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vendredi 28 avril 2017

Oddball platformer Wuppo is coming to PS4 this summer

Hi there! I’m Thomas; Knuist from Knuist & Perzik. Or Perzik. Or maybe we are both Knuist, and we are yet to find out who Perzik really is. Anyways, let’s talk about Wuppo!

Wuppo is our passion project that we’ve worked on for a quite some time now. It started out as a small and fun hobby project, but things kind of got out of hand as the entire project took seven years to complete. Today we’re finally announcing release of Wuppo on PS4!

So, in Wuppo you play as this ‘Wum’ who gets kicked out of its apartment for spilling ice cream in the hallway and is now looking for a new place to live. Your little Wum sets out to explore the world on its own from then and encounters all kinds of strange creatures like Fnakkers and Splenkhakkers.

WuppoWuppo

 

Alright, so you’re probably wondering what kind of game this is. Well, it’s a 2D Narrative Action Adventure Platformer with RPG elements that contains a lot of humour, doodly art and will put a smile on your face. Have you ever seen a game that combined all that? Yes you have. Once. It’s called Wuppo.

What I personally love most about Wuppo are the many different unique places to explore, like a thriving underground city, a seaside theme park, a vertically travelling train and the ruins of a long lost musical civilization. Every corner of Wuppo’s world is filled with hilarious characters, fun activities and unique backstories.

So if you’re hyped for this wumtastic adventure, make sure you keep your eyes open for Wuppo’s PlayStation 4 release this Summer!

Thanks for the read, see ya!

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How deliciously dark PS4 adventure Little Nightmares took shape

It’s finally arrived … ‘release week’ is now upon us. That thing developers look forward to and dread in equal measure. In just over four days, you’re free to lock yourselves away, with the lights off and the curtains drawn, and bathe in the primary colours and warm, cuddly characters of our lovely new game, Little Nightmares!

It’s been over half a year now since we last spoke about the game here, and so I thought it might be nice to talk a bit more about how the game has evolved since inception and how this evolution has informed our approach.

Before we do here is a nice treat for you introducing the graceful Lady, the ruler of The Maw and the biggest threat to Six’s survival.

As you may already know, Little Nightmares was actually born under a different name – Hunger – a name that was designed to reflect the themes that we would be exploring. These things are of course still present, but the game naturally evolved over time, turning into more of an exploration of childhood, primal fears, and how it feels to try to survive in a world that was built and run for others.

Little Nightmares

One of the ways we’ve tried to encapsulate this feeling, is through the dialogue, or rather, the complete lack of it. Sure, it’s required a new way of thinking in the way Little Nightmares’ story is conveyed, but it was also integral to creating and maintaining that total sense of detachment and isolation you feel when taken out of your comfort zone.

If the monstrous residents of The Maw could talk, and if Six could understand them, she is instantly less out-of-place. There is a comfort in communication that we wanted to withhold, because Six is not welcome here, she doesn’t belong here, and this was a perfect way to convey that. But of course, there is a great deal you can do with visual storytelling too, especially when you have an Art team that never fails to floor me with their talent and imagination!

Little Nightmares

The art style of the game has rightly drawn attention as one of the game’s standout features, but it’s not just there to look pretty (alright, “pretty” isn’t quite the word, hopefully you get my meaning). The visual language of Six and the residents is just one example of how we’ve tried to convey these ideas I spoke about earlier. There is a clear contrast between Six – with her stark colour, small frame, and clean, simple shapes – and the rest of this world, which is not only outsized, but also more organic in shape, and presented in a totally different colour palette.

Little Nightmares

And, of course, let’s not forget the audio design, which in my opinion has done a magnificent job in making you feel as lost and alone as Six does. The, thoughtful subtle touches from Tobias and Christian, our Audio wizards, have done so much to underpin the story of Six and The Maw.

Something as simple as the light slap of her bare feet fighting to be heard amidst the heavy, industrial machinery of The Maw, can speak volumes about the scale of the task lying ahead. As is always the case with games, if you don’t shout everything from the rooftops, there’s a worry that some things may be misunderstood, or missed completely; but our hope is that it will slip past your eyes and ears and go directly for your subconscious!

