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mercredi 4 avril 2018

Russian Subway Dogs hits PS4 & PS Vita this year, featuring some familiar faces

Hi Playstation Fans! I’m Miguel Sternberg, game designer and art director at Spooky Squid Games. We want to introduce you to Russian Subway Dogs and announce our full line-up of amazing (or at least amazingly weird) guest characters!

Russian Subway Dogs is a systemic arcade game inspired by the real life stray dogs of Moscow Metro. These dogs have actually learned to how to navigate the subways and commute from the quiet safe suburban stations to the downtown where they can scavenge for food. Seriously, google it! The Moscow Metro happens to also be an amazing setting featuring some of the most beautiful stations in the world that we’ve meticulously recreated in detailed pixel art.

You play as one of these stray dogs, scaring commuters to steal their food, competing with other wildlife, and cooking the occasional meal with highly explosive vodka. If you played our demo at PlayStation Experience, PAX, or other events, you’ll know you can play as more than just a stray subway mutt. We’ve teamed up with other indie creators to bring their dogs, cats and other critters to the game!

Russian Subway Dogs

Our line up of canine and kitty criminals we’ve already revealed include:

  • Meme hero, Question Hound (aka “the This is Fine Dog”) from the comic Gunshow.
  • Revolutionary canines Nacho and Rad Shiba from the PS Vita game VA-11 HALL-A
  • Hybrid trash vermin, the Ratcoon, from action roguelike Ruin of the Reckless.
  • Our own demonic Clawed Kitty, inspired by our previous game, They Bleed Pixels.
  • The Proletaricat, your boss and head feline of the pack.

We’re excited to debut several new members of the Subway Dogs crew, many of which will be very familiar to PlayStation players.

Russian Subway Dogs: Uay Chivo
Half goat, half man, all teacher: Uay Chivo from the game Guacamelee! will be playable in all his goaty glory!

Russian Subway Dogs: Doppler and Kepler
Doppler and Kepler, friends to the friendless and your faithful animal companions when playing single player Lovers in a Dangerous Spacetime, come down to earth to scavenge for food.

Russian Subway Dogs: Fidel
Fidel, dungeon delving doggo from the turn-based dungeon puzzler Fidel Dungeon Rescue, will be exploring our suspicious subway tunnels.

Russian Subway Dogs: Nidhogg
Not a fan of cute fuzzy mammals? looking to play as something with less of a backbone? Nidhogg from multiplayer masterpiece Nidhogg 2 will be playable!

We’re honored all these creators trusted us with their creations and we’ve been working hard to capture the feel of each of them. From custom bark graphics, to unique deaths like Question Hound bursting into flames, we want players to have fun unlocking each one and discovering these little touches.

Russian Subway Dogs

We love this sort of crossover and want to encourage other creators to share their worlds with each other. It’s a small way for us to compete with the Big Media Giants(™) while basically drawing fan art, and it’s fun for both players and creators. In that spirit we’ve also loaned our own characters out to other indies: you can play as The Clawed Girl in Bleed 2 on PS4, and if you look carefully in Guacamelee and other Drinkbox games you’ll find more They Bleed Pixels references.

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Look forward to stealing food, juggling vodka, and battling bears and babushka on the Moscow Metro as your favorite dog, cat or weird giant worm thing later this year on PS4 and PS Vita! You can also get a chance to check out these new “dogs” later this week at PAX East, where you’ll find us at booth #23105.

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Dirt Rally, Yakuza 4, Knack headline PlayStation Now’s April line-up

It’s a new month, and that means a fresh batch of games are joining PlayStation’s streaming service PS Now!

From next week, you’ll have the chance to test yourself with sporting’s best drivers in Codemasters’ Dirt Rally, experience the tense underworld of Shinjuku in Yakuza 4, and go adventuring with Knack.

Anything else?

