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Beat Saber multiplayer launches today

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There’s nothing better than a good rhythm match with friends. We’re excited to announce that Multiplayer just landed in Beat Saber! Challenge your friends or random opponents from all around the world and compete together playing your favorite songs in private or public matches with up to 5 people together*. Choose songs from any of our OSTs, other free, base-game songs or slash the beats from our music packs brought to you by international chart-topping artists. 

Customize your avatar so you can be 100% you… or maybe create your futuristic virtual alter ego? Before you join, go to avatar settings and set up your avatar to express your unique personality and style. We have many customizations to choose from.

Beat Saber multiplayer launches today

But that’s not all, with Multiplayer mode, we are also bringing a lobby and arena-like environment which transports you and your challengers into a monumental world of competition. Are you ready for the contest? If not, you can just sit back and watch the competition heat up as an inactive player watching the stadium from above.

Through the development, we kept adding new tweaks and improvements which are launching today as part of this update and will improve your gaming experience, for example:

  • Multiplayer Badges: How did everyone do in the match? See who was the most precise slicer or the slowest one. Everyone gets the badge they deserve. 
  • Exciting result screen: Enjoy the fireworks while celebrating on the winner’s podium next to each other. 
  • Possibility to set custom colors in Multiplayer: Choose your favorite custom colors for cubes and sabers.

As part of this update, we’re also launching a Halloween special – a brand new free song, “Spooky Beat” by Jaroslav Beck set in a Halloween environment. You can also select this track in Multiplayer, challenge your friends and have some spooky fun! 

We’d like to thank the PS VR community who have been patiently supporting us since we started the Multiplayer development. It was a complex feature to develop and we’re so happy we can finally share this with all of you and welcome new players online. See you in Multiplayer! 

*PlayStation Plus is required to be able to play Beat Saber Multiplayer.

Horizon Forbidden West: Master Aloy’s new abilities

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The open world of Horizon Zero Dawn is a true playground for players. Gallop through the wilds on your trusty Charger to take in the lush environments and vibrant settlements. Embrace your inner hunter and sneak through bandit camps, taking down enemies silently and disable any means for them to call for back-up. Or climb to the highest mountains for gorgeous views and mysterious Old World secrets… 

Horizon Forbidden West, our upcoming sequel and continuation of Aloy’s action-packed adventure, is built on the same principles of player freedom; in fact, it was important to the team at Guerrilla to offer even more ways to explore and experience the world.


Spoiler Alert: Please note this article contains some spoilers for Horizon Zero Dawn and its storyline.


Travel through the Forbidden West

In the gameplay trailer, you’ll have seen Aloy using a variety of new tools in the Forbidden West. “Building upon the foundation of Horizon Zero Dawn, we have added a number of new ways to move through the world,” says David McMullen, Lead Systems Designer at Guerrilla. “Aloy can climb freely on and across huge sections of rocky terrain; even more machine types can be used as mounts; grapple points can be found throughout the environment which allows agile vertical traversal; swimming underwater has opened up a whole new aspect of exploration; and gliding with the Shieldwing provides the ultimate view of the beautiful world of Horizon Forbidden West – not to mention a quick way down from great heights!”

Captured on PS5

Before we dive deeper into some of these new mechanics, David will share some insights about the development process, the challenges that come with it, and why it was a goal for the team to increase the amount of player freedom throughout Aloy’s adventure. 

“Our traversal design decisions were always in service of increasing dynamic interactivity with the world around you. This could be to empower the player to manipulate and destroy their environment with a tool like the Pullcaster; or grapple-launching into a glide with the Shieldwing to set yourself up for a strike from above. What excites us most is how our mechanics, new and old, synergistically interact with each other to provide varied and dynamic approaches to any scenario.’ 

‘This wide array of new options also posed challenges to how we think about level design. We need to allow for players to outsmart us, using new moves or tools to bypass some of our challenges in clever and unpredictable ways. Traversal puzzles won’t always have a binary solution; we encourage players to experiment and have fun with the new tools. We will offer a variety of challenges, regardless of playstyle or skill or previous experience in Horizon Zero Dawn.”