Learn more about little Nightmares on http://ift.tt/2d2y50X and follow us on Twitter at @LittleNights and Facebook at /worldoflittlenightmares

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jeudi 27 avril 2017

Team Ninja welcomes you to your new adversary in next week’s Nioh DLC, Dragon of the North

We are anxious to showcase our upcoming DLC: Dragon of the North onto PlayStation Store. I’m sure many of you samurai have been hungry for more adventure and challenge to satisfy your Nioh appetite. We can’t wait to fulfill your craving on May 2nd.

This new chapter picks up where William left off after his valiant victory to restore peace to Japan. In keeping with the tradition of our inspiration through Japanese history and mythology, the central character for this new chapter is based on Lord Masamune Date, the ruler of the Sendai feudal domain in the Keicho Era (about 400 years ago).

In our opinion, his personality and exploits in history lend himself to become a key player to contend with in the story. Masamune is a well-known historical figure who is both brilliant and ruthless.

Nioh

Although he was an exceptional leader; his ambition and lust for power blinded him to all else. He was known for being an impulsive leader who was wildly arrogant of his abilities believing he was superior to most men, yet at the same time greatly devoted to the his land and subjects. We found this disparity in his personality to be something that we can utilize to create a memorable character and a formidable adversary for William.

Dragon of the North will take place in the Oshu region and introduce the ambitious ruler, Masamune Date, also known as the “One-Eyed Dragon”. Just when you thought that peace is finally restored in Japan through your brave efforts in completing the original campaign… We now begin to hear troubling rumours that the One-Eyed Dragon is secretly gathering spirit stones, setting a stage for more unrest and mayhem to take hold.

Nioh

Prepare to defy death once again as you will face a variety of terrorizing new Yokai and forbidding enemies set in exciting new stages.

But rest assured, we will provide you with some amazing ammunition of your own to negotiate your battles. With new Guardian Spirits, armor, ninja skills, magic and a brand new weapon called the Odachi, you should be well prepared to take on your foes. Last but not least, we are proud to introduce the long awaited PvP feature* which will provide an exhilarating new element to the experience.

We hope you are up for the challenge and enjoy the Dragon of the North DLC. Sharpen your blades and good luck!

*PVP feature requires subscription to PS Plus.

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A deep dive into the music of upcoming PS4 puzzle adventure Gnog

Hey folks, it’s been a long journey for us but Gnog is finally coming out next week on 2nd May! You can pre-order it now and get a bonus free dynamic theme.

To celebrate we also created a level teaser to show off some art and music from the game.

We get a lot of really positive feedback about the game’s music, and since audio in general is such an important part of the game, we thought we’d take this opportunity to discuss the process of working with musician Marskye and bringing the game’s environments to life.

Marskye’s initial prototypes were much darker and moodier, matching the game’s darker early visuals. Stylistically, we liked both, but felt the overall mood was too intense for the style of game we were making.

As we evolved our asset pipeline to bring out the brighter, simpler shapes, however, the soundtrack evolved alongside it. The music became more melodic and varied, and we often found ourselves grooving to the new tracks Marskye sent our way.

We began to realise that the evolving soundscapes could be their own reward, and worked with Marskye to work that mechanically into each level. The dynamic layering really drives each level forward, and lets the player feel like they’re not just solving puzzles, but playing a part in an evolving jam session.

After splitting the music layers themselves into layers that stack and evolve, we worked with the level audio as well to harmonize with the evolving soundtrack. For instance, in FRGY, an early level in the game, each major step of solving the Gnog’s puzzle subtly unlocks a new layer in the music.

When you start you’re treated to an ambient track:

Then a subtle dreamy musical layer with more ambience…

A new synth and some voices gets introduced as you interact with the puzzle:

A new melody overlays the track:

The main melody of the song after you solve the interior puzzle:

The final musical layer as you near the end of the level:

And finally this is what it sounds like when you play the level in full:

When you finish the level, each layer comes together in a final flourish (which we won’t spoil here) – and completes the composition that you had a part in creating. It’s our favourite part of each level, and something we’re really proud to have been able to build into the game.