Also on PS Now this month, you can:

  • Team up with a squad of fantasy warriors in fast-paced co-op fantasy Warhammer: End Times – Vermintide.
  • Take the tower defence genre for a sci-fi spin in Defence Grid 2.
  • Get your point & click on with an adventure that spans the globe – and time – in Yesterday Origins.
  • Explore a heritage park to save family and rescue the world from an ancient creature in Eventide: Slavic Fable.
  • Travel through – and survive – a colourful world using the unique skills of a band of adventurers in World to the West.
  • Solve puzzles in beautiful isometric platformer Lumo.
  • take a dip in Gearbox’s recent MOBA/shooter crossover, Battleborn.
  • Escape a decaying spaceship in the fast-paced and horrific sci-fi Infinity Warrior. (And if you’re jonesing for even more sci-fi, you can try out evocative sci-fi puzzler Soul Axiom.)
  • Alternatively, try out some engaging family entertainment – and manage a farm full of sheep – in charming sim Clouds & Sheep 2.

And don’t forget, PS Now is the only place on PC to play PlayStation exclusives. Want to sign up*? Find out how here.

*PS Now is available in UK, Germany, France, Benelux, Ireland, Austria and Switzerland.

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The Spectrum Retreat brings narrative-driven puzzles to PS4 this Summer

Hey everyone, I’m Dan Smith – representing 100% of Dan Smith Studios. I’m a British developer based in Newcastle and today, in collaboration with my publisher Ripstone, I’m delighted to be announcing my first game; The Spectrum Retreat.

The Spectrum Retreat is a narrative-driven first person puzzle game coming to PlayStation 4 this Summer. You wake alone in the Penrose Hotel, with no memory of your past or identity. Only mannequin-like staff are present and their reasoning for wanting to keep you inside the hotel is unclear.

The game challenges you to transfer colours, teleport and manipulate gravity to gain a clearer understanding of your current situation, but it soon becomes apparent that not all is as it seems.

Check out the reveal trailer below for an insight into the unsettling world we have created.

Bedroom developer to BAFTA winner

I first began developing a puzzle game prototype in late 2013, at the age of 15. Bored one day, I downloaded the Unity engine and created my first project ‘Spectrum’. I thought I was just going to create something simple, a puzzle game that invited you to look at any object and swap colours around.

Swapping colours was fun, but I soon found that you can’t design puzzles with zero constraints. The solution was to limit colour swapping to particular cubes and design levels around those, in turn creating the core mechanic of what is now ‘The Spectrum Retreat’.

One of the developers I was fortunate enough to meet during the creation of this prototype was Dan Pearce, who told me about the BAFTA Young Game Designers competition. By the time I submitted the game to BAFTA at age 18, I had a polished 20 minute prototype over three years in the making. ‘Spectrum’ was nominated and won the BAFTA YGD Game Making Award in 2016.

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Pushing the boundaries

Later that year, I signed a publishing deal with Ripstone. With additional support from them and their internal development team, The Spectrum Retreat has come on leaps and bounds.

Over the last year we’ve been able to push the gameplay, art and narrative far further than I could have achieved on my own. Every aspect of the hotel has been meticulously crafted to create a captivating environment to explore, and you can get an idea of the detail involved in the screenshots released today. I’m really excited by how much the game has progressed and what we have been able to accomplish!

The game has an intense narrative focus, with a unique vibe and soundtrack. We’ve structured the narrative and puzzles in a different way to other games in the genre and I can’t wait for you to experience it for yourself. The Spectrum Retreat is due for release later this year and I’m looking forward to sharing more details in the coming months!

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mardi 3 avril 2018

Take a closer look at Call of Duty: WWII’s Operation Husky map ahead of its 10th April launch

Activision recently announced The War Machine, the second DLC Map Pack for Call of Duty: WWII. This pack brings with it three new maps, a new War Mode experience, and a new chapter of Nazi Zombies.

We’re definitely excited for players to get their hands on The War Machine, and to help you get prepped for combat, we have a close-up look at the new War Mode map, Operation Husky, developed by Sledgehammer Games and Raven Software.

Feast your eyes on this exclusive map image which will provide some tips, and then read on for some key intel to pass along to your troops.

Call of Duty: WWII - Operation Husky

Operation Husky takes its historical cues from the real-life Operation Husky, the codename for the Allied invasion of Sicily, that took place in July of 1943. This operation wrestled control of Sicily away from Axis powers and put into motion a course of events that opened up the Mediterranean Sea lanes for the first time since 1941. It also toppled Italian leader Benito Mussolini from power and paved the way for the Allied invasion of Italy.

