Schlagwort: guerilla

  • LEGO Horizon Adventures erscheint am 14. November, alle Details zur Digital Deluxe Edition

    LEGO Horizon Adventures erscheint am 14. November, alle Details zur Digital Deluxe Edition

    Reading Time: 3 minutes

    Wir freuen uns sehr, ankündigen zu können, dass LEGO Horizon Adventures am 14. November 2024 erscheint! Es war unglaublich, die Reaktionen von allen auf das, was wir bisher gezeigt haben, zu sehen, und auch die Kreativität, die es bei LEGO-Baumeistern und Fan-Künstlern angeregt hat. 
     
    Die Vorbestellungen für das Spiel starten am 3. Oktober, also scrollt gerne nach unten für mehr Informationen zu den verfügbaren Editionen und seht euch unseren neuesten Trailer an! 

    LEGO Horizon Adventures erscheint am 14. November, alle Details zur Digital Deluxe Edition

    Wenn ihr eine physische Edition bei teilnehmenden Händlern1 oder eine digitale Edition auf der Plattform eurer Wahl vorbestellt, erhaltet ihr die LEGO-Version des klassischen Schildweberin-Outfits zur Verwendung im Spiel. 

    Die Digital Deluxe Edition bietet einige spannende Extras: 

    • Achterbahn-Anpassung | Ihr müsst euch nicht zwischen einem Dach und einer Achterbahn entscheiden! Ihr könnt beides haben und Freizeitpark-Spaß nach Mutterherz bringen! 
    • Drei ikonische Horizon-Outfits | Würdigt Aloys Abenteuer im eisigen Norden mit der Banuk-Rüstung, bringt eure innere Eklipse zum Vorschein mit dem Schatten-Getreue-Outfit oder bekämpft als Silberne Aloy Metall mit Metall! 
    • Ratchet- und Rivet-Outfits | Stürzt euch als intergalaktischer Supermechaniker Ratchet oder als transdimensionale Widerstandskämpferin Rivet ins Getümmel. 
    • Sackboy-Outfit | Sackboy aus LittleBigPlanet tauscht Wolle und Füllung gegen Steine und Noppen und ist bereit, mitzumischen! 

    Eine Standard Edition ist ebenfalls digital und physisch erhältlich. Erlebt Aloys spannende Reise, endlosen Koop-Spaß und ein umwerfendes Universum voller Dinosaurier-ähnlicher Roboter in LEGO Horizon Adventures!  
     
    LEGO Horizon Adventures erscheint am 14. November 2024 für PlayStation 5, PC2 und Nintendo Switch und kann ab dem 3. Oktober vorbestellt werden. Ihr könnt das Spiel auf der Plattform eurer Wahl vorbestellen. Ihr findet es im PlayStation Store, bei Steam, im Epic Game Store und im Nintendo eShop.

    Wir alle bei Guerrilla und Studio Gobo danken euch herzlich für euren Enthusiasmus und eure Unterstützung für LEGO Horizon Adventures! Mehr über das Spiel erfahrt ihr auf www.legohorizonadventures.com. Folgt Guerrilla auf Instagram, TikTok und YouTube, um die aktuellsten Neuigkeiten und Updates zu Horizon zu erhalten. 

    1 Verfügbarkeit variiert je nach Region/Land. Nordamerika und Kanada ausgeschlossen.
    2 PC-Version erfordert ein Konto für PlayStation Network.

    Website: LINK

  • Die Welt von Horizon Call of the Mountain mit neuen Augen betrachtet

    Die Welt von Horizon Call of the Mountain mit neuen Augen betrachtet

    Reading Time: 3 minutes

    In den letzten Monaten haben wir euch ein paar kurze Einblicke in Horizon Call of the Mountain gegeben, ein PlayStation VR2-Abenteuer, das am 22. Februar veröffentlicht wird. Heute wollen wir ein wenig Zeit mit Ryas verbringen, dem Charakter, den ihr in dieser neuen Geschichte durch die Welt von Horizon steuern werdet.

    Das Sonnenreich Carja taumelt noch von den blutigen Roten Raubzügen, einer Zeit der brutalen Angriffe und ritualisierter Opferungen, mit denen die Carja einst ihre Nachbarstämme quälten. Diese Raubzüge, die Tausende ihr Leben kosteten, endeten erst, als der Verrückte Sonnenkönig Jiran von seinem Sohn Avad gestürzt wurde.

    Die Nachbeben von Jirans Herrschaft zersplitterten den Stamm der Carja. Die einen waren dankbar, den ehemaligen Herrscher los zu sein, und blieben im Sonnenreich, während die ihrem König immer noch treu ergebenen Soldaten die Zitadelle in Sonnenfall stürmten und sich dort als „Carja im Schatten“ neu gruppierten.

    Ryas, der Protagonist von Horizon Call of the Mountain, gehörte früher zu diesen Soldaten. Nachdem er bei der Entführung des jungen Prinzen Itamen aus dessen Heimat Meridian eine Schlüsselrolle spielte, ist Ryas nun auf der Suche nach Wiedergutmachung und strebt danach, seine Ehre zurückzuerlangen.

    Ryas ließ sich freiwillig von den Carja gefangen nehmen und einsperren, woraufhin diese sein Leben verschonten. Nun haben der Sonnenkönig Avad und der Tadellose Marad eine Aufgabe für ihn. Als meisterhafter Kletterer, Bogenschütze und Jäger kann Ryas sich seine Freiheit verdienen, wenn er für sie einer neuen Bedrohung nachgeht. Ben McCaw, Studio Narrative Director bei Guerrilla, ergänzt: „Ryas ist aus den richtigen Gründen auf der falschen Seite gelandet. Seine Familie wurde auseinandergerissen und am Ende wurde er eingesperrt. Unsere Geschichte erzählt, was er seitdem gemacht hat.“

    Vor Ryas liegt ein gefährliches Abenteuer. Er mag zwar der Einzige sein, der die Mission ausführen kann, aber er ist keineswegs allein. Auf seiner Reise begegnen die Spieler neuen Figuren und treffen auch alte Bekannte wieder, wobei Ryas’ Vergangenheit durchaus Einfluss auf diese Begegnungen hat, erklärt Ben. „Schließlich kämpfte er einst aufseiten der Schatten-Carja, sodass Ryas’ Beziehungen zu diesen Leuten anfangs bestenfalls abweisend sind. Er muss Initiative zeigen und Wiedergutmachung leisten, wenn er je von ihnen akzeptiert werden will.“

    Da wäre zum Beispiel Hami, eine tapfere Soldatin des Sonnenreichs Carja, der die Schrecken der Roten Raubzüge erspart blieben, weil sie damals als Grenzwache eingesetzt wurde. Doch auch sie tut sich schwer damit, die Gräuel der Schatten-Carja zu vergeben und zu vergessen, denn sie verlor viele Freunde und Kameraden an den Konflikt. Sie hat die Aufgabe erhalten, Ryas zu begleiten, und lässt ihn ihren Unwillen darüber mit scharfem Witz und einem hitzigen Gemüt spüren. Doch Hamis Abscheu gegenüber allem, wofür Ryas steht, ist nur eine von vielen Herausforderungen, denen er sich stellen muss.

    Mit Horizon Call of the Mountain erleben die Spieler die Welt von Horizon aus einer neuen Perspektive, sowohl durch den beeindruckenden neuen Protagonisten Ryas als auch durch das PS VR2-Headset. Dank haptischem Feedback, intelligenter Blickerfassung und einem ultrabreiten Sichtfeld tauchen die Spieler unglaublich tief in Spiele ein, und Call of the Mountain weiß den Effekt noch zu verstärken, indem es sie auf die atemberaubendsten Gipfel des Sonnenreichs und darüber hinaus versetzt.

    Ben McCaw fügt hinzu: „Wir haben uns das Horizon-Erlebnis vorgenommen und von Grund auf für VR entwickelt. Deshalb fanden wir auch, dass wir einen neuen Protagonisten brauchten. Als meisterhafter Kletterer, Jäger und Entdecker bietet Ryas die perfekte Sicht auf die weitläufigen Ausblicke und die gefahrvolle Wildnis von Horizon.“

    Weitere Informationen zu Horizon Call of the Mountain findet ihr hier. 

    Website: LINK

  • Taucht ein in The Art of Horizon Forbidden West von Dark Horse Books

    Taucht ein in The Art of Horizon Forbidden West von Dark Horse Books

    Reading Time: 3 minutes

    Dark Horse Books, bekannt für großartig gestaltete und detaillierte Bücher und Comics, haben sich in die Welt von Horizon gewagt und eine umfassende Chronik zusammengestellt, die Fans und Sammler gleichermaßen erfreuen wird: The Art of Horizon Forbidden West – einschließlich einer Deluxe Edition mit zusätzlichem Bonusmaterial!

    Gebunden in einer vollfarbigen Hardcover-Ausgabe präsentiert The Art of Horizon Forbidden West über 200 Seiten voller Konzeptkunst und Kommentare der Entwickler zum neuesten Ableger der Horizon-Saga. Diese bietet Fans der Serie noch nie da gewesene Einblicke in die Entstehung der lebendigen Spielumgebungen, der grimmigen Maschinen und der faszinierenden Stämme des Sequels.

    Taucht ein in die atemberaubende Welt von Horizon

    Dieses Artbook präsentiert eine Chronik der Entwicklung von Horizon Forbidden West als spektakuläre visuelle Reise. In zwölf gemeinsam mit dem Art Team von Guerrilla kuratierten Kapiteln taucht The Art of Horizon Forbidden West tiefer denn je in die mysteriöse neue Grenzregion ein, die Aloy jenseits des Sonnenreichs erkundet.

    Verliert euch im bislang unerreichten Detailreichtum der post-postapokalyptischen Welt – von breitflächigen Panoramaansichten des Westens bis hin zu liebevoll gestalteten Stammesartefakten, die die stimmungsvollen Siedlungen des Spiels mit Leben erfüllen.

    „Die Konzeptkunst ist der erste beherzte Schritt in die unbekannten Regionen von Aloys Welt“, erklärt Misja Baas, Projekt Art Director bei Guerrilla, im Vorwort des Buches. „Es ist ein Prozess der Entdeckungen. Die Bilder sind ehrgeizig, wunderschön und voller Fantasie. Sie sind groß in ihrem Maßstab und clever im Detail.“

    „Aber was mich beim Blättern durch diese Seiten mit überlebensgroßen Ansichten voller toller Ideen und atemberaubender Maschinen am meisten fasziniert, ist das Gefühl, dass unsere Vision in Horizon Forbidden West annähernd vollkommen Wirklichkeit geworden ist. Und an einigen Stellen wurden unsere Vorstellungen sogar noch übertroffen.“

    Wählt die Standard oder die Deluxe Edition

    The Art of Horizon Forbidden West erscheint in zwei Ausgaben:

    ● The Art of Horizon Forbidden West – Standard Edition
    ● The Art of Horizon Forbidden West – Deluxe Edition

    Die in exklusives, wunderschönes Gold-Hardcover gebundene Deluxe Edition präsentiert ein Folio mit Druck in Galeriequalität und einen von Far Zenith inspirierten Schuber. Die Seiten, auf denen die visuell eindrucksvolle Welt von Horizon dargestellt ist, muten mit ihren qualitativ hochwertigen Druckeffekten einschließlich Metallic-Papier und Prägungen selbst schon futuristisch an.

    In Kürze beim Einzelhändler in eurer Nähe

    Beide Editionen von The Art of Horizon Forbidden West sind ab dem 25. April 2023 in den Buchhandlungen und ab dem 26. April 2023 in den Comicläden erhältlich! Bestellt euer Exemplar ab sofort bei AmazonBarnes & Noble oder beim Comicladen oder Buchhändler eures Vertrauens vor.

    Nähere Informationen findet ihr auf der Internetseite von Dark Horse.

    * Unverbindliche Preisempfehlung. Preisabweichungen im Handel möglich. Informiert euch bitte bei eurem Einzelhändler vor Ort über die Preise in eurer Region.

    Website: LINK

  • PlayStation Studios Extra Life Game Day Livestream Event, Saturday November 5

    PlayStation Studios Extra Life Game Day Livestream Event, Saturday November 5

    Reading Time: 2 minutes

    Mark your calendars! PlayStation Studios is set to host an all-day livestream event on Saturday, November 5th for Extra Life Game Day to raise money for a great cause! Join Bend Studio, Guerrilla, Insomniac Games, and San Diego Studio for a day full of fun, laughter, and some friendly competition to raise funds for Children’s Miracle Network Hospitals.