Some levels are more upbeat while others are more low-key, and each Gnog is an opportunity to try something new – visually, mechanically, and musically. You may have already heard some of these tracks remixed into the teasers and trailers we’ve released, and we’re absolutely planning to release an official soundtrack when the game comes out.

We’re really proud and excited for people to experience the dynamic layered soundtrack that Marskye has been composing. Music and sound effects are really critical to creating the tactile, dreamlike experience that we’ve been crafting, and have gone through so many iterations since we began working on Gnog three years ago.

We really hope you enjoy the results, and of course we hope you all enjoy Gnog when it comes out next week!

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5 things you should try in the opening hour of the free Prey demo, available today

In true Arkane fashion, the world of Prey is littered with world-building secrets and delights. With the ability to go anywhere on the Talos I research facility at any time (provided you can find a way to get there), you’ll be amply rewarded for paying attention to your surroundings and exploring everything.

You can also open up a host of options in the beginning of the game, but you have to be willing to do some hunting, and face off against the Typhon aliens as you make your way through Talos I. Here are five things to look out for while you’re playing through the Prey Demo: Opening Hour, available right now on PlayStation Store.

1. Feel the power

When you track down your very first Neuromod, you’ll have a few options. You could install some sweet hacker skills, allowing you to bypass security on doors, safes, and turrets. You could go with the Leverage skill and hoist heavy items out of your way (or use those heavy items as projectiles against enemies).

Prey

Or maybe you’re more interested in fixing rather than destroying. By installing the Repair ability, you can patch up busted turrets, grav lifts, and Operator bots to help you navigate the station. These are just a couple of the early abilities you’ll have access to in the demo.

“We want to encourage different play styles,” says Creative Director Raphael Colantonio. “If you really are the weapons guy then it’s possible to play through just using weapons and gadgets. You can fabricate ammo for yourself and just be that player. However, we also want to encourage players to be a little more indirect and explore with powers and different ways to solve problems.”

2. Location, location, location

If you’re up for a little digging, you’ll be able to hack, wiggle, and GLOO your way into a few choice locations that wouldn’t necessarily be open to a casual player in the first hour of the game. From traveling through tight maintenance shafts to bypass security doors, to snooping through employee emails for the codes to various department doors, Talos I is your oyster.

Even without the ability to hack your way past security measures, you can use the GLOO Gun to create new pathways to higher levels. In the same lobby area where you get your first Neuromod, you can install the Repair ability to fix a nearby grav lift and access the second floor, or you can use your newly acquired GLOO Gun to create a makeshift pathway. Either way, you’ll want to head up to the second level and take a good look around. There are definitely some secrets to discover up there (including a fun new tool to experiment with).

Prey

“One of our artists measured the station and it’s more than 700 meters long, so it’s this huge edifice floating in space,” says Lead Designer Ricardo Bare. “We didn’t want to fall into the trap that a lot of space stations do, where they feel cramped. There are some small corridors, sure, but we wanted some really open spaces for the players to feel a lot of freedom in movement.”

“There’s a whole world on Talos I,” adds Colantonio. “There’s are entire ecology. People live there. There are the labs and offices, but there are also recreation areas and natural parks on the station. We went pretty far into portraying the luxury of those mega-corporations, but through the lens of space.”

3. Tune up

Games feel incomplete without a stellar soundtrack, and with incredible tracks by Prey’s Creative Director Raphael Colantonio and composer Mick Gordon (the mastermind behind DOOM’s award-winning soundtrack), the music of Prey sets the tone for the game immediately.

From the opening moments of when you awaken to the synth-wave beats of Colantonio’s “Mind Game” playing on the radio, to the menacing ambient arpeggiated riffs that accompany your tense exploration of the station, the diverse soundtrack creates the perfect atmosphere for this sci-fi psychological thriller.

4. Life in space

In the beginning of Prey, you’re exploring Talos I immediately after chaos has taken hold. When the Typhon break containment, their takeover is swift. And you come in just hours later. You’ll learn about the events that transpired through employee TranScribe messages and emails, and you may even learn how to track down said employees.

