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jeudi 30 novembre 2017

Teen adventure Crossing Souls, coming soon to PS4, is a love letter to classic ’80s movies

It’s the first day of summer 1986. Your little brother calls you over the walkie-talkie: “You’re not going to believe this, dude! Hurry! Get the gang together in the treehouse. I have something incredible to show you! I think it’s actually starting to… rot. It smells awful, man!”

That’s how Crossing Souls begins, a game where you join Chris, Kevin, Big Joe, Charlie and Matt in the biggest adventure of their lives.

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An ode to the ’80s

Crossing Souls is an epic adventure that will take the player to a lovingly familiar place – their childhood. A time when everything was possible and we could live an adventure without ever leaving the house. When the day might hold new and unexpected friends, a spaceship built from couch cushions, or homemade time machine to fight crazy villains that were threatening the whole world itself.

Crossing Souls aims to nurture the imagination and reexperience an important part of our team’s childhood from the 1980s through video games, comics, cartoons and film. We will never forget those special moments from The Goonies, E.T., Stand by Me, Explorers, Ghostbusters, Gremlins, Karate Kid, Poltergeist, and more that shaped our view of the world and what was possible.

All of these provided inspiration for the story we wanted to tell and enabled us to pay our tribute to all of these influences while adding our own twist. A story that will reach the heart of those of you who grew up in the 80’s and the chance to experience the magic firsthand for those that did not.

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Love is in the details

It is not only how Crossing Souls looks that is important, packed full of homages and references, but also the loving nods in gameplay to our favourites like Streets of Rage or Aladdin that we hope players recognize and smile along the way.

The team at Fourattic also made a great effort to tell our story through cutscenes created in that distinct style of classics like Thundercats and He-Man with unmistakably 80s frame rate and image quality. It’s been painstaking work but the result was totally worth it and we think players will love how it helps to tie the game’s tone and mood together.

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Starting from scratch

Fourattic is a really small team, with only five people at the studio. We have grown and learned as we developed our game, putting our hearts and souls into creating a universe that pays homage to our childhood. It is our “first child” born over three years ago and now, finally will arrive on 13th February, 2018. We hope with all our hearts that you enjoy as much as we did making it! We wouldn’t have made it to here if it weren’t for all of you. We want to thank all of you for all the support by the fans and the PlayStation community.

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How Dark Eclipse is bringing the thrill of the MOBA genre to PlayStation VR

Sunsoft is making a MOBA for PlayStation VR. It’s called Dark Eclipse, and it will be launching spring 2018.

Multiplayer Online Battle Arena — or MOBA — games have come a long way, and Sunsoft wants to bring MOBA into the era of virtual reality. We play lots of MOBA games. The thrill of getting a triple-kill, diving under the tower to chase a kill, ganking an unsuspecting opponent, getting that power buff, pushing towers towards the enemy base, receiving cheers from spectators… we want to bring all of this to VR.

This is a game where you need to react to other players — there is no surefire winning strategy, so you need to adapt to each situation. The pace of the game allows you to think strategically in terms of when to attack or defense. Know your enemy, and know yourself. Play wisely.

How you control the battlefield in PS VR

When we were thinking of player interaction in VR, the first thing we tried was point-and-click and point-and-teleport interactions. While that did work, we were left thinking “what if the interaction was more like real life, where you can just grab things with your hands?”

Unlike VR shooting games, in Dark Eclipse you don’t extend your arms to aim. The game is paced so that you can move more casually. We also designed the game with a rest period between matches, so you can rest your body if needed.

Dark Eclipse is designed to be a competitive game. Like all great MOBAs before it, we are looking forward to seeing skilled players battle opponents who match their skill level, eventually filtering out the top players so we can all watch their godlike gameplay. For that, we will have rank mode in Season 1.

If you are just looking to have some fun, you should know that at first nobody will know the game enough to compete in rank mode, so the launch period will be like “season zero.” So relax, have fun, and enjoy the casual mode at launch.

