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vendredi 28 février 2020

Turn-based strategy 1971 Project Helios is coming to PS4

1971 Project Helios is a turn-based strategy game which combines modern warfare military tactics and close combat. Firearms and vehicles are scarce, conflicts and hostilities have no end, and the terrible freezing cold annihilates friends and foes in its path.

1971 Project Helios on PS4

An Earth gripped by a new ice age

In early 1942, huge meteors crashed into Earth, the resulting climate change kickstarting a new ice age. Fast-forward to 1971 and extreme temperatures and violent storms are now part of daily life.

Those who have survived the dramatic changes wrought by the strikes have done so because of Fulgor, a unique substance carried to the planet by the same meteors that had so dramatically changed its environment.

In Europe, a new society was born from the remains of the German army and its intelligence services. Calling itself Wintersöhne (Sons of the Winter), it has pursued research into refining Fulgor for human consumption and developing it for military purposes.

1971 Project Helios on PS41971 Project Helios on PS4

 

Out of the ashes of the devastation to the north is born an ultra-religious cult, one that worships Fulgor as a divine gift. Forsaking technology, the Kaphirite cult believe the alien artifacts are the ultimate judge as to who deserves to live. Initiation into its ranks requires Fulgor to be absorbed into the system intravenously, a process that sees many die. Those who do survive are believed to be divinely chosen.

A quest that joins eight strangers

Into this inhospitable world comes eight disparate souls, united by a common purpose to bring humanity back from the brink. Their quest – your quest – will see you travel through military enclaves and medieval dungeons, encountering and battling different factions, each boasting unique combatants, strategies and strengths.

1971 Project Helios on PS4

Balance your group’s individual skills to strategise a response in turn-based fights and survive another day on the tundra. Do so and you’ll gradually unlock new skills and upgrade equipment, letting you customise each character’s, and ultimately the group’s, build to develop new ways to counter any danger you may face.

As much as your choices are key to your success in every conflict, so to are the personal decisions made during your journey essential to deciding how it ends. With the game’s story offering multiple endings, the fate of the world lies in your hands.

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jeudi 27 février 2020

Borderlands 3’s second campaign add-on Guns, Love and Tentacles revealed

Hey Vault Hunters! Today we’re super excited to reveal Guns, Love, and Tentacles: The Marriage of Wainwright & Hammerlock, the second campaign add-on for Borderlands 3. It’s scheduled for release on 26th March, so while you wait, here’s your first look at what to expect from this expansion.

Wainwright Jakobs and Sir Alistair Hammerlock are getting hitched and have invited you to their engagement party. After the bombastic glitz and glamour of the casino setting in the Moxxi’s Heist of The Handsome Jackpot add-on (which launched back in December), we wanted to go in a darker direction for this one, so the celebration will take place underneath a gargantuan monster’s corpse on a harsh new ice world named Xylourgos.

You’ll meet plenty of creepy characters on Xylourgos, but one of the first faces you’ll see after arriving by drop pod is a friendly one: Gaige, a wanted fugitive turned wedding planner who fans may remember from her days as a Vault-hunting Mechromancer in Borderlands 2’s DLC. With her robot BFF Deathtrap at her side, Gaige will do whatever it takes to ensure that the Jakobs/Hammerlock shindig is a success.

Borderlands 3 on PS4Borderlands 3 on PS4

 
We like to think of Guns, Love, and Tentacles as a cosmic horror rom-com that puts the “love” back in “Lovecraft.” Expect to get into plenty of wedding planning shenanigans as occultists, curses, and creatures with more teeth and tentacles than nature intended threaten to derail the betrothed couple’s plans for a happily ever after.

Some of the mutated enemies that you’ll have to overcome are unlike anything that we’ve thrown at you before, and they’ll drop some crazy otherworldly loot too, including new Heads and Skins, new Interactive Room Decorations, and of course, new Legendary Weapons, Shields, and Class and Grenade Mods.

Players who haven’t progressed far enough through the Borderlands 3 story campaign to unlock interplanetary travel will have the option to jump straight into the new content when creating a new character. Anyone taking advantage of this option when will automatically complete all of the story missions up to and including “Taking Flight,” in which they leave Pandora aboard the spaceship Sanctuary III for the first time. At this point, they’ll already be level 13 and ready to set a course for the party on Xylourgos.

Borderlands 3 on PS4

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Start your stunt-filled MX Nitro: Unleashed career right with these 5 gameplay tips

MX Nitro: Unleashed is out today on PS4, and we’re excited to bring you old school motocross action! Take to the skies and pull off insane tricks… and some epic crashes. The game is all about achieving death-defying stunts as you race others across over 40 tracks, battling bosses along the way. Here are our top 5 tips to get you started in your motocross career in the 40-hour campaign mode.

Bust a wheelie

GameTitle on PS4

You can wheelie right from the starting line to get Nitro for the first jump – it’ll become second nature soon enough. The same goes for long flat track sections of tracks and drag racing.

Use Nitro

GameTitle on PS4

The key steps to remember are: Release – Jump – Trick – Land – Release. For maximum effect, use Nitro a couple seconds before the jump to accelerate and fly even further.