Prey

Alex Yu. Patricia Varma. January. These are just a few of the people you’ll meet (and voices you’ll hear) in the first hour of Prey. There are many others still on Talos I, fighting to survive. Whether or not you choose to help them, ignore them, or even kill them is completely up to you.

“Occasionally you’ll find characters who know who you are when you run into them,” says Bare. “They know things about you that Morgan can’t remember, and they can fill in some of those gaps for you. They play a prominent role in the story, and the overall evolution of the world. When you run into these characters, how you treat them, how you deal with them, has consequences that ripple through the game, and have a big effect on the ending. You could technically kill anyone you meet in the game. If they’re in the same room as you, they are killable.”

Prey

Of course, Talos I is a character as well. In fact, it’s up there with Morgan in terms of main characters.

“It’s fair to say we put as much or more thought into the station itself as we did any of the main characters,” Bare explains. “The space station has a rich history. It has a birthday and a lifespan.”

5. Fight the invasion, save the world

The hunt is on aboard Talos I. Typhon stalk the halls, constantly multiplying and growing stronger. From the sneaky Mimics, which can take the form of innocuous items on the station, to the massive and terrifying Nightmare, there aren’t a lot of places on Talos I where you’ll be safe. You’ll need to get creative and save up your resources if you’re going to save the world.

“It’s up to you as the player to figure out: How did I get here? What’s going on? How do I survive? And how do I get off this space station?” Bare says. “You’ll need to use your wits, the tools that you can scrounge, the weapons that you can find, and ultimately the powers that you acquire.”

Prey

You may start off with just a wrench and a will to survive, but with a little time (and a lot of dead Typhon) you’ll eventually become a powerhouse of your own design. Whether you choose to go full-throttle with crazy alien-based powers, or you put all your stock into building up your skills with weapons and the many tools you find on the station, you’ll be humanity’s last hope in the face of annihilation.

Because if even a single Typhon makes its way to Earth, it’s over.

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My Life In Games: Tarsier Studios’ Dave Mervik picks his favourite titles

Over the coming months we’ll be catching up with developers from all over the world to ask them how games and gaming have made them who they are today. From their first memories of holding a controller, to the mind-blowing games that challenged the way they think about the medium, we chart the titles that have shaped the top developers working today.

First up, it’s Tarsier Studios’ David Mervik, lead narrative designer for not one, but two acclaimed titles out this week on PS4: surreal VR puzzler Statik and creepy adventure horror Little Nightmares.

We sat down with Dave and asked him to cast his mind back to…

1. The first game you remember playing

“It’s actually a game we used to play at school called Granny’s Garden. I was only like six or seven and the teacher wheeled in this thing on a trolley she told us was a ‘BBC’.

“We all got right into it and every week we’d form into pairs and go after that witch again. At the time we had no idea they were sneakily making us learn things – it just felt like we were getting to skive for an hour!”

2. The game that made you want to be a developer

“I honestly don’t think there was one – I kind of stumbled into the games industry! There is, however, a game that made me never want to be a game developer.

“My brother used to follow an Acorn Electron magazine called ‘Input’ that featured programming code for a sort of DIY ‘Jetpac’ game. He and my dad stayed up for weeks programming it and then, after all the hard work, it just crashed. They spent ages trying to fix it, but never could. I remember thinking what a waste of time it was (which is just one of the many reasons I am not a programmer!).”

3. The game that you wish you had made

Portal

Portal. It proved that game dialogue didn’t have to be vacuous; that it could service the game whilst establishing its personality. You can feel the writers’ confidence in creating GLADOS and although it would have been easy to homogenise her, instead they created a benchmark for smart, funny characters in games – annoyingly…”

4. The last game you played that made me rethink the medium

Papers Please

Papers Please takes that credit. Other than being surprised that a passport control simulator could be so much fun, it was how it subtly shifted in my mind-set that stayed with me. I grew ever more suspicious of the characters that appeared in front of me, wondering what they were hiding and what threat they presented to my ailing family.”

“To me, that aspect of the game design is a work of art. It showed that there is so much to be gained from dissolving the wall between the player and the game, which is why I’m so excited by VR.”

