Find the release dates of PlayStation 4

All. PS4. PS3. PS Vita. GENRE

Game Finder

Get day-one delivery on all your PS4 games, PS4 consoles and accessories. New Zealands best source for PS4 release dates and gaming news...

Find PS4 game reviews

Want to know which PS4 games are worthwhile? Here are the best PS4 games currently available.

code for ps4 games

The best and largest selection of PlayStation 4 (PS4) video game cheats, codes, cheat codes, walkthroughs, guides, FAQs, unlockables, secrets, glitches, hints, ...

PS3, PS4 ,psp Games List

games coming out soon. game trailers, previews, interviews, wikis and more to tease and inform you.

vendredi 28 juin 2019

Sci-fi shooter Scraper: First Strike blasts onto PS VR next week

Hello everyone! I’m Victor from Labrodex Studios. We’re very excited to see Scraper: First Strike make its way to PlayStation VR on 2nd July to be among the many incredible games with compelling narratives, immersive worlds, and creative gameplay experiences on PlayStation Store.

I’m here to talk about the ways Scraper executes on more traditional RPG shooter paradigms while remaining faithful to the VR medium!

Drawing inspiration from games like Elite Dangerous and Star Wars Galaxies, it became a studio goal to provide players with personalised progression for the right effort. In Scraper: First Strike, players drive their Modified Hover Pod (MHP) to combat the Humechs, artificial intelligent insurgents. Their MHP can be upgraded part by part to enhance different aspects of its functionality: its thrusters improve the player’s mobility, its shields improve their defensive and regenerative capabilities, and its core improves the MHP’s usage of special abilities.

To do this, players must first find engineering schematics for these parts by locating terminals and then scanning for them in the Humech Resistance Force (HRF) network. Afterwards, players can scavenge for ingredients from fallen Humechs or buy them from the HRF Vendor to take over to an Engineering station and build their new MHP equipment. Players can invest the time in fully decking out their MHP to handily obliterate their enemies. Alternatively, they can stick with an econ budget MHP for a bigger challenge.

Another way players can tailor their MHP’s capabilities are through modifications. Each equipment has mod slots players can put in modifications for to further augment that part’s capabilities. The number of mod-slots a piece of equipment has is determined once it is built through the engineering system. This means if the player has built two miniguns, their left minigun can have enhanced attack speed while their right can be modified with a larger ammo capacity.

Each enemy type in Scraper: First Strike offers a set of unique abilities along with different elemental resistances. We want players to appropriately arm themselves for certain combat situation while not breaking immersion excessive menu navigation mid-fight. To accomplish this, we’ve provided players with a weapon wheel that can be quickly opened and closed to swap between different offensive options. The best part is it slows down time. This allows player the mental bandwidth to consult information from their dashboards such as enemy resistance charts, ability cooldowns, and ammunition while not being removed from the moment.

On the subtler side of player customisation, we’ve provided support for the DualShock controller, PlayStation VR Aim controller, and the new 3d Rudder motion controller. Our team is eager to see what combinations of weapons, modifications, abilities, and strategies you’ll pull from the engineering toolbox as you help the HRF defend the megacity of New Austin from Cifer and his Humech arm.

The post Sci-fi shooter Scraper: First Strike blasts onto PS VR next week appeared first on PlayStation.Blog.Europe.



from PlayStation.Blog.Europe https://ift.tt/2FCMHB6
via

jeudi 27 juin 2019

5 ways Fantasy Strike promises to tackle the ‘accessible fighter’ paradox when it launches next month

Hi everyone, I’m David Sirlin, head of Sirlin Games. With the release of Fantasy Strike planned for 25th July, I want to give the PlayStation community some insight into the thinking behind the game and why we made it in the first place.

I’ve played fighting games for a long time at a high level. I was top 8 at the huge Evo tournament three times. I represented the USA at the Super Battle Opera tournament in Japan. I know why fighting games are strategically interesting and fun, but it always bothered me that that fun has been out of reach of most gamers, locked away behind genre conventions. I want everyone to have it.