There are tutorials and a practice mode in Dark Eclipse. We will have a mode for player vs A.I. bots, so you can practice until you are comfortable to play with other live users. There will be rewards as you gain more experience. Rewards you earn will carry forward regardless of solo, casual mode or rank mode.

While traditional MOBA usually requires rapid control of the keyboard and mouse (or touch screen), in VR, players have motion controllers which allow analog movement input. In Dark Eclipse, you can play with one or two PlayStation Move controllers, or with a Dualshock 4, or a combination of both.

The Heroes, and how you play them

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We have a range of over twenty characters planned for the game at launch, split between human-like characters called Heroes and monster-like characters called Dominators.

When we started playtesting Dark Eclipse in VR, we experimented with having one player controlling up to five characters. We eventually settled down to three controllable characters (leaders) per player because it felt good. The three controllable characters made leader composition an essential consideration, even you’re playing solo.

Because of the large combination of characters to choose from, we are aiming for Dark Eclipse to provide around a thousand hours of gameplay, with matches lasting anywhere from 10 to 30 minutes each. Looking at the hours we’ve put into playtesting this game, this won’t be a difficult task. And it’s going to be fun.

What lies ahead

At launch we will focus on 1v1 gameplay, so winning or losing is entirely up to you. This will be the main focus until the competitive season starts. Later, we will move on to 2v2, and the dynamic of the game will start to require teamwork. Eventually, we want to reach 3v3 matches. We don’t want to jump into a situation where there are not enough players in-game at any given time, and we don’t want to have people waiting for a long time for a match.

In short, first claim victory with your own wit, then look forward to team gameplay in a major release after launch. We understand the excitement of a team-based dynamic — looking at MOBAs on mobile phones, it’s easy to get games with five players on each team. But is that the answer for VR MOBA? We are taking steps to find out. The multiplayer online battle experience we want doesn’t necessarily mean 5v5, especially when one player controls three characters. We will keep iterating and evolve the game.

Finally, it wouldn’t be eSports if there are no spectators. For that, we have been prototyping a spectator mode, which will be released in an update after launch.

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Unwrap the first PlayStation Store 12 Deals of Christmas offer today!

The holidays are almost here and on PlayStation Store we’re celebrating with the return of our annual 12 Deals of Christmas promotion!

Starting today and running until 24th December, you’ll get a new discount on an awesome PS4 title every 48 hours at midday. To kick things off, we’ve got a hefty saving on Crash Bandicoot N. Sane Trilogy!

Click on the link to see the pricing in your region. Make haste – this discount expires on 2nd December, when it will be replaced by a new deal.

We’ll be updating this post at midday every 48 hours with details of what’s up next.

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mercredi 29 novembre 2017

Darksiders II: Deathinitive Edition headlines December’s PlayStation Plus line-up

Well, here we are folks, it’s very nearly that time of year again and with only one month of the year to go, we hope that 2017 has been good to you and that you’ve got some well-earned downtime to look forward to.

In the coming months we’ll be taking a look back at some of the year’s best bits in the world of PlayStation (and there’s certainly plenty to choose from) but for now, with 2017 still alive and kicking and the month end in sight, it’s time to unwrap a brand new bundle of PS Plus games.

Darksiders II: Deathinitive Edition

Forget your zombie apocalypses and your post-nuclear wastelands: the End Times OGs are here to show you how it’s done and they’ve brought a flaming ethereal horse – well, at least one of them did.

Yup, this month’s PS Plus selection kicks off with Darksiders II: Deathinitive Edition. A remaster of the PS3 action adventure, the ‘Deathinitive’ edition has been carefully polished for PS4 with upgraded visuals across the board and all the original DLC bundled in for good measure.

Oozing with the brutal cool of a goth-metal guitarist, you’ll take on the role of legendary Horseman, Death, as he runs a scythe through various celestial plains in a quest to avenge his brother. Pummel enemies, collect weapons and work to uncover an ancient grudge that threatens all creation – it’s pure comic-book fantasy and it’s great fun.

