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vendredi 28 septembre 2018

Upgrade your FIFA 19 Ultimate Team squad now with Ones to Watch

FIFA 19 is now available worldwide for PS4, so you can start building the squad of your dreams in FIFA Ultimate Team. FUT 19 kicks off with the hotly anticipated Ones to Watch (OTW) event, in which some of the transfer window’s most significant players have been selected to receive special FUT items.

A number of excellent features have been added to FUT this year, including online mode Division Rivals and regular UEFA Champions League content. And, it’s never too early to start upgrading your squad for the season ahead, to be ready to compete in both new and existing modes. Upgrading your squad early is where OTW comes in.

FIFA 19

World football saw some surprising and exciting movement this summer, with players like Cristiano Ronaldo and Radja Nainggolan joining new clubs ahead of the 2017-18 season. 23 of the most prominent and promising summer transfers have been selected for OTW.

OTW items have dynamic ratings that will increase based on the players’ real-world performances throughout the season for their club. When a player is selected for a special FUT event (such as Team of the Week), their OTW item will get an automatic ratings upgrade that will be reflected on the item itself.

Look for OTW items in some FUT packs and check out other OTW content, such as Squad Building Challenges, for a limited time.

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15 essential multiplayer PS VR games to play locally or online with friends this weekend

Pulling on a PS VR headset can transport you to a multitude of fantastical worlds and amazing adventures. But that doesn’t mean you have to enjoy the immersive qualities of the platform solo. Battle other players online; stand back to back with friends in co-op; or just swap the headset for some high-score-chasing parties.

Below are our recommended multiplayer games to play on PS VR right now.

1. Firewall: Zero Hour

Tactical, tense, tough. Three words to describe First Contact Entertainment’s enthralling online multiplayer shooter. Whether you’re defending or attacking in this 4v4 FPS, park the bullet-frenzy arcade mindset at the door. Talk – and play – strategic. Bring a PS VR Aim controller to complete your immersion infiltrating (or protecting) enclosures.

2. Farpoint

This immersive futuristic shooter has two multiplayer-centric online modes. Buddy up with a sci-fi-loving pal to survive four hostile environments with an increased xenomorph count, or point your PS VR Aim controllers at each other in PvP.

3. Wipeout: Omega Collection

A welcome post-launch addition to the supersonic sci-fi racer was the addition of VR-support across its entire suite of modes… including multiplayer. We recommend the specially-designed cockpit view when enjoying your online anti-grav racing thrills. Glorious.

4. Statik

Good news! You don’t have to escape Statik’s sinister scientific experiments alone. With the PS VR headset on and your hands encased in increasingly complex puzzle boxes, get a friend to join your game via their mobile’s PlayStation App. Each player sees a unique part of the puzzle; manipulating something on one screen will affect the other. Communicate effectively to work out a solution!

5. The Playroom VR

This free, fun mini-game collection packs in six slices of cooperative and competitive action for a couch-full of players to enjoy. Potentially the biggest battle though will be deciding who gets the Dualshock 4 controller and who gets to don the PS VR headset.

6. RIGS: Mechanized Combat League

Suit up for team-based multiplayer matches in the online arena! Lovers of mech suits can leap, charge and tackle other pilots in this strategic, futuristic sport as both sides battle for the win by scoring the most goals.

7. Starblood Arena

If you’d prefer to disengage yourself from gravity entirely during your multiplayer battles, pick a ship and start blasting in this colourful shooter. There are character types to suit all tastes and AI-only modes to safely earn your piloting stripes before heading into the online arenas.

8. Star Trek: Bridge Crew

In this fascinating adaptation of the much-loved sci-fi franchise, pick one of four essential roles aboard the bridge of a Federation ship and go online to meet the rest of your four-strong crew. You’ll need to collaborate on every decision to navigate the threat-filled vastness of deep space.

9. Eagle Flight

Battle up to five other players online for aerial supremacy in this beautiful and wholly unique racer. Play an eagle as you soar above iconic Paris landmarks and dive through the city’s now-overgrown streets for a heart-racing yet serene experience.

10. Battlezone

Battlezone creatively fulfills two wishes for the price of one: commanding a tank battalion and exploring a Tron-like environment. Grab three friends online and start punching tank shell-shaped holes in waves of enemies as you pilot armoured death-dealers.

11. Headmaster

It’s one PS VR headset, six player party time with the ball-heading, score-chasing mini-game bonanza. Take turns slipping on the headset and attempting to best each other’s leaderboard positions across eight increasingly bizarre challenges.

