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Share of the Week: Vacation

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Last week, we asked you to share in-game vacation spots you’d love to visit using #PSshare #PSBlog. Here are this week’s dreamy highlights: 

coalabr14 shares a reflective spot in Ghost of Tsushima.

kuukyoseijou shares the boys of Final Fantasy XV enjoying a gondola ride.

ameeba37 shares Aloy exploring forests filled with sequoias in Horizon Forbidden West.

Tyrant002model splashes around the beach of Astro’s Playroom.

Ag_Beaver shares a fishing trip from Red Dead Redemption 2.

TurningtheKey shares a beautiful sunset from Kingdom Hearts 3.

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: Indie Games
SUBMIT BY: 11:59 PM PT on July 13, 2022

Next week, we’re celebrating indie games! Share an epic moment or capture from the indie game of your choice using #PSshare #PSBlog for a change to be featured. 

Psychological horrors stack in devilish deck-builder Inscryption

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Hi, I’m Daniel, creator of Inscryption and I’m thrilled to finally bring the game to PlayStation players! To celebrate the announcement I’d like to highlight some of the cool stuff that awaits you in Inscryption, and the new PlayStation-exclusive features that I’ve added just for you.

For those of you who may be unfamiliar, Inscryption is an inky black card-based odyssey that’s part deck-building roguelike, part escape-room puzzler and part psychological horror. As video game genres go, it’s a pretty potent concoction. What starts out as a devilish deck-builder soon becomes something altogether different, but I’ll leave you to discover its darkest secrets for yourself.

The game initially finds you trapped at the mercy of a sadistic stranger known only as Leshy, who appears as nothing more than a pair of glowing eyes staring out at you from the darkest recess of his cabin. With no memory of how you ended up there, Leshy offers you the chance to play your way out of his clutches with a unique set of cards. 

As you learn and adapt to Leshy’s ever-changing rulebook, you’ll expand your deck of woodland creature cards by draft, surgery, and self-mutilation. Sacrifice critters like squirrels and rabbits to play bigger and more threatening creatures like the powerful Grizzly or rare mythological cards like the Mantis God. Between games you’re able to move around the cabin, gradually solving a series of puzzles that grant you powers at the card table and may unlock deeper secrets.

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Cursed to Golf tees off on August 18 for PS5 and PS4

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We can finally reveal that yes, Cursed to Golf is coming on August 18th and will be there day one on GolfStation PS5 and PS4! As lifelong PlayStation fans, we couldn’t be happier for PlayStation players to hit the links down in the depths of Golf Purgatory with us. So what is Cursed to Golf? Well, it’s a ‘Golf-Like’, meaning it’s kind of like a 2D side scrolling golf game with some genre twisting roguelike elements. Sounds like a weird combo? Take a look at our fresh new trailer, it should make things a little clearer:

Cursed to Golf tees off on August 18 for PS5 and PS4

ARE YOU READY TO GOLF?

Welcome to Golf Purgatory

In Cursed to Golf, you play as a would-be golf champion who tragically dies just as he’s about to win a tournament. Instead of making it to heaven (or hell), you find yourself in Golf Purgatory. Once there a burly apparition informs you that you’ve been… CURSED! But it’s not all bad, if you can golf your way through the ever-changing 18 hole course, you’ll be able to ascend back to life. In the grand tradition of every adventure story, no one’s ever made it through before, but hey, things might be different this time. If you fail a hole, prepare for your pesky curse to whisk you all the way back to the beginning of the course so you can start over again.

Golf in the land of the dead is very different to the sport we all know and love. For starters, the course is made up of 18 holes, but each time you tee off, the holes will be randomly selected from over 70 hand-designed ones to create a fresh course. The holes are dungeon-like, often with multiple paths to the flag, going in different directions, complete with all manner of traps and hazards. Some, like water and bunkers you have probably seen before, but there are also Grave Grabbers, deadly spikes, explosive TNT boxes and more to stop you in your tracks. The course is also spread across 4 biomes: Purgatory, The Desert, The Caverns and Hell, each adding unique twists and turns based on their theme. On top of all that, you only have 5 shots to make it to the flag. Damn, this curse doesn’t mess around!