Kung Fu Panda: Showdown of Legendary Legends

What is Christmas about if not the act of loved ones casually bashing the stuffing out of one other as characters from a popular animated film series? Well, every family is different, I suppose…

Joking aside, if you do find yourself in need of a little family-friendly banter over the coming month, then Po and company should be able to sort you out. The premise is simple enough: one to four players hop into the arena as classic characters from the film series and go head-to-head to be crowned the ultimate kung fu master.

Each character brings their own unique kung fu style to the mix as they battle it out across the Valley of Peace in numerous locations that will be familiar to anyone who’s seen the Kung Fu Panda films. It’s silly, simple-to-pick up and a great way to let off some steam.

PS Plus bonuses: Until Dawn: Rush of Blood and That’s You!

On top of that, our special goodies from last month will also be available to download all throughout December: Until Dawn: Rush of Blood and That’s You!

Until Dawn: Rush of Blood comes from the same team that brought you 2016’s break-out horror hit Until Dawn. The spin-off draws inspiration from the original game – including locations and characters – and, using the power of PS VR, takes you on a thoroughly disturbing tour of one man’s unhinged imagination – definitely not for the faint of heart!

As with months previous, PlayLink title That’s You! will be also continue in the monthly line-up for those of you who haven’t had a chance to grab it yet.

An irreverent party quiz for you and up to five friends or family, That’s You! invites players to find out what they really think of each other. With your TV, PS4 and a tablet or smartphone in hand, answer over 1,000 funny questions, take part in daring doodle challenges, snap selfies for photo challenges and more.

Anything else?

You should know the drill by now: no monthly line-up is complete without a selection of titles for PS3 and PS Vita and we’re not about to break with tradition. That leaves our full line-up for December looking like this:

All the above (excluding the PS Plus Bonus titles, which you can pick up now) will be available to download from 6th December. That leaves a full week to pick up any titles you’ve missed from this month’s line-up. A quick reminder:

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Here’s your panel schedule for next week’s PlayStation Experience 2017

Hello hello! Hard to believe we’re just over a week away from the kickoff of PlayStation Experience 2017, starting with Friday night’s PlayStation Presents. Gulp!

Speaking of PlayStation Presents! The show will commence at 4am GMT/5am CET next Saturday morning, 9th December.  Though PlayStation’s biggest 2017 announcements were revealed at E3 and Paris Games Week, we’ve saved a few stocking stuffers for the show. Expect to listen in on candid discussions with some of PlayStation’s top developers, get updates on key titles, and be a part of some special announcements. Even Kinda Funny’s Greg Miller is dropping by!

If you can’t join in on the fun in person, you’ll be able to watch the show at live.playstation.com, or stream on Twitch, YouTube, and Facebook starting at 4am GMT/5am CET Saturday morning.

I’m also pleased to share our panel schedule. Panels will take place on Saturday, 9th December and will stream live on live.playstation.com, Twitch, YouTube, and Facebook starting at 7pm GMT/8pm CET on Saturday. We’ll broadcast game updates, previews, and interviews in between, so don’t touch that dial!

Read on for full details. See you in Anaheim!

PlayStation Experience 2017 panel lineup

PlayStation VR game panel

7pm GMT/8pm CET Saturday, 9th December

We can’t wait to tell you more about this one! Experience a candid conversation between two legends as they discuss developing their new PS VR title and lessons from VR development.

Media Molecule presents Dreams

8.30pm GMT/9.30pm CET Saturday, 9th December

Join Media Molecule studio directors Siobhan Reddy, Mark Healey, and Alex Evans alongside a very special guest to take an in-depth look at the development of Dreams during their exclusive Saturday panel.

IGN ranks the top 10 PlayStation games of all time

10pm GMT/11pm CET Saturday, 9th December

IGN’s Podcast Beyond crew is here to figure out the 10 best PlayStation games ever, and they need your help! Uncharted 2 or The Last of Us? Metal Gear Solid, Final Fantasy VII, or Castlevania: Symphony of the Night? Journey or Shadow of the Colossus? Is it too soon for Horizon Zero Dawn to make the list? Help us build the best of the best that PlayStation has to offer. Help us celebrate 20+ years of PlayStation at PSX!

