Schlagwort: Firesprite

  • Game developers explain what makes God of War (2018)’s combat tick

    Game developers explain what makes God of War (2018)’s combat tick

    Reading Time: 9 minutes

    Innovation is king when it comes to video games, especially when reinventing a beloved franchise. Developers are challenged with balancing what fans loved about the series’ origins while modernizing the experience and providing surprising gameplay enhancements that players didn’t even know they wanted. Few developers understand this task better than Santa Monica Studio, which reimagined Kratos’ mythological melee in 2018.

    The sequel God of War Ragnarök launches November 9. This new entry is poised to deliver more of the satisfying combat introduced in God of War (2018), including Kratos’ trusty Leviathan Axe and the Blades of Chaos, increased verticality in combat, versatile shield options to customize play, a host of new mythical beasts to battle, and more.

    Ahead of God of War Ragnarök’s release, we invited talented game developers from PlayStation Studios and third-party studios to reflect on God of War (2018)’s impactful combat. These creators dive into everything from Kratos’ crunchy, boomeranging Leviathan Axe to the intimate camera perspective, while also sharing their personal perspective on what makes for satisfying melee combat.


    “God of War 2018 was hugely inspirational. It took many aspects of action-focused games and merged them to establish a new standard that directly impacted how we approached combat when creating Ghost of Tsushima.

    For example, the yellow and red ‘rings’ in God of War that indicated required player actions were highly influential and inspired the blue and red ‘glints’ in Ghost of Tsushima for unblockable/parryable attacks.

    Valkyrie boss design was also a huge inspiration for us and had a major influence on the ‘Six Blades of Kojiro’ mission in Ghost of Tsushima, which involved tracking down and fighting duelists across the island. Each duelist had a unique move, but the final duel incorporated all of the various moves of the previous duelists, just like the Valkyries. I will say Sigrun the final Valkyrie kicked my butt more times than I would like, and my secret hope is that Kojiro in Ghost of Tsushima defeated many players in the same way!”

    – Ted Fishman, Lead Combat Designer, Sucker Punch



    “When players use heavier weapons [in Monster Hunter World] that have slower movement and attack speeds, it’s more difficult to hit monsters. An important part of designing combat for us is to create a mechanism that converts the stress of slow movement into a sense of accomplishment when the player successfully hits a target.

    There are a number of ways to achieve this, and it is obviously important to have a special move that feels satisfying when you hit the target because of its heavy weight. But what is even more important, is giving players the movement options necessary to precisely position themselves in order to land that hit. These can even be small things such as taking a few steps closer to attack/taking a step back after the attack.

    The combat in God of War (2018) is simple but profound. The basics of an action game are carefully implemented into this game, like your attacks becoming more effective if you respond appropriately to your opponent’s attacks. There are many options for what you can do to your opponent, such as directing projectiles and arrows even at long ranges, and switching to bare hands or [Spartan] Rage mode.

    In addition, you can switch to powerful attacks depending on the state of your opponent, like when they are stunned. The amount of controls doesn’t increase, but the reaction varies, so players don’t get bored. I am amazed at the careful work that has gone into the game.”

    – Yuya Tokuda, Director, Capcom



    “The Last of Us Part II had a unique challenge to keep the sense of weight and impact that Joel brought to the combat in part I but translate it to a now 19-year-old Ellie all while keeping the actions realistic and fidelity extremely high. We used techniques including tight camera work, camera shakes, controller vibration, geometrical blood effects, and more to get this right. This holistic set of feedback is required to achieve the weight, impact, and general brutality The Last of Us demands.

    God of War (2018) takes different approaches but is equally considered in all of these feedback vectors. One of the biggest contrasts is the different approach in camera work. God of War utilizes a further pulled back camera to enable greater field of view of the combat space. This allows the player to better track multiple targets. Camera shake is also significantly reduced. While this can hurt impact perception, it greatly improves legibility of targets and aids gameplay. What is reduced by these camera choices is made up for in audio and animation. Hit impact sounds are huge. Kratos’ axe doesn’t sound like it simply slices through, but rather has a brute force slam with lots of low end effort that ends with a high frequency slash. This is reinforced by the animation style. Swings have very large arcs with powerful follow throughs. Enemy reactions are allowed to break reality with huge pose changes, flips, and even air juggling is all used to sell the power fantasy. God of War also employs a rather subtle but powerful technique called ‘hit stop’ which on hit actually pops the target to the hit pose and holds both Kratos and the target in that first frame for a short duration. This is not realistic, but it strongly emphasizes the connection of the swing and can also simulate a sort of resistance on the follow through of the attack. And honestly, when you’re chasing weight and impact in your game, sometimes it just really helps when your protagonist is the Greek god of strength.”

