled in dozens of awards and glowing reviews when it finally released.

Our team at Paradox was incredibly proud to get to work with the master storytellers and designers at Obsidian Entertainment when we shared Pillars of Eternity with fans on PC. It was a passionate project for us — quite a few people within our company had been Kickstarter backers!

When the game finally did release, and we began to hear back from players who had explored the world of Eora for themselves, we knew we had a truly unmissable experience on our hands.

That’s why today, together with our friends at Obsidian, we are thrilled to announce that this once-in-a-lifetime RPG is ready for PlayStation fans everywhere, in Pillars of Eternity: Complete Edition.

And we do mean “complete” — not only will you get to experience the original Pillars of Eternity on PS4, but you’ll also visit the expanded world and new characters from The White March: Parts I & II, the two expansions that arrived alongside the core game. You’ll have the full experience in your hands on 29th August, 2017, on PlayStation Store and in game stores everywhere!

Every piece of the award-winning story, artwork, and writing is coming to PS4, ready to look its best on your TV – and play its best in an enhanced console interface, with controller-friendly menus, combat, and party management, all developed for console players from the ground up by our own Paradox Arctic studio.

Pillars of Eternity

If you’ve had the chance to try Pillars of Eternity already, then the Complete Edition is a great chance to revisit the detailed landscapes of the Eastern Reach on a big screen, and try new character builds and new paths through the epic story.

If this will be your first time experiencing Pillars… well, to say all of the things that await you would be venturing very close to spoiler territory.

We’ll have more details as we get closer to launch on 29th August. Keep an eye out!

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PlayStation Plus Double Discounts start today on PlayStation Store https://blog.eu.playstation.com/2017/06/21/playstation-plus-double-discounts-start-today-on-playstation-store-2/ https://blog.eu.playstation.com/2017/06/21/playstation-plus-double-discounts-start-today-on-playstation-store-2/#comments Wed, 21 Jun 2017 09:36:42 +0000 http://blog.eu.playstation.com/?p=248811 Our PlayStation Plus Double Discounts promotion is back and we have an amazing selection of PS4 titles available on offer! Make a saving on Call of Duty Black Ops 3: Gold Edition, Pro Evolution Soccer 17, The Witcher 3: GOTY Edition, Far Cry 4 + Primal Bundle, and many more until 5th July 2017. And […]

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Our PlayStation Plus Double Discounts promotion is back and we have an amazing selection of PS4 titles available on offer!

Make a saving on Call of Duty Black Ops 3: Gold Edition, Pro Evolution Soccer 17, The Witcher 3: GOTY Edition, Far Cry 4 + Primal Bundle, and many more until 5th July 2017. And don’t forget, if you’re a PlayStation Plus member, you can save even more as you’ll receive an additional discount on top of these great deals!

If you don’t have a PS Plus membership yet, head on over to the official PlayStation Plus page for more information on how to get started.

PlayStation Plus Double Discounts (until 5th July 2017)

Deal of the Week (until 28th June 2017)

dealoftheweek

This week’s Deal of the Week is World War II shooter, Sniper Elite 4. Head to PlayStation Store today and save big on both the Standard and Deluxe editions, available on PS4.

Digital Discounts (until 5th July 2017)

Our Digital Discounts continue with savings of up to 60% on a host of amazing PS4 digital only and indie titles. Whether it’s Firewatch, Adrift, Necropolis: A Diabolical Dungeon Delve, Pineview Drive – House of Horror, there’s something for everyone at a drop down price until July 5th!

Save up to on PS3 and PS Vita (21/06/17 – 05/07/17)

Finally, you can continue to make savings on select PS3 and PS Vita titles. Don’t miss the deals on games such as WWE 2K17, NBA 2K17, Far Cry 4, Lost Planet 3 and many more. Just visit PlayStation Store and save, download and play.