Ghost of Tsushima: From concept to reveal

11.30pm GMT/12.20am CET Saturday, 9th December

It’s been a month since we announced our newest title, Ghost of Tsushima. Here at Sucker Punch, we’ve watched so many reaction videos and read many of your comments with smiles on our faces, so we thought PSX was a great opportunity to share a little more with you all.

Join us on Saturday at 3:30pm as Nate Fox (Creative Director), Jason Connell (Creative/Art Director), Billy Harper (Animation Director), Ryuhei Katami (Associate Producer, Sony Interactive Entertainment) and moderator Brian Altano (IGN) discuss how we approached making the debut trailer and what inspired us to make this game. We’ll share epic concept art that’s driving the tone and visuals for the game, and share a little about our reference trips to Japan and working with new team members that are helping make Ghost of Tsushima even better. Also be sure to stop by our signing session after the panel and come say hi. Stay tuned for more info on time and location.

Uncharted 10th anniversary celebration

1am GMT/2am CET Saturday, 9th December

Join us as we celebrate the Uncharted 10th Anniversary at PSX 2017 with an unprecedented gathering of the cast from throughout the series! Nolan North, Emily Rose, Richard McGonagle, Claudia Black, Laura Bailey, Troy Baker, Graham McTavish, and Robin-Atkin Downes reflect on the series and share their memories with guest moderator Greg Miller (Kinda Funny). We’ll also be hosting a special signing session with the cast prior to the panel. Keep an eye on the PlayStation Experience app for time and location!

The Last of Us Part II: Meet the cast

2am GMT/3am CET Saturday, 9th December

Join Naughty Dog and the cast of The Last of Us Part II as they discuss the making of the cutscene teaser trailer that was revealed just a few short weeks ago at Paris Games Week. Director and writer, Neil Druckmann, co-writer Halley Gross, and key members of the game’s cast discuss the writing process, casting, performance capture, and more. For those attending the event, there will also be a signing session following the panel.

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Sling stylish spells in PS4’s action-packed dungeon crawler Wizard of Legend, out 2018

No wands, long beards, nor drawn out incantations needed here. Wizard of Legend is a no-nonsense, action-packed take on wizardry that emphasises precise movements and smart comboing of spells in a randomly generated dungeon crawler you can go at alone or with a friend.

The dev team of Contingent99 is two high school friends who decided to tackle game dev co-op style. The two are big fans of action and fighting games, so they’ve made fluid combat the main focus of the game. Think of Wizard of Legend as a pixelated hybrid of Devil May Cry or Bayonetta style hack-and-slash with Street Fighter combos and super moves.

Combat in Wizard of Legend revolves around using magical spell cards known as arcana. Each arcana is unleashed with a simple button press. Unleashing them in quick succession to create a combo will become second nature, as you navigate through the challenges of the Chaos Trials. While you begin the game with just a handful of your favorite arcana, you’ll quickly discover more as you progress, boosting your hand and allowing you to pull off longer, more devastating spell combos.

With over 100 different arcana to find and master, there are countless combinations of starting hands to suit your play style. In addition, you can equip magical outfits and relics that have a wide variety of effects, ranging from summoning helpful familiars, to raining down lightning on all enemies in the area. Each run through the trials will allow you to permanently unlock additional tools that will help you achieve victory, and shopkeepers will help you even further with the different currencies you collect.

You can also grab a friend and tackle the Chaos Trials together in Wizard of Legend’s couch co-op mode. While jumping headfirst into the Chaos Trials as a duo will increase the difficulty of the run, it also allows you to come up with strategic synergies only possible when teaming up with another wizard. Also, the fun isn’t over when your friend goes down in battle, as defeating multiple enemies in a show of skill will grant your partner a new lease on life!

We can’t wait for you to enjoy Wizard of Legend’s fast-paced spell-slinging, single-player or co-op style, early next year!

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How PS4 shooter Mothership’s gun customisation leads to some wonderfully bizarre weaponry

Hello Playstation Fans! Joe Mirabello and George Mamakos here of Mothergunship, a bullet-hell FPS where you craft your own guns and face off against an invasion of robotic alien monstrosities.