    PlayStation Studios Extra Life Game Day Livestream Event, Saturday November 5

    PlayStation Studios will play a variety of games during the livestream from new releases to PlayStation classics and will be asking you, our incredible fans, to help us meet our donation goal of $10,000. And guess what? To thank you for all your support, you will have the chance to receive some awesome PlayStation merchandise in a special giveaway during the livestream, including a DualSense™ Wireless Controller, PS5 HD Camera, and more!* (See official rules here)

    Donate or find out more on the Tiltify Cause Page for Children’s Miracle Network Hospitals.** “Extra Life Game Day is a way for all of us to come together to spend a day playing the games we love and to raise money for a cause we believe in,” says Hermen Hulst, Head of PlayStation Studios. All donations go to Children’s Miracle Network Hospitals to fund critical life-saving treatments and healthcare services, along with innovative research, vital pediatric medical equipment, and child life services across the U.S. and Canada.

    Now, get ready for a full day of games, good vibes, and fun times!

    Check out the livestream schedule below! You can tune into each studio’s Twitch channel or catch them throughout the day on the official PlayStation Twitch channel. The livestream event kicks off at 9AM PT!

    PlayStation Studios Extra Life Game Day Schedule

    Saturday, November 5
    Schedule subject to change

    STUDIO   TIME (PT)
    Guerrilla 9:00AM – 1:00PM
    San Diego Studio 10:00AM – 3:00PM
    Insomniac Games 10:30AM – 7:00PM
    Bend Studio 10:30AM – 9:00PM
    PlayStation Studios 12:00PM – 1:00 PM

    About CMN Hospitals 

    More than 10 million kids enter a children’s hospital across North America every year. To provide the best care for kids, children’s hospitals rely on donations and community support, as Medicaid and insurance programs do not fully cover the cost of care. Since 1983, Children’s Miracle Network Hospitals has helped fill those funding gaps by raising more than $7 billion, most of it $1 at a time through Miracle Balloon icon campaigns. Its various fundraising partners and programs support the nonprofit’s mission to save and improve the lives of as many children as possible.

    Learn more about Children’s Miracle Network Hospitals and your local children’s hospital: cmnhospitals.org.

    *No purchase necessary. Only open to US residents, 18+. Void where prohibited. Sweepstakes end 11/05/22. See full rules: (See official rules here)
    **Any personal info you provide through Tiltify is subject to Tiltify’s privacy policy.

    Website: LINK

  • Erhaltung der Kunst in Tildas Halle in Horizon Forbidden West

    Erhaltung der Kunst in Tildas Halle in Horizon Forbidden West

    Reading Time: 3 minutes

    Während die atemberaubenden Landschaften des Verbotenen Westens ein post-postapokalyptisches Nordamerika darstellen, so entstand die Welt von Horizon in einem Studio im Herzen von Amsterdam. Bei Guerrilla freuen wir uns immer, unserer internationalen Community unsere niederländischen Wurzeln zu präsentieren. Als sich die Gelegenheit bot, mit dem Rijksmuseum zusammenzuarbeiten, mussten wir sie also ergreifen.

    Das Rijksmuseum ist das nationale Kunst- und Geschichtsmuseum der Niederlande. Seine Sammlung umfasst die berühmten Werke niederländischer Meister wie Rembrandt und Vermeer. In Zusammenarbeit mit den Experten des Museums wurde eine Handvoll dieser Kunstwerke ausgewählt, die während eines zentralen Moments in der Story von Horizon Forbidden West gezeigt werden.

    Das Ergebnis ist ein Erlebnis, das nicht nur die Bedeutung der Erhaltung kultureller Artefakte unterstreicht, sondern auch zeigt, wie Kunst uns dabei hilft, Emotionen zu verarbeiten und uns miteinander zu verbinden.


    Spoilerwarnung: Der folgende Teil enthält starke Horizon Forbidden West Story Spoiler!


    “Lehne die beruhigende Wirkung von Kunst nicht so schnell ab. Oder die Erkenntnisse daraus.” Dies sind die Worte von Tilda van der Meer, einem neuen Hauptcharakter in Horizon Forbidden West. Ursprünglich sollte sie eine unsterbliche Raumfahrerin sein, die nach tausendjähriger Abwesenheit auf die Erde zurückkehrt. Nach einem Treffen mit dem Rijksmuseum im Jahr 2019 machte das Erzählerteam von Guerrilla sie jedoch zu einer niederländischen Technologin, Authentifizierungsexpertin und Kunstsammlerin, die darum kämpft, Teile der Sammlung des Museums vor dem Zahn der Zeit zu bewahren.

    Als das Rijksmuseum Tildas neue Beschreibung sah, inspirierte dies die kuratorische Assistentin Denise Campbell und ihr Team, zehn perfekte Stücke für die im Spiel gezeigte Sammlung auszuwählen, von denen jedes mit Tildas Persönlichkeit in Einklang steht.  

    Guerrilla arbeitete dann daran, einen Raum im Spiel zu schaffen, um diese Werke zur Schau zu stellen, die ein Jahrtausend lang erhalten blieben: die Halle im Inneren von Tildas Villa. Als Aloy das erste Mal die Halle betritt, ist sie von den großartigen Werken fasziniert, die an den hohen Betonwänden und Sockeln hervorstechen. In diesem stimmungsvollen Bereich können Aloy – und der Spieler – so lange verweilen, wie sie es möchten und die Stücke mit Tilda durch Aloys Fokus erörtern. Letztendlich stellt dies eine Verbindung zwischen beiden Charakteren dar (die von Ashly Burch und Carrie-Anne Moss wunderbar gespielt wurden), die sich durch ihre gegenseitige Bewunderung und Interpretation von Tildas Sammlung äußert.

    Das Rijksmuseum war in den letzten Jahren ein fabelhafter Kollaborator – von der sorgfältigen Auswahl der Sammlung bis zum heutigen Tag. Es lädt alle Horizon Forbidden West-Fans und Kunstliebhaber gleichermaßen herzlich ein, jederzeit an der Aloy-Tour teilzunehmen und die prächtige Sammlung in den historischen Museumssälen aus nächster Nähe zu betrachten. Die zehn ausgewählten Werke sind:

    • Die Nachtwache, Rembrandt van Rijn, 1642
    • Briefleserin in Blau, Johannes Vermeer, ca. 1663
    • Rembrandts Sohn Titus im Franziskanerhabit, Rembrandt van Rijn, 1660
    • Jeremia beklagt die Zerstörung Jerusalems, Rembrandt van Rijn, 1630
    • Dame beim Musikstudium, Han van Meegeren, 1935 – 1940
    • Selene und Endymion, Gerard de Lairesse, ca. 1680
    • Ein Schiff auf hoher See in einem schweren Sturm, auch bekannt als “Der Windstoß”, Willem van de Velde II., ca. 1680
    • Kanne mit Deckel für die Amsterdamer Gilde der Goldschmiede, Adam van Vianen I., 1614
    • Rausch, Artus Quellinus I. (zugeschrieben), nach 1648 – vor oder ins Jahr 1662
    • Zechbruder, Adriaen de Vries, 1626

    Wenn ihr mehr darüber erfahren möchtet, wie wir Tildas Halle erschaffen haben und welche bedeutenden Kunstwerke im Spiel gezeigt wurden, schaut euch das folgende Video an:

    Erhaltung der Kunst in Tildas Halle in Horizon Forbidden West

    Schlagt bei den Frühlingsangeboten im PlayStation Store zu!

    Website: LINK

  • Accessibility features in Horizon Forbidden West

    Accessibility features in Horizon Forbidden West

    Reading Time: 6 minutes

    With the launch of Horizon Forbidden West only a few days away, we are keen to share some of the accessibility features that will be available for our players. Early on in the game’s development, we established that we wanted to bring the game to as many fans as possible and create an immersive and accessible experience that can be enjoyed by everyone. Some of these return from Horizon Zero Dawn, and some are newly added as we’ve continued to learn and understand more about the needs of our players.

    We hope these features help craft the gameplay experience that works best for you, and look forward to hearing your feedback so we can finetune even further!

    General Accessibility Settings

    There are a couple of things that are automatically enabled upon starting the game, one of them being subtitles. You also have the option to change the size and background used with subtitles for better visibility. You can select your preferred language (both spoken and subtitles) when starting the game for the first time.

    In the game menu you can find the Notebook, an expansive encyclopedia containing useful information about characters, machines, and datapoints found in the world. We wanted to ensure that any help can easily be found while you are playing, should you need guidance, so we added a separate Tutorials section to study up on game mechanics or controls.

    Difficulty Settings

    We understand that every player wants their own type of challenge in the Forbidden West, so we have five difficulty settings that are tailored to give you the experience you prefer; from Story Mode which eases the combat experience so you can focus on exploration and story, to Very Hard which presents you with a tough, demanding combat experience and really tests your skills.

    We’re also introducing the Custom Difficulty setting, which allows you to adjust damage levels that Aloy deals and receives to/from enemies, giving more flexibility in adjusting combat difficulty.

    Horizon Forbidden West has a focus on hunting machines, then detaching and looting their resources to craft ammo and upgrade equipment. Many of these resources can be destroyed if not detached before the machine is killed. This can be challenging, so we have introduced an Easy Loot system. Turning the Easy Loot option on means that any resource components that are still attached when killing a machine are added to its loot inventory. This lessens the need to detach those components during combat. This system is the default for Story and Easy difficulties as well as an option in Custom mode.

    Controller Settings

    As Aloy is a skilled and agile hunter, it is important that the controls be as intuitive and comfortable to use, allowing Aloy to use her full range to succeed. With this in mind we have introduced a number of options to make these controls as accessible as possible.

    Horizon Forbidden West has a few presets for controls (including left-handed support), but we also implemented fully remappable gameplay controls with guidance on any potential conflicts; meaning you can fully customize which button or input does what. There are also several options to swap between Toggle or Hold where applicable, invert the X or Y axis.

    Another new feature is the Co-pilot system, which grants a second PlayStation controller with mirrored controls access to the game. This only requires another controller (DualSense controller for PS5, DualShock 4 controller for PS4) and a second user profile. The Co-pilot system was implemented thanks to incredible feedback and support from our sightless accessibility consultant.

    Horizon Forbidden West also features optional motion sensor controls; using the DualSense wireless controller’s built-in accelerometer and gyroscope you can make intuitive micro-adjustments to aimed shots for that extra touch of precision.

    There are sliders for the sensitivity of movement as well as Dead Zone settings for the analog sticks. You can also Quick Swap between weapons with one tap, and swap the functionality of the left and right sticks for character and camera movement.

    As the PS5 version of the game makes use of the adaptive triggers and vibrations, we have introduced settings for players that find these options challenging: you can change the vibration intensity on cinematics, traversal, combat, UI, or the environment, and you can disable the adaptive triggers when wielding weapons.

    Gameplay Assist Settings

    These settings are aimed at supporting players who may experience difficulties with any aspect of the game.

    When it comes to weapons and combat, you can, for example, adjust how much the game slows down when the Weapon Wheel (which allows you to quickly equip a weapon) is activated or enable Aim Assist. You can increase the duration of Concentration, which temporarily slows down time when you aim your bow, or even set Auto Concentration (if you have Concentration left) which saves you from having to activate it yourself in tricky combat situations.

    Some other automatic settings to save you a button click are Auto Sprint, Auto Heal (when below 50% health), and Auto Shieldwing (which deploys when you fall from great heights, once this ability is unlocked). There’s also a setting called Climbing Annotations Always On, this makes the available climb options easier to see without requiring use of the Focus . Please note that some of the Auto settings only work in Story/Easy and Custom difficulty modes.

    Horizon Forbidden West spans across a huge area, so we have implemented some guidance tools to help you navigate this vast and vibrant world. You can choose if you want to explore the world with minimal guidance, or if you’d like to see markers to help you reach your quest destination. The same goes for waypoints, which are dynamically placed markers to help navigate. For longer travels, you can select Mount Follows Road, so your mount will navigate you to your goal with minimal player input.

    There are pop-up reminders on how to use abilities, weapons, or engage with certain enemies, which you can toggle on or off. If you boot up the game again after shutting down your console, there’s a Story So Far screen to help get back into the swing of things. While PS4 players might encounter the occasional loading screen (including helpful hints), PS5 players can toggle between Informative and Immediate, since the game loads a lot quicker and some might prefer to read the loading screen tips.