And of course, the new features of the PlayStation 5 hardware presented another exciting challenge. While Horizon Forbidden West is developed and published for both PS4 and PS5 from the ground up, there are some highligh

Official PlayStation Podcast 414: Far Shores

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Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, Google or RSS, or download here


This week, Justin and Sid talk Jett: The Far Shore with Craig Adams of Superbrothers, including how the game leverages the DualSense controller’s unique haptics and adaptive triggers to build immersion and the influences behind the game’s unique aesthetics. Plus: next week’s new release highlights, why Back 4 Blood will make Left 4 Dead fans salivate, and plenty more news you can use. Listen in!

Stuff We Talked About

  • Jett: The Far Shore
  • Back 4 Blood
  • The grand leap from 16-bit to 32-bit gaming
  • Battletoads

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Tim Turi –  Manager, Content Communications, SIE

Grand Theft Auto: The Trilogy – The Definitive Edition coming November 11

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Three iconic cities, three epic stories, one definitive collection. Grand Theft Auto: The Trilogy – The Definitive Edition includes the genre-defining Grand Theft Auto III, Grand Theft Auto: Vice City, and Grand Theft Auto: San Andreas together — each one enhanced for a new generation and available together for PlayStation 5 and PlayStation 4.

Grand Theft Auto: The Trilogy – The Definitive Edition will be available digitally on November 11 through the PlayStation Store with a physical release for PlayStation 4 on December 7.

Grand Theft Auto: The Trilogy – The Definitive Edition coming November 11

Experience the games that started it all — introducing unprecedented freedom and immersion through three living, breathing worlds filled with hilarious action, rich, cinematic storytelling, classic characters, and unforgettable music. 

Bringing the classic worlds of Liberty City, Vice City, and San Andreas to modern PlayStation platforms, Grand Theft Auto: The Trilogy – The Definitive Edition debuts new GTAV-inspired modern controls, plus across-the-board visual enhancements such as resolution upgrades and improved visual fidelity across the world, and much more to faithfully tune and improve upon all three games, while also maintaining their distinct original aesthetic.

Grand Theft Auto: The Trilogy – The Definitive Edition introduces wide-ranging modern control upgrades, including improvements to targeting and lock-on aiming, updated Weapon and Radio Station Wheels, updated mini-maps with enhanced navigation allowing players to set waypoints to destinations, updated Trophies, and more. 

Additional enhancements across all three titles include a completely rebuilt lighting system; improved shadows, weather, and reflections; upgraded character and vehicle models; along with new higher resolution textures across buildings, weapons, roads, interiors, and more. Grand Theft Auto: The Trilogy – The Definitive Edition also features a range of environmental upgrades including all new foliage, smoother surfaces, and increased draw distances to provide a new level of depth and clarity throughout the world.

Originally developed by Rockstar Games, Grand Theft Auto: The Trilogy – The Definitive Edition has been adapted to modern platforms by Grove Street Games using Unreal Engine to make these classics more vibrant and more immersive than ever, celebrating the legacy of the series that redefined interactive entertainment and helped propel video games to the center of culture. Stay tuned to the Rockstar Newswire for more and

Share of the Week: PlayStation VR

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Last week, we celebrated PlayStation VR’s 5th anniversary by asking you to share moments from your favorite VR games using #PSshare #PSBlog. From aquatic adventures to moody mysteries, here are this week’s highlights: 

Sefwick shares a twirling ribbon dance from Bound’s VR mode.

akr_gamer shares a moment under the sea in Jupiter & Mars.

Draikin holds tightly to a black cat in Déraciné.

ke_23 stops for a Moogle selfie in Monster of the Deep: Final Fantasy XV.

scottoka1 shares an evil chicken stealing pups to replace its eyes in Trover Saves The Universe.

HarleyNitta7 shares the Dragonborn staring up at the moon in Elder Scrolls V: Skyrim VR.

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week? 