12. Tumble VR

You’ll need steady hands, quick reflexes and a swear jar ready for the two-player competitiveness that ensues in this object-stacking puzzler. The PS VR headset wearer tries to build their multi-part creation as high as possible, the other uses the TV screen to drop traps that’ll delay or wreck their competitor’s work.

13. Keep Talking And Nobody Explodes

Test your powers of communication as you try and defuse a series of increasingly complex bombs. Tense? Yes. Fun? Definitely. The PS VR wearer can see and interact with the bomb. The other player(s) need to flick through an on-screen bomb defusal manual to find the right instructions that’ll avoid ending the round in a premature explosion.

14. Werewolves Within

Be prepared to stress-test your friendships in this clever party game from Ubisoft. The premise is simple – a group of players sit in a circle in a virtual space and have to figure out which member of the group is secretly a werewolf. Each player has a different role and set of skills to use – so you’ll need to exercise some effective teamwork to unmask the monster before time runs out.

15. Rec Room

Part social space, part party game, Rec Room VR is a wildly enjoyable, not to mention eccentric, multiplayer experience for PS VR. Log in to the titular rec room, hang out with friends, take part in all manner of mini-games from paintball to table tennis, or team up to attempt tricky ‘Quests’.

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3 key scenes from God of War that helped define its incredible cinematic style

With God of War shipped and in the hands of our fans, I find myself contemplating the moments that helped (at least for me) define the new visual cinematic style we utilized for God of War. Each of these moments was a mental turning point, starting with “Can this be done with the tools we have?”, which moved onto “Can we pull this off without breaking our visual language” and, mostly, ended with “I can’t believe we pulled this off.”

I’d like to share three of these moments, each of them defining a key cinematic milestone that paved the way moving forward.

1. Mother’s Knife

Can we use traditional cinematic/visual storytelling when the disciplines required are cross departmental while we don’t cut the camera?

Reading the first draft of the script, this scene drew my attention. Even though it went through quite a bit of iteration in production, the crux of it always struck me as pivotal. This is the last scene we experience before our heroes start the first leg of their epic journey.

Establishing core empathy fundamentals and key tension points was critical. If not, why would we care about this journey in the first place? Our writers (Matt Sophos and Rich Gaubert) did a great job setting up these fundamentals and I wanted to make sure the message was delivered subtly, but in a clear and evocative manner.

  • What’s the relationship between Kratos and his son? How do they feel about each other?
  • How do they feel about the loss of the mother?
  • How does Kratos feel about being a single father?

I decided to use the blue, cold, harsh tones of the “outside” to represent Kratos, Kratos as a father (at least at that point in the story) and the dangerous journey they have ahead of them. We used this light in sharp, high contrast for punctuation.

We then chose the soft warmth of the indoors to define the rare safety the mother provided, using that to portray the softer emotions.

The challenge was staging the acting and camera to play against these two moods and to help define the core relationships and personalities, all without cutting the camera.

Compounding these challenges were the technological limitations of creating sophisticated lighting models for real time rendered scenes. Our lighter (Greg Montgomery) did an amazing job balancing these assets.

God of War: Art of the Scene

  • Wide angle lens, emphasizing the environment, combined with the blue cold morning light. Atreus is outside, he’s in his father’s domain.

God of War: Art of the Scene

  • The door “wipes the shot,” revealing a body on the table. It’s lit in warm light, washing the interior with warm and safe mood. Atreus is still backlit cold.

God of War: Art of the Scene

  • The cold back light fades, Atreus is slowly enveloped by warm light. The lens slowly zooms, creating a sense of intimacy to partner with the lighting shift. Atreus is leaving the realm of his father and transitioning to the memories of his mother.

God of War: Art of the Scene

  • Soft warm light, tight lens, a sense of warm intimacy amidst tragedy. This is Atreus’ moment to mourn his mother. Kratos is no longer “in the picture.” Atreus is fully in his mother’s domain, where he has been all his life where he is comfortable… where he “belongs.”
God of War: Art of the SceneGod of War: Art of the Scene

 

  • Camera violently whips left, revealing Kratos, faceless, silhouetted in black against cold blue. The intimacy is broken. The image radiates “Pull it together boy, act like a man!”

God of War: Art of the Scene

  • Lens pulls back a little wider as Kratos takes over the scene. Just before he steps into the warm light of the candles, the camera orbits behind him, keeping him pooled in blue light. He just brought the “cold chill” into the room.

God of War: Art of the Scene

  • Atreus takes the hint; he musters up and collects himself, now washed in blue as well. He is no longer in the mother’s realm, he is now under the rule of his father. He wipes his eyes and steps off frame.

