Schlagwort: playstation games

  • Introducing the Cast of Our World Is Ended, Out Today on PS4

    Introducing the Cast of Our World Is Ended, Out Today on PS4

    Reading Time: 5 minutes

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

    Our World Is Ended is a brand new visual novel from Red Entertainment that’s out today on PS4. It follows the story of Judgement 7, a team of young developers who create a revolutionary new game program called the W.O.R.L.D program. When wearing an Augmented Reality headset, it has the power to change the surrounding environment before their eyes, but when it starts to glitch during a test run, it shows a very unsettling version of our world.

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

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

    Meet the Characters
    Reiji Gozen
    The plain part-time director;

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

    Sekai Owari
    The perverted programmer

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

    Iruka No.2
    The delusional planner

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

    Asano Hayase
    The unfortunate sound designer

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

    Natsumi Yuki
    The chaotic designer

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

    Tatiana Alexandrovna Sharapova
    The childish programmer

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

    Yuno Hayase
    The airheaded assistant

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

    Our World Is Ended. is out now on PS4. If you buy the game today, you’ll get the Day One edition that includes an exclusive artbook, a keyring, and your own boxed version of the game.

    Website: LINK

  • Caravan Stories Launches in North America This Summer on PS4

    Caravan Stories Launches in North America This Summer on PS4

    Reading Time: 4 minutes

    We are proud to announce that Caravan Stories, a top-rated MMORPG game from Japan, is coming to PS4 in North America this summer. Begin your journey in a never-ending fantasy world across many different races in this free-to-play game! Discover vast open prairies, mystical forests as far as the eye can see, barren lands covered in rocky outcroppings.

    There are many beings living in the fantastic world of Iyarr — those who fly, those who walk, those who leap, and those who prowl. Form bonds with the many creatures living in this land from the back of your magical fortress, the Caravan.

    Together, challenge the mysterious Enigma — the greatest enemy of all! And make allies with over 100 different species of beasts to be tamed to build up your team and explore new lands.

    When it comes to battle style, enjoy it co-op, PvP, or solo — play it your way! There’s no wrong way to play.

    As you progress, you’ll build up new skills, your tamed creatures will grow into more intimidating allies, raids will be even more thrilling, and new lands will open up to you to take you on grand new adventures.

    Races

    First, pick what race you’d like to play on your adventure. Entice characters into joining you on your journey, then explore the endless landscapes to your heart’s content.

    Ork: Toughened flesh and a fierce will to battle. This race considers defeating powerful enemies to be the highest honor, and they find all forms of weakness disgusting.

    Elf: Watchers of the forests, prideful of their magical abilities. Elves are said to descend from the ages of the gods, and their self-confident grace goes hand in hand with this lineage. They’ve used a high magic since time immemorial which contributes to their apparent mastery.

    Human: The most common race in the world of Iyarr. Generally industrious and daring, their zealous self-temperament won’t allow them to walk in the shadows of the other races. They tend to have a strong sense of fellowship and place importance on their families, but the differences between individual personalities can be quite large depending on their environment and the circumstances of their birth.

    Gessy: A race comprised of humanoid beasts. They have large eyes and a wealth of fur, and while there are individual differences in strength, the Gessy do generally have a keenness to them akin to that of a wild animal.

    Dwarf: Short in stature but fairly tough craftsmen who take pride in their work. Dwarves boast a toughness that defies the imagination despite their lack of height. They do have uniquely skillful hands, but they are known to be a rather eccentric and blunt race.

    In addition to the main story explored by the player’s avatar, the unique stories possessed by each of the over 100 heroes will be connected like puzzle pieces to unleash the mystery of the world. So get ready this July and join us on this grand adventure. Write your story!

    Website: LINK

  • Couch Co-op Shooter God’s Trigger Hits PS4 Today

    Couch Co-op Shooter God’s Trigger Hits PS4 Today

    Reading Time: 4 minutes

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

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

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

    What is it then?

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

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

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

    The deadly duo

    So there are some great combat options — but who are we playing as? Please allow me to introduce Harry and Judy. The stereotypes of Angel = Good and Demon = Bad are a little twisted in God’s Trigger. Put simply, both Harry and Judy are lethal badasses and seriously good at killing.

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

    What about solo play?

    We don’t want to leave anyone out! God’s Trigger is designed to be stunning to play in co-op as I’ve mentioned, but we also designed from the ground up to be excellent for solo players too. With all of those special abilities, different tactics and a bunch of environmental traps around, any solo players can get just as skillful and lethally artistic as a duo can.

    The enemy

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

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

    It’s been an mind-blowing journey through Heaven, Hell and Earth bringing this title to you and your friends today. Thank you and I look forward to answering any questions or thoughts in the comments below!

    Website: LINK

  • XIII: The Stylish Cel-Shaded FPS Returns in New Remake

    XIII: The Stylish Cel-Shaded FPS Returns in New Remake

    Reading Time: 3 minutes

    XIII is a first-person shooter where you play as “Thirteen,” a talented soldier who lost his memory and has been accused of killing the President of the United States. You first wake up injured and amnesic on Brighton Beach with the only clue being a small key and a mysterious tattoo that reads “XIII” next to your clavicle. It’s now your job to search for answers through a 34-level solo campaign. Don’t worry, you will find the appropriate weapon arsenal along the way. So many questions… so many bullets!

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


    Original Game Screenshot

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

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


    Cover of the original comic book.

    For now, we have that first teaser for you! XIII will be available on November 13, 2019 on PS4.

