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How Uncharted: Legacy of Thieves Collection’s PC launch speaks to Naughty Dog’s present and future

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The release of Uncharted: Legacy of Thieves Collection on PC is an important one for Naughty Dog, as it lets us celebrate our past and introduce a new, meaningful audience to the world of Nathan Drake and Chloe Frazer. But it also represents a pivotal moment for us, a chance to look ahead and expand the way we develop games, all while ensuring the level of quality our audience expects.

To achieve that, we partnered with Iron Galaxy Studios to bring two of the most emotional and thrilling Uncharted adventures to a new platform with PC-centric quality-of-life features. We’re so thrilled new players can experience these two incredible stories, all in one great package. So with its launch, let’s reflect a bit on why this release is so meaningful to Naughty Dog, and how we hope it will continue to showcase our commitment to delivering unforgettable games, now to more players than ever.

How Uncharted: Legacy of Thieves Collection’s PC launch speaks to Naughty Dog’s present and future

Bringing Uncharted to PC

While PlayStation 5 remains our primary platform, we saw the possibility of bringing our games to PC as a great chance to reach a new massive, worldwide audience. When considering what to debut on PC with, we looked through our catalog and decided the beautiful, globetrotting stories of the Uncharted series felt like a natural fit to introduce to players all around the world. Now, you may be wondering why we didn’t start with the original Uncharted. We felt that, while Nathan Drake’s first three adventures from the PlayStation 3 console still stand the test of time narratively, they would require a major overhaul visually to stand-up to modern PC releases and the expectations players may have.

The Uncharted franchise comprises standalone adventures that players new and old can jump into, and so while there’s still incredible stories and character development in those first three games, we felt players could easily dive into Uncharted 4: A Thief’s End and pick up Nathan, Elena, and Sully’s stories. Especially with the introduction of new characters like Sam Drake, Rafe Adler, and Nadine Ross, A Thief’s End offers so much to players regardless of their history getting into and out of trouble as Nathan Drake. And Uncharted: The Lost Legacy, which is also included in the collection, offers a new playable protagonist in Chloe Frazer. Fans who know the original trilogy will be delighted to see her return, but newcomers will have no trouble understanding her wonderful story by starting with the collection.

And so, these two games, both developed on more modern hardware, and also receiving a remaster for the PlayStation 5 console, felt like perfect candidates to introduce the franchise, and Naughty Dog, to mode

Get an early preview of the cars racing into Gran Turismo 7 later today

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Gran Turismo players! The 1.25 update for Gran Turismo 7 arrives today October 19 at 11:00pm PDT* (October 20 at 7am BST / 3pm JST). We’ll take a closer look at what’s included, but first, check out the launch trailer. 

Get an early preview of the cars racing into Gran Turismo 7 later today

Four new cars join Gran Turismo 7: 

Maserati Merak SS ’80

This high-output model of the Merak has been tuned for even sharper performance. 

The Maserati Merak was a mid-engine sports car introduced in 1972. It was developed to be a sister model to the Bora which had debuted a year earlier. The exterior stylings were very similar to the Bora, both having been designed by Giugiaro. However, while the Bora had been a fastback, the Merak was a notchback with a fastback style pillar. This allowed it to retain the same silhouette while making the car feel lighter and improving engine cooling. Similarly, while the Bora housed a V8, the Merak was equipped with a 187 BHP 3L V6 taken from the Citroen SM. With this more compact engine, the seating arrangement changed to a 2+2 layout which allowed for some luggage space. A high-performance model was later released in 1975 as the Merak SS. The compression ratio was increased and other adjustments were made to tune the engine to 216 BHP, increasing the top speed from 139.8 mph to 155.3 mph.

Mazda Roadster NR-A (ND) ’22

This motorsports base model epitomizes the core concepts of the Roadster. 

Released in 2015, the 4th generation ‘ND’ Roadster received worldwide praise for its return to the Roadster’s original concept of ‘Jinba Ittai’ (“horse and rider moving as one”). The essence of the ND was most purely expressed in the NR-A grade, a motorsports oriented base model. The NR-A first joined the line-up on the 2nd generation ‘NB’ model, where it was introduced with the idea of providing an easy way for anyone to experience the joy of circuit racing. 

These ideas are carried on in the ND version which has been modified with a particular focus on sports driving. The power plant frame that connects the transmission to the rear differential has been upgraded, along with accompanying parts such as the driveshaft, LSD and differential case. 

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How Infinity Ward created Oni, a new Operator in Modern Warfare II

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Sharpen your senses, warriors – Call of Duty: Modern Warfare II is just around the corner. 

Let’s dive into more details on a special new Operator while we wait for launch on October 28 (MWII Campaign Early Access* also available starting October 20 to those who pre-order digitally).

Announced at last month’s Call of Duty: Next showcase event, PlayStation players who pre-order any digital edition of the game at PlayStation store will receive the Oni Operator Pack** at Modern Warfare II’s launch, which includes the Hiro “Oni” Watanabe operator as well as a high-end weapon blueprint both playable in Multiplayer, Special Ops, as well as the soon to launch Call of Duty: Warzone 2.0.