Land firm

GameTitle on PS4

Landing is crucial – align both of your wheels to match the ground level for a smooth landing, and then add just a tad of Nitro to keep the flow going.

Hang in there

GameTitle on PS4

Each track is a puzzle to solve, failing and trying again is absolutely OK (just use the quick restart button). It all pays off when you beat it!

Be Greedy for Nitro

GameTitle on PS4

Use one-button tricks, even on small hops, to get some precious Nitro.

MX Nitro: Unleashed is an expanded game from the original MX Nitro with new tracks, new bosses, new outfits, and several game improvements including visuals. We’re looking forward to you getting on the tracks!

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mercredi 26 février 2020

Reimagining Final Fantasy VII’s Ruby Weapon for Final Fantasy XIV

Greetings, everyone! This is Matt “Bayohne” Hilton from theFinal Fantasy XIV Online (FFXIV) Community team, here to deliver PlayStation.Blog readers a behind-the-scenes look at how the dev team brought the Ruby Weapon to life in FFXIV.

Final Fantasy fans will no doubt recognize the Ruby Weapon as a challenging boss that players were able to battle in the desert outside of the Gold Saucer in FFVII. FF fans may also be aware that Final Fantasy XIV loves playing homage to the previous titles in the franchise, whether it be with locations, themes, or in Ruby Weapon’s case, even bosses.

The most recent update to FFXIV, Patch 5.2—Echoes of a Fallen Star, introduced the hulking Ruby Weapon as a brand-new 8-player trial for adventurers to tackle in both normal, and high-level difficulty “extreme” modes. We sat down with a few members from the team to discuss the inspirations and challenges they faced to introduce such a unique and iconic foe to the game.

How much did the team look to Final Fantasy VII for reference or inspiration when creating the encounter? Whether that be from a visual standpoint or its attacks and movements.


And, can you talk about the team balances preserving aspects of the original while providing a FFXIV flair? Would you say that this design is heavily based on the FFVII version of the monster, or is it more of its own thing?

Masaki Nakagawa (Lead Battle Content Designer) and the FFXIV team:

Let’s talk visual design first. Whenever we bring an existing Final Fantasy series character to FFXIV, there are two general paths we might take in terms of character design.

In some cases, we will keep the FFXIV version true to the character’s original design—we don’t add any elaborate or original flair, but rather honor the design as it appeared in the original work. We would aim to recreate the character in a high-quality graphic environment while trying to make sure it doesn’t look unnatural. A recent example can be seen in the characters that appeared in the Interdimensional Rift Omega raid series from patch 4.x.

Final Fantasy XIV: Shadowbringers - Omega on PS4Final Fantasy XIV: Shadowbringers - Omega on PS4

 
In other instances, we’ll take only the name and basic characteristics of the original and add our original design to help blend the character in to the world of FFXIV. We have quite a few examples of this as well: cactuars, chocobos, Garuda, Titan, Ifrit, Leviathan, Shiva, and Ramuh just to name a few. The Ruby Weapon in FFXIV leans more towards the latter path, but that isn’t to say it is completely original. We still paid respect to its visual appearance in Final Fantasy VII, finding a balance between keeping the original characteristics well-preserved and bringing out some originality.

Final Fantasy XIV: Shadowbringers - Ruby Weapon on PS4

Hiroyuki Nagamine, who handled Ruby Weapon’s art design took inspiration from the Final Fantasy VII version of the monster when he created the artwork for the FFXIV version of Ruby Weapon—specifically Ruby Weapon’s claws, which you might remember look like tentacles. Furthermore, the design silhouette (the overall shape of the monster) is very reminiscent of Bahamut, and I think that adds to the originality of the FFXIV version of this enemy. The reason behind this choice is because Nael Van Darnus, a character from the Binding Coil of Bahamut raid series, ties heavily into the FFXIV version of Ruby Weapon from both a story and lore perspective.

Final Fantasy XIV: Shadowbringers - Ruby Weapon concept art on PS4

Next, let’s talk a bit about the design from a battle perspective.

Final Fantasy XIVs Ruby Weapon has a deeply intertwined lore and story behind it, and the battle content places heavy emphasis on highlighting those points. We spent a great deal of time devising ideas for battle mechanics that would feel fresh and new. Our goal was to make the gameplay experience feel as close to an action game as we could possibly make it within the parameters of FFXIV battle mechanics, and there is a heavy focus on rapid attacks in succession. We poured a lot of time not just into the brainstorming, but also on animations, the creation of visual and audio effects, and programming the fight.

Final Fantasy XIV: Shadowbringers - Ruby Weapon on PS4

However, there are also unique attacks that utilize the Ruby Weapon’s claws and quicksand in the battlefield—both of which take inspiration from the Final Fantasy VII version of Ruby Weapon. I personally thought the claws and quicksand attacks turned out to be especially interesting mechanics for this fight.

As we mentioned earlier, the battle is available in both normal and “extreme” levels of difficulty, with the extreme version providing a higher degree of challenge. Where do you feel the extreme version of lands on the difficulty scale, compared to other extreme trials?