God of War: Art of the Scene

  • Atreus is no longer in the frame. Kratos is now alone. He no longer has to uphold the role of the stern father and he can now shift into the role of the mourning husband.

God of War: Art of the Scene

  • Camera orbits to give the sensation of “transition.” Kratos is wiped from cold blue to warm orange. He is still up lit, looking ominous. The emotion of the moment registers with him, but he is still the hard warrior, resisting giving in.

God of War: Art of the Scene

  • Kratos’ shell cracks, he leans into the light, the light is now soft, warm. He has entered the mother’s domain, revealing “softer” emotion for one of only three times he will do so in journey.

God of War: Art of the Scene

  • The brief moment is over. Kratos turns away from the warm light. We re-reveal Atreus, Kratos is back to being the stern father, his idea of what a relationship with a son is. They are both bathed in cold light. Back to the business at hand.

Two more beats resonated with me as I read the script for this scene. The lighting was strongly dictated by the environment at this point, so I chose to emphasize them in my framing and staging.

God of War: Art of the SceneGod of War: Art of the Scene

 

When Atreus drops the knife, we lose Kratos in the shot. The moment becomes all about Atreus and his need and deed. When Kratos is re-introduced into the scene, it’s with a gunslinger framing. A menacing shot, full of aggressive intent. Atreus looks at Kratos, his face reflecting that same doubt of “Uh-oh…” Then Kratos breaks the tension by leaning down, pulling a bandage off his own arm and bandaging Atreus.

We’ve seen how deeply Kratos cares about Faye, and how bottled up he is about his emotions. The funeral pyre is obviously deeply important to him. Here comes Atreus with his childish attachments, ruining everything. With this setup, my next instinct was “Kratos is going to hand him his a**!” But, Kratos surprises us and leans down to take care of Atreus’ burned hand. Whether he is trying to be fatherly, or merely making sure he can still function as a warrior, we don’t know. But that contrast struck me when reading the script and I wanted to emphasize it.

God of War: Art of the Scene

As Atreus comes back into frame, bow in hand, asking “what’s next?”, Kratos is out of focus. As Kratos responds, instead of shifting the focus back to him, we keep the focus on Atreus. Kratos speaks out of focus, lit by the warm light of the pyre, with a thousand-yard stare. He is not present. He is outwardly functional, giving Atreus commands, but his mind is elsewhere, mourning his dead wife. I felt it gave this moment that extra, subtle tension it needed.

Kratos is struggling with both the emotion of losing Faye and not knowing how to be a father to Atreus. He pushes Atreus into a world he better understands (“We’re going hunting”), though he is still in deep pain over Faye’s loss. The very end of the scene gave the perfect opportunity to emphasize this conflict.

2. Flying Boat Jump

Changing point of view (from third to first and back) in order to push a sense of hallucination, while promoting empathy.

In this scene Kratos is reliving a painful secret from his past, the moment he kills his father, Zeus. This display is part of Helheim’s mechanism to mentally torture its inhabitants. Kratos is hit by this vision two-fold; he is both internally struck by reliving it, and is shaken that his son is exposed to this part of his past, a part he has been struggling to hide from Atreus. On the other hand, Atreus himself is seeing his father, fully enraged and unrestrained for the first time – brutal, unbridled and violent. The challenge was how to do all the following without cutting the camera:

  • Portray the brutality of the vision
  • Portray Atreus’ reaction to seeing it
  • Portray Kratos’ two-fold reaction to the event
  • Bonus points: Portray it in a way that would evoke a sense of delirium, or being mentally off balance.

God of War: Art of the Scene

  • “Hell fog” rising from under the boat, leading Kratos’ attention away to a scene unfolding. Building up the tension, transitioning from current-day/older Kratos to a younger version of himself.
God of War: Art of the SceneGod of War: Art of the Scene
  • Kratos winds back a big punch; we use that body momentum to transition the camera to first person. We now are Kratos. Sharing in his moment of rage, reliving that moment from his past with him. This was also a good opportunity to pay homage to a very memorable moment from God of War III.

God of War: Art of the Scene

  • We use the momentum of the punches to swing the camera over and reveal Atreus; we’re back to the “real world.” Our empathy has shifted to experience this moment as a revelation to Atreus.
God of War: Art of the SceneGod of War: Art of the Scene
  • Something grabs Atreus’ attention. He runs back to Kratos, back to first person, back to us. We are again in Kratos’ head space, taking the moment in, taking in the fact his son has just seen one of the darkest moments of his past.
God of War: Art of the SceneGod of War: Art of the Scene
  • Atreus tells Kratos to snap out of it and point towards danger. We transition from first to third, experiencing Kratos’ struggle to break out of his reverie, adding to the sense of “delirium”.