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Watch Chloe and Nadine battle through ancient ruins in the extended Uncharted: The Lost Legacy E3 demo https://blog.eu.playstation.com/2017/06/20/watch-chloe-and-nadine-battle-through-ancient-ruins-in-the-extended-uncharted-the-lost-legacy-e3-demo/ https://blog.eu.playstation.com/2017/06/20/watch-chloe-and-nadine-battle-through-ancient-ruins-in-the-extended-uncharted-the-lost-legacy-e3-demo/#comments Tue, 20 Jun 2017 18:01:14 +0000 http://blog.eu.playstation.com/?p=248769 Last week at E3, we were thrilled to share more of what we’ve been working on in Uncharted: The Lost Legacy, including the debut of our new story trailer and a never-before-seen gameplay demo at the PlayStation booth. However, we wanted to make sure that everyone who couldn’t make it to the show had their […]

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Last week at E3, we were thrilled to share more of what we’ve been working on in Uncharted: The Lost Legacy, including the debut of our new story trailer and a never-before-seen gameplay demo at the PlayStation booth. However, we wanted to make sure that everyone who couldn’t make it to the show had their chance to see it by posting it online. Check it out above.

The demo picks up after Chloe and Nadine have recovered a critical clue to finding the golden Tusk of Ganesh—an invaluable ancient artifact–and must navigate through the overgrown ruins of the long, lost Hoysala Empire.

However, their paths soon cross with Asav, our new antagonist revealed in the E3 story trailer. Asav is a ruthless warmonger that’s also out for the Tusk and will stop at nothing to ensure he gets to it first. This level is also a testament to the beauty of India’s Western Ghats and just a small taste of the environments you’ll be exploring on 22nd August.

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Alongside the new gameplay demo, today we also released our latest DLC update to Uncharted 4 Multiplayer and Survival, which will also be included with Uncharted: The Lost Legacy at launch.

The update adds two new weapons, three new Survival boosters, over 60 new character skins and vanity items, 13 new taunts, and more. The update also makes Classic Mode a permanent gametype and a new mode for Ranked play: King of the Hill. Visit NaughtyDog.com for a detailed breakdown of everything included.

We hope you enjoy our new update to Uncharted 4: Multiplayer and our first gameplay demo from Uncharted: The Lost Legacy. We’ve got more exciting plans for the road to the launch of Uncharted: The Lost Legacy, so stay tuned to our official Twitter, Facebook, and Instagram channels.

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Welcome to twin-stick bliss with Housemarque’s arcade shooter Nex Machina, out today https://blog.eu.playstation.com/2017/06/20/welcome-to-twin-stick-bliss-with-housemarques-arcade-shooter-nex-machina-out-today/ https://blog.eu.playstation.com/2017/06/20/welcome-to-twin-stick-bliss-with-housemarques-arcade-shooter-nex-machina-out-today/#comments Tue, 20 Jun 2017 14:01:28 +0000 http://blog.eu.playstation.com/?p=248727 Greetings from Housemarque! It was ten years ago that a game called Super Stardust HD saw the light of day on PlayStation 3. As a Finnish developer with roots in arcade gaming, we at Housemarque got to create a game that combined lighting fast reflexes with a myriad of colourful explosions. SSHD combined a thematic […]

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Greetings from Housemarque!

It was ten years ago that a game called Super Stardust HD saw the light of day on PlayStation 3. As a Finnish developer with roots in arcade gaming, we at Housemarque got to create a game that combined lighting fast reflexes with a myriad of colourful explosions.

SSHD combined a thematic setting similar to the classic Asteroids, blended with the twin-stick control scheme of Robotron.

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Now, after a decade of learning more and more about how to perfect the formula, we are proud to finally release Nex Machina, the culmination of our search for pure arcade gameplay. A game where simplistic design (only two buttons and two sticks are ever needed) allows the player to immerse themselves in what we’ve coined “The Zone”.

Getting into “the zone” allows for extremely complex movement patterns and tactics to arise. Players who wish to compete on the worldwide leaderboards can create truly unique personal play styles.

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With Super Stardust we wanted to keep the arcade torch shining bright and now we want to do that again. Our hope is to capture a bit of that spark that lived in the arcade halls when video games were held back by graphical and technological constraints.

Being able to do that with Eugene Jarvis, who inspired us when we started gaming, is beyond wonderful. So take on the arcade challenge with Nex Machina, and compete against your friends – and the rest of the world – on our global leaderboards.

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