5. The last game soundtrack you whistled in the shower

“Bloody Stardew Valley! Right now, when I’m not playing the game, I’m whistling the (wonderfully catchy) soundtrack and it’s slowly driving me around the bend!

“I had brief respite after watching trailer for the Wonder Boy: The Dragon’s Trap (another childhood love!) and couldn’t stop whistling the ‘Monster Town’ theme… which also drove me around the bend!”

6. The last game that you saw the end credits for

Firewatch

“I think it was Firewatch – and I didn’t want the end to be the end. It surprised me with its ability to grab your attention with a premise that, on the surface, seemed unexciting. How utterly wrong I was!

“By the end, it had created such a weird, dreamy atmosphere that I just didn’t want to let go. When the credits rolled, I hoped there might be a little something extra – a reward for those people that watched to the end of the credits (like in Ferris Bueller’s Day Off).”

7. Your favourite multiplayer game

Circuit Breakers, without a doubt! When I was studying, this was the game we played more than any other and I’ve never found anything that beats it.

“We only ever played one track over and over again: Egypt 2 (I think). There was something about it – we just couldn’t get enough. Alliances would form and dissolve within seconds and no amount of driving prowess could ever compete with a perfectly-timed shunt over a cliff edge… that’s when you realise that you only need one multiplayer game in your life (and probably only one track, too).”

Statik – Tarsier’s first foray into virtual reality gaming – launched earlier this week and Little Nightmares, a creepy haunted-house-cum-puzzle-platfomer launches Friday 28th April. You can download both from PlayStation Store.

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New on PlayStation Store this week: Little Nightmares, Outlast 2, Edith Finch, more

First and foremost, apologies for the late arrival of this week’s PlayStation Store update – normal Tuesday service will resume next week.

If you aren’t already up to speed – it’s a furiously busy week for new releases. We welcome gleefully gruesome PS4 adventure Little Nightmares, fiendish PlayStation VR puzzler Statik, acclaimed narrative-driven mystery What Remains of Edith Finch from the team behind The Unfinished Swan, and terrifying survival horror sequel Outlast 2, to name but a few. What are you picking up?

Check out the full list of new releases below…

PlayStation StoreOut this week

ps4

 

 

 

 

 

 

 

psvita

PS4 DLC

25th April

  • The Walking Dead: A New Frontier
     
  • Episode 4
  • Watch Dogs 2
     
  • Mega Pack (Not in Middle East)

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

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mercredi 26 avril 2017

Alienation and Tales From The Borderlands are your PlayStation Plus games for May

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

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

Alienation

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

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

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

Tales from the Borderlands

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

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

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

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

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

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New PlayStation Store discounts start today, save on The Division, No Man’s Sky, more

Another week, another tempting batch of discounts on PlayStation Store. This week we have four new promotions kicking off. Firstly, you can pick up savings of up to 60% on select PS4 titles until 10th May 2017, including the following great titles:

Digital Discounts (until 10th May 2017)

Our regular Digital Discounts promotion rolls on this week, with a fresh batch of savings on digital-only titles. Here’s a taste of the acclaimed games on offer:

Deal of the Week (until 3rd May 2017)

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

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

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mardi 25 avril 2017

The personal stories that shaped remarkable PS4 adventure What Remains Of Edith Finch, out today

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

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

The long version is… complicated.

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

What Remains of Edith Finch

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

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

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

What Remains of Edith Finch

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

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

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

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

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

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

What Remains of Edith Finch

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

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

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

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

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Marvel vs. Capcom: Infinite launches 19th September, 8 new fighters confirmed

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

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

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

Marvel vs. Capcom: Infinite

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

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

Marvel vs. Capcom: Infinite

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

Marvel vs. Capcom: Infinite

The post Marvel vs. Capcom: Infinite launches 19th September, 8 new fighters confirmed appeared first on PlayStation.Blog.Europe.



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Colourful action platformer Baboon! swings onto PS4 this week

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

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

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

Baboon!

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

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

Baboon!

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

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

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

The post Colourful action platformer Baboon! swings onto PS4 this week appeared first on PlayStation.Blog.Europe.



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