An Ace in the Hole

We’re not completely evil though, there are of course a load of ways to give yourself an edge through this challenging course. In addition to hazards, the holes are also littered with helpful objects.Shot Idols

The Tomorrow Children: Phoenix Edition Launches September 6

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It’s official! The Tomorrow Children: Phoenix Edition will launch September 6th in Europe and North America and September 7th in Japan. The date marks exactly 6 years since we shared our first exploration into the Void and we can’t wait to be back. To celebrate, I’ve got a jam-packed gameplay preview to share including lots of new features, so make sure to check out the trailer below and keep reading for the exclusive details.

The Tomorrow Children: Phoenix Edition Launches September 6

A Welcome Return 

If you’re new to The Tomorrow Children, welcome to the Void! I’m Dylan Cuthbert, Game Director and CEO at Q-Games in Kyoto. I’m proud to be here to share today’s reveal with you, which includes a whole host of announcements for both new and veteran players alike. As a quick refresher, The Tomorrow Children: Phoenix Edition takes place within an alternate future following a failed experiment to unite the minds of all humanity. The return of civilisation now lies in the hands of Projection Clones; life forms capable of venturing deep into the Void in search of preserved human survivors. That’s where you come in…

If you’re a returning player, you’ll no doubt have noticed a lot of interesting things in today’s gameplay trailer. Since acquiring the IP last year, we’ve added a lot of content to bring exciting new experiences to The Tomorrow Children: Phoenix Edition. I want to kick things off by introducing you to one of my personal favourite additions; Monoliths.

Gateway to the Void

We decided early on in development that we wanted to add more islands. That was an easy choice to make. Deciding which ideas to implement was… more difficult. With a wealth of promising concepts in hand, we started exploring how we could diversify the Void in the multitude of ways we had in mind. Monoliths gave us the perfect gateway to expand existing islands and morph them into new landscapes, creating a broad experience that now spans more than 40 islands in total. 

Monoliths are obelisk-like structures that can be discovered nestled within islands emerging from the Void. They create new and mysterious ways to explore and, by triggering one, you can discover further untold secrets of an island. Our design te

Signalis brings multilayered psychological sci-fi survival horror to PS4 October 27

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Signalis is not only a classic survival horror game, but also a psychological horror story with elements of cosmic horror, so what I write here will only scratch the surface. To find out what this game is really about, you will have to play it for yourself.

Signalis brings multilayered psychological sci-fi survival horror to PS4 October 27

Signalis is an atmospheric, melancholic horror story set in a retrotech sci-fi world.

You are Elster, a technician Replika, who wakes up from stasis to find that her spaceship has crash-landed, and that the pilot Ariane Yeong, the only other person on board, is missing. Elster soon finds something hidden below the planet’s icy surface that should not be there, and receives a mysterious radio signal that changes everything.

Driven by a promise to her lost partner, Elster makes her way through a seemingly abandoned re-education and mining facility where she has to face horribly distorted figures trudging through the hallways and attacking on sight.

As she descends deeper into the facility and the mines, she encounters another Replika with a dark agenda, a young woman who has her own burdens to bear, and strange visions of memories from another life.

The world of Signalis is a stark and desolate place of concrete walls and humming CRT screens – a world in which the totalitarian regime of Eusan is ever present through surveillance, bureaucracy, and propaganda.

As Elster journeys into the mysterious government facility, she must find creative ways to get through its many bureaucratic safeguards. She must use her radio to decrypt messages,

Managing a cult can be a messy business in Cult of the Lamb, out August 11

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In Massive Monster and Devolver Digital’s Cult of the Lamb, players take on the role of the Lamb, a cutesy cult leader and adorable harbinger of doom, saved from death to serve The One Who Waits. Players embark on crusades through randomly generated dungeons filled with hordes of monsters and false prophets, to find new followers and resources to bring back to their cult.

Of course, what is a shepherd without a flock? Back home you must indoctrinate any new followers into the cult. You can customize them, build new structures, and perform great sermons in your temple – letting you draw power from your followers to grow stronger for your next crusade.