I think perceived difficulty levels will differ from player to player, so it’s difficult to answer this by simply comparing the fight with other extreme trials. However, I can say that the team who fine-tuned the battle content all said that Ruby Weapon is more difficult compared to Titania (Extreme) and Innocence (Extreme) from 5.0.

Final Fantasy XIV: Shadowbringers - Titania on PS4

There are many new battle mechanics in the Ruby Weapon (Extreme) encounter that were never seen in any other extreme-tier trial, so I also feel that it might take a bit more practice in order to get past some of these. At the same time, this means that players get to experience new mechanics and new possibilities when it comes to FFXIV battles, so I hope that it provides an enjoyable gameplay experience that feels both challenging and new.

Are you able to tell us some details regarding the creation of the weapons that players can obtain in the extreme trial? During the design and creation process, what aspects of Ruby Weapon did the art team use as inspiration to create these weapons?


Are there any designs that you feel bring out the “Ruby Weapon feel”?

Yusuke Mogi (Lead Character Concept Artist):
Generally, my request to the team for any weapon that players obtain through extreme trials is to include visual motifs that reflect the boss’ design. I believe it’s important to be able to show something to other players that says, “I cleared this boss!”

I hope that seeing these weapons will serve as a catalyst for communication between players who haven’t attempted the trial and those who have completed it.

Final Fantasy XIV: Shadowbringers - Ruby Weapon gear on PS4 Final Fantasy XIV: Shadowbringers - Ruby Weapon gear on PS4Final Fantasy XIV: Shadowbringers - Ruby Weapon gear on PS4

 
Diving deeper into the designs, the weapons for the Ruby Weapon trial were designed with the concept of integrating machinery and organic life forms. As this is close to design concepts that were adopted in Japanese anime in the 80s and the 90s, I was particular about creating a design that felt somewhat nostalgic but also had something that felt new — a ‘je ne sais quoi’ element, if you will.

Switching gears over to the music, we have a question for Masayoshi Soken! What inspiration did you look to when composing music for this encounter? Were there any particular points from the fight you had to consider when crafting the music?

Masayoshi Soken (Sound Director & Composer):

I had some lengthy discussions with Main Scenario Writer Natsuko Ishikawa regarding the music for the Ruby Weapon battle. Ishikawa had two requests: to include an arrangement of Ultima—Ultima Weapon’s theme, and to create a song with a quick tempo to match the battle content.

During these discussions, I remember that I also had a recording session planned for THE PRIMALS for something completely different. When I told Ishikawa about this, she asked if THE PRIMALS could create an arrangement for the Ruby Weapon music. The thought of THE PRIMALS arranging Ultima sparked a flame in my creative soul!!! I dove right in and started prepping, creating a mockup version and making edits to mesh with the battle content. I really thought to myself, “This is a perfect match for this battle! This will work!”

However, during the recording session the other band members and I went through much trial and error trying to create a track with this quick tempo…and that is where we hit a wall. We were originally supposed to be done with the recording in half a day, but we kept extending our recording session time over and over. We ended up using the whole day, and it was early morning by the time we left the studio…

And finally, for our readers who may have tackled Ruby Weapon over the years in Final Fantasy VII, do you have any advice for them as they look to defeat Ruby Weapon? What do you hope those who have also fought the original will enjoy in this encounter?

Masaki Nakagawa (Lead Battle Content Designer) and the FFXIV team:

As mentioned earlier, some of the attacks that the FFXIV version of Ruby Weapon uses took inspiration from those of the FFVII version. I’m sure players would notice these instantly if they challenge the Ruby Weapon trial. I hope players who have had the experience of taking on Ruby Weapon in FFVII enjoy challenging this FFXIV version, keeping an eye out for these details, and enjoying the trial from a different angle.

Of course, in order to ensure players who don’t know the FFVII version of Ruby Weapon can also enjoy the trial as much as possible, the FFXIV version has been linked with a well-crafted story specific to FFXIV.

The Patch 5.2 main scenario questline will introduce elements of mystery for the players. For example, the Ruby Weapon this time around was loaded with Nael van Darnus’ system data, but what kinds of systems will be loaded in the future Weapon series that we have yet to see? I hope players enjoy the trial while looking ahead into future developments with questions like these in mind.

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Shadow of the Colossus and Sonic Forces are your PS Plus games for March

With March’s pair of PS Plus games, you’ll embark on a dangerous quest to cleanse a land of its giant-sized inhabitants, and help not one but two versions of a platforming legend save the world.

Let’s take a look:

Shadow of the Colossus

Tales speak of an ancient realm where Colossi roam the majestic landscape. Bound to the land, these creatures hold a key to a mystical power of revival – a power you must obtain to bring a loved one back to life. Shadow of the Colossus is a breathtaking journey through ancient lands to seek out gigantic beasts. Armed with only a sword and a bow, explore the spacious lands and unearth each Colossus, presenting a unique challenge to test your wits, determination, and skill.