    Audio and Visual Settings

    There’s a couple of settings here that are specifically aimed at reducing any discomfort our players might experience. Visually, you can finetune the camera shake and motion blur settings, and completely customize the game’s HUD to control what information is visible to you, and when.

    You can also decide on the size of the subtitles and toggle whether they are displayed on a background or not.

    Audio-wise, there are individual volume controls for music, speech, and sound effects. You can also force Mono Audio, and you can remove Tinnitus sounds – these are triggering sounds (e.g. machine shrieks) which are similar to Tinnitus sounds.

    In the PS5 version, there are also additional options to trim the volume of machine sounds, weapon and explosion sounds, or ambient sounds. This could be especially helpful for people who are easily overstimulated.

    These are just some of the features we have included and we will continue to look at ways to make Horizon Forbidden West even more accessible, so we look forward to your feedback over the coming weeks! A big thanks to our accessibility advocates and playtesters, as well as our own Guerrillas and our colleagues across various PlayStation Studios for their invaluable support and input during development.

    See you on February 18!

    Website: LINK

  • Accessibility features in Horizon Forbidden West

    Accessibility features in Horizon Forbidden West

    Reading Time: 6 minutes

    With the launch of Horizon Forbidden West only a few days away, we are keen to share some of the accessibility features that will be available for our players. Early on in the game’s development, we established that we wanted to bring the game to as many fans as possible and create an immersive and accessible experience that can be enjoyed by everyone. Some of these return from Horizon Zero Dawn, and some are newly added as we’ve continued to learn and understand more about the needs of our players.

    We hope these features help craft the gameplay experience that works best for you, and look forward to hearing your feedback so we can finetune even further!

    General Accessibility Settings

    There are a couple of things that are automatically enabled upon starting the game, one of them being subtitles. You also have the option to change the size and background used with subtitles for better visibility. You can select your preferred language (both spoken and subtitles) when starting the game for the first time.

    In the game menu you can find the Notebook, an expansive encyclopedia containing useful information about characters, machines, and datapoints found in the world. We wanted to ensure that any help can easily be found while you are playing, should you need guidance, so we added a separate Tutorials section to study up on game mechanics or controls.

    Difficulty Settings

    We understand that every player wants their own type of challenge in the Forbidden West, so we have five difficulty settings that are tailored to give you the experience you prefer; from Story Mode which eases the combat experience so you can focus on exploration and story, to Very Hard which presents you with a tough, demanding combat experience and really tests your skills.

    We’re also introducing the Custom Difficulty setting, which allows you to adjust damage levels that Aloy deals and receives to/from enemies, giving more flexibility in adjusting combat difficulty.

    Horizon Forbidden West has a focus on hunting machines, then detaching and looting their resources to craft ammo and upgrade equipment. Many of these resources can be destroyed if not detached before the machine is killed. This can be challenging, so we have introduced an Easy Loot system. Turning the Easy Loot option on means that any resource components that are still attached when killing a machine are added to its loot inventory. This lessens the need to detach those components during combat. This system is the default for Story and Easy difficulties as well as an option in Custom mode.

    Controller Settings

    As Aloy is a skilled and agile hunter, it is important that the controls be as intuitive and comfortable to use, allowing Aloy to use her full range to succeed. With this in mind we have introduced a number of options to make these controls as accessible as possible.

    Horizon Forbidden West has a few presets for controls (including left-handed support), but we also implemented fully remappable gameplay controls with guidance on any potential conflicts; meaning you can fully customize which button or input does what. There are also several options to swap between Toggle or Hold where applicable, invert the X or Y axis.

    Another new feature is the Co-pilot system, which grants a second PlayStation controller with mirrored controls access to the game. This only requires another controller (DualSense controller for PS5, DualShock 4 controller for PS4) and a second user profile. The Co-pilot system was implemented thanks to incredible feedback and support from our sightless accessibility consultant.

    Horizon Forbidden West also features optional motion sensor controls; using the DualSense wireless controller’s built-in accelerometer and gyroscope you can make intuitive micro-adjustments to aimed shots for that extra touch of precision.

    There are sliders for the sensitivity of movement as well as Dead Zone settings for the analog sticks. You can also Quick Swap between weapons with one tap, and swap the functionality of the left and right sticks for character and camera movement.

    As the PS5 version of the game makes use of the adaptive triggers and vibrations, we have introduced settings for players that find these options challenging: you can change the vibration intensity on cinematics, traversal, combat, UI, or the environment, and you can disable the adaptive triggers when wielding weapons.

    Gameplay Assist Settings

    These settings are aimed at supporting players who may experience difficulties with any aspect of the game.

    When it comes to weapons and combat, you can, for example, adjust how much the game slows down when the Weapon Wheel (which allows you to quickly equip a weapon) is activated or enable Aim Assist. You can increase the duration of Concentration, which temporarily slows down time when you aim your bow, or even set Auto Concentration (if you have Concentration left) which saves you from having to activate it yourself in tricky combat situations.

    Some other automatic settings to save you a button click are Auto Sprint, Auto Heal (when below 50% health), and Auto Shieldwing (which deploys when you fall from great heights, once this ability is unlocked). There’s also a setting called Climbing Annotations Always On, this makes the available climb options easier to see without requiring use of the Focus . Please note that some of the Auto settings only work in Story/Easy and Custom difficulty modes.

    Horizon Forbidden West spans across a huge area, so we have implemented some guidance tools to help you navigate this vast and vibrant world. You can choose if you want to explore the world with minimal guidance, or if you’d like to see markers to help you reach your quest destination. The same goes for waypoints, which are dynamically placed markers to help navigate. For longer travels, you can select Mount Follows Road, so your mount will navigate you to your goal with minimal player input.

    There are pop-up reminders on how to use abilities, weapons, or engage with certain enemies, which you can toggle on or off. If you boot up the game again after shutting down your console, there’s a Story So Far screen to help get back into the swing of things. While PS4 players might encounter the occasional loading screen (including helpful hints), PS5 players can toggle between Informative and Immediate, since the game loads a lot quicker and some might prefer to read the loading screen tips.

    Audio and Visual Settings

    There’s a couple of settings here that are specifically aimed at reducing any discomfort our players might experience. Visually, you can finetune the camera shake and motion blur settings, and completely customize the game’s HUD to control what information is visible to you, and when.

    You can also decide on the size of the subtitles and toggle whether they are displayed on a background or not.

    Audio-wise, there are individual volume controls for music, speech, and sound effects. You can also force Mono Audio, and you can remove Tinnitus sounds – these are triggering sounds (e.g. machine shrieks) which are similar to Tinnitus sounds.

    In the PS5 version, there are also additional options to trim the volume of machine sounds, weapon and explosion sounds, or ambient sounds. This could be especially helpful for people who are easily overstimulated.

    These are just some of the features we have included and we will continue to look at ways to make Horizon Forbidden West even more accessible, so we look forward to your feedback over the coming weeks! A big thanks to our accessibility advocates and playtesters, as well as our own Guerrillas and our colleagues across various PlayStation Studios for their invaluable support and input during development.

    See you on February 18!

    Website: LINK

  • Horizon Forbidden West: Master Aloy’s new abilities

    Horizon Forbidden West: Master Aloy’s new abilities

    Reading Time: 9 minutes

    The open world of Horizon Zero Dawn is a true playground for players. Gallop through the wilds on your trusty Charger to take in the lush environments and vibrant settlements. Embrace your inner hunter and sneak through bandit camps, taking down enemies silently and disable any means for them to call for back-up. Or climb to the highest mountains for gorgeous views and mysterious Old World secrets… 

    Horizon Forbidden West, our upcoming sequel and continuation of Aloy’s action-packed adventure, is built on the same principles of player freedom; in fact, it was important to the team at Guerrilla to offer even more ways to explore and experience the world.


    Spoiler Alert: Please note this article contains some spoilers for Horizon Zero Dawn and its storyline.


    Travel through the Forbidden West

    In the gameplay trailer, you’ll have seen Aloy using a variety of new tools in the Forbidden West. “Building upon the foundation of Horizon Zero Dawn, we have added a number of new ways to move through the world,” says David McMullen, Lead Systems Designer at Guerrilla. “Aloy can climb freely on and across huge sections of rocky terrain; even more machine types can be used as mounts; grapple points can be found throughout the environment which allows agile vertical traversal; swimming underwater has opened up a whole new aspect of exploration; and gliding with the Shieldwing provides the ultimate view of the beautiful world of Horizon Forbidden West – not to mention a quick way down from great heights!”

    Captured on PS5

    Before we dive deeper into some of these new mechanics, David will share some insights about the development process, the challenges that come with it, and why it was a goal for the team to increase the amount of player freedom throughout Aloy’s adventure. 

    “Our traversal design decisions were always in service of increasing dynamic interactivity with the world around you. This could be to empower the player to manipulate and destroy their environment with a tool like the Pullcaster; or grapple-launching into a glide with the Shieldwing to set yourself up for a strike from above. What excites us most is how our mechanics, new and old, synergistically interact with each other to provide varied and dynamic approaches to any scenario.’ 

    ‘This wide array of new options also posed challenges to how we think about level design. We need to allow for players to outsmart us, using new moves or tools to bypass some of our challenges in clever and unpredictable ways. Traversal puzzles won’t always have a binary solution; we encourage players to experiment and have fun with the new tools. We will offer a variety of challenges, regardless of playstyle or skill or previous experience in Horizon Zero Dawn.”

    And of course, the new features of the PlayStation 5 hardware presented another exciting challenge. While Horizon Forbidden West is developed and published for both PS4 and PS5 from the ground up, there are some highlights for those who will play on the latter console.

    “The DualSense wireless controller is heavily featured throughout our mechanics,” David says. “From the scrape of rubble as you push a crate, to the sensation of an unravelling winch as you use the Pullcaster — with the increased adaptive trigger tension as you pull! We’ve also added extra tactile dimensions to increase both the gameplay value and the feeling of being part of the world Aloy is moving around in; these can be subtle as the sensation of grass brushing around you to indicate you are entering stealth grass, or the pop of the adaptive trigger as you reach maximum draw with a bow. We even use the absence of adaptive tension to help communicate when you’re out of ammo.”

    Immersive exploration

    Our Horizon community loves discovering new areas and climbing up high vantage points; to this day they share lots of images, videos, and memories of their adventures in-game! This level of immersive exploration was naturally something the team at Guerrilla took to heart during development of the sequel, David mentions.

    “The free climbing system in Horizon Forbidden West is a huge feature we are extremely excited about, as it has allowed us to make large sections of the terrain climbable (where it makes sense visually and narratively) in a way not previously possible in Horizon Zero Dawn. Rocky surfaces in these areas are freely climbable without the use of tribal handholds!’

    Captured on PS5

    ‘Another addition was the high vault traversal mechanic, which essentially allows Aloy to hoist herself on top of any object of jumpable height with room to pull up. Combined with the ability to free climb and adding grapples to our environment, the potential for exploration is greatly increased.”

    Two other reveals from the Horizon Forbidden West gameplay trailer that have fans – and Guerrillas  – very excited are the previously mentioned Pullcaster and Shieldwing: new tools at Aloy’s disposal to make her more agile during both exploration and the inevitable battles she’ll be fighting in the West.

    “The Pullcaster is a mechanical wrist-mounted device with two separate functions,” David explains. “The first function is a grapple mechanic, allowing the player to swiftly and easily ascend the environment and providing a dynamic traversal/escape option to the player toolkit. When grappling, the player can activate the launch — throwing them into the air, where they can grab a higher ledge, fire their bow, glide, strike-from-above or even grapple to a further point.’ 

    ‘The second function of the Pullcaster is a winch, meaning the player can dynamically manipulate, move and destroy the objects in the environments. Think about pulling a hidden loot chest from a ledge, or tearing open a vent to create a new climb path.”

    “The Shieldwing was always a team favorite, it provides not only the most exhilarating way to return from an epic climb but also the most picturesque! This tool is invaluable with having so much more verticality, where backtracking down the same trail holds less of an appeal as on the way up.’

    ‘Hopefully players appreciate this level of freedom, as well as new gameplay, combat and exploration opportunities. The Shieldwing combines well with numerous other mechanics both in and out of combat, such as landing on your mount, ziplining, the strike from above skill, and more…”

    A majestic but dangerous frontier

    While exploration and traversing around the world all sound idyllic, the Forbidden West is also full of danger, with many unknown enemies and a roster of new machines for Aloy to deal with. It’s imperative to have the right weapons, ammunition, and skills available for when you stumble upon an enemy base, or an angry Tremortusk… 

    As with traversal, it was similarly important to evolve combat design further from Horizon Zero Dawn, and build on the principles of player freedom and choice in an open world. With new combat mechanics, enemy types, and weapon variation (to name a few aspects), players can easily assess a dangerous situation and choose how to enter a combat scenario – then actively swap between combat tactics.