God of War: Art of the Scene

  • It takes Atreus being in mortal danger for him to snap back into action.

3. Ogre intro

Motion capturing a high action, high physical interaction scene with different scale characters.

The previous two challenges were more about defining our emotional, cinematic language and how to execute it without cuts in a real-time engine. This challenge was more technical and helped define our approach to action. It helped us define which tools we’d need on set, and how far we could push real-time performance capture for characters with vastly different scales.

  • Large scale enemies are a core part of God of War’s visual language. Hence we wanted to address this key challenge early on.

  • Once I’m done staging the scene on paper, we move to rehearsing the action in “real space”. This step was critical in order to test whether or not the paper breakdowns were actually achievable and also gave us a chance to see all the “players” involved internalize the choreography and pacing of the scene. It’s interesting to see how “slow and safe” we took things at first.

God of War: Art of the Scene

Each actor played their role in their own “scaled space”, acting against props representing the other actors in the scene. This is why internalizing the choreography beforehand was critical:

  • Bruno (our Animation Director) played Kratos
  • Erica ( our Cinematic Animation Lead) played Atreus
  • Mehdi ( our In-Game Animation Lead) Played the Ogre
  • Myself (Director of Photography) Staging, pacing callouts and “shooting”

All action was in sync, actors physically responding to each other, even though they had no real world contact. A well-oiled execution, the pre-planning and rehearsals paid off in spades. Ability to shoot multi-scale, single shot action scenes in real time… check!

As you can see in the clip, I shot this scene by looking out our on-stage monitors, using a stick to represent the camera. This test led to the realisation we needed to develop a far more sophisticated virtual camera system.

Going over these scenes, it’s incredible to see how far we’ve come. From exploring methods and ideas on how to execute Cory Barlog’s concept of a no-cut camera, to a clear, well-oiled, sophisticated and clearly defined visual language. At the risk of sounding cliché, it really does take a village.

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jeudi 27 septembre 2018

SoulCalibur VI’s PS4 network test goes live this weekend

Unless you’ve been living under a (sizeable) rock these past few months, there is a reasonable chance you’ve heard about SoulCalibur VI. The legendary weapon-based 3D fighting game returns this fall with a new installment, launching on 19th October worldwide!

Ready to swing a mighty sword? You’ll be given the chance to prove that your soul (still) burns by testing the Rank Match mode during a network test, kicking off on 28th September at 4pm BST / 5pm CEST!

This server stress test will be your opportunity to get your hands on an early version of the game, hone your skills before launch and help us fine tune the online experience.

You won’t need to have access to PS Plus but you will need to have a working PSN account to download the client, and an internet connection to play online. The client will be available to download from PlayStation Store on 27th September.

Whether you’ll be stepping on the stage of history for the first time or not, here are a few things to know before you start picking fights online:

Choose your warrior wisely

It’s okay to have a favourite, but it’s also a good idea to experiment with more than one character to figure out which fighting style suits you best! SoulCalibur VI characters all use unique weapons with specific properties, and should be approached differently.

If you’re more into close-range combat, consider giving fighters like Mitsurugi and Talim a chance. Characters like Voldo and Maxi may take a little more practice to master than, maybe, Sophitia or Xianghua, but can deal serious damage in the right hands.

Take the time to test and learn different styles to figure out how to become the deadliest of opponents!

SoulCalibur VI

Master the basics of combat

Before trying to pull off special moves and combos, be sure to master the basics of combat: learn your character’s move set and alternate different attacks to prevent your adversary from figuring out your strategy.

SoulCalibur’s gameplay relies on three forces: horizontal attacks, vertical attacks and kicks. This triangle system works like a game of Rock, Paper, Scissors – vertical attacks beat horizontal attacks, horizontal attacks beat kicks and kicks beat vertical attacks. However, good timing is what makes this system work!

Speaking of timing: a well-timed side step can be highly effective to block some attacks and avoid taking too much damage. If you’re on the receiving end of an air combo, make sure to press a directional button to change the trajectory of your fall to reduce the amount of hits you receive.

SoulCalibur VI

Strike back with reversal edge

If you’re up against an experienced opponent, this new mechanic might come in handy: intended as a defensive option, Reversal Edge is executed by pressing and holding one button to block oncoming attacks.