    Website: LINK

  • Revealing the Entire Castlevania Anniversary Collection Lineup

    Revealing the Entire Castlevania Anniversary Collection Lineup

    Reading Time: 3 minutes

    Hello PlayStation Blog readers! It’s Konami’s 50th anniversary this year, and we’re celebrating by bringing several collections of our much loved, retro games to PS4. Last month we announced three of them: Arcade Classics Anniversary Collection (out today at PlayStation Store), Contra Anniversary Collection and Castlevania Anniversary Collection.

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

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

    Castlevania Bloodlines

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

    Kid Dracula

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

    Castlevania the Adventure

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

    Castlevania II: Simon’s Quest

    Simon’s Quest evolved the gameplay from the original Castlevania, encouraging players to explore Transylvania in search for the scattered pieces of Dracula’s body. The game’s soundtrack, specifically is still one of the most recognizable pieces of video game music to this day with its iconic song, Bloody Tears.

    I’m sure you’ll agree — that’s a whole lot of retro Castlevania goodness. We hope you’re ready to sink your teeth into all eight of theses classics when the Castlevania Anniversary Collection launches as a digital exclusive at PlayStation Store on May 16.

    Website: LINK

  • Exclusive Reveal: Smite Launches Two New Gods April 30

    Exclusive Reveal: Smite Launches Two New Gods April 30

    Reading Time: 4 minutes

    For the first time ever, two gods will rise. Horus and Set — the legendary Egyptian rivals — will both become playable characters in Smite later this month! This is the first-ever simultaneous God release for the free-to-play Battleground of the Gods, and we’re thrilled to give you an exclusive first look at these two incredible characters here today.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Website: LINK

  • Immortal Legacy: Jade Cipher Out Today on PS VR

    Immortal Legacy: Jade Cipher Out Today on PS VR

    Reading Time: 3 minutes

    Vivagames is a relatively small studio based in Beijing, and Immortal Legacy: Jade Cipher is only our second title (and our first VR title). We have a very talented, passionate, and experienced team of creators here.

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

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

    The story of Immortal Legacy: The Jade Cipher is inspired by this story as well as other Chinese legends. In our story, Ksi” (夕) is an emperor who, having conquered space, yearns to conquer time as well. He seeks immortality, and is willing to stop at nothing to attain it — even sacrificing his own people.

    That search for immortality is just one reason that brings you to Yingzhou Island, located deep in the Dragon’s Triangle. Playing as ex-special forces soldier Tyre, you’re also here to discover the truth behind your mother’s mysterious death. Finding out how that event and her enigmatic past are tied to the secrets that lie at the heart of the island will see you battle through not only a mercenary army sent in to excavate it, but the horrors they’ve unwittingly set free.

    Descend into the unknown and uncover the secret of immortality in this immersive PS VR* blockbuster, out today on PS4.

    *Please review and follow all safety guidelines for use of PlayStation®VR. PlayStation®VR is not for use by children under age 12. PlayStation®4 system, PlayStation®VR and PlayStation®Camera are required to experience VR functionality.

    Website: LINK

  • The Musical Friendship of Jupiter & Mars’ Adventurous Dolphins

    The Musical Friendship of Jupiter & Mars’ Adventurous Dolphins

    Reading Time: 8 minutes

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

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

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

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

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

    Our drowned London, revealed with echolocation.

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

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

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

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

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

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

    Left: Myself, holding a copy of the single ‘Gouryella’ by Ferry Corsten’s trance side project Gouryella, and Sam Kennedy. Right: Jon Atkinson and Nami Miyahara work on Jupiter & Mars’ theme song ‘(We Are) Shooting Stars’.

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

    Blue Moods

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

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

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

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

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

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

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

    Ocean Blue

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

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

    Website: LINK

  • How Ancient Rome inspired the diverse world of Heaven’s Vault, Out Today

    How Ancient Rome inspired the diverse world of Heaven’s Vault, Out Today

    Reading Time: 3 minutes

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

    But it’s not all dusty temples and lost mines — when Aliya isn’t exploring the past, she’s talking to people in the busy cities and markets of her world, to find new clues to follow. It’s taken us four years to make Heaven’s Vault. Building an entire civilization from scratch isn’t easy! We found that for everything we decided on, there was another choice waiting to be made.

    Say we figured out what the people ate — well, then we needed to know how it was grown, how it was distributed, and how it was paid for. And was it shared out fairly, or unfairly? To help us we did a lot of research, drawing from sources as varied as the barter systems of the Polynesian islands to the intricate trade routes of the Silk Road. We borrowed and adapted ideas from a whole host of cultures and historical periods, while trying to include nothing that in our society hasn’t been real somewhere, at some time.

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


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

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

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


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

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

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

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

    Website: LINK

  • Dreams Early Access Launches Today

    Dreams Early Access Launches Today

    Reading Time: 3 minutes

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

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

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

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

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

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

    Xx
    Mm

    Website: LINK

  • Heartfelt, Handmade Adventure Ghost Giant Releases Tomorrow on PS VR

    Heartfelt, Handmade Adventure Ghost Giant Releases Tomorrow on PS VR

    Reading Time: 5 minutes

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

    In our new VR adventure you get to experience that precise moment when you meet the young cat boy Louis! You’re right there in his world, in the shape of the Ghost Giant. You’re real, big as a hill and scary as thunder. You lean closer and poke him, he screams and runs away to hide behind a rock. From there on it’s up to you to figure out how to earn his trust. Our VFX Artist André Jönsson put a lot of effort into making effects which make the connection between you and Louis feel both more real and magical.