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During the past few months, the Mothergunship team has participated in several gaming showcases and the big questions on people’s minds have been whether Mothergunship will include multiplayer action and how the gun crafting system will work.

Today, we would like to confirm that multiplayer will be included in Mothergunship when it will launch in 2018 on digital and retail stores. The game will offer an intense co-op action where players can join their friends online on the main campaign, jump into daily missions together, and compete with other pairs on the Leaderboards!

Apart from the co-op system, we would also like to talk a bit more in depth about crafting in Mothergunship. We’ve mentioned it briefly here in the past and we knew it was a fun system, but we weren’t expecting quite the reaction that the community has had to the system. At every tradeshow this is the thing people bring friends over to tinker with and it quickly became clear that Mothergunship’s flexible and empowering crafting system is its standout feature.

Mothergunship presents the player with a lot of enemies to fight, and those enemies have ludicrous amounts of firepower. Crafting in Mothergunship lets players go toe to toe with that firepower with its modular system of barrels, splitters, and caps.

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The player can snap these pieces together like building blocks to create powerful arrangements; letting them change obvious qualities like adding barrels or creating funny shaped weapons, but also letting them manipulate and tailor the very behaviors of the gun. Perhaps you want a shotgun rocket launcher? Perhaps you’re more interested in a triple barreled laser? Maybe you want to make a gun that has barrels arranged in a heart shape, allowing you to profess your love to your co-op partner?. Well, more power to you; Mothergunship won’t stop you.

Three examples of weapons you can make in the game

Here are some of the recent favorite combinations the Mothergunship team has found.

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We’re calling this one “the window”.

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Making a grid-gun is an efficient way to make sure you can hit pretty much everything on screen at once.

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Flamethrowers are always an interesting weapon. Slapping a “bounce cap” on them makes them instantly more glorious though.

All these creations don’t come without some careful balance considerations. But here, too, we empower the player to enjoy Mothergunship their way. Every piece added to a gun has a shot cost associated with it. Building an enormously powerful gun is a completely legitimate way to play the game, but you might only be able to fire it once every few seconds… and your ability to respond to situations quickly is crucial for survival in Mothergunship. Fortunately, you can dual wield these contraptions, allowing you to tailor each gun for different circumstances.

Crafting is a toy within this game, and we encourage players to really dive in and experiment.We give the player the tools they need to construct the things they want to, and then we get out of the way and let them surprise themselves. We can’t wait to be surprised too.

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mardi 28 novembre 2017

How Star Ocean: The Last Hope’s 4K remaster breathes new life into the sci-fi RPG

Hello everyone! My name is Takaaki Kai and I am the producer for Star Ocean: The Last Hope 4K and HD Remaster.

When The Last Hope originally released on the PS3 I was still a student, and it was the first game from the Star Ocean series I ever played. I was captivated by the beautifully scenic outer space, as well as the spectacular effects displayed in battle that were generated through the capabilities of the next-gen hardware. The battles were challenging, and I remember being late to class countless times back then.

It must have been some kind of fate that I have now had the opportunity to take part in the development of Star Ocean -anamnesis-, a mobile game released in Japan. Some anamnesis players became interested in the series through the mobile game, and desired to play the previous console titles. We wanted these players to enjoy the beautiful experience and exhilarating battles from The Last Hope, and then began planning for its remaster.

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The game already had gorgeous graphics, so in order to really elevate the value of its beauty, we didn’t want to do a simple remake. Instead, we decided to support 4K resolution, even if it meant that the cost would increase drastically.

I thought that the sense of awe I felt looking at the beautiful visuals would not translate appropriately in this day and age unless it was displayed in 4K.

On the other hand, there is an established sense of enjoyment in the battles and the game itself, so we kept those intact, since we wanted people to experience those aspects as close to its original form, rather than having us inappropriately meddling in those areas.

Thanks to this, the exhilarating actions (i.e., Sight Out, among others) that had been enjoyed since the original release feels better than ever with the beautiful 4K graphics. I’m sure those who played the game back in the day on the PS3 will also be satisfied with what we’ve accomplished.