It wasn’t only creativity that led to the development of this special operator, it was a great sense of collaboration between Infinity Ward and PlayStation to develop an operator that PlayStation players will want to make their main on day one. Below are some details of how Oni came to be.

Hiro “Oni” Watanabe

One concept that stood out early on was the idea of creating a samurai-inspired operator. A name that came to the fore amongst the Infinity Ward team was “Oni”, meaning “Demon”, and that helped kick start a unique narrative around the operator.

When developing the narrative background for Oni, it was important for the narrative team at Infinity Ward to develop a unique character story that they could continue into the future.

Oni descends from an ancient samurai clan, one that was well respected and lived by a code of honor. As the decades passed and the samurai disbanded, Oni’s family fell on hard times. These hardships eventually forced them to live by less than honorable means. By the time Oni was born, his father had already become well established in the criminal underworld.

Yet Oni’s grandfather worked to remind him that his family wasn’t always about this criminal enterprise.  Oni learned his family used to have a very high standing within the community and had a noble name.

To escape his father’s path, Oni left home and joined the military. He was very proficient, quickly rising through the ranks and even earning a spot in an elite multi-national special forces unit with missions across the globe. He learned how to protect himself and how to efficiently wield weapons.

In time, he returned home, eager to come back to Japan and do what his ancestors had done all those years ago – – protect and fight the threats on the home front – – all the while trying to reestablish his family’s good name.

At this point, Oni’s father had become a respected fixture in the criminal underworld. He harnessed his corrupt influence to have Oni discharged from the military.

Now, Oni acts as a gun for hire, vowing to continue the fight against his father and anyone who should cross the samurai code. 

Introducing the God of War Ragnarök Behind the Scenes series

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Since the very first moment of development on God of War Ragnarök, our team at Santa Monica Studio has made hundreds of decisions each day that have shaped this game into the experience and story that we are about to share with you on November 9.

Over the course of this journey, every single team member who has touched God of War Ragnarök in one way or another has left their mark, each with their own perspective that has given life to everything you will see, hear, and interact with at launch.

The story of God of War Ragnarök is not only that of a father and son who must confront the coming tides of war, it is also the story of the individuals who chose to devote their time, skill, and passion to build this game together in the face of unprecedented uncertainty during a global pandemic.

In the God of War Ragnarök Behind the Scenes series, we will be taking you to all Nine Realms – from Midgard to Asgard (and perhaps a pitstop along the way). With each episode, we hope to provide you not only a unique perspective on the years long endeavor of creating this title, but also bring you insights from many of the team members who have made this possible.

Starting today, on every Tuesday for the next nine weeks we will be diving into one aspect of the game – from shaping the story and elevating combat, to creating the score and crafting cinematics.

Our first episode begins much like our story does, in Midgard, where we’ll be discussing the key narrative beats from the last game that will come back into play in God of War Ragnarök, as well as how our team approached taking on a sequel that will conclude the Norse saga.

We’ll keep these spoilers free until launch, so don’t worry about us spilling every secret! Unless you’re the All-Father himself, you’ll have to wait for November 9 to figure out everything we’ve got hidden up our sleeves.

Without further ado, we hope you enjoy God of War Ragnarök Behind the Scenes Episode 1: Shaping the Story!

Introducing the God of War Ragnarök Behind the Scenes series

Next week on October 25, we’ll depart the from the icy cold of Midgard and head to the land of the Elves, Alfheim, as our team gives a glimpse into the refined, brutal combat of God of War Ragnarök, alongside some of the fearsome enemies who will test your skills in battle.

We hope you’ll tune in each week as we lead up to launch and beyond to learn more about the making of God of War Ragnarök.

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For the latest updates around God of War Ragnarök, make sure you follow Santa Monica Studio on Twitter,Read more

DualSense Edge wireless controller for PS5 launches globally on January 26

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Today, we’re pleased to share that the DualSense Edge wireless controller – the first-ever ultra-customizable controller developed by PlayStation – will launch globally on January 26. Built with high performance and personalization in mind, the DualSense Edge wireless controller for PS5 invites you to craft your own unique gaming experiences through custom controls tailored to your playstyle.

Here’s a closer look at the DualSense Edge wireless controller features:

DualSense Edge wireless controller for PS5 launches globally on January 26

The DualSense Edge wireless controller will be available for a recommended retail price (RRP) of $199.99 USD/¥29,980 (including tax)/€239.99/£209.99. In addition, the replaceable stick modules will be available globally on January 26 for a recommended retail price (RRP) of $19.99 USD/¥2,680 (including tax)/€24.99/£19.99.

Pre-orders for the controller and replaceable stick modules will be available starting as early as next Tuesday, October 25 at select retailers, so be sure to check your local retailer.

The DualSense Edge wireless controller features a host of hardware and software-based personalization options, including button remapping, the ability to fine-tune stick sensitivity and triggers, options to swap between multiple control profiles, and a unique on-controller user interface. It also sports the signature comfort and immersive features of the DualSense wireless controller, like haptic feedback and adaptive triggers.*

You can make the DualSense Edge wireless controller uniquely yours with the included three changeable sets of stick caps and two changeable sets of back buttons. Everything will come bundled in the included carrying case, and you can even charge the controller via USB connection while it’s stored in the case to make sure you’re always ready for your next play session.

Here’s a breakd

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