If it lands, you will enter a slow motion sequence during which you’ll engage in a single-button exchange with your opponent. Reversal Edge provides the opportunity to slow the pace down and reset the situation without tipping the scales too far. However, keep in mind that you can’t use this mechanic against break attacks or unblockable attacks (otherwise they wouldn’t be called “unblockable”, right?).

Unleash badass special moves

Break attacks are powerful moves that produce blue lightning when executed. They can’t be blocked with Reversal Edge or repelled with a Guard Impact, but they need to be planned carefully as they are slow to land.

To deal heavy damage, you can also execute Lethal Hits, a new mechanic introduced in SOULCALIBUR VI: once you have a good understanding of your character, and if you meet specific conditions, you’ll be able to trigger a devastating hit that will send your adversary flying. Critical Edge is another powerful and theatrical way to inflict pain: once your Soul Gauge allows you to perform it, this character-specific move will bring your opponent to their knees.

SoulCalibur VI

Come back stronger

If this is going to be your first time playing SOULCALIBUR VI, you’ll probably want to jump right into it with some good old button mashing instead of following this guide. If you have beginner’s luck, you might actually steal a few victories that way!

But if you spend more time flying or lying on the ground than delivering blows during this Network Test, don’t worry: SoulCalibur VI comes out on 19th October. You’ll have plenty of time to train and show them whose soul burns the most.

The SoulCalibur VI Network Test will start on September 28th, 4pm BST / 5pm CEST and end on 1st October, 4am BST / 5am CEST. Please note that, as it is meant to be a stress test, servers may be unavailable at times during the week-end.

Download the Network Test guide for PS4 (link to pdf file).

SoulCalibur VI

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The final two episodes of The Exorcist: Legion VR hit PS VR on 9th October

Are you the type of person who thinks that Halloween is better than any other holiday? Do you listen to John Carpenter soundtracks while making breakfast or foresee peril upon finding a dusty old VHS in the attic? Then you’re in good company. I’m Ryan Bousfield from Wolf & Wood, and in anticipation of the launch of Chapters 4 and 5 on PS VR I’m here to shed some light on what makes The Exorcist: Legion VR such a dark and foreboding horror experience.

 

Late shift

It all starts on the late shift in the Boston Police Dept. with a narrative that picks up from The Exorcist III movie. Putting you in the role of detective, it is up to you to hone your skills by following clues and making deductions to build up a picture of who your character really is. Once you’re comfortable in the precinct, a call comes through on the radio: it’s dispatch, and you’re needed on scene at a local church to investigate the apparent murder of the resident priest.

Your case soon spirals from criminal to something more sinister: an inexplicable presence whispers from the darkness, you realize that statues and paintings are defaced, and eventually the whole chapter erupts as church pews are thrown up into the rafters. Someone, or something, is warning you not to continue.

Design and demons

Although the demons are trying to push you away from the investigation, as designers we’re doing everything we can to pull you in and lead you forward. Ultimately you are the protagonist: you control the camera and you decide where you want or don’t want to go. Our job is to guide you and we hide clues in everything, but we only take you part of the way; the rest is up to you.

 

The devil is in the details

Even the smallest clue is intricately detailed; a notebook once belonging to the priest is handwritten and held together by sticky tape, which combined with other evidence pertains to his wider story of unofficial exorcisms. Everything across the five chapters is meticulously placed to offer clues on both the ever present demonic threat and to reveal why the possessed would be vulnerable to the influence of malevolent forces.

The clues are embedded in a variety of ways across the six unique environments. If there are signs of a struggle and blood stains lead to a door you should take out your crucifix and be prepared for what awaits on the other side.

 

Idle hands

We feel that VR isn’t just a leap in visual technology: by using controllers that are tracked in 3D space (which is very exciting to develop for), simply reaching out and grabbing objects feels truly immersive. We’ve made much of the world interactive and items just beg to be played with. This opens up the story to be told through more unusual means, for example the toys in the dolls’ house of Chapter 3 pose questions about the home’s real occupants.

 

The interactions go way beyond inspection. Using the exorcism tools, and other interactive items found throughout the game, you will be throwing holy water capsules into the fiery pits of hell, dodging anything that the demon Baal in Chapter 4 can throw at you, or pulling a makeshift raft into the tomb of Chapter 5.

 

What you don’t see

A good detective can make deductions, fill in the blanks and build a picture of what happened; horror works much in the same way, but on a visceral level. With just the creak of a floorboard your mind can conjure up images of what might be lurking in the shadows. We use positional audio to make the world come to life: subtle sounds hint to the next objective and if you listen carefully you might hear a soft lullaby in the next room… but that’s enough from me – it’s really up to you to go in there.