But just about every time I’ve seen a fighting game try to be “more accessible,” I’ve been disappointed. That can mean dumbed down, or it can mean training-wheel features that you can’t use competitively, or sometimes it means some easy controls that have some kind of drawback to use. It feels like trying to make a motorcycle by sawing a car in half. I’d like to try actually making a motorcycle.

Fantasy Strike on PS4

1. Experts and beginners both need some of the same things

What we’re doing with Fantasy Strike probably sounds like a contradiction, so I’ll walk you through it. We’re making a deep competitive fighting game designed for experts and tournament play… that also just happens to be great for people who have never even played a fighting game before. “Impossible!” you say.

I want players to experience the depth of the genre that I’ve experienced. To participate in a deep competitive game, you’re basically doing this sequence over and over: 1) understand the situation you’re in, what your options are, and how they all work, 2) make a decision about what to do, 3) execute that decision so it really happens in the game.

A deep game is one where all three of those steps work well, and the quantity and quality of these decisions the game offers is high.

2. To make a decision, you have to know what’s going on

Fighting games have generally been very bad at that first step: being readable, understandable, and learnable.

Fortunately, no depth need be sacrificed for this. It just requires good UI and some elegance. This is why Fantasy Strike has an unusual health system of discrete hit points — 6 hit points for most characters. A 3-hit combo does 3 damage and it’s very clear if it will kill the opponent or not before you even do it. It’s also why the super meter fills automatically over time: because it’s simple to understand.

Fantasy Strike on PS4

It’s why we have coloured highlights on our characters to tell you whenever a move is invulnerable (white), armoured (blue), or is a parry (green), and whenever your character got counter-hit (red) or is poisoned (purple). It’s why we have a move list for each character that fits on one screen, so you can easily understand what your character can do. It means we had to work extra hard to make every single move useful, often with many different uses, but we think that effort was worth it.

Fantasy Strike on PS4

Readability is also why we implemented a new feature that’s never been in any fighting game ever before: frame advantage is displayed in the visual effects of every move.

When your move hits or is blocked, a blue symbol appears if you will recover before the opponent, and a red symbol appears if you will recover after them (there’s a yellow one if you will recover at the same time). The size of the symbol is proportional to how much sooner/later you’ll recover. 

Fantasy Strike on PS4

The idea isn’t that you’ll instantly react to this stuff, but it’s a way to understand that a certain move is extra safe, or extra unsafe. It’s a way to know that a certain move is usually unsafe, but if you do it at the very tip from far away, it can be safe. It arms you with the knowledge you need to make better decisions and it helps everyone from newbies to tournament pros.

Fantasy Strike on PS4

Something we did specifically for beginners though we made a Netflix-like video selection screen that looks like every character has their own TV show. From there, every character has a spotlight video narrated by me that explains all the moves and properties of that character and what their gameplan is.

3. For a decision to count, the action you intend has to really happen

The other half of the depth equation is execution. We’re committing to being a decisions-first game focused on strategy, so if you intended to do something, we need to do everything we can on the programming side to make sure your intent really happens in the game.

That’s why we have a huge input buffer that makes combos really really easy. You can just tell someone a combo out loud, probably like “Jump A, A, B” or something, and they can do it. The hard part is getting in a situation where you can really land it against a good opponent.

Often in fighting games, you need to do an invulnerable move like a super right when you get up from knockdown, or right when you leave blockstun. If you intend to do it, it will easily come out every time at the first possible moment in Fantasy Strike. We’ve done more things than we can even mention here to make sure your moves come out when you want every time, but I hope you get the idea.


4. Depth comes from testing and tuning over time

I think it’s easy to see why all these things above help beginners, especially those who have never played a fighting game before. What might seem surprising until you think about it, is that it helps us make a deep game for experts too.

We’ve had the unusual situation for the last four years of developing this fighting game that every time we test it, everyone can do optimal punish combos every time. Everyone can do all the techniques. Sort of like how everyone can move all the pieces in chess.

Usually in fighting game development though, things get so difficult to execute at the expert level that testing “the real game” is very hard. So few people can even “move the pieces” correctly that balance problems can go unnoticed for a long time, and ultimately make a game shallower.