To run a successful and productive cult you must keep your followers healthy and their faith in you high. They have needs that must be met otherwise they will become unhappy – and eventually turn against you. Build homes so they have somewhere to sleep at night, grow crops and cook meals to keep them fed and happy…

…and make sure you clean up their poop.

What goes in must come out! Followers will leave waste that must be cleaned up, or they can get sick and eventually die. In the beginning, it will be the job of the humble Lamb to ensure your community remains clean and tidy. However, as the cult grows you will unlock structures that make it easier to maintain, and eventually become self-sustaining. Outhouses will give followers some privacy and a place to do their business, and janitor stations will let you assign followers the job of keeping the place tidy – so you don’t have to.

Remember those crops you were growing? Well, waste not want not! Poop you collect can be used to fertilize farm plots, to maximize their output and grow juicy bumper crops. Build a farmer station and some silos, and followers will plant new seeds and then fertilize them for you. As the mighty Lamb you should make your cult members do the dirty wo

SCHiM steps out from the shadows next year

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We are happy to announce that Schim is going to be released on PS5 and PS4! Schim is being developed by a team of two: Ewoud van der Werf the lead developer and myself, Nils Slijkerman. I do additional level and game design on Schim. The audio is done by the team of Moonsailor.

In the game you play as a schim, a shadow creature who is trying to get back to the shadow of their person. You’ll travel through ordinary Dutch-inspired locations where you’ll meet other schim and characters you can help and interact with.

SCHiM steps out from the shadows next year

In this trailer we show specific ways of interacting with the world, something we haven’t really shown anywhere else yet! In the different scenes you can see that the schim character interacts with objects. As a player you can activate or interact with a shadow by pressing square while being in the shadow of an object.

With Schim, we want to create a world where the player can explore and experiment with various objects and their shadows. Some of these activatable shadows will be little visual or sound-based elements to discover, while others will be part of the flow of the world and will actually change the situation of the player and the characters in the world.

In our new trailer we have lined up some of these examples. In the second scene, the schim of the player arrives in the scene in the shadow of a duck. The duck, however, notices that there is a cat and won’t continue on. The player of the schim jumps over into the garbage truck and uses the shadow interact button (Square on your DualShock 4 or DualSense controller) on the truck, causing the truck to honk its horn and startle the cat, who promptly runs away so the duck can happily waddle along, creating a way forward for the player.

While this example had a specific solution, we are aiming to allow for multiple paths, interactions, and ways to finish a level. In the second scene with a shadow interact, we see the player hopping in a parking lot of a car dealership. The player jumps into the generator, uses the Square button to interact with the shadow and activates the air dancer. The air dancer inflates and creates a new path for the player to use.

A closer look at the turn-based combat in Sea of Stars

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Sabotage was founded with a clear goal in mind; presenting our own “definitive editions” of the game genres we grew up playing. By combining retro aesthetics and modern design, we shoot for experiences that capture what we loved about games of old while leaving behind the elements we feel might hold them back today.

A closer look at the turn-based combat in Sea of Stars

For our very own turn-based RPG, we started with a few simple guidelines; there would be seamless transitions from navigation to combat, no random encounters, and no grinding. Combat is obviously a big one, so let’s dive a bit deeper.

Actual turn-based

In Sea of Stars combat is purely turn-based without any time bars, avoiding pressure in order to let the player make decisions at their own pace instead. Each of the six playable characters come with a small kit of four spells/skills with differing damage types and patterns, which can be combined with other characters’ moves.

MP has a very low cap but regenerates when using normal attacks, creating a flow where using magic in a regular fight is expected, while the big heavy hitter spells have to be paced with some normal attacks when fighting a boss.

No random encounters means every fight is designed manually to offer a unique pattern of enemies that can be analyzed and optimized by the savvy Solstice Warrior, and other combat features come together into a dance between utility and damage. 

Locks

Enemies that mount spells or special skills will display a bar with locks, each with an icon of a certain damage type. Breaking locks will weaken the upcoming move, while breaking all of them will cancel it altogether.

Each of the six playable characters can dish out damage efficiently in one or two of the types, further supported by their skill/spell kit which offers pattern variations (like AoE or multi-hit).