    The world has a very crafted look and feel to it, and that was always a common denominator throughout the development of the style. There are lumps of papier-mâché for foliage and painted cardboard for buildings — with thumbtacks, nails and tape keeping it all together. The style also helped to optimize the game since, instead of making high polygon models with fancy materials, our Environment Artist — Leo Brynielsson – just focused on painting yummy textures with a handmade look. Which, as a bonus, made Patrik Häggblad (the programmer responsible for making our game run smoothly) very happy.

    Thanks to our Programmers, Kristian Dam and Katharina Wunder, the Ghost Giant can lift off walls, roofs or rotate whole houses, take a huge crane and use it as a fishing rod or grab a big rock and throw it over the woods. There’s also the tactileness of leaning closer to listen in on the conversations going on in town or putting silly hats on people (thanks to our Lead Programmer and Producer, Sebastian Strand. Time well spent on that one). We wanted to channel that feeling of having created your own diorama world and exploring it as a child, the tiny world coming alive as you play.

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

    The project’s Concept Artist, Stina Rahm, is especially great at drawing adorable animals and we wanted to encourage her to go nuts with animal designs. This added extra flavor to the characters. Monsieur Tulipe — the town’s florist deer — nibbles on his own flowers when nobody’s looking and Monsieur Bonbon, a grumpy lion, is forced to follow in his parents’ hoovesteps and sell vegetables. Going for anthropomorphic character designs was also a great way to find an accessible style with nice silhouettes and clear features that make them easy to read, even when they’re so tiny. It’s also cute and we like animals.

    Back when the first prototype was made by a small team lead by Zoink CEO Klaus Lyngeled, the story took place in an American, jazzy small town. However, when Ghost Giant’s writer Sara B. Elfgren first saw the demo and its pastel color scheme her mind went to The Umbrellas of Cherbourg (1964). She suggested writing the story and designing the art like it was set in a fictional France in the sixties. I put together a mood board based on pictures of French picturesque small towns, clothes and old cars from the 50s and 60s and it all ended up somehow fitting the mood and atmosphere of the story better. It made us try something that was quite different to what we’d done before in our other games, with bored beatnik cool cats instead of jockey school bullies and lush countryside where there previously had been steamy, rowdy streets.

    Telling a story in this medium and small scale proved challenging at first but when we began thinking of the game as a cozy theater things quickly fell into place. When something important is going on in the scene, we dim the lights and direct a spotlight at the action. We also turn down the background noise and play different music. Last but not least, the expressive animations by Stefan Markan, Mathias Lorensson and Willand Sköld Ringborg and Sound Design by Marcus Klang did wonders to the storytelling as well.

    Tomorrow, April 16, we welcome you to Sancourt! The team has worked long and hard on the project and we’ve all put a piece of our hearts into it. We hope you’ll enjoy your visit, make some new friends and memories. Just remember that even though you’re the big, tough giant in this story, you’re here because Louis needs you. Only through working together as friends will you be able to learn more about Louis and uncover what means to be a giant ghost.

    Website: LINK

  • PlayStation Road to Greatness 2019

    PlayStation Road to Greatness 2019

    Reading Time: 2 minutes

    Road to Greatness is back! We’ll be bringing the latest and greatest in PlayStation gaming to festivals and conventions across the United States, starting this weekend at Salt Lake City Comic Con. This is the first stop of many, so keep an eye on our tour schedule.

    The RTG truck will be featuring the latest and greatest games including Days Gone, MLB The Show 19, Trover and so much more. In addition to the latest games, the crew has built out even more gaming stations. And we don’t just mean in terms of quantity; we’ve gone all in on quality too, with each demo on the truck running on PS4 Pro.

    PlayStation Road to Greatness Truck Routing
    Event Market Start Date End Date
    Salt Lake Comic Con (FanX) SLC, UT 4/19 4/20
    Something In The Water Virginia Beach, VA 4/26 4/28
    Beale St Music Festival Memphis, TN 5/3 5/5
    KaaBoo Texas Arlington, TX 5/10 5/12
    Hangout Festival Gulf Shores, AL 5/16 5/19
    Phoenix Comic Fest Phoenix, AZ 5/23 5/26
    Bunbury Music Festival Cincinatti, OH 5/31 6/2
    CMA Fest Nashville, TN 6/6 6/9
    Celebrity Fan Fest San Antonio, TX 6/14 6/16
    Firefly Festival Dover, DE 6/20 6/23
    Summerfest Milwaukee, WI 6/26 7/7
    MLB All Star Game Cleveland, OH 7/5 7/9
    Country Thunder Twin Lakes, WI 7/18 7/21
    QuickChek NJ Festival of Ballooning Readington, NJ 7/26 7/28
    Musikfest Bethlehem, PA 8/2 8/10
    Silicon Valley Comic Con San Jose, CA 8/16 8/18
    Gamestop Expo Nashville, TN 8/25 8/29
    Bumbershoot Seattle, WA 8/30 9/1
    Kaaboo San Diego, CA 9/13 9/15
    Miramar Air Show San Diego, CA 9/28 9/30
    CA Capital Air Show Sacramento, CA 10/5 10/6
    Wings over Houston Air Show Houston, TX 10/19 10/20
    Six Flags Fright Fest Atlanta, GA TBD TBD
    Blue Angels Homecoming Air Show Pensacola, FL 11/2 11/3
    Thunderbirds air show Nellis AFB, NV 11/16 11/17
    Fiesta Bowl Phoenix, AZ 12/24 12/29
    National Championship New Orleans, LA 1/9 1/13

    Check the above list and stop by to relax, try PlayStation VR, and maybe even win some prizes. Also, continue to check www.roadtogreatness.com for the most up-to-date game listing!