But any time we had something shallow or degenerate, it was immediately obvious because the spotlight is right on player-decisions. It was sure a lot easier to ensure high level play is rich and varied than it would have been for most other fighting games. Spending four years on it helped quite a bit too.


5. Online play

I also want to mention at least briefly that online play is really important to us. We use a technology called GGPO plus our own proprietary sauce that makes online play especially smooth and responsive feeling, minimizing input delay. I live in California, and I’m able to play a friend in Tokyo and our games feel almost impossibly smooth. We really hope you try the online play!

Another big factor in the online experience of any game is the UI. Fighting games have generally had convoluted, confusing UI just to play someone online. We’re trying to really stand out from the crowd here by having a simple single click to challenge a friend. You have an in-game friends list and you can just click anyone to challenge, and if they accept, you’re put in the same gameflow as if they were sitting next to you in the same room.

And we also let you watch any friends match with another single click from that friend’s screen. You’ll even automatically follow them and watch all their online matches in all modes automatically. We haven’t seen this before in any other fighting game.

I hope that gives you a taste of some of the things going on in Fantasy Strike. We’ll see you online next month at launch!


The post 5 ways Fantasy Strike promises to tackle the ‘accessible fighter’ paradox when it launches next month appeared first on PlayStation.Blog.Europe.



from PlayStation.Blog.Europe https://ift.tt/2ZMCjyq
via

Try PS VR tactical shooter Firewall Zero Hour with this weekend’s free trial

Hi guys, Shabs here, Game Director on Firewall Zero Hour*, the team-based tactical multiplayer shooter, exclusive to PS VR.

It’s only been a few weeks since we launched Operation: Nightfall, which kicked off a bunch of new content and improvements planned for the game. There’s a lot we introduced with Nightfall–the Op-Pass, Hack Keys, Missions, Tasks, Rewards—all while completely revamping the user interface.

Given the scope of the changes, it was difficult to anticipate all of the growing pains, but we’re happy to report that as of Patch 1.26, squad and matchmaking issues should now be addressed. It has been a process, this buildout of a reliable and robust platform–one that will set us up for future growth, improvements, and content rollouts.  We hope where we take the game from here exceeds your expectations and rewards your continued commitment.

As always, there’s more info in the last post we did on Nightfall here on the PS blog, and also over on our FCE blog. If you have more questions, feel free to comment here and we’ll read them!

There’s never been a better time to try Firewall Zero Hour, which is why it’s also the perfect time for another Free Weekend Trial*, coming 28th – 30th June for active PS Plus members. Have a friend with PS VR who’s never tried the game? Well, now they can hop on with you, and you can show them the ropes!

For all the veterans, we’re also stacking a Double XP Weekend on top of the trial. That’s right: this weekend, all Firewall Zero Hour players will earn Double XP during the same weekend of the Free Trial (June 28th-30th). We hope to see you online!

In this post, we wanted to do a deep-dive into the making of one of our favourite maps–Hangar–which is the first of two new free maps introduced in Operation: Nightfall, and the 11th map to release in Firewall Zero Hour!

Firewall Zero Hour - Operation: Nightfall on PS4

Planning a multiplayer Map for VR – Hangar

In early development of Firewall Zero Hour, we realized that one of the most important things about VR is the player’s sense of scale–putting the player in a very small or very large space, allows players to get creative with their movement.  We’d only touched upon extra-large maps in the main game (maps like Docks, Warehouse, and District), so we wanted to try pushing it as far as we could in the Hangar map. 

In Hangar, the action takes place around a large military transport aircraft in a hangar in the heart of Malaysia. The gigantic cargo plane–big enough to transport a tank, inside an even larger building, on an expansive airfield, and in the daytime so you can see everything–is a first for our studio.  We even gave the players a few raised vantage points, like the skybridge area, so they can really take in the scope of the map.

Firewall Zero Hour - Operation: Nightfall on PS4Firewall Zero Hour - Operation: Nightfall on PS4

We wanted this map to combine elements that have worked well in other maps: big, open spaces, large indoor spaces with lots of cover and different height levels, and tighter rooms and corridors that lend themselves well to intense, up-close firefights. Across the Hangar map, there are lots of nooks and crannies for enemies to hide in. We wanted every part of the map to have ample cover options.