    Christian Wohlwend, Principal Game Designer, Naughty Dog



    “What God of War (2018) has achieved is nothing short of spectacular and a lot has already been said about Kratos’ axe and how it came to fruition – mostly thanks to exemplary openness of Cory Barlog and the whole Santa Monica Studio about their design process. But aside from all of the neat tricks inspired  by Street Fighter and other beat ’em up games, the secret of God of War is hard work and relentless iteration. It’s the action-reaction loop ruthlessly polished till it’s absolutely golden. Kratos deserves nothing less and I’m sure God of War Ragnarök will deliver.

    Creating a good combat system is always a long bout against time and resources, but you’ll never land the triumphant final blow unless you invest all of your focus and attention to the feedback loop of hitting your enemy and him reacting to that powerful hit. [Similarly to God of War] we have spent a lot of time on fine-tuning every hit animation [in Dying Light 2], every weapon parameter to make sure it just feels right.”

    – Tymon Smektała, Lead Game Designer, Techland



    “God of War was always a franchise that gave players spectacle and a sense of power like nothing else out there. When the game returned in 2018, it managed to change up the formula while staying true to the pillars that originally made it great. Pushing the camera in brought a new perspective to the carnage Kratos dealt, and with it, new weapons, abilities, and a partner to help you along the way. New innovative ways to string together combos between the different pieces of your arsenal kept you feeling like the God of War while taking the time to master the game elevated the combat even further and showed the gods of Asgard that Kratos hadn’t missed a step with his time away.”

    – Adam Coriglione, Senior Combat Designer, Insomniac Games



    “I believe the key to designing close combat is all about tension and release. The player should experience tension while executing attacks and feel a sense of balance as well as foreshadowing from the motion on-screen. [In Resident Evil Village] we then look to release that tension and create a liberating feeling through animations and special effects when attacks connect successfully. Although this may be a general answer, simple and crisp design is what I emphasize when developing games.

    I thought it was wonderful how the melee and ranged combat elements [in God of War (2018)] were mixed together at a high level with the new Leviathan Axe weapon. This design allowed for two different approaches to the action. You can both take out enemies who are far away and execute strong attacks in close quarters utilizing the same weapon. This is something I felt was revolutionary combat design!”

    – Morimasa Sato, Director, Capcom



    “I loved the original God of War games, the flow and ferocity of the combat for me gave them hands down the best combat in any game developed outside of Japan. When the 2018 version came around, I was trepidatious – would this attempt to ‘remake’ the formula and screw that lovely combat up?

    It didn’t, of course, and instead delivered a fantastically crunchy third-person combat experience. Early in the game I knocked a bad dude off his feet with a deftly thrown axe, sent him flying into one of his horde buddies who got launched into the air too – a moment of true delight! and I knew the game was going to live up to expectations.”

    – Anna Marsh, Associate Game Director, Firesprite


     


    “Chivalry 2’s combat design paradigm is: Let players do the awesome thing. Full control over a weapon’s swing arc and the player character’s body positioning, alongside mechanics such as dodging, feinting from one attack type into another, or countering, allow players to perform dazzling symphonies of action.

    By comparison, God of War (2018)’s combat is forceful, kinetic, and bombastic. It is about giving players the opportunity to live out a clear power fantasy that feels rewarding and powerful. Lots of attention is paid to hit reactions and impact kinetics, and Kratos’ axe becomes a natural extension of the player’s hands. Animation responses and input handling ensure that every action feels rewarding in itself – and combined, they lead to combat sequences that would rival those of Hollywood blockbusters.

    God of War also leverages its nature as a single player game to expand the player’s toolset throughout the player’s journey, keeping the experience fresh and allowing players to define their own playstyle based on their preferences.”

    – Leif Walter, Design Director, Torn Banner Studios



    “God of War (2018) was an astonishing accomplishment. We can all likely agree (and discuss at length why) the Leviathan is amongst the greatest implementations of an axe in a video game, but for me it was the buddy combat behavior that really grabbed my attention.