    PlayStation VR is not for use by children under age 12.

    Website: LINK

  • Your First Look at Star Wars Jedi: Fallen Order

    Your First Look at Star Wars Jedi: Fallen Order

    Reading Time: 2 minutes

    Star Wars Jedi: Fallen Order is an upcoming third-person action-adventure game made by Respawn Entertainment and EA. On the heels of its reveal at Star Wars Celebration Chicago, we’re giving the world its first look at the next major Star Wars title! This single-player story puts players in the boots of Cal Kestis, a surviving Padawan in a post-Order 66 galaxy where the Jedi are considered traitors.

    Star Wars Jedi: Fallen OrderStar Wars Jedi: Fallen Order

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

    Star Wars Jedi: Fallen OrderStar Wars Jedi: Fallen Order

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

    Website: LINK

  • VA-11 Hall-A Serves Up Drinks on PS4 May 2

    VA-11 Hall-A Serves Up Drinks on PS4 May 2

    Reading Time: 3 minutes

    VA-11 Hall-A: Cyberpunk Bartender Action came out three years ago and I still can’t believe it. All the opportunities that have come our way, all the help we’ve been able to give to those we love thanks to it, all the support we get every day from everyone. It all still feels unreal, and now the game is going to be on PS4 this May!

    In case you’ve never heard about VA-11 Hall-A: this isn’t a game about glamorous heroes toppling governments in a cyberpunk future. You assume the role of an ordinary bartender named Jill Stingray, who listens to the tales of strangers and regulars at the VA-11 Hall-A bar while she mixes drinks for them. Characters react differently depending on what drinks they were served and how much alcohol they’ve had — and you’ll learn about the dystopian place they all live in, Glitch City.

    I wanna go into some spicy lore about Jill’s boss at VA-11 Hall-A, Dana Zane. Now, Dana is a character that predates Sukeban Games itself. Her origins can be traced back to being the mascot from an old blog my co-founder Christopher had. Dana’s role remained even after said blog got reiterated and even after we started making games. We saw fit to make her, if not the protagonist, at the very least a notable face in the production of VA-11 Hall-A.

    Being a “mascot” of sorts, Dana has always reflected Sukeban Games as a brand, even before we were called Sukeban Games. One of the driving forces behind what we do is a constant feeling that we don’t belong in regular circles. Be it gaming, anime, or whatever, we’ve always felt like outsiders whenever we try to fit into the regular hobby circles. So we’ve tended to carve out our own space where we can be ourselves with no problems.

    As such, Dana has always had a rebellious streak to her, geared towards the core principle that if the world wasn’t gonna accept her, she would happily carve out her own space in the world, welcoming anyone that feels like they don’t belong out there.

    Dana’s role as the representation of what Sukeban Games signifies is even reflected on the company name. When the time came to pick a company name, we knew we wanted something that would reflect Dana as a character, that would encapsulate her rebelliousness and deeply punk attitude. And so “Sukeban Games” was born.

    We wanna highlight that Dana in VA-11 Hall-A is a more mature version of herself. We have a huge desire to explore Dana at the height of her reckless and punk nature. VA-11 Hall-A’s Dana is a glimpse into a future where she’s been to hell and back, only to return stronger and more inclusive than ever.

    Sukeban Games as a team has been through a kind of hell too, if you know what’s up with our home country of Venezuela. Still, if you told me five years ago that the game we made for a game jam would be on consoles everywhere, I would’ve probably been annoyed at you pulling my leg. But VA-11 Hall-A is now a reality, our reality, and we will forever be thankful to everyone that has supported us all the way through the tough times and more.

    Website: LINK

  • PlayStation Blogcast 326: Path of the Shinobi

    PlayStation Blogcast 326: Path of the Shinobi

    Reading Time: 2 minutes

    Email us at blogcast@sony.com!

    Subscribe via iTunes, Spotify, Google or RSS, or download here


    On this week’s episode of the Blogcast we’re back from our stint in a fantastical Japan with hands-on survival stories from Sekiro: Shadows Die Twice. We also cover a slew of awesome upcoming PS VR titles and ponder what an interactive VR sitcom might be like. Hello Game’s Sean Murray also pops in to talk about PS VR support coming to No Man’s Sky Beyond. Prepare for takeoff!

    Editor’s Note: Sorry for the later-than-usual upload on this one! We ran into some technical issues that prevented us from getting last week’s episode live until today. -Justin

    Stuff We Talked About

    • Sekiro: Shadows Die Twice
    • Path of Exile
    • Sean Murray talks No Man’s Sky VR
    • VR sitcoms?

    The Cast

    Official PlayStation Blogcast: Sid ShumanOfficial PlayStation Blogcast: Sid ShumanOfficial PlayStation Blogcast: Kristen ZitaniOfficial PlayStation Blogcast: Kristen ZitaniOfficial PlayStation Blogcast: Tim TuriOfficial PlayStation Blogcast: Tim Turi

    Sid Shuman – Director of Social Media, SIEA
    Kristen Zitani – Social Media Specialist, SIEA
    Tim Turi – Senior Social Media Specialist, SIEA


    Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music.

    [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

    Website: LINK

  • No Straight Roads Pits Rock Against EDM Later This Year

    No Straight Roads Pits Rock Against EDM Later This Year

    Reading Time: 5 minutes

    Hello everyone! Let me say that it’s a huge delight to be able to say “Hi!” from PlayStation.Blog. I’m really happy to be able to directly talk to all you wonderful PlayStation gamers, being one myself!