As an Allied participant in Operation Husky in Call of Duty: WWII, you’re a soldier in the town of Ragusa, Sicily. Your mission is to retrieve key intel to initiate a bombing of enemy forces.

Or you might find yourself on the flipside of that equation as an Axis soldier, trying to stop the Allied advance, as they try and complete their mission.

There are three key objectives for the Allies to complete before they can declare victory, so let’s take a look at what they are.

Objective #1: Retrieve the intel

As Operation Husky opens, you and your fellow soldiers will need to collect three key pieces intel under the cover of night. Two of these are located on the upper levels of an Axis-controlled building, while one is in the garage below. Allied forces have access to a finite number of Molotov cocktails that can used to push into the defended areas, while Axis fighters have a limited number of tripwires that can set up to ambush incoming soldiers.

On the Axis side, several buildable walls can be constructed to try and stop the opposing side from coming in but be aware that you can’t seal every entrance. Also, the Allies don’t have very far to go in order to return any intel that they’re able to grab, so set up your tripwires, seal up whatever you can, and keep your eyes peeled.

For the Allies, those Molotovs are perfect for flushing out foes before you rush in to snatch the intel. Just keep in mind that you only have a limited amount to use before you run out. Make sure you return the intel to the church that serves as your field HQ, which is located just across the street from the Axis buildings.

Tip: Be aware that there is a small, upper platform just inside the front doors, which is a perfect spot for enemies to ambush you from as you bring back the goods.

Objective #2: Transmit the intel

Once the Allies have secured three pieces of intel, they must push forward and take control of a nearby Axis-held radio station to transmit the information back to Headquarters. This multi-level building is fortified with a machine gun nest, along with two buildable walls. It’s a tough spot to defend but can also be a hard location to capture.

As an Allied solider, you’ll need to concentrate on getting demolition charges on one of the buildable walls to create a new path towards the objective, or you can ignore the walls completely and storm the machine gun on the left side, which will secure entrance to the radio station from above. You must completely control the station until the broadcast has been sent out to complete this step of the mission.

For Axis defenders, focus on keeping those walls and defenses up, and post someone on the upper level to defend against soldiers looking to skirt the machine gun. A good item to keep in your loadout for this is an s-mine, which you can utilize to close off the upper route. And if you’ve managed to hold onto any tripwires for this long, they make perfect deterrents in all doorways.

Tip: Smoke grenades will create a ton of confusion inside the small radio station space on both sides, so keep one handy if you need to create chaos to broadcast or defend.

Objective #3: Take to the skies

If the Allied forces are successful in getting the radio intel through to Headquarters, you will find yourself in the cockpit of a fighter plane in the skies high above Sicily, dogfighting against your enemies. Take down the enemy fighters to defend the bombers and achieve victory as the Allies or wipe out the opposing fighters so that you can take down the bombing run and successfully win on the Axis side.

As an Allied pilot, you’ll need to keep the skies clear in order to protect your bombers so that they can proceed to the designated target zone. Meanwhile, Axis pilots need to take out Allied fighters to stop them from winning. For a crash course in aerial combat: your left stick controls your airspeed, while your right stick controls your aircraft. L2 will focus your aim directly in front of you, akin to aiming down sights, while R2 will fire your machine guns. Those are the basics, but you’ll find that there’s a lot more to it when you’re in the game.

This is a fast-paced level, with very little margin for error. When you have a bandit on your six, your best options are to hit the brakes and hope they sail by, or to try and pull off some evasive maneuvers. Dogfighting is a game of many turns while you try and gain an angle on your foe. You can square off head-to-head but dropping in behind an unsuspecting fighter is key to taking them down, but stay alert because they can sustain several hits, and once they realize you’re targeting them, they’ll do everything they can to shake loose.

Tip: While the combat space for dogfighting is very large, be wary of the border that surrounds it. Stray outside the combat zone, and your aircraft will be knocked out of the skies.

The War Machine DLC Pack for Call of Duty: WWII is available to pre-order now, exclusively on PlayStation 4. It will launch in just one week on 10th April, so study the intel, get ready, and we’ll see you on the field (and in the skies!)