    Guerrilla’s Lead Combat Designer, Dennis Zopfi, shares how the team expanded its key features in Horizon Forbidden West. “One of the focus points that influenced all our combat decisions was increased player choice, and we applied this to everything: melee, weapons, outfits, skills and other new mechanics. We wanted to give players more tools, depth and dials to play with.’

    ‘One entirely new concept in Horizon Forbidden West is the workbench, where you can upgrade and strengthen weapons and outfits. This unlocks new perks, mod slots, skills, and offers a bigger degree of customization, resistances, and new abilities for players!”

    Another way to upgrade Aloy’s abilities is through the skill tree. “In Horizon Zero Dawn, skills were bought and unlocked as you levelled up,” Dennis explains. “While that principle remains in the sequel, we completely redesigned the skill tree with additional tracks and skills; within the skill tree, skills also synergize with those that are either already present on outfits or need to be unlocked on them.”

    If you read our previous blog on Aloy , you’ll have learned about how character development has multiple teams involved; the Combat team also plays a huge role in her evolution. 

    Dennis agrees: “We always start with the character and how we want the player to perceive her during gameplay. In Aloy’s case this means traits like smart, fast, agile, precise, and resourceful; our role is to translate these into game mechanics. Of course having launched Horizon Zero Dawn already, we had a base to start from, so for Horizon Forbidden West we looked at where these traits can come through stronger or maybe what could be added. There are the direct combat mechanics, like shooting and melee, but also indirect ones, like the skills, outfits, upgrades, and weapon techniques. It is a nice design challenge to make all these behind the scenes systems work together in the engine.”

    New weapons and tools

    And it’s not just Aloy who’s evolved since Horizon Zero Dawn. The Forbidden West is a majestic yet dangerous frontier with many mysterious threats that Aloy might encounter. This creates an additional goal for Dennis and the teams to make sure she has the right weapons and tools available to handle these battles.

    “We wanted to bring melee and ranged combat closer together,” says Dennis. “Aloy is not a character who deals with brute force, so we were looking for ways to have the player go back and forth between melee and range, where she could use her precise bow skills to work towards a big payoff moment. A new example of a skill that does this is the Resonator Blast, where you charge up the spear with melee hits and when fully powered up, the energy can be placed on enemies (humans and machines alike) and followed up with a projectile – resulting in a big damaging explosion!’

    ‘Then there is the Valor Surge feature; there are 12 in total, with each of them representing and strengthening a specific approach to the game. You unlock and upgrade them through the skill tree with skill points. There are three levels of each Valor Surge: the higher the level, the longer the charge up, but the more powerful the attack.’

    “This level is shown on the purple bar you could see during the gameplay trailer: you’ll receive more Valor – or charge up that bar – through skillful actions such as hitting weak spots on enemies or removing components. In the video you could see Aloy perform the Radial Blast on the burly Tenakth warrior. ’

    “It was also important to reward players who go into a melee situation, as it’s very dangerous to be so close to enemies, especially the machines! If you are skilled and daring, you can do some really good damage with these new features – just be careful!”

    Aside from these encounters, there’s another level of combat skill needed now that some enemy factions can mount machines. Players will have to keep a close eye on both the enemy mount and its rider, according to Dennis.

    “In Horizon Zero Dawn, machine and humanoid encounters were very separate; they never really operated as a group against Aloy. The world has changed in Horizon Forbidden West, with more danger, more enemy factions, and more machines – and they can now fight together in groups, which poses a real challenge for our hero, and the player.’

    “When it comes to mounted combat, the player will have to adapt and decide whom to take out first and in what most effective way; human enemies have weapons, attacks, and abilities that machines don’t and vice versa, so they complement each other in these encounters; keeping you on your toes!”

    In the gameplay trailer, Aloy has a host of new weapons at her disposal. Familiar weapons like the Hunter Bow, Sharpshot Bow, and the Blast Sling will of course return, but there are plenty of new weapons to try out too.

    “The goal for the weapons in Horizon Forbidden West was to give each of them a stronger personality, which is also expressed in how you have to handle them,” Dennis smiles. “Each weapon has their strengths and weaknesses in terms of the ideal situations to use them in.’

    “The Spike Thrower, for example, is a new, high damage weapon which, when thrown at the right moment, makes it easier to hit larger targets. For elemental damage, such as fire or adhesive, you can choose to stick with the Blast Sling, and so forth. Each weapon comes with different perks, ammo types, and weapon coil slots to customize them further — though some weapons need to be upgraded first before you can make them stronger.”

    More freedom and dynamic gameplay

    As both David and Dennis have demonstrated, increased player freedom and player choice was absolutely at the heart of Horizon Forbidden West’s development cycle:

    “There’s a number of other subtle yet impactful additions that enable more dynamic gameplay,” summarizes David. “Just to name a few examples: Aloy can wall jump, leap away from a climb surface, high vault, and more. While these might sound like small things, combined they make for engaging environmental challenges and more player options.”

    Dennis attests to that: “We put a lot of effort into creating more choice and depth for the players, and are super excited to see how people will play as Aloy with so many new possibilities of skills, weapons and gear she can obtain throughout the mysterious Forbidden West. We had a lot of fun creating cool and powerful combinations for players to discover, and we hope people will enjoy the game when it launches!”

    For more information on Horizon Forbidden West, please visit here. See you soon for our next developer blog.

    Read more about Horizon Forbidden West

    Website: LINK

  • The music of Horizon Forbidden West: meet the composers

    The music of Horizon Forbidden West: meet the composers

    Reading Time: 8 minutes

    Last week, we finally got our first proper look at what awaits us – and Aloy – in Horizon Forbidden West. Guerrilla tantalised us with new gameplay mechanics to master, new Machines to overcome and new locations to explore. And accompanying that visual showcase was the alluring yet all-too short debut of some of the game’s soundtrack. Today, we get to linger on that score. 

    Firstly, the chance to absorb four tracks from that State of Play demo in isolation, forming The Isle of Spires EP that’s just released onto streaming services – listen to it here

    Secondly, we’re excited to reveal the composers behind the music of Horizon Forbidden West. Joris de Man, Niels van de Leest and composing duo The Flight all return from Horizon Zero Dawn, and are joined on the sequel by Oleksa Lozowchuk. 

    To mark the EP’s release, and share the first details of what players should expect from them for Horizon Forbidden West, we brought the composers and Guerrilla Music Supervisor Lucas Van Tol together for a roundtable discussion. That wide-ranging chat tackles amongst other things, the challenges of building upon what went before, deciding who worked on what (“we have a lot more music than in Horizon Zero Dawn,” Van Tol explains of the necessity) and individual approaches to composing (fun fact: one composer builds their own instruments). But first, introductions:

    The music of Horizon Forbidden West: meet the composers

    Getting the band back together 

    Consideration for the sequel’s music began “since the moment we knew there would be [one],” jokes Van Tol. 

    Guerrilla’s Music Supervisor is credited not only with defining which aspects of Horizon Forbidden West’s music each of the four composers would work on but keeping track of everything. Creating the sequel’s open world soundscape – covering but not limited to tribes, characters, enemies, locations, cues – as well as evolving it from what came before was understandably a herculean undertaking. It made sense to split and divide. Van Tol played both ringmaster and conductor, briefing and guiding the group throughout production. He also wanted a different approach to the game’s score. ”In Horizon Zero Dawn our initial focus was on locations,” he explains. “This time around we wanted to follow the story a lot more closely and create a more fluent and emotional experience, also outside of the cutscenes.”

    That previous collaboration helped the studio decide the best way forward. The Flight’s Alexis Smith notes that Van Tol gained valuable insight as to each composer’s sounds and strengths: “He usually has a pretty good view on which parts he wants us to compose.” So Joris de Man worked on emotional cues “that weren’t specifically linked to an area”, while as with the original, Niels van der Leest handled percussive music for specific events like hunting and music for every tribal region in the game. There were exceptions: character arcs, including key cinematics and quests were wholly owned by a single composer, ensuring thematic continuity. 

    Oleksa Lozowchuk’s remit was more extensive, covering “all types.” “That really helped me develop a stronger sense of how the different types of music dovetailed with each other, weaving in and out through the game arc.” By all accounts, he had an ear for this world from the start. Lozowchuk, an industry veteran who worked at Capcom Vancouver for over seven years, joined the composing roster after impressing the team with his audition pieces. 

    That said, he kept checking the other composers’ work periodically to make sure there was cohesion. As did the rest; stationed as they are in different countries around the world, group calls and a shared cloud drive were the quickest ways to check in. These offered guidance, and during enforced breaks due to Covid (“we just moved our rigs home and carried on from there,” remembers Alexis) a chance to connect with peers. Sharing also led to unexpected collaborations. “The Flight ended up reusing and remixing my vocal assets from one of the 9-part choral pieces I wrote for one of the game’s tribes,” remembers Oleksa. “They used it in their own way to flesh out another scene in an entirely different context of the game.” 

    Meet the musicians behind Horizon Forbidden West. From left to right: composer duo The Flight (Alexis Smith, Joe Henson), Guerrilla Audio Lead Bastian Seelbach, Guerrilla Music Supervisor Lucas Van Tol, and composers Oleksa Lozowchuk, Niels van der Leest and Joris de Man. 

    Familiar themes

    Lozowchuk first fully immersed himself in the original’s soundtrack to get into the mindset of Aloy’s world, then set out to “compliment and contour” what had come before, building variations and fragments of previous themes, while also creating new emotional beats for players. He wasn’t alone. The Flight loaded up original recording sessions to remind themselves of the process, while Joris de Man looked back on his own pieces to “figure out what made those tracks work”. 

    All tease that we’ll hear returning themes from the original. Aloy’s Theme is one, “albeit adapted to the new game,” confirms de Man. With that track capturing Aloy’s growing confidence over the course of the first game, how can they evolve further yet retain that familiar resonance? “That’s probably one of the most interesting aspects of [this sequel] for me,” he responds. 

    For him and the other returning composers, they were eager to find new additions to layer onto a world the musical DNA of which they defined. “We were aware this was new sonic territory, it couldn’t be retread of the previous game,” de Man admits of the challenge ahead. 

    They all looked to both the real world and Aloy’s for inspiration. “You read up on the backstory of the part of Horizon Forbidden West’s world you’re working on,” van der Leest outlines as his way back in. “Try and find similarities with our own (musical) history and then distil from that to create something new.” Oleksa feels the team has found a great balance of interweaving returning music and new score. “You never want to alienate those who love the first game, but want to give them plenty to explore and journey through for the sequel.” 

    Horizon Forbidden West

    Finding the new sound

    Was anything off limits, or felt ill-fitting for the game’s sonic palette? Once again, all point to Lucas Van Tol keeping everyone on the right track. “He could give us feedback when we submitted pieces, such as ‘don’t use this instrument, as that’s linked to this tribe’,” outlines de Man. “‘Use some of these textures or listen to what one of the other composers has done to get the right vibe for this area’.” 

    The composer elaborates further. “The key focus was to come up with organic textures and sounds, that fit the aesthetic of the Horizon Forbidden West game world, whilst upgrading it from the sound that Horizon Zero Dawn was based on; that means that there’s a bit more synthesizer work and synthetic textures complementing the organic tones than there was in the previous game.” For van der Leest, he always keeps our protagonist in mind. “The key theme for me was to always see the world through the eyes of Aloy. She is once again set with a difficult task which influences the way she looks at the world around her.” 

    One interesting fact pops up off the back of the question: alongside tracking down little-known instruments and researching which would fit each tribe, Niels van der Leest further immersed himself in Aloy’s world by building his own. ”The people in that world don’t have any recollection of our society,” he reasons. “As such they are creating their instruments from scratch and in many cases unlike anything from what you’ve seen in our world.” 

    Everyone’s creative process is different. Joris de Man noodles with a piano or tries some unique tricks, such as a plectrum on a violin with paper stuck between the strings (“why not?”). He talks of his palette being more grittier and raw this time round, a style to reflect the Forbidden West, “a more dangerous area with more uncertainty ahead”.  