We’ve seen so much creativity from the Firewall Zero Hour community in terms of creating new and different strategies on the existing maps, and a lot of them are based on using the environment to your advantage.

Firewall Zero Hour - Operation: Nightfall on PS4

Be cautious when searching for the Laptop, though; all those nooks and crannies can mean a more challenging search, and more risk of running into enemies lying in wait before you get there. Don’t forget to look up! You’ll have to watch out for enemies perched on balconies, walkways, and the skybridge. We think having to be mindful of above and below adds a wealth of unpredictability and fun to every match, and it’s something we did our best to amp up in Hangar.

Firewall Zero Hour - Operation: Nightfall on PS4

One of our favourite parts of the Hangar map is the Air Traffic Control Room.  Sure, we’ve got a gigantic airplane in an even bigger building, on a gigantic airstrip–but we just love all the movement and details on the monitors.  A lot of research went into making this space as believable as possible. We will always keep trying to come up with new ways to bring our maps to life.

Firewall Zero Hour - Operation: Nightfall on PS4Firewall Zero Hour - Operation: Nightfall on PS4

Deep dive — Anatomy of a map, from concept to final: Hangar Blockouts

Exterior of Hangar

Blockouts are the first phase of the map creation process. In this first image below, we have the blockout version of the exterior of the Hangar map. During this phase, a barebones but fully playable version of the map is made. It’s rudimentary look allows for quick iteration,  empowering the team to “find the fun” before committing to the final look and layout of the level. Props and entire buildings are represented in their simplest forms during this phase, often times just simple blocks–hence the term “blockout.”

Firewall Zero Hour - Operation: Nightfall on PS4

After the layout of the map is finalized, the first Art phase begins, below. During this phase, the artists begin creating the 3D geometry for the buildings and grounds, and also their corresponding “materials,” such as concrete, corrugated metals, etc. Interestingly, during this phase, many near final assets will coexist with lingering blockout assets from the previous phase until the art team systematically replaces every asset.

Firewall Zero Hour - Operation: Nightfall on PS4

Below is the final version of the scene. Big difference! All blockout assets have been replaced with final assets, and additional assets have been added as well to make the scene feel more believable and lived-in. The periphery, sky, and lighting have all been updated to achieve the desired time of day, which changed to something more dramatic compared to the original blockout version. Unique sounds and music have also been added at this stage, tying the whole package together.

Firewall Zero Hour - Operation: Nightfall on PS4

Interior of Hangar

This is the blockout of the Hangar interior, below. Notice how the airplane – one of the most complex assets we’ve ever made – is still represented as a simple shape – in this case, a tube.

Firewall Zero Hour - Operation: Nightfall on PS4

As with the exterior – once the layout of the map is finalised, the first Art phase for the interior also begins, seen below. During this phase, the artists begin creating the 3D geometry for the structural elements. “WIP” (work in progress) versions of complex assets such as the scaffolding and airplane are also added, to be finished in a later phase.

A very rough lighting pass is also added to help get across the feel of a large Hangar, even at this early stage. Scale is extremely important in VR, and the ceiling lights really help achieve the feel of such immense structures.

Firewall Zero Hour - Operation: Nightfall on PS4

Below is the final version of the scene. All blockout assets have been replaced with final assets, WIP assets have been updated with final assets, and additional assets have been added as well to make the scene feel more believable and lived in.

The lighting pass is much more dramatic, creating bold pockets of light and shadow in the player’s space, while also allowing the player to appreciate the giant structure of the building. A lot of sound design went into this room as well—gunshots and footsteps in large rooms made of hollow metal and concrete, for example, sound very different than in outside spaces or small offices.

Firewall Zero Hour - Operation: Nightfall on PS4

We are so excited to see the community’s reaction to the Hangar map, and to Operation: Nightfall in general. Be sure to join our PSN community, Facebook group, Twitter, Discord, and YouTube channel to leave your feedback.

See you online, Contractors!

*PS Plus required for Weekend Trial.