    An initial concern was the game may be one giant escort mission but Atreus was never a burden and a rare shining example of a buddy companion who dramatically improved the combat experience. I did not expect Atreus to contribute so much to the core combat, but he was fully autonomous and never passive, able to instigate and encourage combat mechanics through crowd control, distraction and air juggles. My only gripe was the uncontrollable urge to punctuate every sentence with ‘BOY’ for the months following.”

    – David McMullen, Lead Systems Designer, Guerrilla



    “In the Nioh series, we wanted to convey the contrast of stillness and motion in samurai battles, so we designed the game such that the player and their enemy had stamina bars, and they would have to be aware of the timing of their offensive and defensive maneuvers. Additionally, being able to utilize a Ki Pulse after an attack in order to regain your stamina is something that is very distinctive of close quarters combat in the Nioh series.

    Fairness and the game having a unique feel to it is not only a feature of the Nioh series, but these are also points that Team Ninja puts the most importance on when creating close quarters combat in our games.

    [In God of War (2018)], the animation and sound effects were all very high quality, but the camera work was a step above everything else and it felt incredible. When designing close quarters combat, there is a dilemma that arises on how to set up the camera in such a way that the visuals and gameplay both equally have a lot of impact to them.

    However, the camera in God of War (2018) was very close to Kratos while also keeping the force of the attacks and allowing the players to feel the pain of their enemies. This was done all while the UI and effects had a lot of work put into them, without the player ever feeling the outrageousness of the camera work. The combo attacks with Atreus and the series’ staple QTEs also were implemented seamlessly, and the way this all came together was really astonishing. I am really looking forward to seeing how all of this evolves in God of War Ragnarök.”

    – Hiroyuki Nishi, Combat Designer, Team Ninja



    God of War Ragnarök launches on PS4 and PS5 on November 9, 2022. Brush up on your Norse mythology (by way of Kratos) with a look back at God of War (2018)’s story.

    Website: LINK

  • PlayStation VR2 und PlayStation VR2 Sense-Controller: Die nächste Generation der VR-Spiele auf PS5

    PlayStation VR2 und PlayStation VR2 Sense-Controller: Die nächste Generation der VR-Spiele auf PS5

    Reading Time: 3 minutes

    Frohes neues Jahr zusammen.

    Es ist mir eine große Freude, 2022 mit Neuigkeiten zu unserem Virtual Reality-System der nächsten Generation für die PS5-Konsole zu starten. Zunächst mit der Enthüllung des offiziellen Namens „PlayStation VR2“ und unseres neuen VR-Controllers, der PlayStation VR2 Sense-Controller.

    Die PlayStation VR2 bringt VR-Gaming auf ein ganz neues Level. Sie ermöglicht es Spielern, sich präsenter zu fühlen und lässt sie wie nie zuvor in die in Spielwelten eintauchen. Mithilfe des Headsets und der Controller, die mit der neuesten Technologie ausgestattet sind, und dank der von unseren erstklassigen Entwicklern kreativ gestalteten Spielwelten, können die Spieler eine noch größere Bandbreite an Eindrücken wahrnehmen.

    Aufbauend auf unseren Innovationen der PS5 bietet die PlayStation VR2 ein verbessertes Anwendungserlebnis mit herausragender visueller Präzision, neuen sensorischen Funktionen, verbessertem Tracking und einer vereinfachten Einrichtung mit nur einem Kabel. 