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New to Tera? Here’s what you need know about the F2P MMO as it launches on PS4 today

Hello! I’m Matt Denomme, Senior Product Manager at En Masse Entertainment. I’m excited to introduce you to an amazing new MMORPG experience now available on PS4—Tera!

En Masse publishes Tera on PC, but we always saw tremendous potential for the game on console. Two years ago, we set out with the developers at Bluehole to not only bring Tera to PS4, but to deliver an experience equal to the PC experience, if not better. Our efforts have finally paid off, and we’re excited to finally launch Tera as a free to play title on PS4 starting today!

Let me tell you what Tera is all about.

Tera

Battle foes with true action combat

True Action Combat is Tera’s claim to fame in the MMO world. Your character’s skills don’t matter nearly as much as your skill with the controller. Skills require aiming, timing, and precision to execute correctly. Get sloppy and the fight will take a long time—or you’ll get killed. Position yourself just right though, and your skills will do more damage and speed the fight along. That philosophy was born from action games, so it’s no surprise it feels right at home on PS4.

Tera

Epic monster fights that’ll challenge you and your party

Then there are Tera’s trademark baddies, the Big-Ass Monsters, or BAMs, as we like to call them.

These brutes hit hard, can take what you can dish out, and are just fun to fight. A warrior wading in with her swords is going to get a surprise the first time a dracoloth takes to the sky to drop fireballs from above. A party may set up the perfect formation, but a naga battlemaster will leap around the battlefield and devastate players who are not prepared. Battles like this are the core of True Action Combat.

Quality of life improvements for PS4

Bringing Tera to the PS4 meant making some adjustments, too. We wanted players to have a smooth experience, so the team at Bluehole made lots of tweaks that improve the game without detracting from it.

For example, they added a lock-on system to keep the action centered on your screen. They simplified inventory management by automatically sorting items into categories and added a radial menu to give you rapid access to whatever you need. These little quality-of-life changes add up to a streamlined experience.

Tera

The game world, its inhabitants, its story

Life isn’t all swordfights and spell-hurling, though, there’s story in this RPG too.

The world of Tera was born from a dream. The titans, Arun and Shara, laid down to sleep through the eons and their shared dream became the world of Tera.

Their bodies became continents and their children became gods. Children squabble in any family, but when gods battle the results can be catastrophic.

The world of Tera is scarred by wars and struggles, and the races are caught in the affairs of the gods. Each race brings their own flavor to the world, too! The mischievous poporis, the honorable aman, the volatile castanics, and the (mostly) noble humans are just part of the diverse tapestry of the game.

Tera on PS4 is the result of years of hard work by many people, across vast distances, all passionate about gaming—artists, developers, writers, testers, and customer support all working together.

Of course, we couldn’t do it without our players, and so we’re excited to welcome you to the Dream. Pick your class, equip your weapon, and we’ll see you in there, fighting to take down those BAMs!

Tera

Tera’s is available now at PlayStation Store and is totally free to play from character creation all the way to level 65 and beyond. Create a hero and start your adventure in Tera today!

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All the things you’ll feel in your first 60 minutes with Dark Souls Remastered

Full disclosure: I’m a Dark Souls bore. Gaming’s equivalent of one of those guys who pulls out an acoustic guitar at a house party and starts singing Ed Sheeran songs. Everybody knows one.

When From Software’s revelatory action RPG first launched back in 2011, I fell for it hard, playing it over and over and over. NG, NG+, NG++, DLC, NG+++. For a six month period, it dominated my waking hours, and then invaded my nightmares.

But that was seven years ago. Things have changed. Sequels happened. PS4 happened. Bloodborne happened. And with the upcoming release of Dark Souls Remastered looming, I was curious as to how my GOAT has stood up to the ravages of time.

In search of answers, I was delighted to take Bandai Namco up on its offer of some hands-on time with its returning masterpiece.

Here’s everything I learned in my first 60-minute foray back into Lordran…

1. Muscle memory is intact

You know the old saying, “Tiptoeing around Lordran cowering behind a shield is just like riding a bike”? Never a truer word was spoken. It’s been six years since I last booted up Dark Souls and getting back in the saddle was a breeze.