The post Try PS VR tactical shooter Firewall Zero Hour with this weekend’s free trial appeared first on PlayStation.Blog.Europe.



from PlayStation.Blog.Europe https://ift.tt/2X0Zy68
via

This is how Beat Saber’s awesome action-rhythm stages are built

A few days ago, one of the biggest music moments burst in Beat Saber. We released Imagine Dragons Music Pack – a 10-tracks selection of the band’s most popular hits accompanied by a brand new industrial-inspired environment. It took us months to make this Music Pack a reality.

Sometimes, people do not realise how much effort is behind every release like this. The right selection of the tracks, the quality, and the flow of levels and immersiveness of the environment is crucial for us and this all requires hard work. To better understand the philosophy behind the levels in Beat Saber, I interview Freeek, our Full-Time Level Creator and author of the Imagine Dragons Music Pack levels.

Beat Saber on PS4

Michaela: Freeek, why do you think experiencing music in VR feels so special?

Freeek: VR as a whole allows us to experience the world in many different ways. Music is not an exception to this. Beat Saber brings a different type of experience to music. One that’s hard to explain without experiencing it yourself.

Just like listening to a song you’ve already listened to thousands of times but now on a high-end pair of headphones, Beat Saber gives you an additional way to experience music unlike anything else. The simple way to explain it is that you experience the music both physically and visually. A dancing game is physical, and a lighting show is visual, but we’ve never really had it all combined in one before, especially at home.

Things including the environment and the lighting all play a key part in this feeling but this new experience is primarily driven by how it makes you move. Every Cube, every direction, every bomb, and wall are all handcrafted with the intention to have you experience the music in a whole new way. All of this put together is what we call a ‘Level’.

Michaela: Can you tell us more about who’s creating the levels now and how it was at the beginning?

Freeek: The original 10 levels were all handcrafted by Jan ‘Split’ Ilavsky, with future content being a team effort. This team was hired post-launch and has contained several members, but now sits as Split and GreatYazer, with me being our Full-Time Level Creator.

Beat Saber on PS4

Michaela: Compared to the early beginnings at Beat Saber, what changed in the way how you – level creators – work together?

Freeek: Our music guy Jaroslav gives the team music to work with. We start off by listening to this music, practically on repeat for a good couple of days. To really learn and understand every aspect of the songs. I honestly remember listening to Crab Rave for a full week before even touching it.

I do this so I can determine if there is anything unique in the song that can be utilized for enjoyment. With POP/STARS, for example, I watched the ‘behind the scenes’ dancing videos more than the actual music video itself. Determined which parts of the dance could be really fun to match the player too, and went from there.

After the level and it’s difficulties are completed, a LOT of testing follows. We’re playing the songs on all difficulties over and over again. I am testing songs at varying speeds to make sure they are flawless, I play on my knees when testing Easy and hold my arms in, trying to imitate what it’s like playing as a kid. On higher difficulties like Expert+, every section is also tested to make sure it’s possible to Full Combo, rather than just hypothetically.

After the levels are crafted, they are given their own final testing by Jan himself, with any necessary adjustments made.

Michaela: What’s the psychology behind the patterns in the levels?

Freeek: Many ideas we implement into the levels are usually inspired during the period of time when all we do is listen to the songs. We take inspiration from multiple things, some you might not have even thought of.

Lyrics is an obvious one, but others include if the song is currently in a major/minor scale, the current instrument, any external meanings or traditions about a song amongst other things.

This added ‘layer’ to the song is the type of thing I try to convey when thinking of patterns. It’s not all just about the difficulty. There are several of these types of extra ‘layers’ in the levels in the game that many people wouldn’t realize. Some examples would include…

During ‘Overkill’, the main drop has an upwards-lifting feeling. A pitch-rising massive synth with a big snare hit between each one. During this section, the player is forced to swing upwards in increasingly large means with a big downwards hit between each one.

During ‘Crab Rave’, the majority of the song is focused on patterns that move from left to right, matching the sway that the Crabs dance as in the music video.

Beat Saber on PS4

During ‘Whatever It Takes’, There are a few sections in the verse that act upon these ways. “Run me like a racehorse” has a feeling of using the reins when riding a horse. “Break me down and build me up” has the player slicing blocks in descending then ascending order.