    • Visuelle Präzision: Für ein herausragendes visuelles Erlebnis bietet PS VR2 4K HDR, ein 110-Grad-Sichtfeld und ein gröberes Rendering des peripheren Sichtbereichs. Mit einem OLED-Display können Spieler eine Bildschirmauflösung von 2000 x 2040 Pixeln und eine Bildfrequenz von 90/120Hz erwarten.
    • Headsetbasiertes Controller-Tracking: Mit der Inside-out-Tracking-Funktion trackt die PS VR2 euch und eure Controller über Kameras, die in das VR-Headset integriert sind. Eure Bewegungen und Blickrichtungen werden im Spiel wiedergegeben, ohne dass ihr eine externe Kamera benötigt.
    • Neue sensorische Funktionen: Die PS VR2 Sense-Technologie kombiniert Augen-Tracking, Headset-Feedback, 3D-Audio und den innovativen PS VR2 Sense-Controller, um den Spielern ein starkes Eintauchgefühl zu verschaffen. Headset-Feedback ist eine neue sensorische Funktion, die das Empfinden von Aktionen innerhalb des Spiels verstärkt. Das Feedback entsteht durch die Vibrationen eines einzelnen integrierten Motors, was den Spielern ein interaktiveres Spielerlebnis ermöglicht. Spieler können nun verschiedene Eindrücke spüren, wie zum Beispiel den erhöhten Puls einer Figur in angespannten Momenten, den Luftzug von Objekten, die an der Figur vorbeifliegen, oder den Schub eines Fahrzeugs beim Anfahren. Zusätzlich verstärkt Tempest 3D AudioTech von der PS5 das neue Eintauchgefühl, in dem es die Geräusche in der Umgebung des Spielers zum Leben erweckt.
    • Augen-Tracking: Mit Augen-Tracking erkennt die PS VR2 die Augenbewegung, sodass ein einfacher Blick in eine bestimmte Richtung zusätzliche Interaktionen für die Spielfigur erzeugen kann. So können Spieler intuitiver und realistischer interagieren. Das führt zu einer Verbesserung der emotionalen Reaktions- und Ausdrucksweise und bietet so ein neues Maß der Realitätsnähe im Gaming-Bereich. 

    All diese Fortschritte der PlayStation VR2, kombiniert mit dem haptischen Feedback und den adaptiven Triggern der PS VR2 Sense-Controller, ermöglichen es Spielern, Spiele auf eine deutlich emotionalere Art und Weise zu erleben und mit ihnen zu interagieren. Die PS VR2 verfügt außerdem über einen einfachen Einrichtungsvorgang: mit einem einzigen Kabel, das direkt an die PS5 angeschlossen ist, könnt ihr sofort in das VR-Erlebnis einsteigen.

    Heute freuen wir uns auch, euch mitteilen zu können, dass eine der größten exklusiven PlayStation-Franchises für die PS VR2 erscheint: Horizon Call of the Mountain von Guerrilla und Firesprite. Dieses Originalspiel wurde speziell für PS VR2 entwickelt und öffnet den Spielern die Tore, um noch tiefer in die Welt von Horizon einzutauchen.

    Ich hoffe, dass euch die spannenden Updates von heute gefallen haben. Denkt daran, dass dies nur ein Vorgeschmack auf die Dinge ist, die noch folgen. Ich kann es kaum erwarten, euch weitere Details über die PS VR2 mitzuteilen. Solange findet ihr unten eine Liste der offiziellen technischen Spezifikationen.

    PlayStation VR2 – Technische Spezifikationen

    Bildschirm​ OLED
    Bildschirmauflösung 2000 x 2040 Pixel pro Auge
    Bildwiederholfrequenz​ 90 Hz, 120 Hz
    Linsentrennung Einstellbar
    Sichtfeld​ Ca. 110 Grad
    Sensoren Bewegungssensor: Sechs-Achsen-Sensorensystem (dreiachsiges Gyroskop, dreiachsiger Beschleunigungsmesser) ・Befestigungssensor: IR-Näherungssensor
    Kameras 4 Kameras für Headset- und Controller-Tracking​ ・IR-Kamera für das Tracking der Augen
    Feedback Vibration am Headset
    Kommunikation​ mit der PS5 USB-C®
    Audio Eingang: Integriertes Mikrofon​ ・Ausgang: Stereokopfhörer-Anschluss

    PlayStation VR2 Sense-Controller – Technische Daten

    Tasten​ [Rechts]​ PS-Taste, OPTIONS-Taste, Aktionstasten (Kreis/Kreuz), R1-Taste, R2-Taste, rechter Stick/R3-Taste [Links] PS-Taste, Create-Taste, Aktionstasten (Dreieck/Quadrat), L1-Taste, L2-Taste, linker Stick/L3-Taste
    Sensing/Tracking Bewegungssensor: Sechs-Achsen-Sensorensystem (dreiachsiges Gyroskop, dreiachsiger Beschleunigungsmesser) Kapazitiver Sensor: Fingerberührungserkennung IR-LED: Positions-Tracking
    Feedback Trigger-Effekt (auf R2/L2-Taste), haptisches Feedback (durch einzelnen Motor pro Einheit)
    Port USB-Port (Type-C®)
    Kommunikation: Bluetooth® Ver. 5.1​  
    Akku Typ: eingebauter aufladbarer Lithium-Ionen-Akku

    Website: LINK

  • PlayStation VR2 and PlayStation VR2 Sense controller: the next generation of VR gaming on PS5

    PlayStation VR2 and PlayStation VR2 Sense controller: the next generation of VR gaming on PS5

    Reading Time: 3 minutes

    Happy New Year everyone.