Tuesday 9th October will see the culmination of the story when we release the final two chapters – with the biggest threats ready to be faced.

  • Chapter 4 – Samaritan. A failed quarantine zone in Haiti has been racked by an unknown plague, and a slew of health worker deaths has led to the collapse of efforts to control the mounting victim toll.
  • Chapter 5 – The Tomb. Located deep in the mountains of Upper Mesopotamia, the demon Pazuzu lies in wait, and he’s prepared to test you on everything you’ve learned so far.

In addition to these final episodes, we have implemented Spanish and Japanese localisation, and made some upgrades to the calibration system, as well as additional comfort settings to give players the most immersive experience possible.

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mercredi 26 septembre 2018

The Last of Us: Outbreak Day 2018

We launched The Last of Us five years ago and, later that year, began what would become one of our favorite traditions: celebrating Outbreak Day. Every year on 26 September, we’ve had the opportunity to celebrate The Last of Us community and share our appreciation for the love and passion you have for this world, these characters, and their stories.

This year, to commemorate the Fifth Anniversary of Outbreak Day, we’re excited to share a new collection of The Last of Us and The Last of Us Part II merch, content and special promotions. This is our biggest Outbreak Day lineup yet — and it’s all available right now on thelastofus.com/outbreakday.

The Last of Us: Outbreak Day 2018 PlayStaton Gear

We’re excited to continue our collaboration with Mondo with a new The Last of Us-inspired poster for 2018 designed by Sam Wolfe Connelly. Once again, this year’s Outbreak Day poster will only be available as a timed-edition release. You’ll only have until this 5:00pm BST this Saturday, 29th September to get one. After that, it’s gone!

We’re also teaming up with Mondo to re-release the original The Last of Us soundtrack on vinyl in two volumes, the first of which is available today. Ever since the soundtrack was originally released as a box set in 2015, we’ve heard your requests for a re-release and we’re thrilled to be able to make it a reality!

To help add a little more The Last of Us to your digital life, we’ve also released a new set of The Last of Us Part II wallpapers and launched The Last of Us Stickers for Apple devices.

Pop over to the App Store and show off your infectious personality with help from Ellie, Joel, the infected and other The Last of Us iconography illustrated by Lily Nishita.

The Last of Us: Outbreak Day 2018 PlayStaton Gear

We’ve released a new theme song from The Last of Us Part II called “The Last of Us (Cycles)” by the one and only Gustavo Santaolalla. You may have seen Gustavo perform it live at the E3 2018 PlayStation Showcase, but now, the studio version is here and ready for you to listen to on repeat.

To go with it, we’ve also released a new The Last of Us Part II dynamic system Theme for PS4 and a collection of PS4 avatars that are available for free from now until 4pm BST, 27th September on PlayStation Store. The PS Store is also offering Outbreak Day discounts on The Last of Us DLC through 2nd October.

We’ll also have a special discount on The Last of Us: Remastered this weekend, from 28th September until 1st October for those itching to catch up ahead of The Last of Us Part II.

The Last of Us: Outbreak Day 2018 PlayStaton Gear

For those who want to wear their fandom on their sleeve, our friends at Insert Coin Clothing have created a new shirt for Outbreak Day, featuring Ellie’s tattoo from The Last of Us Part II.

The Last of Us: Outbreak Day 2018 PlayStaton Gear

PlayStation Gear is also offering buy-one-get-one-half-price on its range of The Last of Us mugs to celebrate.

But this is just a quick overview of what we’ve cooked up for this year’s Outbreak Day. Head over to The Last of Us website for all things Outbreak Day and, as always, be sure to follow Naughty Dog on Twitter, Facebook, and Instagram for updates.

Happy Outbreak Day!

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Laser League and Friday the 13th: The Game are your PlayStation Plus games for October

With September winding down it’s time to say ‘farewell’ to the scorching summer and a big fat ‘Boo!’ to autumn. We obviously couldn’t let it pass without serving up a little seasonal treat for PlayStation Plus users, so to get you in the mood for a spook-tacular Halloween, we’re kicking-off October with notorious horror icon and sporting goods aficionado Jason Voorhees.

Here are the games joining PlayStation Plus on 2nd October:

Friday the 13th: The Game

Friday the 13th: The Game

Gun Media’s Friday the 13th: The Game is a faithful adaptation of the iconic movie series, pitting up to seven fresh-faced young high-schoolers against one lone, maniac killer.

It’s your chance to step into the shoes of one of Camp Crystal Lake’s ill-fated student counsellors, or strap on the iconic hockey mask yourself and go hunting for helpless teenagers.