During ‘Unlimited Power’ There are some lyrics that say ‘From red to blue, from blue to red, and ducking the red from overhead”, has the player performing the exact moves to these lyrics.

These are just some simple examples of the attention put into making levels. Even the difference between the types of instruments can be used while mapping: if a piano is being matched, the pattern will be more stylized towards a simple flow, and the position of the blocks may match the pitch of a piano roll. If it’s a drum, the angles will be more up/down focused. Bass guitar will have notes more in the bottom row, whereas vocals will be higher up in the air. A lot of the time, these habits are mixed with multiple instruments.

Michaela: Lighting is a super important aspect of every level. It seems quite complex to put together such a lights-show, how do you approach lighting while mapping the new level?

Freeek: Yes, lighting has a lot of time put into it. In most cases, there is even more lighting triggers than blocks! Even in Expert+! For example, ‘Digital’ has 951 blocks to hit in Expert+, yet has over 3000 lighting events!

A lot of thought processes that are applied when creating the blocks for the levels are also used in Lighting. In ‘Thunder’ we primarily use blue for obvious reasons but have even tried to re-create some very specially create lighting events to imitate a thunderstorm.

In Radioactive, the blue and red lights never mix until the lyrics are singing ‘Radioactive’. In Crab Rave, we changed the colour of the entire environment to match the tropical look of the music video, and changed the Monstercat logo to orange… Because of crabs haha.

A lot of lights are also hand-synced with lyrics. Next time you play POP/STARS, pop on no-fail and try to pay attention to the large ‘X’ lights.

Even for an upcoming song we are releasing, I studied the way lights look on a carousel (especially when powering up/down) to then imitate that in the level. For every song, we even have unique lighting for Expert+, specifically so that more intense/strobe based lighting doesn’t outweigh the lower intensity of lower difficulties. We make sure that some of the more intense lights match the frequency/Hz of different HMDs so that they’re actually visible!

Beat Saber on PS4

Michaela: With the current selection of the music in the game, which artists or bands you would personally like to see in Beat Saber the future?

Freeek: If there’s one thing I have learned about Beat Saber, it’s that any genre works. Songs I may dislike listening to can be very enjoyable when done right in the game. But if I had to pick out some artists, I’d love to see Gorillaz, Linkin Park, Daft Punk, Red Hot Chili Peppers, Arctic Monkeys, Deadmau5, Flume, Black Keys, Skrillex, Will Sparks, Caravan Palace, Metallica, AC/DC, Guns n’ Roses, Kygo, Avicii, Nero, Pantera, Pendulum. Hell, even some Outkast, Eminem, Hilltop Hoods or Kanye West wouldn’t be too shabby. Oh and of course more Jaroslav Beck!

There may be quite a few there, but honestly, they would all work. Even an official Level Creator can dream… right?

Michaela: Good selection! Let’s see who’s coming next! Our goal for 2019 is to bring as many genres as possible to Beat Saber so everyone can find the music they enjoy the most. Can’t wait!

The post This is how Beat Saber’s awesome action-rhythm stages are built appeared first on PlayStation.Blog.Europe.



from PlayStation.Blog.Europe https://ift.tt/2Jeh0zh
via

mercredi 26 juin 2019

Pro Evolution Soccer 2019 and Horizon Chase Turbo are your PlayStation Plus games for July

Take to the pitch in an acclaimed football sim and put the pedal to the metal in a nostalgic arcade racer with your next batch of PlayStation Plus Monthly Games, available to download from 2nd July.

Let’s take a closer look:

Pro Evolution Soccer 2019

   

From Konami’s long-running sports franchise, PES 2019 features a huge selection of real-world licensed leagues alongside hundreds of familiar players, bringing the thrill of global competition directly to your living room.

Create magic moments on and off the pitch, with each player possessing their own traits that will affect how they react in the moment, while myClub and Master League modes allow you to pursue your own club career. Enjoy local play for up to four players, or go online and test your skills against the world.

Horizon Chase Turbo

   

Prepare for a blast of pure ’90s nostalgia with Horizon Chase Turbo, a love-letter to the iconic, just-one-more-go racers of the arcade’s golden age.