    I’m Wan Hazmer, former Lead Game Designer of Final Fantasy XV and together with my cousin Daim Dziauddin, former Concept Artist of Street Fighter V, we co-founded Metronomik, a Malaysian video game studio back in December 2017.

    We’re happy to present to you our first PS4 music-based action-adventure game: No Straight Roads! Here, you fight a massive Electronic Dance Music empire as an indie rock band! Yup, you can already tell that we’re huge fans of music and epic battles!

    No Straight Roads

    The game is set in Vinyl City, which mega corporation NSR (No Straight Roads) has taken control of all the city’s clubs. NSR, which doubles as an EDM label, will only allow their music to be performed. You play as Mayday and Zuke, two members of the indie rock band Bunk Bed Junction, who clash against NSR’s artists in giant boss fights to reclaim control of the city.

    No Straight RoadsNo Straight Roads

    So maybe this is the first time you’re hearing about this project, but we presented the game at the Tokyo Game Show, Paris Games Week and recently at the Taipei Game Show — and we are extremely proud to mention that we won the prestigious ‘Best Audio’ Indie Award at Taipei Game Show!

    No Straight Roads was created to reinforce the role of audio in a video game without turning it into a rhythm game, and to tell a story about different musical cultures through powerful visual elements.

    No Straight Roads

    “So,” I hear you ask. “It’s a rhythm game?”

    It’s actually an action game with a unique twist! It plays similarly to, say, Kingdom Hearts or Devil May Cry. While everything that happens on screen is deeply tied with the music, you can attack, jump and move freely; You are not required to follow the beat, but if you understand the relationship between the enemy attacks and the music, you will gain an advantage in combat!

    No Straight Roads

    Because in No Straight Roads, music is power. The core experience that we want to nail is “your music can change the world.” So the power of music, you can transform certain objects into weapons. Your performance in the game will also bring about changes in the game’s music: a seamless and dynamic transition between rock and Electronic Dance Music.

    What we’ve been able to accomplish is a result of the amazing music by Falk — who has worked on the music of previous Final Fantasy and Kingdom Hearts games, James Landino of Sonic Mania fame, Funk Fiction and Andy Tunstall; and the fantastic sound design of Gwen, Sharon and Jeremy!

    We also want to represent music in its entirety: its culture, its creativity and its many stories. It’s also about the clash of ideals and different mindsets of why people play music. We tell these stories in a way that can be only told in video games. Less reliance on cutscenes and more on visual storytelling.

    We’ve been told during the game shows that our art is very unique. It’s all thanks to our amazing art team. Our concept artist is Ellie Yong, who had zero experience in game art before coming in our team, but brought an extensive experience creating sprawling wall murals and illustrations to our game. Our 3D team then aligns to her concept art (instead of the other way around), providing a unique, visually-striking art direction to our game. Jarold, who has worked as an art director for projects like Gears of War, is now tasked with bringing Ellie’s beautiful art into an immersive 3D world.

    We recently released brand new key art, created by Ellie, that showcases one of the main protagonists, Mayday, as she looks towards the tower of No Straight Roads, the EDM empire in the game. Surely this art looks very familiar to all you RPG fans? That’s right, it’s a tribute to the 22nd anniversary of Final Fantasy VII, one of my favorite RPGs of all time!

    This key art is my little way to say thank you. It was a great privilege to work alongside some of the original members who worked on this masterpiece back when I was in Square Enix. It is also a testament to our ambition to make No Straight Roads a truly memorable experience for gamers worldwide when it releases this spring on PS4.

    No Straight Roads

    Website: LINK

  • Paper Beast, From the Creator of Another World, Out This Year for PS VR

    Paper Beast, From the Creator of Another World, Out This Year for PS VR

    Reading Time: 4 minutes

    Hi! I am Eric Chahi, maker of Another World (Out of this World in US). I’m thrilled to introduce you to our new game, Paper Beast, set for a release later in 2019 for PlayStation VR. Somewhere deep down in the vast memory of a data server, an ecosystem has emerged. Decades of lost code and algorithms have accumulated in the eddies and flows of the Internet. A small bubble of life has blossomed. Paper Beast is born.

    A few years ago, I was playing with physics in the Unity Engine with several cool new gameplay elements in mind. Notions of Big Data were swimming in my head. As you know, I’ve always enjoyed exploring new concepts and creative territories. That was my motivation when I created Another World (Out of this World) back in 1991 on the Amiga.

    To be independent and free to share my passion for exploring new experiences and technology, I created my new studio: Pixel Reef. The studio is like our atoll, our happy place — a space for creative exploration.

    Experimentation and Discovery

    With Paper Beast, we wanted to create a complete ecosystem with unique wildlife. We wanted to reproduce the excitement you might feel as an explorer discovering a virgin land, a place where no human has been before. When you watch animals in nature, you feel something special about how they move and react. They exhibit an intense sense of vitality that makes exploring all the more enriching. You will interact with the creatures and will start to form delicate bonds with them.

    So how did we incorporate this into Paper Beast?

    Every bit of gameplay is built atop a simulation covering every conceivable detail, from terrain simulation to animal locomotion. You can precisely interact with the environment as an immersive, playful universe. Creatures will adapt their behavior to how you, as a player, interact with the world. Paper Beast is not a god game, but we did put some key ingredients in it.

    Live an Adventure

    More than anything, Paper Beast is a virtual journey leading quirky animals through a colorful universe that sprouts from the remnants of the internet.