Sonic Forces

In Sonic Forces, the evil Dr. Eggman has conquered much of the world with help from a powerful and mysterious new villain named Infinite. Now, you must assist Sonic and build an army to reclaim the world as they fight against chaos and destruction. Defeat enemies with blazing speed as Modern Sonic, catapult past perilous platforms as Classic Sonic, and create your very own Custom Hero Character equipped with a variety of powerful gadgets.

Both titles will be available to download from Tuesday, 3rd March until Monday, 6th April.

February’s PS Plus games

As a reminder, you’ve still got time to download this month’s PS Plus games. Bioshock: The Collection houses three fantastic first-person adventures, The Sims 4 lets you unleash your imagination to craft the perfect virtual life, while PS VR shooter Firewall Zero Hour challenges you to survive intense multiplayer matches. All three titles are available to download until Monday, 2nd March.

Not yet a PS Plus member? Find out more here.

Predator: Hunting Grounds trial

PS Plus owners will be able to try out intense asymmetrical multiplayer experience Predator Hunting Grounds this month with a weekend trial starting Friday, 27th March*!

Squad-up with friends as part of a Fireteam and take on dangerous missions before the Predator finds you – or become the Predator and hunt your prey. Wield human and alien weaponry in this intense asymmetrical multiplayer experience – unlocking iconic gear and skins as you level up. You can even team up with friends on PC with full cross-play support through the Predator: Hunting Grounds trial.

*Trial Weekend starts from 5pm PST / 4pm GMT / 5pm CET / 3pm JST on Friday 27th March and ends 11.59pm PST / GMT / CET / JST on Sunday 29th March. PS Plus subscription required to play.

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Predator: Hunting Grounds trial weekend announced, starts 27th March

I am so excited to announce we will be running a trial weekend for Predator: Hunting Grounds, starting on 27th March, and running through 29th March. The trial will be open to PS4 players with PlayStation Plus and PC players as well via Cross-play support. Just hop on PlayStation Store, download the trial and start hunting!

Predator: Hunting Grounds on PS4

The Trial will be available to download on 27th March in Japan at 3pm JST, in Europe at 4pm GMT/5pm CET, and in North America at 5pm PST.

We spent the last part of 2019 taking a demo around to various gaming events around the world and allowing members of the public to try it for themselves. Seeing the fun that everyone has had as both the Predator and the Fireteam has been rewarding for the dev team. We got a bit of feedback through that process and we believe everyone will be excited to see where the game is. We are looking forward to having you test the game out as we are getting closer and closer to launch.

The Trial will allow you to play solo as the Predator, or to team up online with three others as part of a fireteam. Back in December, we detailed how savage and powerful the Predator was. Ahead of the Trial, here’s what you should know about playing on a Fireteam in Predator: Hunting Grounds:

The odds are against you

Predator: Hunting Grounds on PS4

Who doesn’t love a challenge? We love that when you play as the Fireteam it really captures that feeling of power, of being the best of the best. You have access to a state-of-the art arsenal and gear that lets you feel like you can take down an army, and you will. Fireteam players have a mission to accomplish and must face tons of AI opponents PLUS another player hunting them as the Predator.

Get a real sense of fear

Predator: Hunting Grounds on PS4

The original Predator movie was scary and so is playing this game. You land in the map with a mission at hand and battle a ton of AI to accomplish key objectives, and then all the sudden you hear that ominous clicking noise, a threat that could be coming from anywhere.

On top of this suspense, when the Predator attacks, it’s terrifying. The Predator is relentless. It can pounce on you from above, shoot deadly plasma from the shadows, or rip you apart up close. The thrill of being hunted made the original movie so fun to watch, and what makes playing the Fireteam so fun.

Making it out alive

Predator: Hunting Grounds on PS4

Just like in the films, you need to regroup with your team, reevaluate your situation, and decide how you are going to get out alive. The game gives you all the tools you need, but the tactics and strategy are all on you.

Do you escape the Predator or turn the tables and hunt it down?
Do you band together and use your collective firepower to fend it off?
Do you divide and conquer?
Do you use the environment and AI to your advantage?

There are so many options and the choice is yours. Figuring out how to survive is at the core of why being the Fireteam is fun.

Predator: Hunting Grounds on PS4

Lastly, we’re thrilled to reveal our cover art for the game! This piece really captures how we feel playing both the Predator and the Fireteam. You feel the intensity that the Predator is everywhere and nowhere all at once hunting the Fireteam. And you also feel that the Fireteam is just as deadly with their arsenal as they work together as a team. They are always alert and ready for anything. Which takes us right back to the film that continues to inspire us, the ’87 Predator.

Every gamer, no matter the character you are playing, is ready to hunt and be hunted. We are looking forward to seeing you in the hunt on 27th March! Watch the blog for more info and tips!

PREDATOR TM & © 2020 TWENTIETH CENTURY FOX FILM CORPORATION. ALL RIGHTS RESERVED.

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Lara Croft joins PS4 multiplayer battler Brawlhalla today

The Tomb Raider herself, Lara Croft, has discovered Brawlhalla and joins the fight starting today! She uses her dual blasters, her bow, and a few gadgets (like her grappling hook shot) to knock her opponents off-stage.