Each side has their strengths and weaknesses. If you’re the man with the machete, you’ll have special powers and abilities to help you hunt your would-be victims. If you’re one of those on the run, you’ll have a selection of improvised tools – along with the power of teamwork – to see you through.

Who lives and who dies? Well, that’s up to how you play…

Laser League

Created by the studio behind the ruthlessly addictive OlliOlli skating series, Laser League is a lightning-fast competitive multiplayer game that starts out as a simple test of raw reflexes and fast becomes a deeply-strategic team showdown.

Playing either 2-vs-2 or 3-vs-3, the basic goal is simple: eliminate the opposition. Choose from a series of class abilities that will define you playstyle – offense, defensive or tactical – and then enter an arena and take control of laser points on the field into order to trap and eliminate your opposition.

The more you play the deeper it gets, with game-changing power-ups that can completely up-end the balance of power.

PS Plus bonus title: Knowledge is Power

The perfect game to cabin-up with as the nights begin to draw in, Knowledge is Power pits up to six players against one another in a race to the top of the Pyramid of Knowledge. Inch your way up by answering questions, completing tasks and occasionally trying to trip-up your fellow contestants, all in the name of jolly-good fun.

And you can put those Dualshock controllers down – as a PlayLink title, Knowledge is Power needs nothing but your handy smart phone.

Anything else?

We’ve an additional four titles for PS Vita and PS3, three of which you can also download for your PS4. Put them all together and October’s PS Plus line up looks like this:

These will all be available to download on PlayStation Store from 2nd October. In the meantime, why not check out September’s line-up to make sure you didn’t miss anything:

That’s all for now – join us again next month to find out what big games will be coming to PS Plus in November and let us know how you get on with October’s games over on Twitter and Facebook.

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New GT Sport update adds Fuji Speedway, nine new cars, and more

We’re pleased to announce that latest free content update for GT Sport, patch 1.28, will be available for download for all players starting today (internet connection required for update). Alongside a selection of brand-new vehicles to take to the track, we’ve added a fan-favorite course set against a spectacular backdrop, a selection of new League events and more.

New vehicles

New in at Brand Central this month are nine new vehicles, including classic Porsches and iconic BMWs.

  • Alfa Romeo GIULIA TZ2 carrozzata da ZAGATO CN.AR750106 ’65
  • BMW M3 GT (BMW Motorsport) ’11
  • Mazda RX500 ’70
  • Plymouth XNR Ghia Roadster ’60
  • Honda NSX Type R ’92
  • Nissan Fairlady Z 300ZX TwinTurbo 2seater (Z32) ’89
  • Porsche 911 GT3 (996) ’01
  • Porsche 911 GT3 (997) ’08
  • Dodge Viper SRT10 Coupe ’06
Gran Turismo Sport Gran Turismo SportGran Turismo Sport

 

New track – Fuji Speedway

Japan’s famed high speed circuit at the foot of grand Mt. Fuji has played host to countless international races on its tarmac since opening in 1961.

Following Fuji’s famed 1.5km straight, the first half is a high speed section consisting of tight corners, followed by a technical second half running on a challenging incline. In addition to the classic Fuji Speedway F layout, the Fuji Speedway GT shortcut layout has also been included, and both variants are playable in reverse.

Gran Turismo SportGran Turismo Sport

 

GT League

This month, we’ve added three new GT League events for beginner to veteran drivers, including:

  • The Passion of Dr. Wankel – Beginner League
  • Real Circuit Tours – Amateur League
  • Group 1 Cup – Professional League
Gran Turismo Sport Gran Turismo SportGran Turismo Sport

Finally, the pit lane of the new Fuji Speedway course can be used in Scapes mode, and The Red Bull Ring from last month’s content update has been added to the circuit experience.

We hope you enjoy this month’s free update, and remember you can find all the latest GT info here on PlayStation Blog and on the official Gran Turismo website. Until next time, drivers, we’ll see you out on the track.

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Creator of twisted platformer Typoman returns with colourful PlayStation VR puzzler Squishies

Do you remember how your favourite toy made you feel as a child? Those little bursts of enthusiasm and happiness when you imagined it to be alive?

I always saw my toys as my friends each with their own character. I created whole worlds that were rooted in my imagination. While I played, I slowly shifted into other galaxies full of adventure. Time didn’t matter.

With Squishies we wanted to evoke this feeling again. We wanted you to be closer to your inner child and slooooow doooown while experiencing another world. That’s why we chose to use PS VR to make it even easier to get lost in the Squishies universe when it launches on 20th November 20.