    We will tell you a story, but the narration is unspoken. Through the events of the world, their pacing, the story unfolds. Much like Another World, there is no text or dialogue. There is only the environment, and you will feel immediately connected to it. Our physics system enriches the experience through simple interaction and manipulation of the environment.

    We also wanted the environment to be meaningful and touching. The creatures you’ll meet, all made of paper, are the symbolic bridge between the world of men and the world of information technology.

    A Passion for Technologies

    3D immersion has always enthralled me: you can feel the environment around you in its entirety. With VR, your gestures are spatialized, so you can fall into a fully interactive, simulated living world.

    One of the VR lessons I learned during development is just how critical sound is for immersion. In movies they say that sound is 50% of a picture. Everything becomes so more tangible with authentic sounds. That is even more true in VR. Sound is 50% of space! At Pixel Reef, we have three people working full-time to deliver an outstanding binaural experience.

    We have been tirelessly working on Paper Beast for three years, and we think you’ll find our unique DNA in it. We can’t wait to share the world of Paper Beast with you, and we look forward to hearing about your own experience in the virtual world.

    We will keep you updated until the launch!

    Website: LINK

  • A Chair in a Room: Greenwater Creeps to PS VR April 23

    A Chair in a Room: Greenwater Creeps to PS VR April 23

    Reading Time: 3 minutes

    I’m Ryan Bousfield from Wolf & Wood. In the lead up to the release of A Chair in a Room: Greenwater on PlayStation VR, I would like to take you through some of the concepts and ideas that went into creating the fictional location of Greenwater.

    A Chair in a Room: Greenwater is a horror mystery set in a bleak imagining of America’s Deep South. As Patient No. 6079 you must relive your memories to piece together the past and why you have awoken in the sinister Greenwater Institute.

    The area of Greenwater is a mix of derelict towns, run-down motels and murky, decaying swamps, making the game an eerie and atmospheric thriller. But to make it as immersive as possible, we knew early on that we would need to design a world outside of anything you see in the game.

    Scratching the surface

    The game starts in The Greenwater Institute, a brightly lit, utilitarian facility that could be anywhere in the world. On the surface it looks clean and safe, with posters of stock models smiling under the guise of care and security. This is subversive by design, as the threat in Greenwater isn’t visible from the start.

    Investigation of the clues is carried out by manipulating items using either the DualShock 4 wireless controller or PS Move motion controllers. This kind of ‘hands on’ gameplay means that getting up close is important. With that in mind, we’ve paid extra attention to the finer details. Looking closer, the clean white room reveals marks of the previous occupants, and scratched into the paint of the door are messages from another time.

    Our own brand of corruption

    Remember those posters in the institute? The ones with stock images of carefree happy people. They’re all branded Agkistrocorp, just like the medication packaging and stationery. These and all the other items in the game have been designed with all the detail of a real world product: from warnings, to chemical makeup, to barcodes, each item feels believable. These work twofold as the items are either story-related or contain information about gameplay.

    Influences

    A number of literary and cultural references are made throughout, and we feel that these ground the events happening around you, invoking a sense of familiarity in an otherwise unusual place.

    George Orwell’s 1984, the widely known classic and a personal favourite of mine, is a big influence for the institute. As you explore you’ll notice that posters on the walls proclaim “We are always watching,” and that doctors observe your every move through two-way glass. Even the number given to the patient, 6079, is the same as that given to Winston, the protagonist of Orwell’s classic novel.

    There are plenty more references and metaphors hidden throughout that don’t directly influence the gameplay but are there for those willing to look deeper.

    Prepare for your descent: A Chair in a Room: Greenwater comes to PS VR April 23.

    Website: LINK

  • A Chair in a Room: Greenwater Creeps to PS VR April 23

    A Chair in a Room: Greenwater Creeps to PS VR April 23

    Reading Time: 3 minutes

    I’m Ryan Bousfield from Wolf & Wood. In the lead up to the release of A Chair in a Room: Greenwater on PlayStation VR, I would like to take you through some of the concepts and ideas that went into creating the fictional location of Greenwater.

    A Chair in a Room: Greenwater is a horror mystery set in a bleak imagining of America’s Deep South. As Patient No. 6079 you must relive your memories to piece together the past and why you have awoken in the sinister Greenwater Institute.

    The area of Greenwater is a mix of derelict towns, run-down motels and murky, decaying swamps, making the game an eerie and atmospheric thriller. But to make it as immersive as possible, we knew early on that we would need to design a world outside of anything you see in the game.

    Scratching the surface

    The game starts in The Greenwater Institute, a brightly lit, utilitarian facility that could be anywhere in the world. On the surface it looks clean and safe, with posters of stock models smiling under the guise of care and security. This is subversive by design, as the threat in Greenwater isn’t visible from the start.

    Investigation of the clues is carried out by manipulating items using either the DualShock 4 wireless controller or PS Move motion controllers. This kind of ‘hands on’ gameplay means that getting up close is important. With that in mind, we’ve paid extra attention to the finer details. Looking closer, the clean white room reveals marks of the previous occupants, and scratched into the paint of the door are messages from another time.

    Our own brand of corruption

    Remember those posters in the institute? The ones with stock images of carefree happy people. They’re all branded Agkistrocorp, just like the medication packaging and stationery. These and all the other items in the game have been designed with all the detail of a real world product: from warnings, to chemical makeup, to barcodes, each item feels believable. These work twofold as the items are either story-related or contain information about gameplay.

    Influences

    A number of literary and cultural references are made throughout, and we feel that these ground the events happening around you, invoking a sense of familiarity in an otherwise unusual place.