If you want to start playing Lara Croft by getting as many KOs as you possibly can, then check out these tips. Practice them and you’ll see more victories than losses!

1) Dual blasters Neutral Light into Signature

Lara Croft’s dual blasters are very good at following up with powerful Signature attacks. Case and point: Neutral Light attack into the Neutral Signature attack. Lara shoots three times, with the last shot knocking her opponent into the air. The Neutral Signature attack is a powerful attack that is aimed up and away to blast foes… up and away. It just makes sense!

2) Bow Gravity Cancel Down Signature

Especially right by the edge of the stage, the Down Signature attack on Lara Croft’s bow is incredibly useful. It uses her grappling hook shot to pull enemies behind her and launch them into a pit. Gravity Canceling allows grounded attacks to be used in the air and to stop from falling, basically stopping gravity altogether. To Gravity Cancel, press the dodge button in the air without pressing any directions, then hit an attack button. Gravity Canceling into Lara’s Bow Down Signature attack is bound to get the KO.

Brawlhalla - Lara Croft on PS4

3) Dual Blasters Down Light Attack into Aerial

A classic Blasters combo in Brawlhalla, the Down Light attack into a jump Side Aerial attack is the bread and butter of Blasters players. The Down Light attack shoots three shots at the ground, which puts enemies in position for a follow up attack. The Side Aerial shoots twice in front of Lara to launch those enemies that were so nicely set up. After getting the timing down, this two-hit combo is great for building damage and knocking out opponents. The Down Light attack makes them dance, and the Side Aerial makes them fly.

4) Dual Blasters Dashing Side Signature

As Lara Croft, a good way to cover the distance between opponents is dash then use her Blasters Side Signature attack. For her Side Signature, she does her classic jump-roll and shoots a bunch of shots in front of her. Dashing allows a quick approach, and Blaster Side Signature makes Lara jump pretty far, so combining them makes for a huge leap across the stage. No one will be able to hide from Lara Croft!

Brawlhalla - Lara Croft on PS4

5) Bow Down Light into Neutral Signature Finisher

On Lara’s bow, the Down Light attack has her jump forward and shoot the ground, which pops opponents up into the air. Luckily, Lara Croft’s bow Neutral Signature attack catches airborne enemies and shoots them with a powerful fire arrow. It’s a set-up attack into a knockout attack, which makes it the perfect finisher and one of the best things to keep in mind when playing as Lara Croft.

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Gran Turismo Sport adds 3 new cars including the Aston Martin DBR9 GT1

The February content update for Gran Turismo (Patch 1.56) will be available Thursday, 27th February at 6am GMT / 7am CET (Internet connection required). Let’s take a look at what’s included.

Featured car: Aston Martin DBR9 GT1 ’10 (Gr.3)

The Aston Martin DBR9 GT1 is a racing machine created by Aston Martin Racing to compete in GT1 category races. The base car is the DB9, and its name is taken from the DBR1, the first racing car of the Aston Martin DB series which won the 1959 Le Mans 24 Hour Race with a 1-2 finish, as well as many other sports car races.

In addition to reinforcing the road car chassis, the body panels were all changed to carbon fibre excluding the roof. The gorgeous interior characteristic to Aston Martin road cars has been stripped, with even the dashboard replaced with carbon fibre for less weight. The car was made over 600 kg lighter this way, weighing in at only 1,100 kg.

In addition to a wider fender, there is an additional front underspoiler, side skirts, rear diffuser and wing, plus the bottom of the car is made fully flat for improved aerodynamics.

The 5.9 litre V12 engine has undergone engine ECU tuning, raising its power from the 449 BHP/58.1 kgfm of the road car up to 599 BHP/71.4 kgfm. This is combined with an Xtrac 6 speed sequential transmission.

The DBR9 GT1 won its debut race at the 2005 Sebring 12 hour race, and until the GT1 category disappeared at the end of 2011, it had a spectacular career in racing. In 2006 it won the team and drivers’ titles in ACO Le Mans Series, and in the FIA-GT it won the manufacturers’ title. In 2007 and 2008, it won the GT1 class of the Le Mans 24 hour race 2 years in a row.

The Aston Martin joins two other vehicles in this update:

New vehicles

  • Aston Martin DBR9 GT1 2010
  • Fiat 500 1.2 8V Lounge SS 2008
  • Nissan 180SX Type X 1996
Gran Turismo Sport on PS4 Gran Turismo Sport on PS4Gran Turismo Sport on PS4

 

GT League

In addition, the following new rounds are added in GT League:

Gran Turismo Sport on PS4

Beginner League

  • 2 new rounds added to the FR Challenge

Amateur League

  • 2 new rounds added to the Group 3 Cup

Professional League

  • 2 new rounds added to the Lamborghini Cup

Endurance League

  • 1 new round added to the X2019 Competition Endurance Series

Remember, you can find all the latest GT info here at 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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Those Who Remain release date announced, Deluxe Edition revealed, new trailer debuts

Hello folks! I’m Ricardo Cesteiro, co-founder and producer at Camel 101. Some of you may recall hearing from me back in 2018 when I wrote my first blog post here, announcing Those Who Remain. Back then, our intention was to release the game later that year, but the complexity of the project grew and grew, as did our ambitions as we committed to making the game better, and better still.