For this particular title, we focused on maintaining the gameplay experience from the original, while elevating the visual expression. Some of the more representative work done on this title include:

  • Upconverting the textures, and upresing the UI textures to 4K
  • Implementing graphical options, such as camera blur, self shadow, and shadow quality selection.

tri-Ace’s proprietary engine, the Aska library, has also been overhauled since then, so it allowed for a more realistic lighting that also contributed to the overall quality. A big hurdle was realising 60fps with a 4K resolution. Since a wider area needs to be rendered, the post-processing load was heavier, so when the tri-Ace programmers repeatedly worked to optimise the game, and reached the point where the frame rate was stabilized at 60fps, it was a true moment of relief for all of us.

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There were a few more hurdles we had to overcome to get the game where we wanted it to be for the fans.

For example, the texture colours appeared different; areas that shouldn’t be transparent appeared transparent; the dynamic processing changed as well. Suddenly the sizes of the characters had changed. As a result of the cleaner textures, areas that were previously hidden became clearly visible, and as a result of the improved hardware, glimpses of scenes that weren’t dropped due to a slowdown are now visible. There were so many incidents needed to be dealt with until the final stages of development, it was truly a project in which we felt the progress in game development that occurred over the past 10 years.

There were many hurdles, but the team also still had a lot of fun remastering the game as well! For example, there’s an important scene with Deputy Director Shimada that is only played once, but the voice played over the scene is randomised, or whenever the player opens the bathroom door, there’s a 1/16 chance that Bacchus would be sitting there. There are truly many instances that reflect the love and attention that was poured into such small, random moments throughout the game.

For all the Star Ocean fans out there, thank you for waiting. This remake has finally been realized seven years since its original release in 2010. Rest assured, the high-speed action battles that had been one of the joys of the original experience remain intact, and players can now enjoy their adventures through the cosmic sea with graphics supporting 4K resolution when played on a PS4 Pro.

We hope those who experience The Last Hope for the first time, as well as those who played the original game, enjoy its drastically improved, beautiful, spectacular visuals. Lastly, we hope to continue various developments/activities for the overall series in an effort to satisfy Star Ocean fans, so your continued support for the series is much appreciated.

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Hilarious mulitplayer brawler Gang Beasts gets a confirmed PS4 release date

Prepare to scream with horror and delight as gangs of saggy, pugnacious thugs from Beef City punch, kick and slapstick their way across your screen, hurling their foes into hazardous machinery or mercilessly head-butting them into flaming incinerator pits! That’s right folks, the long awaited beef-em-up Gang Beasts is coming to PlayStation 4 on Dec 12th!

Gang Beasts will launch with a whole glut of customisation options  and several new modes, including clumsy-yet-brutal 2 vs. 2 soccer matches, and a cooperative mode where up to 4 players battle against waves of thugs.

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Settle all your holiday arguments with a trip to Beef City, where harmless, brutal, violence is fun for all the family! Gang Beasts is heading to your neighborhood on 12th December, until then please enjoy the new trailer above and get ready to FIGHT!

One more thing! If you are heading to PlayStation Experience, Gang Beasts brawls and a tournament await you at the Double Fine Booth!

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Five years later, David Cage revisits Quantic Dream’s Detroit: Become Human tech demo Kara

First came Connor, then Markus. Now finally with Quantic Dream revealing the third of its Detroit leads Kara at last month’s Paris Games Week, we thought it the best time to look back on the tech demo that sparked the android revolution. Five years after its creation, we asked David Cage to revisit the studio’s PS3 tech demo Kara, offering his commentary to the piece, and additionally, in this exclusive piece written for PlayStation Blog, offer his insight into the evolving technology that has helped define Quantic Dream’s games.

Quantic Dream is one of the few studios in the world to develop a new engine for each game. The objective of this ambitious endeavor is to push the envelope (and the hardware) as far as we can and give our fans the best looking game possible. We also try to improve the quality of acting performances game after game, which is strongly related to the quality of our technology; our evolution from Kara to Detroit illustrates the progress we’ve made in these areas.