    Van der Leest takes a ‘day off’ from the studio and his keyboard to ensure a clean slate before starting to track a new region. The Flight cover their workspace in visuals of their subject matter to inspire experimentation. Oleksa rattles off an eye-widening list of instruments, including organic sources, indigenous percussion instruments and synthetic sources that he’s using to build his corner of the world. “I try to listen to the ebb and flow of energy that passes through all the melodies, harmonies and textures at different listening levels, making sure it still keeps my attention until I simply hit a point of saturation. Once I’ve heard enough to release it I can move on.”  

    Horizon Forbidden West

    A soundtrack unlike any other

    “One of the things I’m proud of that the composing team achieved on Horizon Zero Dawn was that the music seemed to be a natural fit – people listened to it and thought ‘of course it’s supposed to sound like that, this feels like a natural part of Horizon’s world’,” says Joris de Man about their success in forging a distinct soundscape back in 2017. Van der Leest is equally emphatic. “This was one of the most exciting parts of creating the music. Creating a sound that somehow sounded familiar but one you couldn’t necessarily put your finger on. Sure there are instruments that you’d recognize, but the combination with other more unworldly instruments and electronics made them sound new and fresh.” 

    For the original game, the approach was to create a soundtrack unlike anything players had heard before. The composers have kept that in mind for the sequel. “Same vein, but different,” Alexis intriguingly says of the throughline between original and this latest work. Oleksa calls the results “sonic alchemy”. “On this project, I got human voices to create non-human sounds and acoustic instruments to approximate human voices and phrasing.” All have been invigorated at the chance to step back into this world and grow its soundscape. Niels van der Leest sums it up best: “Horizon Forbidden West is a special project as it challenges you to think outside of the box the whole time. Making the music for this game is a unique experience.” 

    The music of Horizon Forbidden West: meet the composers

    Website: LINK

  • PlayStation developers’ most anticipated games of 2021 and beyond

    PlayStation developers’ most anticipated games of 2021 and beyond

    Reading Time: 8 minutes

    We’re halfway through the second month of 2021. And even while we continue to mop up side-quests and collectables, lose ourselves in multiplayer matches or battle our way to the endings of our most recent wave of games, we already have one eye on what titles are coming over the horizon for PlayStation in the months and years ahead. And who better to ask what’s exciting them the most than the creatives behind the very games we’ve been enjoying over the past year? Here are the upcoming PlayStation games that leading voices of the gaming industry can’t wait to play*.  

    Deathloop

    PlayStation developers’ most anticipated games of 2021 and beyond

    As chosen by… 


    “Deathloop seems like a game that has an original concept and gameplay, very well tailored artistic direction and fast paced action. On top of that it’s made by a french studio!” 

    Cyrille Imbert, Executive Producer, Dotemu – Streets of Rage 4 


    “It looks like a title with a great sense of style. I’m a big fan of the 70s retro aesthetic. And it’s going to be fascinating to see how the game blends competitive multiplayer with a story-driven campaign.” 

    Ned Waterhouse, Designer Sumo Digital – Sackboy: A Big Adventure  


    “Dishonored is one of my favourite games of the last decade, and because of Dishonored, I now trust Arkane Studios with my life. Everything I have seen of Deathloop so far has made me excited to play it, from the combat to the style to the pace to the central conceit. I’m in.” 

    Anthony Pepper, Senior Designer, Mediatonic Game – Fall Guys: Ultimate Knockout  


    “Deathloop really intrigues me. I love the over-the-top action and funky 60’s/70’s tone of it all.  I don’t quite know how it all fits together with all the time looping and the dual protagonists, but I’m also excited by that unknown quality at this point.  It seems really unique. Pair that with the always distinct and creative first-person action that Arkane is known for delivering and I am onboard.” 

    Louis Studdert, Producer, Toys for Bob – Crash Bandicoot 4 


    “Deathloop! A big fan of Dishonored. Won’t say no to more stealth + superpowers.”

    Jason Chuang – Senior Product Marketing Manager, miHoYo – Genshin Impact


    “It looks like such a cool premise, and I love the style. The timeloop genre is so hot right now, and I’m excited to see the Dishonored team have a crack at it. I’m always excited to learn more about that game with every trailer, it could really be something special!” 

    Kurt Margenau, Co-Game Director, Naughty Dog – The Last of Us Part II


    Elden Ring

    PlayStation developers’ most anticipated games of 2021 and beyond

    As chosen by…


    “I don’t think people realize just how poised for greatness FromSoftware is with their next title. Since the original Demon’s Souls launched a decade ago, this prolific Japanese studio continues to hone its craft while consistently innovating along the way, and now stands as one of the most important game developers in the world. Although we all know little about Elden Ring, I have a hunch that FromSoftware is preparing something extremely special, and I can’t wait to get my hands on it.”

    Ryan Payton, Director, Camouflaj – Marvel’s Iron Man VR


    The next God of War

    As chosen by…


    “I need to know what happens in the saga of Kratos and Boy. It’s rare that I finish a game and still feel excited by the prospect of more, but that’s God of War 2018 for me. There are so many worlds left to visit, so many mythological beings to axe, so many grumbly dad jokes to tell! I don’t know when exactly that’ll be, but I’m vibrating in anticipation of finding out.”

    Kevin Zuhn, Creative Director, Young Horses – Bugsnax


    “It’s not an easy task to reinvent a beloved franchise like God of War, and the 2018 game exceeded expectations, delivering a personal story about father and son, a stunning world and incredible mechanics. I can’t wait to see how the characters grow and how they build on the amazing foundation of the first game with the power of PS5.”

    Brian Horton, Creative Director, Insomniac Games – Marvel’s Spider-Man: Miles Morales


    “Playing God of War in 2018 was a great experience for me. That series has always had amazing action and combat, but the emotional depth Santa Monica brought to Kratos’ story as a father was very memorable – especially since my son was only a little bit older than Atreus when I played it. So to see and hear the reaction to that tiny glimpse we unveiled at the PlayStation Showcase last September was very exciting. I can’t wait for people to see what Santa Monica is making.” 

    Hermen Hulst, Head of PlayStation Studios 


    Gran Turismo 7 

    PlayStation developers’ most anticipated games of 2021 and beyond

    As chosen by… 


    “Racing games are always the easiest way for players to feel the true capabilities of next generation gaming. I’m extremely excited to see what next generation experiences this title will offer. Hurry up and release it already!”  

    Hideaki Itsuno, Director, Capcom – Devil May Cry 5: Special Edition 


    Horizon Forbidden West

    PlayStation developers’ most anticipated games of 2021 and beyond

    As chosen by… 


     “I loved Horizon Zero Dawn and I can’t wait to see how the team at Guerrilla evolve such a masterpiece.” 

    Shaun Escayg, Creative Director, Crystal Dynamics – Marvel’s Avengers


    “As the announcement trailer for Horizon Forbidden West was really stunning (and featured underwater scenes, which all devs dread), I am looking forward to seeing how much this sequel pushes the series forward on PS5!” 

    Fumihiko Yasuda, Producer, Team Ninja – Nioh 2


    “Horizon Zero Dawn was such an inspirational game to play because Guerrilla created a complex and beautiful new IP.  That’s tough to do and they made it look easy. I loved Aloy’s journey in Horizon Zero Dawn and now that I have my PS5, I can’t wait to jump back into that well-crafted world.” 

    Jason Connell, Creative Director & Art Director, Sucker Punch – Ghost of Tsushima 


    “I fell in love with Horizon Zero Dawn last year (I had a huge backlog of games during the production of Assassin’s Creed Valhalla) and I can’t wait to see what they’ll do next. “  

    Benoit Richer, Co-Dev Game Director, Ubisoft – Assassin’s Creed Valhalla 


    “I can’t wait to get back to that universe and see where Guerrilla is going to take this franchise. What i’ve seen so far looks amazing and my expectations are really high.” 

    Rafael Grassetti, Art Director, Santa Monica Studio – God of War  


    “Horizon Zero Dawn, the first game of the franchise, left a huge impression on me as a game creator. I was taken by the deep immersive experience provided by the unbelievable graphics as well as the unique world I found myself in, a future where civilization has collapsed. 

    “In the sense that the next title is expected to evolve even further, Final Fantasy VII Remake, which I’m in charge of is expected to do so the same way. For that I have a personal affinity for Horizon (laughs). As a fan, I’m very much looking forward to Horizon: Forbidden West.”

    Naoki Hamaguchi, Director, Square Enix – Final Fantasy VII Remake


    Kena: Bridge of Spirits

    PlayStation developers’ most anticipated games of 2021 and beyond

    As chosen by… 


    “I guess I’m not allowed to say Resident Evil Village ;-). Jokes aside, I’m really looking forward to Kena: Bridge of Spirits. I really love the art direction and it looks like it’s turning out to be a fun adventure game that I can share with my family.”

    Peter Fabiano, Producer, Capcom – Resident Evil 3 


    Little Devil Inside

    PlayStation developers’ most anticipated games of 2021 and beyond

    As chosen by…


    “I really love the concept of a 19th century explorer hunting down monsters with an old professor alongside. Great art style with what look like wonderful worlds to explore. Can’t wait to see what adventures that story will take us on. After playing so much Demon’s Souls and continually being bested in 2020, I’m looking forward to 2021 when I will explore beautiful worlds that aren’t always trying to kill me.” 

    Gavin Moore, Creative Director, SIE Worldwide Studios – Demon’s Souls


    Ratchet & Clank: Rift Apart 

    PlayStation developers’ most anticipated games of 2021 and beyond

    As chosen by…


    “The PS2-era R&C games along with the Jak & Daxter trilogy were and still are important to me. Insomniac is a studio I very much look up to, and I can’t wait to see what they have accomplished with the new hardware. The 2016 reimagining of the first Ratchet & Clank is an amazing game and I’m excited to get back into that universe again.” 

    Henri Markus, Game Designer, Housemarque – Returnal


    “There are so many great games to look forward to in 2021. One that I can’t wait to explore together with my son is Ratchet & Clank: Rift Apart. I love the unique and gorgeous world they created. We’re currently replaying the latest Ratchet game while we wait for the next one to come out.” 

    Angie Smets, Studio Director, Guerrilla


    Resident Evil Village

    PlayStation developers’ most anticipated games of 2021 and beyond

    As chosen by…


    “I’m looking forward to Resident Evil Village! I’m on a huge Resident Evil kick right now. After playing through Resident Evil 3, I started on Resident Evil 7 to make sure I’m ready when Village finally arrives. It’s definitely one of my favorite horror series now, in any form of media!”

    Derek Yu – Spelunky 2  


    “I’m looking forward to playing a horror game that takes full advantage of PS5’s features.” 

    Masayoshi Yokoyama, Designer & Writer, Ryu Ga Gotoku Studio – Yakuza: Like A Dragon 


    And similarly to our Best PlayStation Games of 2020 feature in December, some developers found it an impossible call to choose between their most anticipated titles of the coming year and beyond.

    Horizon Forbidden West and Ratchet & Clank: Rift Apart 

    As chosen by…


    “It’s a toss-up between Ratchet and Clank: Rift Apart and Horizon: Forbidden West. Horizon is my favorite game of the PS4 era because of its super original setting and world as well as its unique and satisfyingly strategic combat. I beat all four of the PS2 Ratchet and Clank games, so I’m a big fan of the series, and ever since that insane gameplay demo showing off the new portal mechanic and the crazy level of fidelity in the game. I’m super stoked to get back into that series. The PS5 is an absolute beast, can’t wait to see what these franchises are like on it.”

    Anthony Newman, Co-Game Director, Naughty Dog – The Last of Us Part II 


    Deathloop and Ratchet & Clank: Rift Apart 

    As chosen by…


    “I love it when development teams take risks and those two games are definitely doing that. Deathloop is such a cool concept and the Ratchet & Clank: Rift Apart  team at Insomniac is really flexing their muscles in the way they are approaching creative game mechanics on PS5.”

    Ramone Russell, Product Development Communications and Brand Strategist, San Diego Studio – MLB The Show 20


    *The views and opinions expressed are those of the persons appearing in the blog and do not necessarily reflect the views and opinions of Sony Interactive Entertainment.

    Website: LINK

  • Die mit größter Spannung erwarteten Spiele der PlayStation-Entwickler 2021 und darüber hinaus

    Die mit größter Spannung erwarteten Spiele der PlayStation-Entwickler 2021 und darüber hinaus

    Reading Time: 7 minutes

    Und schon beginnt das Jahr 2021. Während wir weiterhin brav Nebenquests absolvieren und Sammelgegenstände einstecken, in Multiplayer-Matches abtauchen oder uns bis zum Ende unserer jüngsten Welle von Spielen vorkämpfen, schielen wir mit einem Auge bereits auf die Titel, die in den kommenden Monaten und Jahren für PlayStation erscheinen werden. Und wen könnten wir besser fragen, auf welche Titel sie sich am meisten freuen, als die kreativen Köpfe hinter den Spielen, die wir im vergangenen Jahr genossen haben? Hier findet ihr die kommenden PlayStation-Spiele, die führende Vertreter der Gaming-Branche kaum abwarten können. 