Today, I bring much exciting news! as it is with great excitement that I can finally share with you all that the game will release on 15th May, 2020 – what’s more, I can also reveal that there will be a retail-exclusive Deluxe Edition that will include a digital download of the beautifully illustrated comic prequel story, ‘Those Who Remain: Lights Out’.

Those Who Remain on PS4

So, to recap, what exactly is Those Who Remain?

We like to call it a first-person ‘psychological adventure-thriller’. It’s tense, unnerving, and it certainly gets scary sometimes, but we wouldn’t necessarily consider it a typical horror game. That’s not what we set out to do.

The purpose is not to scare the player, per se – we don’t use formulaic jump scares as a driving design principle. We feel that a strong and foreboding atmosphere and an ominous environment can be more powerful, and much more fear-inducing, in the long run, than a random screaming person appearing in front of the screen suddenly, for example. We hope you get a sense of that from the trailer, which we’re showing you here today exclusively. Check it out below.

In the trailer we show Edward arriving in Dormont, as he contemplates his life and the mistakes he’s made. This is one of the major themes within the game: actions and consequences. The things that we do in life and how our decisions affect other people. Players will have to make their own choices in the game too – which have consequences.

The game has two key defining mechanics: one is that the player can’t go into the dark. There are mysterious shadow figures there that will attack and kill on sight, meaning you’ll need to manipulate light sources in order to clear a path and scare them away.

Those Who Remain on PS4

The other is that the player needs to travel through “the other place”, a mirror dimension that’s almost a twisted version of our own reality. What happens in one dimension, affects the other, so the player might need to move through dimensions to solve a specific puzzle or situation to progress.

There are also several situations where the player needs to make moral choices that will affect the ending. This is a game about choices and consequences, and we want the player to feel the weight of their actions.

Those Who Remain on PS4

One of the things that we enjoyed the most about working on this game was creating the story, the characters, the town, and all its surrounding environments. We believe that we’ve crafted a rich universe, and that’s part of the reason we decided to expand it to other media via the comic, which explores events that happened in Dormont when everything went dark.

Those Who Remain on PS4

This is a very satisfying project to work on, as it has allowed us to explore human emotions and relationships as the game delves deep into the human psyche. We could have made a ghost story, or a haunted house story (many a fine game has been based on), but we set out to make something a little different, while addressing sensitive topics like bullying, infidelity and suicide. These things unfortunately happen and they’re a part our lives, and videogames are a perfect vehicle to talk about them.

Those Who Remain on PS4

Being horror and “weirdness” junkies ourselves, we drew inspiration from many different sources and media when creating Those Who Remain, and especially from supernatural movies and TV shows.

For example, Dormont could easily be compared to Twin Peaks, a small beautiful town where everything seems calm and peaceful, while hiding deep dark secrets underneath. The shadow figures that roam in the dark could have easily stepped out of a Stephen King novel, and the “other place” – the twisted reality that can be accessed by entering strange glowing portals… well, we’ll let you figure that one out on your own from 15th May, when you’ll get to delve deep into the twisted reality of Dormont and discover its many underlying secrets…

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mardi 25 février 2020

Here’s how Resident Evil 3’s PS4 remake is enhancing the survival horror classic for the better

The more I try to escape Raccoon City, the more it pulls me back in. Capcom recently invited the PlayStation team to go hands-on with the hotly anticipated Resident Evil 3 remake. We spent several intense hours with former S.T.A.R.S. Alpha Team member, Jill Valentine, and the hulking Nemesis dogging her attempt to flee Raccoon City. The action-packed preview left us bloodied, singed, rattled, and ready for more.

Resident Evil 3: Nemesis was originally released on PlayStation in 1999, just a year after RE2. Similar to the 1999 original, Capcom’s RE3 remake ups the action on the chaotic city streets, which reflects in the core gameplay.

 
 
Prepare for the ordeal with key takeaways from our time with the RE3 remake (no story spoilers here):

Reinventing Raccoon City

  • Capcom’s photo-realistic visuals bring Raccoon City to life with stunning detail. Blazing infernos cast zombie shadows down long alleyways. Faux movie posters adorn corridors. Dirt and abrasions show on Jill as she struggles to survive. The cumulative effect is striking.
  • The RE3 remake dramatically reinvents the sprawling streets of Raccoon City – this is much grander than a one-to-one remaster. Expect larger areas and some reimagined sequences that dwarf those in the original game.
  • GameTitle on PS4

  • New shops and locations flesh out the collapsing city, including an expanded subway station, new labyrinthine sewer section, and a richly detailed donut shop (yum!).
  • City streets are wider and more open, unlike the relatively narrow corridors of the 1999 original. More room to dodge enemies! Speaking of…