Back in the day, I found Dark Souls’ UI a touch inscrutable. Confession: It wasn’t until I was more than 30 hours into the game that I realised I’d solely been leveling up my Vitality stat. It was an… interesting build.

This time, however, I was equipping items, studying item stats, tweaking my build and lobbing projectiles around straight out of the gate, like a champ. Come at me, Burg-dwellers.

Dark Souls Remastered

2. Pity Undead Burg’s hapless residents

Where once I inched through the Burg in a state of permanent paranoid anxiety, this time I marched through its streets with untouchable swagger, dispatching its dead-eyed residents with a nonchalant flick of the thumbstick and a few pithy ad-libbed one-liners. Back in 2011 their booby traps and ambushes elicited shock, awe and sweaty palms. Not today.*

3. It’s lonely out there

Following on the heels of Dark Souls 3’s busy world and the torch-wielding mobs of Bloodborne, the eerie quiet of the Undead Burg was a surprising – and welcome – reminder of just what an amazing job From Software’s classic does of establishing atmosphere and a sense of place.

With incidental music all but non-existent, Dark Souls is a game soundtracked almost solely by your interactions with the environment. With a pair of headphones on, and a big 4K TV screen inches from your nose, it’s still a uniquely solemn, lonely world to inhabit.

Dark Souls RemasteredDark Souls Remastered

 

4. It’s good to be back at Firelink Shrine

Is there a safer, more tranquil bolthole in any video game than Dark Souls’ Firelink Shrine? I think not. That gentle orchestral theme, the crackling campfire, the Crestfallen Warrior’s rousing peptalks (“There’s no salvation here. You would have done better to rot in the Undead Asylum”) – yup, it’s my happy place.

5. It’s great to get the gang back together

And speaking of friendly faces, it was all I could do to stop myself reaching through the TV and giving good old Petrus of Thoruland a hug when I ran into him mooching about the Firelink ruins.

As per last go-round, the feeling did not appear to be mutual. “Have you business with us? If not, I’d prefer to keep a distance.” <3

Dark Souls Remastered

6. Dark Souls makes you feel good…

You can’t beat the dopamine release of vanquishing a boss, kicking down a ladder and having that ‘eureka!’ realisation that you’ve opened up a shortcut back to a bonfire. A close second? Landing your first backstab animation and eviscerating a poor Burg-dweller. It’s the little moments in Dark Souls that really set it apart.

7. …except when it doesn’t

What’s the opposite of dopamine? I’ve no idea – but whatever it is, two things are guaranteed to send it coursing through my neural synapses: Black Knights, and getting poisoned by giant rats.

My first sighting of the former, standing stock-still at the far end of a corridor, sent a familiar chill trickling down my spine. Leave well alone. The latter, meanwhile, won my first Dark Souls-inspired volley of four letter words since I last dispatched Gwyn, Lord of Cinder all those years ago.

Dark Souls Remastered Dark Souls RemasteredDark Souls Remastered

 

8. Prepare not to die

Humblebrag: I timed my first death at 53 minutes. I breezed past the Asylum Demon with barely a scratch on me; and the once-feared Taurus Demon capitulated quicker than you can holler “DEATH FROM ABOVE!!”.

I hear you. There are few online cliques more tedious than the ‘Actually Dark Souls is really easy, dontchaknow’ crowd. That said, when you actually know what you’re doing, progress is quick and satisfying. It’s a great feeling clearing out an area in 10 minutes that once took you days of toil.

9. Pride comes before a fall

But with Dark Souls, it’s exactly that kind of complacency that lands you in trouble. There are few other games where disaster can befall you at such breathtaking speed – even when you know every inch of its terrain. My assassin? Those darn rats guarding the entrance to the Undead Parish.

Dark Souls RemasteredDark Souls Remastered

 

10. And after a fall? Calamity.

Peeved that my bubble of perceived invincibility had been popped so unceremoniously, I duly decided to put my head down and charge back through the battlefield from the nearest bonfire to snatch back my lost souls.

Sure enough, with my blood up and concentration punctured, I got cut down well short of my goal. Goodbye, hard-won soul cache. Never forget, Dark Souls takes great pleasure in punishing greed or hubris. Come 25th May, remember to stay humble!