    George Orwell’s 1984, the widely known classic and a personal favourite of mine, is a big influence for the institute. As you explore you’ll notice that posters on the walls proclaim “We are always watching,” and that doctors observe your every move through two-way glass. Even the number given to the patient, 6079, is the same as that given to Winston, the protagonist of Orwell’s classic novel.

    There are plenty more references and metaphors hidden throughout that don’t directly influence the gameplay but are there for those willing to look deeper.

    Prepare for your descent: A Chair in a Room: Greenwater comes to PS VR April 23.

    Website: LINK

  • PlayStation Blogcast 327: Where Everybody Knows Your Online ID

    PlayStation Blogcast 327: Where Everybody Knows Your Online ID

    Reading Time: 2 minutes

    Email us at blogcast@sony.com!

    Subscribe via iTunes, Spotify, Google or RSS, or download here


    Tim and I are holdin’ down the fort this week, so there’s nothing to keep us from talking Sekiro, Deltarune, and… Cheers? Come on in, grab a seat, and let us serve you up a frosty glass of gaming news. Plus, Kristen interviews Iain Wright, design director at London Studio, about their upcoming blockbuster PS VR shooter Blood & Truth (interview starts at 22:30). Enjoy the show!

    Stuff We Talked About

    • Changing our Online IDs
    • Blood & Truth
    • Falcon Age
    • Paper Beast
    • No Straight Roads
    • Sekiro: Shadows Die Twice
    • Path of Exile
    • Deltarune
    • Our favorite movies to watch on the big screen
    • Cheers

    The Cast

    Official PlayStation Blogcast: Justin MassongillOfficial PlayStation Blogcast: Justin MassongillOfficial PlayStation Blogcast: Tim TuriOfficial PlayStation Blogcast: Tim Turi

    Justin Massongill – Social Media Manager, SIEA
    Tim Turi – Senior Social Media Specialist, SIEA


    Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music.

    [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

    Website: LINK

  • Lead Society to Prosperity or Despair in Frostpunk, Coming to PS4 This Summer

    Lead Society to Prosperity or Despair in Frostpunk, Coming to PS4 This Summer

    Reading Time: 3 minutes

    Frostpunk: Console Edition is a game of society survival coming to PlayStation this summer. Sometimes it’s easier to picture a game in one’s mind with a genre, but in this case the genre is something you might not have seen before. I wouldn’t mind the gaming community using ‘society survival’ in the future to describe games offering similar experiences, but with this one we’ve created a blue ocean.

    Frostpunk tells an alternate story of XIX-century industrial revolution, where for unknown reasons our planet went into an extreme ice age, bringing destructive winters and an eventual collapse of civilization. Governments fall and humankind faces the threat of extinction. Your role is to lead a group of survivors — possibly the only remnants of British Empire in a Victorian era. People under your command try to form an organized society that adapts to unforgiving conditions and your vision is to create a new civilization, hopefully capable of surviving the overwhelming cold.

    “The city must survive” — this sentence drove us, at least partially, throughout the creation of the game. As the leader of possibly the last society on Earth, you build and manage its last source of hope — the city of New London. Careful planning, expansion, resource management and the overall creation of the infrastructure surrounding a huge coal-fueled generator — this is how you ensure your survival. But then, it is all about your people: hundreds of workers, engineers and their children who need to be led and ruled to efficiently fight the devastating frost.

    Gathering resources, building up the city, and researching technologies are all essential to the survival of your city, but the human factor is the key to creating a society capable of surviving apocalyptic catastrophe.

    As the leader, you rule by introducing laws and customs that make society function in a way you believe is the right one. Or sometimes with laws that make people obedient to your voice — the one and only right voice. And don’t think it’s easy. The game is going to challenge your strategic thinking and test your moral spine. In Frostpunk, “The city must survive” often serves as the only imperative.

    If thoughtful and careful society management was not enough of a challenge, you not only need to oppose this oppressive environment, but also explore it, discovering remnants of the past, gaining additional resources and last but not least — rescuing survivors to further grow your community.

    Do what you must, as extinction looms on the horizon and survival of your people is of the essence. Whatever the cost.

    Website: LINK

  • The Drop: New PlayStation Games for April 16, 2019

    The Drop: New PlayStation Games for April 16, 2019

    Reading Time: 8 minutes

    A new PS VR adventure from the team behind Fe, Flipping Death, Stick it to the Man, and more, Ghost Giant casts you as… well, a large spectre visible only to a young boy named Louis. Explore the town of Sancourt, help Louis and his neighbors, and have a laugh or two (or ten) along the way.

    For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop!