Jill Valentine: seasoned supercop

  • Jill has a new evade move (R1 + left stick) that lets you dodge lunging zombies and other foes. It works a bit like a parry, and is much easier to execute than in the 1999 original. Careful you don’t roll into the arms of a waiting enemy, though…
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  • The seasoned supercop can now perform a Perfect Dodge by precisely pressing X while in an enemy’s clutches. Success scores you a slow-motion counter window to open fire.
  • Jill’s knife doesn’t degrade like the blades of RE2 remake, and it’s no longer used as a self-defense item (practice that Perfect Dodge).
  • Similar to the RE2 remake and RE7, ammo crafting is key to survival in RE3. (Fun fact: RE3 introduced ammo crafting to the series in 1999!)
  • Outwit your enemies with environmental traps. Blast red barrels to topple groups of zombies, and shoot electrical boxes to stun nearby threats.
  • Jill, a known Master of Unlocking, can eventually pick numerous yellow padlocks scattered around the environment. This gives you more reason to canvas areas you’ve already explored as you hunt for extra supplies.

Nemesis and other threats

 
 

  • Nemesis is bigger, stronger, and more persistent than ever. The brutish bio-weapon packs a heavy punch, ensnares Jill with a tentacle grab, and can cut off her escape routes with a flying leap. Your experience fleeing from RE2’s Tyrant (a.k.a. Mr. X) isn’t enough… When in doubt, run from Nemesis. Especially when fighting in confined spaces or around other enemies.
  • If you must fight, do it on your terms. Lure Nemesis near electrical boxes or explosive barrels to deal damage while saving ammo.
  • Sometimes, Nemesis drops valuable supply cases when you (temporarily) defeat him. Nab these for high-powered ammo and coveted weapon upgrades…
  • Similar to the RE2 remake, there are numerous weapon mods to find. I souped up Jill’s pistol with an extended magazine, laser-dot sight, and silencer.
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  • The Hunter Gamma lurks within the bowels of Raccoon City. Stay away from its gaping maw to stay alive. Pack flame grenade rounds and look the devil in the mouth.
  • The skittering, bug-like Drain Deimos creatures return, and can now inject Jill with an unsettling status effect. Pack an extra green herb…
  • Fanny packs are still in style! These inventory-expanding pick-ups are worth their weight in gold.
  • A little overwhelmed? Activate Assist Mode for regenerating health, weaker enemies, more ammo, and a powerful assault rifle (similar to the 1999 original’s Easy Mode).
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  • The preview concluded with a boss battle against a flamethrower-wielding Nemesis. The monster swept fire across the construction site battleground, dashed at Jill, and blasted flaming mortar shots everywhere in the epic confrontation.
  • Dismantling Nemesis’ flamethrower with precise shots to its cooling vents and fuel tank isn’t enough to keep the pursuer down. Prepare for a resilient foe…

My time with the Resident Evil 3 remake reassured me that Capcom is faithfully enhancing what made the 1999 original unforgettable. While expanding the scope of Raccoon City, it also ratchets up the action and tension. Enemies are more plentiful and ferocious than ever, but Jill also has more skills at her disposal. I can’t wait to plunge back into the madness and outwit the imposing Nemesis when it hits PS4 on 3rd April.

Learn more about the online, asymmetrical multiplayer game, Resident Evil Resistance, which is included with Resident Evil 3.

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How a webcomic turned anime became PS4 arena brawler One Punch Man: A Hero Nobody Knows

In the upcoming PS4 arena brawler One Punch Man: A Hero Nobody Knows, players will get to experience the abilities of Saitama, the titular One Punch Man, as well as discover the story with their very own custom Hero.

Ahead of A Hero Nobody Knows launch on 28th February, we caught up with the anime producer Chinatsu Matsui, and the game’s producer Yahata Yasuhiro to find out more on what make One Punch Man so special.

The anime

Why did you decided to make One Punch Man an anime? What are the strengths of this series?

CM: The concept of the world’s strongest man has universal appeal, and I thought people would be drawn to and relate to Saitama because he’s just a regular guy. Besides, I really wanted to see Yusuke Murata’s amazing drawings—particularly the action scenes—in motion, so I decided to produce the anime. Despite the easy-to-grasp setting and plot, the story also deals with complex issues like how to define justice, and delves into the characters and their backgrounds. One of the great things about it is how easy it is to get into, while at the same time being deep and thought-provoking.

One Punch Man: A Hero Nobody Knows on PS4

What are the factors that make One Punch Man so successful?

CM: As I mentioned before, part of Saitama’s wide-ranging appeal lies in him being both the strongest hero and extremely normal; you don’t see that in modern superheroes. Another major contributing factor is ONE’s unique sense of humour, which comes through even in serious moments.

One Punch Man: A Hero Nobody Knows on PS4

How do you see the evolution of One Punch Man for the future?

CM: As long as the manga keeps going, I’d like to continue the anime. It’s already popular internationally, but I’m going to put my all in to getting it to reach even more people and to capture their hearts.

The anime and the game

For someone who is not familiar with the universe, what are the factors that make One-Punch Man: A Hero Nobody Knows accessible to everyone?

CM: I can hardly imagine what it must feel like to control Saitama, the strongest man in the world, so I think that will be a big draw. That and the fact players can explore the world of One Punch Man as an original hero.