 

*Okay, yeah, sure – I totally fell for the old ‘flaming barrel kicked down the stairs’ trick ¯\_(ツ)_/¯

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Manifest 99’s creator returns with PS VR arcade survival game Island Time VR, out today

Aloha, PlayStation VR Fans! Adam Volker here from Flight School Studio excited as heck to tell you that our next PS VR game, is out today!

This arcade-style survival game strikes a very different tone from our last PS VR release, Manifest 99, which was recently nominated for an Emmy Award. In Island Time VR, you are shipwrecked on a tiny virtual island. You’ll have to find a way to survive and not starve; so, you’ll catch fish, craft tools and fend off pesky creatures like seagulls who steal your stuff.

Oh! And, you’ll have to start a fire to cook food. Good luck with that one.

And, today, I’m chatting with the amazing Ruby Wang, Art Director for Island Time VR and Greg Miller of Kinda Funny, the illustrious voice of Carl The Crab. As the island’s only resident, Carl is the friendliest crustacean you’ve ever met. He helps players out with (sorta) useful tips, tricks, and the occasional claw. He’s your new best friend. Kinda.

Island Time

Ruby, where did you start with the visual design for Carl? How’d you nail his wacky shape and big personality?

RW: Because Carl is the primary character you interact with and you are constantly dying, it was important that he be as adorable/goofy as possible to give the player encouragement. To try out lots of options, I drew a bunch of character thumbnails to quickly try out several kinds of shapes and styles that might fit his personality.

For the team, the round shape version of Carl just stood out as friendly and cute (bottom row, second from the left)! So, we expanded his design from that small sketch. Once you know what Carl is like, every design detail just followed naturally!

What are some of the challenges of designing characters and objects for PlayStation VR? What makes a great character like Carl work in VR?

Island Time

RW: Doing design for VR is a little different than designing things in animation, films, or some games. For art, we have to aim for a big, clear silhouette. Because people can get really close to an object in VR, we have to give a lot of detail to props and characters, even if the design seems very simple. We want our game to look nice from far; but, it still should look great if we get closer.

For character design, we have to pay attention to player’s point of view. Most of the time in the game, players see Carl from a top-down view. So, I had to make sure Carl’s silhouette read well and looked cute from that angle. Also, that his floating eyebrows don’t look weird!

Greg, what did you think when you got the first impressions of Carl? How did Ruby’s design impact your voice performance?

GM: Oh, man, I thought he was adorable! The first clip you guys and gals sent me was him just walking around, and even at that rough stage, I thought he looked great. I mean, I’m not a voice actor. I don’t know how anyone can stand my voice!

So when you reached out for the role, I assumed I’d have to do something different, but you explained you wanted me for Carl because Carl is me — honest, heart on his sleeve, and positive as can be. Once I saw him — saw Ruby’s design — I got it. The first trailer my voice is in ends with him talking about how impressed he is with the player, and you can see that in his eyes and — hopefully — hear that in my voice. That’s something special.

Greg, what do you think are Carl’s most helpful tips? Do you think he’s truly motivated to help the player?

GM: Carl is 100 percent motivated to help the player. When we were in the booth, you kept bringing me back to honestly being happy with the player’s performance and positive in Carl’s criticism. It’s not about mocking a player — this is Carl’s only friend; he wants the player to survive just to have someone to talk to. As far as tips? Experiment! You folks have done a great job of making a game that seems simple. It gets deeper the more you tinker. There’s plenty the player will be discovering on their third or fifth playthrough.

Alright, for both you: if you could send one thing to Carl to use while stranded on the island, what would it be?

RW: Another friend, like you! We all need friends around us, making sure we have company in difficult times …like dying. He needs you as much as you need him. So, go get stranded on this tiny island and be a lifelong friend with Carl the Crab!

GM: Chicken wings and a PlayStation Vita. Duh.

Island Time

Well, nobody asked me so “Gee, Adam, what’s the one thing I’d take with me if I was stranded on an island?” I’d start with a comfy chair to sit in and then go from there.

Thanks Ruby and Greg for bringing Carl to life and for being the absolute best collaborators on the game. I can’t wait to beat your high score.

In any case, dear reader, we’re looking forward to seeing your best survival times and creative solutions to uh… not dying in Island Time VR.

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