    The Drop Logo

    The Drop Logo

    Anniversary Collection Arcade Classics
    PS4 — Digital (Out 4/18)
    Konami starts its 50th anniversary celebration with this first installment of the Anniversary Collection series of all-time classics! This includes eight arcade masterpieces of the 80s, from Nemesis to Haunted Castle, enhanced with modern features.
    Crossovers By Powgi
    PS4, PS Vita — Digital (Cross-Buy, Out 4/17)
    Solve crossword puzzles — one letter at a time! Crossovers are little crosswords with just one letter missing. Find the letters, then unscramble them to solve the cryptic clue. Crossovers by POWGI contains 200 crossword clues – and 200 terrible jokes, as a “reward” for solving each one.
    Dark Quest 2
    PS4 — Digital
    Dark Quest 2 is a turn-based RPG where you control a party of heroes on your epic quest to defeat the evil sorcerer and his minions. Each map is designed to test your party’s strength, courage and sanity as you go deeper and deeper into the castle seeking the evil sorcerer.
    Ghost Giant
    PS VR — Digital, Retail
    As the Ghost Giant, you are the protector of the lonely little boy Louis, who’s in dire need of a helping hand. Build trust with Louis by helping him overcome big — or even gigantic — obstacles. Discover Louis’ world, meet its eccentric inhabitants and experience a heartwarming, and sometimes heartbreaking, story.
    God’s Trigger
    PS4 — Digital (Out 4/18)
    Slay enemies with speed and precision in an over-the-top show of blood and explosions, dodging bullets and making split-second decisions. Play solo or with others. When an Angel and a Demon team up to kill their way into Heaven and stop the apocalypse, bullets will fly and blood will be shed.
    Heaven’s Vault
    PS4 — Digital
    An archaeological narrative adventure with an entire hieroglyphic language to decipher. Sail the rivers of space, explore lost moons, uncover ancient artefacts, and piece together a 5,000-year-old secret. Every answer feeds into a story that adapts around your actions. Will you uncover the path to Heaven’s Vault?
    Iron Snout
    PS4, PS Vita — Digital (Cross-Buy)
    Once upon a time, pigs would have to build a house of bricks to keep the wolves at bay, but not anymore. In Iron Snout, its hero piggie has taken up learning martial arts and now it’s the wolves that need to keep their distance because in this bonkers button-mashing beat ’em up, bacon is off the menu for good.
    My Time At Portia
    PS4 — Digital, Retail
    Start a new life in the enchanting town of Portia! Restore your Pa’s neglected workshop to its former glory by fulfilling commissions, growing crops, raising animals, and befriending the quirky inhabitants of this charming post-apocalyptic land.
    Nurse Love Syndrome Re:Therapy
    PS Vita — Digital (Out 4/18)
    Meet cheerful Kaori Sawai, fresh out of nursing school, as she joins Yurigahama Hospital. Surviving a near-death experience as a child left her with a desire to become a nurse.
    Our World Is Ended.
    PS4 — Digital (Out 4/18)
    A new masterpiece of narrative visual novel storytelling. Follow Judgement 7, a team of eccentric developers working on their latest game in Augmented Reality. On a summer’s day, their AR headset let them catch a glimpse of Tokyo in ruins. Could it really be the end of the world?
    Path to Mnemosyne
    PS4 — Digital
    Relax, empty your mind, activate your senses and immerse yourself into Path to Mnemosyne, a hypnotic adventure created within an infinite zoom! Walk the path, explore your mind and recover all lost memories by solving dozens of imaginative puzzles. Will you be able to reach the end of the path?
    Please, Don’t Touch Anything
    PS4 — Digital
    Covering for a colleague, you find yourself in front of a mysterious console with a green screen monitor showing a pixelated live image of an unknown city. Also present is an ominous red button with the simple instruction to not touch anything! Go ahead, press the button. You know you want to.
    PS VR — Digital
    QuiVr puts the power of the bow and arrow in your hands. Tasked with defending your keep (and the power within) from an ever-advancing enemy, you’ll find yourself in a thrilling fight for your very survival!
    Snooker 19
    PS4 — Digital, Retail
    This is the most authentic simulation of the sport ever created, with TV-style presentation and commentary, true-to-life physics and advanced artificial intelligence. Choose from offline and online modes, from quick play online match-making to global online tournaments that link in real-time with the live World Snooker calendar.
    Snooker Nation Championship
    PS4 — Digital
    Challenge the best Snooker players in the world to take home that all important win. The offline tournament includes competing in the qualifiers through to the grand final, played on Championship specification tables. Or challenge players online. Snooker Nation Championship is digital snooker at is best.
    Table of Tales: The Crooked Crown
    PS VR — Digital
    Embark on a digital tabletop RPG — a virtual reality adventure of swashbuckling and sorcery! Take a seat at a mysterious table and unlock its true potential as a magical living board game. Take the helm and lead your party of scoundrels through realms of adventure, investigating the misdeeds of their pasts and facing up to terrible dangers!
    Tarot Readings Premium
    PS4 — Digital
    The tarot reading is a pack of playing cards used in parallel for divination in the form of tarotology and cartomancy. Our game makes you feel like you are visiting a real gypsy tarot reader. She will shuffle the cards, let you choose them and then present them and explain their meanings. All 78 cards are animated!
    Trüberbrook
    PS4 — Digital, Retail (Out 4/17)
    Enjoy an adventurous vacation to a 1960s parallel universe! A thrilling sci-fi-mystery adventure game that takes place at a remote village in rural Germany. You won the trip in a lottery! Or at least, that’s how it seems. But instead of getting some rest, you could find yourself having to save the world…
    World of Warships: Legends
    PS4 — Digital
    Experience epic naval action in World of Warships: Legends, a global multiplayer free-to-play online game where you can master the seas in history’s greatest warships! Recruit legendary commanders, upgrade your vessels, and stake your claim to naval supremacy. Early access starts today, April 12, at 12am PT.
    World War Z
    PS4 — Digital, Retail
    Humanity is on the brink of extinction. From New York to Moscow and Jerusalem, the undead apocalypse continues to spread. As the end looms, a hardened few band together to defeat the horde and outlive the dead. World War Z is a heart-pounding co-op third-person shooter featuring swarms of hundreds of zombies.

    The information above is subject to change without notice.

    PlayStation Music LogoPlayStation Music Logo

    PlayStation Video LogoPlayStation Video Logo

    PlayStation Vue LogoPlayStation Vue Logo

    The information above is subject to change without notice.

    Website: LINK