Drawing inspiration from the likes of Out Run, Top Gear and Rush, developer Aquaris Game Studio captures the essence of the 16-bit era with style, with modern visuals, a thumping soundtrack with insane arpeggios and classic split-screen couch multiplayer.

Play solo or grab up to three friends. You’ll pilot your car through extraordinary places, watching the sun setting, facing rain, snow, volcanic ashes and even severe sandstorms.

Both Pro Evolution Soccer 2019 and Horizon Chase Turbo are available to download from PlayStation Store on 2nd July until 5th August.

In the meantime, you still have a few days left to pick up June’s two PlayStation Plus titles.

Borderlands: The Handsome Collection is a bumper bundle of both Borderlands 2 and Borderlands: The Pre-sequel, featuring hours of first-person looting and shooting, while Sonic Mania is a carefully crafted remix of Sega’s iconic platformer hero, retooled with extra modes, characters and stages.

If you haven’t downloaded these yet, fear not: both are available to download for PS Plus members until 1st July.

Let us know how you get on with June and July’s titles over on Twitter and Facebook and we’ll see you again next month.

The post Pro Evolution Soccer 2019 and Horizon Chase Turbo are your PlayStation Plus games for July appeared first on PlayStation.Blog.Europe.



from PlayStation.Blog.Europe https://ift.tt/2IPst9q
via

Get your first look at Attack on Titan 2: Final Battle’s colossal new hero, the Armin Titan

Attack on Titan 2: Final Battle delivers all of the action from the popular anime home to PlayStation, and that includes storylines beginning with Season 1 all the way through the end of Season 3, Part 2. That’s right, the game is working hand-in-hand with the show’s creators to recreate the most heart-pounding Titan battles (as well as original stories!), including an intriguing character development, the Armin Titan.

“To endure becoming a monster, you have to discard your humanity.”

Armin Arlert

Armin, known to Attack on Titan’s fans as the introverted scout and quick-witted soldier, has eaten the villainous Bertolt in a recent anime episode, leaving the impression that he acquired the power of transforming into the Colossal Titan. And that transformation is already complete in the upcoming game (5th July; PlayStation 4).

Summoning the Armin Titan in the game’s all-new Character Episode mode — a branching storyline that covers all of Season 3 through three different perspectives (the Scout Regiment, the 104th Cadets, and the enemies of humanity known as the Warriors) — players will now be able to play as or call on Armin’s assistance to help smash enemies at will thanks to the giant-sized Armin Titan. Unlocking Armin Titan in Character Episode mode then enables you to experience the fun of pounding enemies as the skinless giant in some of the game’s other modes as well.

But that’s not all of the new Season 3 content included in Final Battle, as the upcoming game also introduces the heroes’ new Thunder Spears into action, enabling players to fire projectiles at Titans for the first time in series history. Add to that the addition of rapid-fire Gatling guns, anti-personnel omni directional mobility gear, and other fantasy weapons, and the showdown between man and Titan has never been more intense.

“The only thing we’re allowed to believe is that we won’t regret the choice we made.”

Hajime Isayama

In addition, Attack on Titan 2: Final Battle includes an all-new Territory Recovery mode, where fans can put together their dream team of Titan killers in hopes of taking back their land, all the while researching and upgrading their weapons to deliver the ultimate impact.

Playing through Territory Recover mode and Character Episode mode, fans can expect at least 30 hours of all-new explosive content at their fingertips, with over 70 hours of gameplay to achieve 100-percent completion. Add in addictive online modes with characters flying across the screen blasting each other with the new Gatling guns and Thunder Spears, and fans of the award-winning anime will have more variety in Titan gameplay than ever before.

Attack on Titan 2: Final Battle will be available as an upgrade pack for fans who already own Attack on Titan 2 (enabling you to begin your battle in Season 3), or as a standalone game for those who are starting fresh, delivering all of the action of Seasons 1-3 in one package.

“If you win, you live. If you lose, you die. If you don’t fight, you can’t win.”

Eren Yeager

Attack on Titan fans who are enjoying the show’s latest season can continue the battle on PlayStation, from 5th July!