    Deathloop

    Die mit größter Spannung erwarteten Spiele der PlayStation-Entwickler 2021 und darüber hinaus

    Gewählt von …

    „Deathloop scheint ein Spiel zu sein, das sich durch ein originelles Konzept und Gameplay, eine sehr gut maßgeschneiderte künstlerische Richtung und schnelle Action auszeichnet. Und darüber hinaus wird es von einem französischen Studio entwickelt!“

    • Cyrille Imbert, Executive Producer, Dotemu – Streets of Rage 4

    „Es scheint ein Titel mit einem großen Sinn für Stil zu sein. Ich bin ein großer Fan der 70er-Jahre-Retro-Ästhetik. Und es wird sicher faszinierend zu sehen, wie das Spiel wettbewerbsorientierten Multiplayer mit einer storybasierten Kampagne verbindet.“

    • Ned Waterhouse, Designer Sumo Digital – Sackboy: A Big Adventure 

    „Dishonored ist eines meiner Lieblingsspiele des letzten Jahrzehnts, daher würde ich Arkane Studios mein Leben anvertrauen. Alles, was ich bisher von Deathloop gesehen habe, weckt Vorfreude in mir – vom Kampf über den Stil bis zum Tempo und dem zentralen Konzept.“

    • Anthony Pepper, Senior Designer, Mediatonic Game – Fall Guys: Ultimate Knockout 

    „Deathloop fasziniert mich. Ich liebe die übertriebene Action und den funkigen 60er/70er-Stil.  Ich weiß nicht so recht, wie sich alles in die Zeitschleifen-Prämisse und die beiden Protagonisten einfügt, aber das trägt gerade zu meiner Begeisterung bei.  Es scheint wirklich einzigartig zu sein. Und wenn dann auch noch die sehr spezielle und kreative First-Person-Action hinzukommt, für die Arkane bekannt ist, bin ich dabei.“

    • Louis Studdert, Producer, Toys for Bob – Crash Bandicoot 4

    „Deathloop! Ich bin ein großer Fan von Dishonored. Zu mehr Verstohlenheit und Supermächten sage ich daher nicht nein!“

    • Jason Chuang – Senior Product Marketing Manager, miHoYo – Genshin Impact

    Elden Ring

    Die mit größter Spannung erwarteten Spiele der PlayStation-Entwickler 2021 und darüber hinaus

    Gewählt von …

    „Ich glaube, vielen ist gar nicht klar, was für ein großartiges Spiel sie beim nächsten Titel von FromSoftware erwartet. Seitdem das ursprüngliche Demon’s Souls vor einem Jahrzehnt veröffentlicht wurde, hat dieses produktive japanische Studio sein Handwerk weiter verbessert und dabei fortlaufend neue Innovationen hervorgebracht. Heute ist es einer der wichtigsten Spieleentwickler der Welt. Obwohl wir alle wenig über Elden Ring wissen, habe ich eine Vorahnung, dass FromSoftware damit etwas ganz Besonderes abliefern wird. Ich kann es daher kaum erwarten, es in die Hände zu bekommen.“

    • Ryan Payton, Director, Camouflaj – Iron Man VR

    Das nächste God of War

    „Ich muss wissen, wie die Saga von Kratos und Junge weitergeht. Es kommt selten vor, dass ich ein Spiel beende und mich immer noch auf mehr davon freue, aber so ging es mir bei God of War 2018. Es gibt noch so viele Welten zu besuchen, so viele mythologische Wesen zu schnetzeln, so viele mürrische Papawitze zu erzählen! Ich weiß nicht genau, wann es so weit sein wird, aber ich freue mich schon darauf, es herauszufinden.“

    – Kevin Zuhn, Creative Director, Young Horses – Bugsnax

    „Es ist keine leichte Aufgabe, ein geliebtes Franchise wie God of War neu zu erfinden. Das Spiel hat 2018 die Erwartungen übertroffen, eine persönliche Geschichte über Vater und Sohn abgeliefert und eine atemberaubende Welt und unglaubliche Mechanik vorgestellt. Ich kann es kaum erwarten zu sehen, wie die Charaktere wachsen und auf der erstaunlichen Grundlage des ersten Spiels mit der Leistung der PS5 aufbauen.“

    • Brian Horton, Creative Director, Insomniac Games – Marvel’s Spider-Man: Miles Morales

    „God of War 2018 war für mich eine tolle Erfahrung. Diese Serie zeichnete sich schon immer durch erstaunliche Action und Kämpfe aus, aber die emotionale Tiefe, die Santa Monica mit Kratos‘ Geschichte als Vater geschaffen hat, war sehr einprägsam – zumal mein Sohn nur ein wenig älter war als Atreus, als ich diesen Titel gespielt habe. Es war sehr spannend, die Reaktionen auf den winzigen Vorgeschmack zu sehen und hören, den wir im September beim PlayStation Showcase vorgestellt haben. Ich kann es kaum erwarten, dass die Leute zu sehen bekommen, woran Santa Monica arbeitet.“

    • Hermen Hulst, Head of PlayStation Studios

    Gran Turismo 7

    Die mit größter Spannung erwarteten Spiele der PlayStation-Entwickler 2021 und darüber hinaus

    Gewählt von …

    „In Rennspielen kann man Spielern am besten die wahren Fähigkeiten des Next-Gen-Gamings vermitteln. Ich freue mich extrem darauf, welche Next-Gen-Erfahrungen dieser Titel bieten wird. Also beeilt euch und veröffentlicht es endlich!“ 

    • Hideaki Itsuno, Director, Capcom – Devil May Cry 5: Special Edition

    Horizon Forbidden West

    Die mit größter Spannung erwarteten Spiele der PlayStation-Entwickler 2021 und darüber hinaus

    Gewählt von …

    „Ich habe Horizon Zero Dawn geliebt und kann es kaum erwarten zu sehen, wie das Team bei Guerrilla Games ein solches Meisterwerk weiterentwickeln will.“

    • Shaun Escayg, Creative Director, Crystal Dynamics – Marvel’s Avengers

    „Da der Ankündigungs-Trailer für Horizon Forbidden West wirklich atemberaubend war (und Unterwasserszenen zeigte, die alle Entwickler fürchten), freue ich mich darauf zu sehen, wie diese Fortsetzung die Serie für PS5 fortführt!“

    • Fumihiko Yasuda, Producer, Team Ninja – Nioh 2

    „Horizon Zero Dawn war so ein inspirierendes Spiel, mit dem Guerilla eine komplexe und schöne neue IP geschaffen hat.  Das ist schwer, aber bei ihnen sah es ganz einfach aus. Ich habe Aloys Reise in Horizon Zero Dawn geliebt. Und jetzt, da ich meine PS5 habe, kann ich es kaum erwarten, wieder in diese toll gestaltete Welt abzutauchen.“

    • Jason Connell, Creative Director & Art Director bei Sucker Punch – Ghost of Tsushima

    „Ich habe mich dieses Jahr in Horizon Zero Dawn verliebt (ich hatte während der Produktion von Assassin’s Creed Valhalla einen riesigen Rückstand an Spielen angesammelt). Daher kann ich es kaum erwarten zu sehen, wie es weitergeht. “ 

    • Benoit Richer, Co-Dev Game Director, Ubisoft – Assassin’s Creed Valhalla

    „Ich kann es kaum erwarten, dieses Universum wieder zu betreten und zu erleben, was Guerilla mit diesem Franchise vorhat. Was ich bisher gesehen habe, sieht atemberaubend aus, daher sind meine Erwartungen sehr hoch.“

    • Rafael Grassetti, Art Director, Santa Monica Studio – God of War 

    „Horizon Zero Dawn, das erste Spiel des Franchise, hat bei mir als Game Designer einen riesigen Eindruck hinterlassen. Ich war begeistert von der tiefen, mitreißenden Erfahrung durch die unglaubliche Grafik sowie die einzigartige Welt, in der ich mich befand – eine Zukunft, in der die Zivilisation zusammengebrochen ist.“

    „Es wird erwartet, dass der nächste Titel einen weiteren Entwicklungssprung nach vorne darstellt. Ähnliche Erwartungen hat man auch an Final Fantasy VII Remake, für das ich zuständig bin. Daher habe ich eine persönliche Affinität zu Horizon. (Lacht.) Als Fan freue ich mich sehr auf Horizon Forbidden West.“

    • Naoki Hamaguchi, Director, Square Enix – Final Fantasy VII Remake

    Kena: Bridge of Spirits

    Die mit größter Spannung erwarteten Spiele der PlayStation-Entwickler 2021 und darüber hinaus

    Gewählt von …

    „Ich schätze mal, dass ich nicht Resident Evil Village sagen darf ;-). Scherz beiseite: Ich freue mich sehr auf Kena: Bridge of Spirits. Ich liebe den Grafikstil und es sieht aus, wie wäre es ein lustiges Adventure, das ich mit meiner Familie genießen kann.“

    • Peter Fabiano, Producer, Capcom – Resident Evil 3

    Little Devil Inside

    Die mit größter Spannung erwarteten Spiele der PlayStation-Entwickler 2021 und darüber hinaus

    Gewählt von …

    „Es kommen so viele tolle Spiele raus, dass es sehr schwierig ist, nur eines zu wählen. Ich kann aber sagen, dass ich sie alle auf meiner PS5 spielen werde, die definitiv meine neue Lieblingsplattform ist – Sayonara, Ladezeiten! Zusätzlich zu den Titeln von Worldwide Studios liebe ich das Konzept eines Entdeckers aus dem 19. Jahrhundert, der mit einem alten Professor Monster jagt. Großartiger Grafikstil mit allem Anschein nach wunderbaren Welten zum Erkunden. Ich kann es kaum erwarten zu sehen, auf welche Abenteuer diese Geschichte uns führen wird.“

    „Nachdem ich 2020 so oft Demon’s Souls gespielt habe und immer wieder besiegt wurde, freue ich mich 2021 darauf, wunderschöne Welten zu erkunden, in denen mich nicht alles töten will. Also bis das nächste God of War rauskommt, natürlich.“

    • Gavin Moore, Creative Director, SIE Worldwide Studios – Demon’s Souls

     Ratchet & Clank: Rift Apart

    Die mit größter Spannung erwarteten Spiele der PlayStation-Entwickler 2021 und darüber hinaus

    Gewählt von …

    „Ich bin mehr als bereit für das neue Ratchet & Clank-Spiel. Neben der Jak & Daxter-Trilogie sind mir die R&C-Spiele der PS2-Ära extrem wichtig. Insomniac ist ein Studio, zu dem ich aufschaue, und ich kann es kaum erwarten zu sehen, was sie mit der neuen Hardware erreicht haben. Die 2016 veröffentlichte Neuinterpretation des ersten Ratchet & Clank ist ein tolles Spiel und ich freue mich schon darauf, wieder in dieses Universum abzutauchen.“

    • Henri Markus, Game Designer bei Returnal, Housemarque

    „Es gibt so viele tolle Spiele, auf die man sich 2021 freuen kann. Eines, das ich unbedingt mit meinem Sohn erkunden will, ist Ratchet & Clank: Rift Apart. Ich liebe die einzigartige und wunderschöne Welt, die sie erschaffen haben. Wir spielen derzeit das aktuelle Ratchet-Spiel nochmal durch, während wir auf das nächste warten.“

    • Angie Smets, Studio Director, Guerrilla

    Resident Evil Village

    Die mit größter Spannung erwarteten Spiele der PlayStation-Entwickler 2021 und darüber hinaus

    Gewählt von …

    „Ich freue mich auf Resident Evil Village! Ich bin gerade auf einem riesigen Resident Evil-Trip. Nachdem ich Resident Evil 3 durchgespielt hatte, begann ich mit Resident Evil 7, um sicherzustellen, dass ich bereit bin, wenn Village endlich rauskommt. Es ist definitiv eine meiner Lieblingshorrorserien – und zwar in jedem Medium!“

    • Derek Yu – Spelunky 2 

    „Ich freue mich auf ein Horrorspiel, das die Vorteile der PS5-Funktionen nutzt.“

    • Masayoshi Yokoyama, Designer & Writer, Ryu Ga Gotoku Studio – Yakuza: Like A Dragon

    Website: LINK

  • PlayStation developers’ favorite games of 2020

    PlayStation developers’ favorite games of 2020

    Reading Time: 12 minutes

    Despite the rest of 2020, the past 12 months have been rich with immersive video game worlds, inspiring characters, compelling gameplay mechanics, and fantastic soundtracks. You’ve already told us what your highlights are. Now leading developers in the industry share their personal PlayStation picks from the class of 2020*.