The challenges that arose from Heavy Rain’s motion capture

One of the objectives in making the Kara short was to create the entire sequence with performance capture – that is, to record body, face and voice simultaneously. By way of comparison, the shoot for our PS3 title Heavy Rain, released in 2010, was via ‘body’ motion capture, which meant facial movements and voice overs were shot separately. First we filmed all body animations, then we recorded voice and facial animations in a sound booth, hoping everything would sync together.

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All our actors did an amazing job, but it meant their performances were captured in two parts. As a result, the performances were disjointed – the eyes wouldn’t look in the right direction. It was very challenging (for both us and the actors) to get the level of performance we were looking for. So for the Kara short, we upgraded our motion capture system to be capable of recording body, face and voice all at once – what we call performance capture.

We really wanted a setup that wasn’t intrusive, which meant no helmet, no face camera, no backpack and no wires. We wanted the setup to be as invisible and light as possible, so our actors could quickly forget it.

So we installed a wireless mic for the actors to wear and developed a system for tracking markers without a helmet or a projector. A system precise enough to track eye movements simultaneously. Last but not least, we needed to capture data good enough to minimize the need for post-animations. We shot massive volumes of dialogue; we needed a system that could make this process as efficient as possible and for the final result to look fantastic.

In short, we wanted high quality data captured with a very light setup, which was a very interesting challenge…

How Kara helped refine the capture system for Beyond and Detroit: Become Human

The Kara short is the result of this first iteration. When I saw the first captures, I realized that there was no going back. After Kara, we kept improving the precision of our capture system. We also greatly increased the area in which we could capture: working on Kara, we were capable of shooting one actor in performance capture in an area of two metres square; on Beyond it was four actors in nine metres square. On Detroit we were able to shoot six actors in sixteen metres square.

The precision of the data we were able to capture has improved dramatically. We now capture details on Detroit that we on set would only see before.

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We have also continued to improve all the technologies that are linked to the acting performances. So, we’ve developed a muscle simulation system, a wrinkle simulation, a shot by shot lighting rig to allow for soft and detailed shadows, real time translucency (picture how your ears become red when there is a light behind you). These join many other technologies that you may not see, but all play an important part in what you see on screen.

Since Kara’s 2012 debut, our rendering technology has also been through many iterations. The engine used for Kara was an evolution of Heavy Rain’s engine and the first version of Beyond: Two Souls’ engine. You see, after Heavy Rain, we wanted to improve the rendering of skin and eyes to allow for more subtle lighting and shadow on faces; we also worked on some improvements with our image rendering, especially in improving depth of field.

We were satisfied with our progress. That said, I remember we all feared that the Kara demo would over-promise what we could deliver visually for our next game, 2013’s Beyond: Two Souls. Working on a short demo is always different to a full game! So we had many discussions as to whether it would be fair to show this short. In the end, we decided to present it because we were confident that Beyond would look at least as good as Kara, if not better.

From Beyond to the Dark Sorcerer to Detroit: the evolution of Quantic Dream’s engines

Beyond: Two Souls used another iteration of the same engine, which improved every single aspect of the tech. To my mind, the game looks considerably better than the Kara short. Then (2013 tech demo) Dark Sorcerer was a major step forward for the studio as it was our very first PS4 engine. It remains, for me one, of the best looking demos we have created.

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For Detroit: Become Human, we used a brand new engine again. We invested a lot of time in having optics that are physically correct. Virtual cameras have no limitations and so can emulate optics that cannot exist, sometimes resulting in visuals that are not very convincing to the human eye.

For Detroit, we worked on making sure to use rules that are commonly accepted by our audience. This little change had a massive impact on the visual quality of the game. We added many new features, from bokkeh, advanced lens flares, improved lighting, real-time motion blur, volumetric lights, higher resolution on PS4 Pro and many others.

This new engine, combined with our progress in performance capture, makes Detroit: Become Human the most advanced title ever produced by my studio. From Heavy Rain to Detroit, Quantic Dream continues to seek new ways and create new technologies to better capture and inspire emotion; they open new possibilities and give creators access to nuances and subtleties that were impossible before.