    It is my great pleasure to start off 2022 with news on our next generation virtual reality system for the PS5 console, starting with the official name: PlayStation VR2, and our new VR controller, PlayStation VR2 Sense controller.

    PlayStation VR2 takes VR gaming to a whole new level, enabling a greater sense of presence and allowing players to escape into game worlds like never before. With the headset on and controllers in hand, players will feel a heightened range of sensations unlike any other – thanks to the creativity of the game worlds being built by our world class developers, and the latest technology incorporated into the hardware.

    Building upon our innovations from PS5, PlayStation VR2 adds a true next-gen experience with high-fidelity visuals, new sensory features, and enhanced tracking – along with a simplified single-cord setup. 

    • Visual Fidelity: For a high-fidelity visual experience, PS VR2 offers 4K HDR, 110-degree field of view, and foveated rendering. With an OLED display, players can expect a display resolution of 2000×2040 per eye and smooth frame rates of 90/120Hz.
    • Headset-based Controller Tracking: With inside-out tracking, PS VR2 tracks you and your controller through integrated cameras embedded in the VR headset. Your movements and the direction you look at are reflected in-game without the need for an external camera.
    • New Sensory Features: PS VR2 Sense Technology combines eye tracking, headset feedback, 3D Audio, and the innovative PS VR2 Sense controller to create an incredibly deep feeling of immersion. Headset feedback is a new sensory feature that amplifies the sensations of in-game actions from the player. It’s created by a single built-in motor with vibrations that add an intelligent tactile element, bringing players closer to the gameplay experience. For example, gamers can feel a character’s elevated pulse during tense moments, the rush of objects passing close to the character’s head, or the thrust of a vehicle as the character speeds forward. Additionally, PS5’s Tempest 3D AudioTech makes sounds in the player’s surroundings come alive, adding to this new level of immersion.
    • Eye Tracking: With eye tracking, PS VR2 detects the motion of your eyes, so a simple look in a specific direction can create an additional input for the game character. This allows players to interact more intuitively in new and lifelike ways, allowing for a heightened emotional response and enhanced expression that provide a new level of realism in gaming. 

    All of these advancements in PlayStation VR2, combined with the haptic feedback and adaptive triggers from the PS VR2 Sense controllers, enable players to feel and interact with games in a much more visceral way. PS VR2 will also have a simple setup process — with a single cable connected directly to PS5, you can immediately jump into the VR experience.

    Today we are also pleased to reveal that one of the biggest exclusive franchises on PlayStation will be coming to PS VR2 – Horizon Call of the Mountain from Guerrilla and Firesprite. This original game is being built specifically for PS VR2 and will open the doors for players to go deeper into the world of Horizon.

    I hope you’ve enjoyed today’s exciting updates. Just remember, this is only a taste of things to come, and I can’t wait to share more details with you about PS VR2. In the meantime, below is the list of official specifications.

    PlayStation VR2 Specifications

    Display method​ OLED
    Panel resolution​ 2000 x 2040 per eye
    Panel refresh rate​ 90Hz, 120Hz
    Lens separation​ Adjustable
    Field of View​ Approx. 110 degrees
    Sensors​ Motion Sensor: Six-axis motion sensing system (three-axis gyroscope, three-axis accelerometer)​
    Attachment Sensor: IR Proximity sensor
    Cameras​ 4 cameras for headset and controller tracking​IR camera for eye tracking per eye
    Feedback​ Vibration on headset
    Communication​ with PS5 USB Type-C®
    Audio​ Input: Built-in microphone​Output: Stereo headphone jack

    PlayStation VR2 Sense Controllers Specifications

    Buttons​ [Right]​
    PS button, Options button, Action buttons (Circle / Cross), R1 button, R2 button, Right Stick / R3 button
    ​[Left]​
    PS button, Create button, Action buttons (Triangle / Square), L1 button, L2 button, Left Stick / L3 button
    Sensing/ Tracking Motion Sensor: Six-axis motion sensing system (three-axis gyroscope + three-axis accelerometer)
    Capacitive Sensor: Finger Touch DetectionIR LED: Position Tracking
    Feedback ​ Trigger Effect (on R2/L2 button), Haptic Feedback (by single actuator per unit)
    Port USB Type-C® Port
    Communication​ Bluetooth® Ver5.1​ 
    Battery​ Type: Built-in Lithium-ion Rechargeable Battery​