Squishies SquishiesSquishies

As some of you may know, we created a game called Typoman, a dark and morbid 2D platformer. We loved making Typoman, but working for years on a depressing world of letters and monsters left us wanting to do something entirely different (overcompensateing?). Squishies is a joyful, relaxing experience, full of colour and life… of course, there’s a little bit of peril, too.

 

Your goal is to help stranded Squishies find their way back home. You do this by using your superpower – which is pushing & pulling Squishies around with the help of your transdimensional Alien Fish friends (PS Move controllers).

To complete each level, you need to roll the Squishies to giant alien gates, ensuring them a safe route home. When the environment gets too hazardous you’ll need to use power-ups, alien technology and helpful creatures to get by (and don’t forget, you’ll need your little super-brains as well).

 

While helping this tubby species you’ll forget that you are actually still sitting in your living room looking like a Power Ranger petting small animals (yes, you do!).

Aside from the extra adorable look of those creatures and the ingenious challenging gameplay, we wanted you to experience the huge fun we had while creating all these levels. That’s why we implemented the same tool that we used during development, so you can have the same experience that we had.

The level editor makes it possible for you to bring your own imagination into the game world. We also wanted to give you the opportunity to share your masterpieces with other players all over the globe. Because we all know, sharing is caring, right?

 

To end my (obviously very objective) monologue about the awesomeness of our new game, we, as a team, want to state that we cannot wait to see your creativity and imagination being shared with the community. We are really looking forward to see what you guys will create with the power of your minds!

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Extended Fortnite cross-play beta launches on PlayStation 4

Following a comprehensive evaluation process, SIE has identified a path toward supporting cross-platform features for select third party content. We recognize that PS4 players have been eagerly awaiting an update, and we appreciate the community’s continued patience as we have navigated through this issue to find a solution.

The first step will be an open beta beginning today for Fortnite that will allow for cross platform gameplay, progression and commerce across PlayStation 4, Android, iOS, Nintendo Switch, Xbox One, Microsoft Windows, and Mac operating systems. We see the beta as an opportunity to conduct thorough testing that ensures cross-platform play is best on PlayStation, while being mindful about the user experience from both a technical and social perspective.

For 24 years, we have strived to deliver the best gaming experience to our fans by providing a uniquely PlayStation perspective. Today, the communities around some games have evolved to the point where cross-platform experiences add significant value to players. In recognition of this, we have completed a thorough analysis of the business mechanics required to ensure that the PlayStation experience for our users remains intact today, and in the future, as we look to open up the platform.

This represents a major policy change for SIE, and we are now in the planning process across the organisation to support this change. We will update the community once we have more details to share, including more specifics regarding the beta timeframe, and what this means for other titles going forward.

In the meantime, please stay tuned for more information via our blog and social channels, including Twitter, Facebook, and Instagram.

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Gold Wireless Headset: White Edition launches in December

We are thrilled to announce that a White Edition of the Gold Wireless Headset will be available from 13th December across Europe, just in time for the holidays.

Available alongside the Black version, both models offer the same enhanced comfort and performance with stunning 7.1 virtual surround sound, dual noise-cancelling microphones and a refined extra-durable design.

A great audio experience is vitally important to completely immerse yourself in your gaming session, so we’re happy to announce more games with their own custom audio modes available exclusively through the PS4 headset companion app for both the Gold and Platinum wireless headsets.

Gold Wireless Headset: White EditionGold Wireless Headset: White Edition

 
These audio modes, tuned by the developers themselves, let you experience the game as the developers intended. Dive into densely populated jungles, markets, and bustling city hubs, with Shadow of the Tomb Raider available now, or relive the iconic sounds of the dragon realms with Spyro Reignited Trilogy from 13th November.

In addition more games are set to support 3D Audio, our enhanced deep immersion audio feature for the Platinum Wireless Headset. Look forward to an incredible new RPG experience with EA’s Anthem, and a brutal test of survival in Days Gone.

Gold Wireless Headset: White EditionGold Wireless Headset: White Edition

 

For those wanting to get their hands on the 500 Million Limited Edition Gold Wireless Headset, there’s not long to wait with the model releasing in just two weeks’ time on 11th October.

Gold Wireless Headset: White Edition

Created to commemorate an incredible milestone in PlayStation history, the special design features dark blue translucent ear cups with contrasting copper detailing.

Let us know in the comments what you think of the new White Edition headset and which upcoming audio modes you’re excited to experience.

Gold Wireless Headset: White EditionGold Wireless Headset: White Edition

 

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