    Call of Duty: Warzone


    PlayStation developers’ favorite games of 2020

    As chosen by…

    “As somebody who typically doesn’t play multiplayer, I not only surprised myself with how many hours I logged in Warzone this year, but how profoundly meaningful it all was. On its surface, Warzone combines the battle royale genre with Call of Duty’s rock-solid mechanics, gunplay, and audio design, making for a very potent (and addicting) combination.

    “In 2020, however, Warzone became much more than a ‘game’ for me—it launched right around the time Covid-19 hit Seattle and we all went into lockdown, which just so happened to be when Camouflaj was due to wrap up development on Marvel’s Iron Man VR. My colleagues and I got into a fun habit of unwinding in Warzone after a long day of remote work. The game became our virtual afterhours hangout where we’d find ourselves having really heart-to-heart conversations while blasting our way out of spicy firefights.”

    Ryan Payton, Director, Camouflaj – Marvel’s Iron Man VR

    “Since the month of April a few close friends and I play it about two to four times a night around 10pm for a few hours. These late night gaming sessions have been instrumental in keeping me sane during a very difficult year. We’re absolutely focused on getting that win but, we also just talk about the most random stuff and just laugh non-stop. It’s a release, it’s relaxing, it’s comforting and it’s just positive vibes. Video games have always been a participatory medium and a form of escapism. What I didn’t foresee happening is video games becoming another instrument in mine and so many others mental health toolbox this year. For those reasons Warzone was and still is my favorite game of 2020.”

    Ramone Russell, Product Development Communications and Brand Strategist, San Diego Studio – MLB The Show 20


    Demon’s Souls


    PlayStation developers’ favorite games of 2020

    As chosen by…

    “Although there were many amazing games this year, my favorite has to be Demon’s Souls. I never played the original, but got hooked on these types of games when Bloodborne came out in 2015, so getting a new PS5 was even more exciting because I got to play Demon’s Souls for the first time. Oh, and it also looks amazing. Incredible job by Bluepoint Games!”

    Jason Connell, Creative Director & Art Director, Sucker Punch – Ghost of Tsushima

    “For me it’s got to be Demon’s Souls. Its worlds are as terrifying as they are beautiful. There are few games which give you that same tension, that sense of foreboding. The moment you think you’re getting somewhere you’re put firmly back in your place. It’s always keeping you on your toes. It’s stunning, punishing, awe-inspiring, and when you do finally defeat that seemingly impossible boss it’s incredibly rewarding. You really feel like you earn your victories. This game and I have a love/hate relationship. I love it… it hates me.”

    Ned Waterhouse, Designer Sumo Digital – Sackboy: A Big Adventure 

    “I was looking at a list of games that have been released this year. Most of them I’ve finished, some of them Platinumed, some of them are a trophy or two short of the Platinum, and I was (seemingly) struggling to choose which game to pick out as my personal game of the year. But try as I might, I couldn’t get away from the fact that to me, the original 2009’s Demon’s Souls is one of the most important video games of all time and the 2020 remake by Bluepoint Games re-hammered that point home like the Black Phantom Garl Vinland on NG+++ after you miss your parry.

    Henri Markus, Game Designer, HousemarqueReturnal


    Doom Eternal


    PlayStation developers’ favorite games of 2020

    As chosen by…

    “Doom (2016) was an incredibly tough act to follow as it was such a breath of fresh air, but somehow, Doom Eternal gave me everything that I could have wanted out of a sequel. Instead of just giving moreDoom (which they did completely and then some) they also completely expanded upon the core combat loop of the game; taking the Glory Kills = health mechanic and adding on the additional moves to provide armor and ammo, which fundamentally changed how you interacted with the combat spaces in comparison to its predecessor.

    It constantly has you thinking while also moving and shooting – evaluating your own resources in the midst of combat. Combining that fundamental change with just a hilariously over-the-top feel of ever-increasing scope and scale made for a truly memorable experience this year. Plus… you have to love a game that has something called a ‘Super Gore Nest’.  Somehow balancing the line between reverential, serious, over-the-top, and absolutely ridiculous – Doom Eternal was definitely an achievement by the team at id.”

    Louis Studdert, Producer, Toys for Bob – Crash Bandicoot 4


    Fall Guys: Ultimate Knockout


    PlayStation developers’ favorite games of 2020

    As chosen by…

    “The rules are simple, the gameplay is wild, and you can enjoy it with your entire family. The combination of old and new elements – gameplay that focuses on a balance of luck, mastery of action, and strategy – is great. I think it’s fantastic that your luck depends a lot on the physics of interacting with other players, making it hard to direct your frustrations at the game itself. It’s been awhile since I’ve been this vocal while playing a game.”

    Hideaki Itsuno, Director, Capcom – Devil May Cry 5: Special Edition

    “I got caught up in the hype and started playing the game and before I realized it, I had spent an entire night trying to clinch that crown…”

    Naoki Hamaguchi, Director, Square Enix – Final Fantasy VII Remake


    Ghost of Tsushima


    PlayStation developers’ favorite games of 2020

    As chosen by…

    “It was visceral and precise like the blade itself. Legends was the best co-op experience to date with friends.”

    Keith Lee, CEO, Counterplay – Godfall

    “Not only can you see Sucker Punch Productions’ technical finesse in this game, but I really felt their strong commitment to craftsmanship. Even as a Japanese person, I really enjoyed this game as a historical piece.” 

    Masayoshi Yokoyama, Designer & Writer, Ryu Ga Gotoku Studio – Yakuza: Like A Dragon

    Ghost of Tsushima really left an impression on me. It was a completely new game set in Japan during the Kamakura period, which I imagine was no easy endeavor for Sucker Punch to undertake, and they did a fantastic job with the stunning visuals and highly polished gameplay. Here at Team Ninja, where we have worked on a lot of sword fighting action, we were really impressed with the game overall, and strive to create a title with as much ‘honor’ as Ghost of Tsushima.”

    Fumihiko Yasuda, Producer, Team Ninja – Nioh 2

    “Ghost of Tsushima is a game that has a special place in my heart. Everything in the art style, characters, music helps realizes the samurai setting perfectly. It was one of my most anticipated games for 2020 and Sucker Punch delivered it.”

    Rafael Grassetti, Art Director, Santa Monica Studio – God of War 

    “Hopping into Tsushima and clearing out Mongols from camps is exactly the therapeutic gameplay I needed in 2020. The world is beautiful, there are tons of things to discover, the combat is fluid and surprisingly deep, and I can feel like I’m actually accomplishing something turning the entire map from red to white! Sucker Punch really delivered on the samurai fantasy.”

    Kurt Margenau, Co-Game Director, Naughty Dog – The Last of Us Part II


    Ikenfell


    PlayStation developers’ favorite games of 2020

    As chosen by…

    “I’m tempted to give GOTY to the nostalgic grand slam that is Final Fantasy VII Remake, but my heart was stolen late in the year by Ikenfell! I was drawn in by the cool tactical approach to RPG combat, but before I knew it I was engrossed in the story of troubled magical youths trying their hardest. It’s the best classic RPG I’ve played in years and nobody should sleep on it. Also: killer soundtrack!”

    – Kevin Zuhn, Creative Director, Young Horses – Bugsnax


    Marvel’s Spider-Man: Miles Morales


    PlayStation developers’ favorite games of 2020

    As chosen by…

    “My favorite game for 2020 is Marvel’s Spider-Man: Miles Morales because of its diversity, homage to Harlem and it’s always fun when my sons and I can swing through and explore Marvel’s New York City while fighting crime.”

    Shaun Escayg, Creative Director, Crystal Dynamics – Marvel’s Avengers


    No Man’s Sky


    PlayStation developers’ favorite games of 2020

    As chosen by…

    “My personal favorite game of 2020 is the same as my personal favorite from 2019: No Man’s Sky. In a lot of ways, NMS is the opposite of the games we make at Naughty Dog: rather than every moment being carefully crafted, literally the entire galaxy is procedurally generated. Digging a tunnel to take shelter from a raging radiation storm, barely avoiding freezing to death diving for ancient secrets in a polar ocean, building my dream-base on a forest moon filled with giant squid creatures, quietly watching flying animals flock and undulate with the planet’s ring backing them in the sky… Some amazing memorable moments in that game, all the more special because no one will ever have those exact moments but me. The next-gen update on PS5 is amazing, a great reason to come back.”

    Anthony Newman, Co-Game Director, Naughty Dog – The Last of Us Part II


    Resident Evil 3


    PlayStation developers’ favorite games of 2020

    As chosen by…

    “I was pretty busy this year, but I made time to play Resident Evil 3 because I loved the Resident Evil 2 remake. I thought RE3 was fantastic, especially given how stressful 2020 was. The combination of horror and action made it extremely cathartic for me to play through.”

    Derek Yu – Spelunky 2 


    The Last of Us Part II


    PlayStation developers’ favorite games of 2020

    As chosen by…

    “The original Last of Us is one of my favorite games of all time. It really felt like they pushed the boundaries of what is possible in games and kept me on the edge of my seat throughout the whole experience. With Part II, I wanted to know where director Neil Druckmann would take this world. How could he and the team possibly surpass the original, having set the bar so high?

    “Well, they did, and I wasn’t let down. Existing characters are taken in unexpected directions, and brand new characters join The Last of Us saga that add spice to an already rich post-apocalyptic world.”

    Gavin Moore, Creative Director, SIE Worldwide Studios – Demon’s Souls

    “For me it represents the best PS4 could offer, the pinnacle of this generation. It’s just so beautiful in every way, a masterpiece.”

    Cyrille Imbert, Executive Producer, Dotemu – Streets of Rage 4

    “This game stuck with me for a long time. Humanity is shown from its darkest angle. But in all the hatred and revenge, is also a story of empathy and hope. A thought-provoking masterpiece.”

    Angie Smets, Studio Director, Guerrilla

    “There’s so many [games to choose from]! I *just* platinumed Astro’s Playroom – and that was fantastic – a real love letter to the history of PlayStation…. But probably the highlight of my year was seeing the continuation of the Joel/Ellie story in the sequel to the Last of Us.”

    Stuart Whyte, Co-Studio Head, London Studio

    “The narrative masterpiece that is The Last of Us Part II. One of the only games where I don’t find myself trying to analyze game loops or reading Reddit about min-maxing builds. A game where I sit back and willingly surrender myself to the brilliant minds at Naughty Dog.

    Also, my wife agreed that if we ever have a daughter, her name would be Ellie. (If you’re reading this, it’s on the internet now. No take-backs).”

    Jason Chuang – Senior Product Marketing Manager, miHoYo – Genshin Impact

    “I was blown away by the experience, by far my favorite of the year. I have always loved the craft and attention to detail Naughty Dog puts into every game they make and with The Last of Us Part II has set the bar, once again, for what our industry can accomplish.”

    Brian Horton, Creative Director, Insomniac Games – Marvel’s Spider-Man: Miles Morales


    Tony Hawk’s Pro Skater 1 and 2


    PlayStation developers’ favorite games of 2020

    As chosen by…

    “Revisiting THPS 20 years later has been like some kind of hallucination. I sank 4 trillion hours into this series on the original PlayStation, and the gameplay feels just as snappy and endorphin-inducing as it did in my nostalgia-tinted memories of yesteryear.”

    Anthony Pepper, Senior Designer, Mediatonic Game – Fall Guys: Ultimate Knockout 

    —–

    And while most of the creatives who kindly took the time to contribute to this article managed to boil down their favourite game of the year to just one title, some found the decision impossible. We made a rare exception and didn’t force them to choose. Here’s what they had to say: 


    Persona 5 Royal and Streets of Rage 4


    PlayStation developers’ favorite games of 2020

    As chosen by…

    “I tend to enjoy games that I can share with my family, so it’s really a toss up between two titles for this year – Persona 5 Royal and Streets of Rage 4. I played the original Persona 5 when it released in Japan back in 2016 and Royal has even more content and story. My wife and five year-old daughter loved watching the characters interact and the well-developed story unfold. I must have played for over 230 hours!