    Website: LINK

  • Welcoming Firesprite to the PlayStation Studios Family

    Welcoming Firesprite to the PlayStation Studios Family

    Reading Time: 2 minutes

    After a number of years closely collaborating on several games together, including The Playroom (PS4) and The Playroom VR (PS VR), I couldn’t be more delighted to welcome Firesprite to the PlayStation Studios family as our 14th studio! Quite a few members of Firesprite come from SIE’s Studio Liverpool and we’re thrilled to welcome them back.  

    Firesprite is a creative and ambitious studio that is exceptional at building incredible experiences that truly showcase the potential of our hardware. The team’s technical and creative capabilities will be paramount to growing our stellar catalogue of exclusive games, and I think you’ll be excited for what’s to come. 

    Welcome to PlayStation Studios, Firesprite! 


    Today is an incredibly exciting day for Firesprite as we join PlayStation Studios with the backing of Hermen and the entire PlayStation Family. We are very much looking forward to the next part of our journey!

    Firesprite, headquartered in Liverpool in the North-West of the UK, was founded in 2012 with the vision of creating games that bring new innovations to any experience we develop. The North-West is steeped in gaming history, producing many iconic developers, publishers and games such as WipEout. Many of our ‘Sprites developed and shaped titles from this era and we are very proud of those roots!

    We’ve had the pleasure of working with many talented developers and publishers across the industry and PlayStation in particular has been a friend and co-development partner for the best part of a decade, collaborating together on many exciting projects including The PlayRoom, Run Sackboy! Run and The PlayRoom VR.

    PlayStation also gave us the opportunity to create our own IP, The Persistence, and we were given the creative freedom to explore, innovate, and release a survival horror game we are immensely proud of. Now, as a first party studio, we know we have the full support of PlayStation in furthering our heritage of combining creativity and technical innovation to offer some truly unique experiences for PlayStation fans.

    I firstly want to thank PlayStation and their community for the warm welcome into a family of incredible creators. I’d also like to thank all of our ‘Sprites, past and present, who have helped shape the Firesprite we see today. I’m proud of the talent we have at Firesprite and you’ll continue to hear and see more from us all very soon!

    We can’t wait to show you what we have been working on……we’re just getting started 😊!

    – Graeme Ankers, MD of Firesprite


    Website: LINK

  • Wir heißen Firesprite in der PlayStation Studios-Familie willkommen

    Wir heißen Firesprite in der PlayStation Studios-Familie willkommen

    Reading Time: 2 minutes

    Nachdem wir mehrere Jahre lang an verschiedenen Spielen eng zusammengearbeitet haben, unter anderem anThe Playroom (PS4) und The Playroom VR (PSVR), könnte ich nicht glücklicher sein, Firesprite als unser 14. Studio in der PlayStation Studios-Familie begrüßen zu dürfen! Einige Mitglieder von Firesprite kommen aus dem SIE Studio Liverpool und wir freuen uns, sie wieder bei uns begrüßen zu dürfen. 

    Firesprite ist ein kreatives und ambitioniertes Studio, das mit viel Talent außergewöhnliche Erlebnisse erschafft, die das volle Potenzial unserer Hardware demonstrieren. Die technischen und kreativen Fähigkeiten des Teams sind für die Erweiterung unseres herausragenden Katalogs exklusiver Spiele von entscheidender Bedeutung und ich glaube, ihr werdet begeistert sein von dem, was auf euch zukommt.

    Willkommen bei den PlayStation Studios, Firesprite!

    Es ist ein unglaublich aufregender Tag für Firesprite, da wir mit der Unterstützung von Hermen und der gesamten PlayStation Familie Teil der PlayStation Studios werden. Wir freuen uns sehr auf den nächsten Abschnitt unserer Reise!

    Firesprite, mit Hauptsitz in Liverpool im Nordwesten des Vereinigten Königreichs, wurde 2012 gegründet und verfolgt die Vision, Spiele zu entwickeln, die neue Innovationen in jedes von uns entwickelte Erlebnis einbringen. Der Nordwesten hat eine reiche Gaming-Geschichte vorzuweisen und schon zahlreiche kultverdächtige Entwickler, Publisher und Spiele wie WipEout hervorgebracht. Viele unserer ‘Sprites haben Titel aus dieser Ära entwickelt und mitgestaltet und wir sind sehr stolz auf unsere Vergangenheit!