One Punch Man: A Hero Nobody Knows on PS4

What were your expectations when the decision of making a One-Punch Man fighting game was made?

CM: Right from the start, we received a proposal suggesting Saitama take enemies out in one punch; I was looking forward to feeling how good it must be to do that.

What message would you give to the One-Punch Man community regarding the upcoming game?

CM: The game will make you feel like you’ve stepped into the world of One Punch Man, so I encourage you to give it a try.

The game

What attracted you in the One-Punch Man universe to turn it into a video game?

Yahata Yasuhiro: I loved the idea of taking the world of One Punch Man, with all its cool characters and rapid-fire jokes, and making it into a game; the staff and I really had fun developing it.

How did you approach Saitama’s gameplay? Was balancing the game a challenge?

YY: We worked extremely hard to find a way to convey the overwhelming power of Saitama, the world’s strongest hero.

After a lot of trial and error, we were able to capture his strength from the original the story, while scaling things down to a more even level for PvP—not the usual way of balancing a fighting game!

We do also have a mode where players can fight one another with Saitama at full strength.

One Punch Man: A Hero Nobody Knows on PS4

Do you think that letting the players create their own character in the One Punch Man universe was a must?

YY: How could we not? When development started, we considered making Saitama the protagonist. However, he can defeat anyone with one punch, so instead we went for a customisable character who the player uses to dive in to the One Punch Man world.

One Punch Man: A Hero Nobody Knows on PS4

Was it difficult to turn One Punch Man into a fighting game?

YY: Since the anime features lots of high-quality fight scenes, we tried to aim for that level of quality. We also worked hard to come up with the best way to include Saitama, the strongest hero, in a fighting game.

Was One Punch Man a real challenge to turn into a game regarding the characters such as King?

YY: King is a Class S Hero widely respected by other heroes, despite having no real fighting ability—something only he and Saitama know. That made him just as challenging to include as Saitama. After a lot of consideration, we were able to get him successfully in by viewing him as being effective against everyone except Saitama.

One Punch Man: A Hero Nobody Knows on PS4

What makes you especially proud of this game?

YY: I’m proud of the quality of the character models. Yusuke Murata, who was in charge of adapting the characters from the manga to the anime, oversaw the process. That’s why the game’s models approach the anime’s level of quality.

Do you have any anecdotes or fun facts about the game production?

YY: The Hero Arrival system, where playable characters arrive late, came from trying to figure out how to create a fighting game where using Saitama would guarantee victory.
Right from the start, we also planned to introduce some sort of a cost system into character selection.

Who is your favourite character?

YY:I’m a fan of Mumen Rider. It’s cool how he’s aware of his own weakness but still isn’t afraid to step up to an enemy he can’t beat.

One Punch Man: A Hero Nobody Knows on PS4

How did you approach the scenario of the game regarding the anime progression?

YY: We started the project with the goal of adapting the first season of the anime, so we were less concerned with the story’s progression and more concerned with finding ways to make the story interesting for fans who knew it.

Because the player character fights monsters before Saitama defeats them, I think the experience differs from watching the anime.

One Punch Man: A Hero Nobody Knows on PS4

One Punch Man: A Hero Nobody Knows will be released on February 28th.

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Survive a tension-filled underwater adventure in Freediver: Triton Down Extended Cut, out this week on PS VR

Time to take a deep breath and take the plunge: we’re pleased to announce that the Extended Cut of our submersive adventure VR game, Freediver: Triton Down, is available this Thursday, 27th February!

The original cut of Freediver: Triton Down was released on PC VR in May 2019; from the intense underwater escape from a sinking ship, to its gesture-based swimming mechanic, to its nomination for VR Game of the Year, it took players by surprise. Since then, we’ve heard your requests for Freediver on PS VR, and are now excited to share the new Extended Cut with the PlayStation community!

Freediver: Triton Down Extended Cut on PS4

Just what does “Extended Cut” mean? While reshaping Freediver: Triton Down for console VR, we had the opportunity to build on what made the original game great, while exploring some of the wild ideas that still kept us up at night.

For us, that meant turning the lights out, and the tension up. (Yes, even more than the original.) All-new levels on the ship have been added and plunged into darkness, introducing an extra layer of challenge to the many puzzles you’ll encounter. To help you swim your way through the murk, we’ve also added a handy flashlight: its beam is powerful, but there are some dangers in the depths that only a cool head and lightning reflexes will save you from.

Freediver: Triton Down Extended Cut on PS4

Above all that, we listened to our number one request from the community and expanded the sci-fi-inspired story of Freediver: Triton Down even further. The capsized Triton is littered with lost audio logs of the crewmembers’ final days aboard. Are their fates sealed? What caused the rogue wave that sent the Triton plummeting to the ocean floor? And who—or what—is the mysterious specimen named Emi?

Freediver: Triton Down Extended Cut on PS4

We had a blast returning to the uncertain underwater world of Freediver: Triton Down, and we hope you love escaping the Triton disaster as much as we loved brewing it up. So grab your PS Move controllers, get those swimming arms ready, and most of all: #DontForgetToBreathe.

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