The post Get your first look at Attack on Titan 2: Final Battle’s colossal new hero, the Armin Titan appeared first on PlayStation.Blog.Europe.



from PlayStation.Blog.Europe https://ift.tt/2YeuyB5
via

Drive the fastest racing car in the world with GT Sport’s new update

June’s update for GT Sport, Patch 1.40 will be available for everyone from tomorrow adding five new cars, including the ultimate in racing machinery – the Gran Turismo Red Bull X2019 Competition. In addition, a new road course has been added to the Sardegna track.

GT Sport on PS4

Don’t forget, if you missed any of the action from World Tour 2 at the Nürburgring last weekend you can catch up on all the action right here.

New vehicles

In total, five new vehicles will be available:

  • Chevrolet Camaro Z28 ’69
  • Toyota Tundra TRD Pro ’19
  • Toyota Sports 800 ’65
  • Renault Sport Clio V6 24V ’00
  • Gran Turismo Red Bull X2019 Competition
GT Sport on PS4 GT Sport on PS4GT Sport on PS4

Featured vehicle: Gran Turismo Red Bull X2019 Competition

‘The fastest racing car on earth, free from any and all regulation: The fan car project of Red Bull Racing and Gran Turismo, has already produced two ultimate racing machines, the X2010 and X2014. But with the opening of the FIA Gran Turismo Championships, a need arose for a competition vehicle that both the driver and spectators could enjoy. This led to the birth of the X2019 Competition.

The X2019 Competition is based on the X2014 Standard. On the exterior, the front wing and the rear end of the body was altered to reduce downforce, in order to suppress the drastic change in aerodynamics that would occur in close battles with another car. The front and rear wheel covers have also been changed to allow fast tire changes.

In addition, the 2 litre turbo is replaced by a 3 litre naturally aspirated engine, and a more conventional throttle system has been introduced in order to give it a more attractive racing sound.

GT Sport on PS4

New track: Sardegna – road track

A new road course has been added featuring the island of Sardegna, one of a number of Italian resorts surrounded by the Mediterranean Sea. Using closed off sections of public roads, this is a high-speed technical street course that features both long full-throttle straights and tight corners.

In particular, the ups and downs of the latter half of the course and the diminishing road width allow for some real high stakes, up to the guard rail racing.

GameTitle on PS4GameTitle on PS4

GT League

To support the release of the Red Bull X2019 an endurance series has been added in addition to seven new rounds across the other leagues.

GT Sport on PS4GT Sport on PS4
GT Sport on PS4 GT Sport on PS4GT Sport on PS4

The post Drive the fastest racing car in the world with GT Sport’s new update appeared first on PlayStation.Blog.Europe.



from PlayStation.Blog.Europe https://ift.tt/2Ne3q3Y
via

mardi 25 juin 2019

‘Mega Discounts’ promotion kicks off today on PlayStation Store

PlayStation Store’s Mega Discounts launch today with a host of action-packed titles to choose from.

Save up to 65% on the likes of Call of Duty: Black Ops III – Zombies Chronicles, Middle-earth: Shadow of War, Tales of Berseria and more until 10th July.

Read on to see our full list of discounts and head over to PlayStation Store for more information.

Deal of the Week (until 3rd July)

Grab a bargain on BioShock: The Collection this week. Journey through all the single-player modes and add-on content from BioShock, BioShock 2 and BioShock Infinite.

Grand Theft Auto V Offer (until 24th July)

We also have a promotion on Rockstar’s critically acclaimed open-world action-adventure GTA V – Standard Edition. Explore the world of Los Santos and Blaine County as you take part in a series of dangerous heists.

 Games under €15 (until 26th June)

Our Games under €15 offer is also back, and you can pick up savings on the likes of Dragon Ball Xenoverse, Unravel, Yakuza Kiwami and more.

Games under €5 (until 26th June)

Don’t leave yet! Make sure to check out our Games under €5 promotion to grab a discount on Friday the 13th: The Game, Need for Speed Rivals, Oddworld: New ‘n’ Tasty and more.

The post ‘Mega Discounts’ promotion kicks off today on PlayStation Store appeared first on PlayStation.Blog.Europe.



from PlayStation.Blog.Europe https://ift.tt/2IKNcek
via