    Wir hatten das Vergnügen, mit vielen talentierten Entwicklern und Publishern aus der gesamten Branche zusammenzuarbeiten und vor allem PlayStation war seit gut einem Jahrzehnt ein Freund und Co-Entwicklungspartner. Wir haben an vielen spannenden Projekten wie „The Playroom“, „Run Sackboy! Run“ und „The PlayRoom VR“ gearbeitet.

    PlayStation gab uns auch die Möglichkeit, unsere eigene IP zu schaffen – The Persistence – und wir hatten die kreative Freiheit, ein Survival-Horror-Spiel zu entwickeln, innovativ zu gestalten und zu veröffentlichen, auf das wir sehr stolz sind.  Als First-Party-Studio erhalten wir nun die volle Unterstützung von PlayStation, um unsere Tradition der Kombination von Kreativität und technischen Innovationen zu fördern und so den PlayStation-Fans ein wahrhaft einzigartiges Erlebnis zu bieten.

    Zunächst möchte ich PlayStation und der Community für den herzlichen Empfang in einer Familie unglaublicher Entwickler danken. Ich möchte auch allen unseren früheren und aktuellen ‘Sprites danken, die dazu beigetragen haben, das Firesprite zu gestalten, was wir heute kennen. Ich bin stolz auf das Talent, das wir bei Firesprite haben, und ihr werdet auch sehr bald mehr von uns hören und sehen!

    Wir können es kaum erwarten, euch zu zeigen, woran wir gearbeitet haben… Und wir fangen gerade erst an!

    Graeme Ankers, MD bei Firesprite

    Website: LINK

  • The Persistence Enhanced hits PS5 with visual and performance improvements June 11

    The Persistence Enhanced hits PS5 with visual and performance improvements June 11

    Reading Time: 3 minutes

    We’re so excited that The Persistence Enhanced launches on PS5 June 11. The Persistence Enhanced is fully optimised for the next-generation hardware with the inclusion of immersive DualSense wireless controller haptic feedback and adaptive triggers, as well as the inclusion of raytraced rendering and a host of other improvements. 

    Today we’re taking a closer look at what you can expect from The Persistence Enhanced on PS5 and how the next-gen technology enhances your gameplay experience aboard the decks of doomed deep space colony ship, The Persistence.

    The Persistence has been on an incredible journey since its initial PS VR exclusive release in 2018. Our team here at Firesprite were delighted to bring the game to the PS4 flat-screen last year and are thrilled to offer The Persistence Enhanced as another free update for existing owners of the game.

    This Enhanced Edition of our survival horror rogue-lite for PS5 flat-screen introduces a dynamic rasterized 4k60 fps Performance mode and 4k30 fps Quality mode which features real-time raytraced reflections and global illumination dialling the atmosphere and tension up to the max aboard the doomed starship.

    These visual updates don’t only look fantastic, they really enhance the core gameplay too.  Improved shadows, reflections and lighting provide cues as to the positions of the creatures that now inhabit The Persistence, alerting the player to any potential threats lurking in the dark corners alongside the immersive positional audio system implemented in game. Even if an encounter with one of the mutant horde proves fatal, you’ll find yourself very quickly reprinted into a new clone body ready for another run, thanks to instant loading on PS5.

    The DualSense controller brings entirely new dimensions of tactile immersion to your experience aboard The Persistence. With the haptic feedback and adaptive trigger functionality, the difference and profile of each weapon will be felt when picked up.

    This extends to melee combat also, from the impact of deflecting enemy attacks to the sensation of plunging a Peacekeeper Knife into the flesh of the aberrant creatures you’ll encounter and feeling the resistance as they fight and struggle for survival.

    The Persistence Enhanced features adaptive trigger pressure feedback for the various ranged weapons in the game such as the Sentinel, Valkryie, or the Grav Hook for example – each requiring different trigger pressure to master your attack. You’ll also feel the strikes and blows of different enemy attacks, and the hum of your shield as it activates, suppressing any onslaught.

    The update also features a host of quality-of-life improvements. With updated particle effects and tweaks to the HUD, UX and UI, as well as audio and combat tweaks, we think it’s a fantastic experience for both new players and those updating!

    The Persistence Enhanced arrives on PS5 June 11 and will be available as a free upgrade to players who own the game on PS4.