THEME: Scary
SUBMIT BY: Wednesday 9 AM PT on October 27

Halloween is almost here! Next week we’re ready to be spooked. Share scary moments from the game of your choice using #PSshare #PSBlog for a chance to be featured. 

Carrion bursts onto PS4 today

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State of Play returns next Wednesday

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Hello again! Just a quick note to tell you that State of Play returns next Wednesday, October 27 at 2:00pm PT / 10:00pm BST. As usual, you can watch our broadcast live on Twitch and YouTube. Hooray!

This time out, we’ll be focusing on announcements and updates for upcoming third-party releases headed to PS5 and PS4. 

The show is looking to be ~20 minutes or so, and will share new looks at previously announced games, plus a few reveals from our partners around the world. 

See you Wednesday!

Regarding Co-streaming and Video-On-Demand (VOD)

Please note that this broadcast may include copyrighted content (e.g. licensed music) that PlayStation does not control. We welcome and celebrate our amazing co-streamers and creators, but licensing agreements outside our control could interfere with co-streams or VOD archives of this broadcast. If you’re planning to save this broadcast as a VOD to create recap videos, or to repost clips or segments from the show, we advise omitting any copyrighted music.

Among Us Launches on PS4 and PS5 December 14

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Welcome to the crew, PlayStation! At long last, we have a release date. On December 14, Among Us will be launching on PlayStation 4 and PlayStation 5. Traverse through space and attempt to hold your spaceship together alongside your other crewmates, but beware – there could be Impostors on board. Or maybe… you’re the Impostor?! There’s only one way to find out.

The PlayStation release of Among Us comes with all of the previous content, a slew of new updates, and an exclusive Ratchet & Clank cosmetic in the future. Let’s talk about it!

Find the liars – or be one

Your crew’s success depends on your social deduction abilities. Think you know who the Impostors are? Can you find them before they murder you? Or maybe you’ll be wrongly ejected. Out in space no one can save you – good luck finding out the truth.

Crossplay

Have friends on other devices? No worries. The PlayStation version of Among Us allows for crossplay so everyone can play together. 4-15 player lobbies are supported with online multiplayer.


Anyways, that’s all the info I have to give you for now. If you’ve read all the way through, thanks. More seriously the entire team at Innersloth want to thank everyone for all of the support – whether you picked up the game ages ago or are just thinking of playing it now, we’re happy to have you! It’s already been a year since we were just a team of three and our game randomly got big, but we couldn’t be more grateful. 

See you on December 14.

House of Ashes – Bringing the sound of horror to life

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Welcome to this new blog about our forthcoming game—House of Ashes! I’m Barney Pratt, audio director here at Supermassive Games. Today I am going to explain our cinematic approach to the music for this game and the series more widely – the scares, the shocks, and how we developed a signature motif that can span space and time.

Each of the Dark Pictures Anthology games has a completely different narrative, and as such has a completely different soundtrack. Whether it is character themes, location themes, subconscious clue giving or deliberate misdirection, the music is the strongest audio element to follow and drive the wider narrative arcs as the story develops.

We use a hybrid system of film and game music techniques to fully immerse the player in the cinematic experience of the Dark Pictures. Each moment of each level has bespoke music cues to precisely frame-match the action, suspense, intrigue, fear or dread not only for that precise event, but also for each related event over the wider story arc. We need to deliver a seamless cinematic musical journey through all of the choices, paths, dilemmas and key turning points of the story.

The style of music originates from the story. For Man of Medan we looked at “youth”, the swaying waves of the sea which dictated the time signature and the fierce, violent brutality of events to come. For Little Hope we took a historical approach, researching the instruments of 1692 New England. These lonely solo instruments played as a lament to the dark times of the Salem witch trials and it was a huge challenge to deliver the cinematic mechanics of a horror game with such a thin and constrained score. The theme for the main character in Little Hope was no exception. Jason Graves, the composer for the series, composed a simple six note motif on an aged piano which in itself offered such a deep explanation of the lead character’s part in the story and clues to the outcome (no spoilers!).

Witchcraft by Jason Graves