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lundi 27 novembre 2017

3 big new PlayStation Store releases you need to check out this week

This week on PlayStation Store, battle hordes of demons across Mars and into the depths of hell itself in Bethesda‘s brutal, pulse-pounding Doom VFR.

Elsewhere, Lovecraftian adventure Black Mirror gets a slick PS4 reboot and fan favourite action RPG Star Ocean: The Last Hope makes its way to PS4 complete with a shiny HD remaster.

1. Doom VFR

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Obliterate demon hordes in VR with Bethesda’s adrenaline-pumping horror shooter, Doom. Put your PlayStation VR headset on, become the iconic Doom marine and fight like hell with a wealth of advanced weaponry and some beautifully brutal melee attacks.

  • Why you should play it: Experience the explosive action of the critically-acclaimed shooter as if you were there!
  • Available: 01/12

2. Black Mirror

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Rediscover cult gothic-horror adventure series The Black Mirror with this eerie reboot. Black Mirror is a completely new story with brand new gameplay, but retains the stylish madness and unsettling atmosphere of the original 2003 point-and-click adventure.

  • Why you should play it: You’ll be unnerved exploring a seemingly-haunted estate while trying to investigate – and solve – its mysteries.
  • Available: 28/11

3. Star Ocean: The Last Hope

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Dive back into Star Ocean’s sci-fi JRPG action with the fourth instalment of the series, The Last Hope, remastered in full HD for PS4 and with 4K support on PS4 Pro.

  • Why you should play it: Take on an epic journey across the universe in the very first game of the Star Ocean timeline.
  • Available: 28/11

PlayStation StoreOut this week

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PS4 DLC

27th November

  • Sonic Forces
     
  • SANIC T-SHIRTS

28th November

  • DRAGON BALL XENOVERSE 2
     
  • Extra Pack Set (Not in India)
  • Skyforge
     
  • Seasonal Pack – December
  • Titanfall 2
     
  • Harvest Time Weapon Warpaint Bundle

30th November

  • TEKKEN 7
     
  • DLC 2 Geese Howard Pack

1st December

  • Call of Duty: WWII
     
  • Call of Duty Endowment Bravery Pack (UK Only)

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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How an aviation enthusiast collaborated with the US Navy to create PS4’s Blue Angels Flight Simulator

Hi, I’m Roberto Simonetto – aviation enthusiast, sports pilot and huge fan of the Blue Angels (and of aerobatic flight). In 2012 I founded RORTOS, an Italian company focused on developing flight simulators, and I’m happy to announce Blue Angels Flight Simulator, an innovative sim focused on aerobatics and formation flying that’s being created in collaboration with the US Navy.

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After initial introductions, we took a plane and flew over to the Pensacola air base in Florida where the Blue Angels team trains during the summer. We were both nervous and excited to meet our heroes.

Blue Angels

All fears disappeared immediately as the team welcomed us warmly and enthusiastically helped us gathering the material we needed for our project. Over the course of our research we talked to pilots and technicians, studied maneuvers and the aircrafts that make them possible. We discussed graphics, presentation and, more importantly, realized that we all shared the same great passion for flying, which has always kept us focused on our goal.

Great professionalism, unconditional commitment and an incredible attention to detail; these are the characteristics that make these pilots, with nerves of steel, truly unique. These are the same characteristics our players will need in order to complete the training program and all the famous aerobatic maneuvers, whose geometry, entry and exit speeds, and altitude have all been accurately reproduced.

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In the simulator you can fly beyond the speed of sound in the mighty F18 Hornet. You can soar through the skies solo or as part of the team, or even lead the entire formation. You can even board the C130 Fat Albert and pull off some daring maneuvers.

Using satellite technology, we have accurately reproduced five important airshow locations and each one includes exclusive maneuvers and challenges of gradually increasing difficulty.

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Blue Angels Flight Simulator releases on PS4 tomorrow, Tuesday 28th November on PlayStation Store. For all your flight sim and aerial acrobatic fans out there, we hope you enjoy it!

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