    Website: LINK

  • The Persistence Enhanced – jetzt erhältlich und vollständig optimiert für PS5

    The Persistence Enhanced – jetzt erhältlich und vollständig optimiert für PS5

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    Wir freuen uns riesig, euch heute mitteilen zu dürfen, dass The Persistence Enhanced ab sofort auf PS5 erhältlich ist! The Persistence Enhanced wurde vollständig für die Hardware der nächsten Generation optimiert. Dazu zählen nicht nur das immersive haptische DualSense-Feedback und die adaptiven Trigger, sondern auch das Raytracing-Rendering und eine ganze Reihe weiterer Verbesserungen. Heute möchten wir einen genaueren Blick darauf werfen, was euch in The Persistence Enhanced auf PS5 erwartet und wie die Next-Gen-Technologie euer Spielerlebnis an Bord des todgeweihten Weltraum-Kolonieschiffs, The Persistence, verbessern wird.

    The Persistence hat seit seiner ursprünglichen Veröffentlichung im Jahr 2018 – damals noch exklusiv für PS VR – eine unglaubliche Reise durchgemacht. Unser Team hier bei Firesprite hat fleißig daran gearbeitet, das Spiel letztes Jahr auch auf den flachen PS4-Bildschirm zu bringen und wir freuen uns wahnsinnig, The Persistence Enhanced nun als weiteres kostenloses Update für alle bisherigen Besitzer des Spiels anbieten zu können.

    Die Enhanced Edition unseres Survival-Horror-Roguelites für PS5 umfasst einen dynamischen rasterisierten „Performance“-Modus in 4K und 60 Bildern pro Sekunden sowie einen „Quality“-Modus in 4K und 30 Bildern pro Sekunde, der dank Features wie Raytracing-Reflexionen und globaler Beleuchtung in Echtzeit die Atmosphäre und die Spannung an Bord des todgeweihten Raumschiffs auf ein neues Level hebt.

    Die visuellen Updates sehen nicht nur umwerfend aus, sie wirken sich auch positiv auf das grundlegende Gameplay aus.  Verbesserte Schatten, Reflexionen und Beleuchtung bieten euch Anhaltspunkte auf die Positionen der Kreaturen, die sich auf der Persistence breitgemacht haben, und warnen den Spieler in Kombination mit dem immersiven 3D-Audiosystem des Spiels vor potentiellen Gefahren in den düsteren Winkeln des Schiffs. Und falls sich eine eurer Begegnungen mit der Mutantenhorde mal als tödlich herausstellt, schlüpft ihr dank der blitzschnellen Ladezeiten auf PS5 schnell wieder in einen neuen Klonkörper und seid bereit für euren nächsten Spieldurchlauf.

    Der DualSense-Controller verleiht eurem Spielerlebnis an Bord der Persistence eine völlig neue Dimension der Immersion. Das haptische Feedback und die adaptiven Trigger lassen euch sofort den Unterschied zwischen jeder Waffe spüren, die ihr im Spiel aufhebt.

    Aber auch eure Nahkämpfe werden sich komplett neu anfühlen – von den Einschlägen gegnerischer Attacken bis hin zu dem Gefühl, wenn ihr ein Peacekeeper-Messer in das Fleisch der abscheulichen Kreaturen rammt und spürt, wie sie ums Überleben kämpfen.

    The Persistence Enhanced bietet adaptives Trigger-Feedback für die zahlreichen Fernkampfwaffen im Spiel – darunter Sentinel, Valkyrie oder Greifhaken – und jede von ihnen erfordert unterschiedlich viel Druck auf den Trigger, um eure Angriffe zu meistern. Außerdem werdet ihr die Einschläge unterschiedlicher feindlicher Angriffe und die Vibration eures Schildes spüren, wenn es aktiviert wird, um Treffer abzufangen.

    Das Update bietet zudem eine ganze Reihe weiterer Komfortverbesserungen. Aktualisierte Partikeleffekte und Optimierungen des HUD, UX und UI sowie Verbesserungen des Audio- und Kampfsystems machen diese Version zu einem fantastischen Erlebnis für neue Spieler und erfahrene Veteranen gleichermaßen.

    The Persistence Enhanced ist jetzt erhältlich für PS5. Spieler, die das Spiel bereits auf PS4 besitzen, können sich über ein kostenloses Upgrade freuen.

    Website: LINK