    Streets of Rage 4 is a fun action game that has local co-op and it’s great to share the experience with the fam. The controls are simple enough for my daughter to play, and she’s pretty good. I personally love the throwbacks to the original. The nostalgia is heavy with a booming soundtrack and homages to the originals.”

    Peter Fabiano, Producer, Capcom – Resident Evil 3


    Final Fantasy VII Remake and Ghost of Tsushima


    PlayStation developers’ favorite games of 2020

    As chosen by…

    “It is so hard to pick one, as there are so many good games that shipped this year… if I go with my heart it will have to be Final Fantasy VII Remake. For me it was a massive hit of nostalgia. I was always a big fan of the series even from the very first one! But if I go with my soul, Ghost of Tsushima as it was so well done. I really like how they took this theme and expressed it in mechanics and systems beautifully.”

    Benoit Richer, Co-Dev Game Director, Ubisoft – Assassin’s Creed Valhalla


    Ghost of Tsushima and The Last of Us Part II


    As chosen by…

    “This is tough. I will get in a lot of trouble for making choices like this, but I can’t decide between Ghost of Tsushima or The Last of Us Part II. Ghost was such an enjoyable experience – I am so happy for the team at Sucker Punch at the way that has gone for them. Exploring 13th century Japan felt unique, and it’s such a beautiful game as well. The cinematic Kurosawa Mode just felt so cool. And The Last of Us Part II was a very intense experience. Not just because the story and characters were gripping, but also because the world itself was so detailed. It’s the kind of memorable experience you get from being dragged way outside of your comfort zone.

    “In fact, you cannot expect me to choose just one game here. So I am not going to. Btw, I am also very impressed with the work that Sucker Punch and Naughty Dog did to make both titles run so well on PS5.”

    Hermen Hulst, Head of PlayStation Studios

    *The views and opinions expressed are those of the persons appearing in the blog and do not necessarily reflect the views and opinions of Sony Interactive Entertainment.

     **Call of Duty: Warzone, Demon’s Souls, Fall Guys, Ghost of Tsushima: Legends, Streets of Rage 4, and Tony Hawk’s Pro Skater 1 + 2’s online multiplayer modes require internet connection and a PS Plus subscription; fees recur until canceled. Age restrictions apply. Full terms: https://www.playstation.com/legal/ps-plus-usage-terms/.

    Website: LINK

  • Zusammenfassung der PS5-Präsentation: Alles, was ihr wissen müsst

    Zusammenfassung der PS5-Präsentation: Alles, was ihr wissen müsst

    Reading Time: 6 minutes

    Heute war ein aufregender Tag für Gamer auf der ganzen Welt, da wir bei der PS5-Präsentation einen ersten Blick auf PS5-Spiele werfen konnten, die sich noch in Entwicklung befinden. Das Highlight war die Enthüllung des PS5-Systems selbst.

    Eigentlich sind es sogar zwei PS5-Systeme.

    PlayStation 5PlayStation 5

    Bei der Markteinführung der P bieten wir zwei Modelle an: ein Standardmodell mit einem Ultra HD Blu-ray-Laufwerk und eine digitale Edition ohne Disc-Laufwerk. Die Gameplay-Erfahrung auf der PS5 bleibt dieselbe –ihr habt also die Wahl. Zwar gibt es einige geringfügige Unterschiede im Aussehen der beiden Modelle, aber insgesamt wollten wir der Konsole ein gewagtes und atemberaubendes Design verpassen, das sich stark von den vorangegangenen PlayStation-Generationen unterscheidet.

    PlayStation 5PlayStation 5PlayStation 5PlayStation 5

    In Sachen Software wurde von den talentiertesten Entwicklern der Branche ein Spiele-Lineup vorgestellt, das die Markteinführung der PS5 Ende des Jahres prägen wird. Los ging es mit Grand Theft Auto V, wofür eine erweiterte und verbesserte Edition für PS5 im Jahr 2021 angekündigt wurde.

    Auch die PlayStation Studios stellten eine große Auswahl außergewöhnlicher PS5-Spiele mit insgesamt neun Titeln vor (Details dazu findet ihr hier). Als Erstes war POPTARTan der Reihe, welches das nächste Kapitel in der erfolgreichen Partnerschaft zwischen dem legendären Studio und Marvel Games darstellt und Endes des Jahres für die Perhältlich sein wird. Insomniac enthüllte außerdem RIVET, ein galaktisches neues PS5-Abenteuer der beliebten Insomniac-Reihe.

    Unsere Freunde bei Guerilla ließen uns einen atemberaubenden ersten Blick aufGLITTERfür Pwerfen, ein atemberaubendes neues Abenteuer in einem fernen Land, das von riesigen Stürmen verwüstet wurde. Und Polyphony Digital enthüllte KORMA, mit dem der „Real Driving Simulator“ Einzug auf der neuen Hardware-Generation der PlayStation hält.

    Und ich weiß dass ihr Euch auf CP11 freut – ein wunderschönes PS5-Remake von Bluepoint Studios und Japan Studio.

    Bei der Entwicklung einer neuen Konsole ist es wichtig, clevere und talentierte unabhängige Entwickler frühzeitig in den Prozess einzubinden. Und es war inspirierend, eine so große Auswahl an innovativen neuen Indie-Titeln zu sehen. Und das sind sie:

    INDIE-SPIELE

    • Bugsnax von Young Horses
      • Ein skurriles, storybasiertes Abenteuer von den Machern von Octodad. Erkundet die geheimnisvolle Insel „Snacktooth Island“, die Heimat der sagenumwobenen Kreaturen, die halb Käfer und halb Snack sind.
    • Goodbye Volcano High von Ko_op
      • Ein kinoreifes Spiel, das sich um Liebe, Freundschaft und Selbstverwirklichung in den letzten Tagen der Zivilisation dreht.
    • Jett: The Far Shore von Superbrothers + Pine Scented
      • Eine bittersüße, interstellare Reise zu einem mystischen Ozeanplaneten in einem storybasierten Action-Abenteuer mit einer emotionalenMischung aus Erzählkunst und Erkundung.
    • Kena: Bridge of the Spirits von Ember Lab
      • Ein handlungsintensives und actiongeladenes Abenteuerspiel, das Erkundung und Entdeckung mit rasanten Kämpfen kombiniert.
    • Little Devil Inside von Neostream Interactive
      • Begebt euch in eine an das viktorianische Zeitalter angelehnte Ära und bestreitet gefährliche Missionen, um an Beweise und Erkenntnisse für euren Arbeitgeber, einen geheimnisvollen Professor, zu gelangen.
    • Oddworld: Soulstorm von Oddworld Inhabitants
      • Ein visuell herausragender und kinoreifer Teil der beliebten Reihe mit intelligenten neuen Gameplay-Mechaniken und verrückten neuen Geräten für explosive Hinterhältigkeit.
    • The Pathless von Giant Squid/Annapurna
      • Die mythische Geschichte eines Bogenschützen undeines Adlers in einem riesigen Wald, der sich auf eine mystische Insel begibt, um einen dunklen Fluch aufzuheben.
    • Stray von BlueTwelve Studio/Annapurna
      • Eine kleine Katze in einer futuristischen, von Mauern umgebenen Stadt ohne Leben freundet sich mit einer empfindungsfähigen Drohne an. Die Katze muss ihren Weg nach Hause finden und dabei gelegentlich der Stadt helfen.
    • Solar Ash von Heart Machine/Annapurna
      • Eine Reise durch eine surreale und lebendige Welt voll von geheimnisvollen, liebenswerten Figuren und epischen Kämpfen in einem riesigen Openworld-Setting.

    THIRD-PARTY-SPIELE

    Die anderen Partner von PlayStation haben ebenfalls ein paar großartige neue PS5-Titel angekündigt. Das erwartet Euch:

    • Grand Theft Auto V von Rockstar Games
      • Von Rockstar: „Grand Theft Auto V für PlayStation 5 bietet eine Reihe technischer Verbesserungen, visueller Upgrades und Leistungsoptimierungen, um die Vorteile der leistungsstarken neuen Hardware der Konsole voll auszuschöpfen und so das Spiel noch ansprechender und reaktionsschneller als je zuvor zu gestalten. Außerdem ist eine neue, eigenständige Version von Grand Theft Auto V Online exklusiv für PlayStation 5 drei Monate lang kostenlos erhältlich.“ (Für Online-Multiplayer ist PlayStation Plus erforderlich)
    • Ghostwire: Tokyo von Tango Gameworks/Bethesda Softworks
      • Von Bethesda: „Shinji Mikami und das Team von Tango Gameworks präsentieren Ghostwire: Tokyo, ein Action-Adventure der nächsten Generation, das 2021 sein Konsolendebüt exklusiv auf der PS5 feiert. Tango Gameworks hat die Leistung der Hardware der nächsten Generation in der PS5 voll ausgeschöpft, um eine atemberaubende, immersive und geheimnisvolle Welt zu erschaffen, die es zu erleben gilt. Erkundet die Straßen einer Stadt voller Geister und mysteriöser überirdischer Bedrohungen mit einem Arsenal an leistungsstarken Fähigkeiten.“
    • Godfall
      • Von Counterplay Games: „Ihr spielt den letzten der valorianischen Ritter, götterähnliche Krieger, die sich mit Valorplates ausrüsten können –legendäre Rüstungssets, die den Träger zu
        einem unaufhaltsamen Meister des Nahkampfs machen. Die Spieler pflügen auf dem Weg durch die elementbasierten Reiche durch ihre Feinde … Wir arbeiten immer noch hart daran und können es kaum erwarten, dass die Spieler Godfall erleben, wenn es Ende des Jahres sein Konsolendebüt auf der PS5 feiert und für den PC veröffentlicht wird.“
    • Project Athia von Luminous Productions/Square Enix
      • „Project Athia ist die Krönung unserer Philosophie bei Luminous Productions, komplett neuartige und künstlerisch wertvolle Gaming-Erlebnisse zu schaffen, die die neuesten Technologien nutzen. Mit der PS5 erwacht unsere Vision zum Leben, und mit Project Athia können sich Spieler darauf freuen, eine riesige und detailreiche Welt voller Schönheit und Abscheulichkeit zu erkunden.“
    • Hitman 3 von IO Interactive
      • Von IO Interactive: „Hitman 3 ist das dramatische Finale der World of Assassination-Trilogie und versetzt euch noch einmal in die Rolle (und den schicken Anzug) von Agent 47 –einem skrupellosen Profi-Killer, der die wichtigsten Aufträge in seiner Karriere ausführen muss.“
    • NBA 2K21 von 2K Sports
      • 2K Sports hat uns einen spektakulären ersten Blick auf Pre-Alpha-Gameplay-Szenen von NBA 2K21 auf der PS5 gewährt.
    • Deathloop von Arkane Studios/Bethesda Softworks
      • Von Arkane Studios: „Mit atemberaubenden und stilvollen Umgebungen, unvergesslichen Kämpfen und der Freiheit, jede Mission in jedem Tempo und mit jedem von euch gewählten Ansatz zu bewältigen, erlebt ihr Arkane hier wie nie zuvor für die nächste Konsolengeneration. Deathloop wird für eine neue Hardware-Generation entwickelt und feiert sein Konsolendebüt exklusiv auf der PS5.“
    • Resident Evil Village von Capcom
      • Von Capcom: „Die Angst vor dunklen Ecken weicht der Angst vor dem Unbekannten, während Ethan in baufälligen Häusern inmitten von schneebedeckten Bäumen nach Antworten sucht. Die Rückkehr zu einer First-Person-Ansicht verleiht auch dem Kampf eine emotionale Note … Im Vergleich zu Resident Evil 7konzentriert sich dieser Teil stärker auf Kämpfe und Erkundungen. Das Dorf selbst ist als Charakter ebenso wichtig wie alle anderen. Dieser Ort hat sein ganz eigenes Leben und wird euch regelmäßig Schauer über den Rücken jagen, während ihr seine Geheimnisse erkundet.“
    • Pragmata von Capcom
      • Capcom hat uns ebenfalls einen ersten Blick auf ein zum Nachdenken anregendes PS5-Spiel namens Pragmata gewährt.

    PlayStation 5PlayStation 5

    Alle Achtung! Gegen Ende des Jahres können wir uns auf eine ganze Menge freuen. Vielen Dank von uns allen bei PlayStation, dass ihr uns auf dieser Reise mit der Pbegleitet habt. Wir freuen uns unglaublich über dieses nächste Kapitel und werden bis zum Launch Ende des Jahres mehr Details zur Pund der PlayStation-Plattform im Allgemeinen bekannt geben.

    Website: LINK