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Dead by Daylight: Resident Evil: Project W — perk process explained

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The iconic trench-coat sporting antagonist Albert Wesker, feared (and respected) by Resident Evil players worldwide. The dexterous and enigmatic Ada Wong, whose survival skills make her a valuable ally – provided interests remain aligned. The S.T.A.R.S. Field Medic Rebecca Chambers, whose medical brilliance keeps teammates alive and inspired. 

Every character comes with 3 unique perks, which must remain thematically appropriate and engaging from a gameplay standpoint. It’s a meticulous process for the design team, especially when these perks are extensions of beloved characters from an established and acclaimed series. 

The perk process

As Game Designer – and experienced Resident Evil player – Aram Tab explains, there are many stages involved in bringing a perk into Dead by Daylight. “Coming up with a roster of perk ideas is usually the first step,” he explains. “There are three priorities when conceptualizing perks: gameplay, synergy, and character themes.” 

“I speak with the Killer Designer and the narrative team before laying out a perk roster,” explains Aram. “That roster usually consists of 12 perks per character, and then we have a discussion with the entire design team. I present them one by one, we have conversations, and I take notes. I’m responsible for gathering the information from those discussions, making a summary, and adjusting to feedback accordingly. The design team have a lot of experience with the game, and they always give amazing feedback.”

From there, Aram whittles down the perk roster by half into a restrained roster, eliminating candidates that may feel out of character or lacking from a gameplay perspective. After another round of discussions, the restrained roster is narrowed down to the final three. 

Dead by Daylight: Resident Evil: Project W’s perks

Wesker, known in-game as The Mastermind, brings three new perks into the pool: Awakened Awareness, Superior Anatomy, and Terminus. 

“Wesker is a classic archetype – The Mastermind, who stops at nothing to achieve his goals,” explains Aram. “The Virulent Bound Power our Killer Designer came up with is fast paced, and I wanted to keep that momentum going with his perks. Superior Anatomy allows you to close the gap on Survivors with a super-quick vault. Combined with his Power, this makes him truly dangerous in a chase.”

“Awakened Awareness is a fun one, as Wesker cannot be fooled. He’s always one step ahead. Sometimes in Dead by Daylight, you’ll hook a Survivor, walk away, and that Survivor is instantly unhooked. With Awakened Awareness, they won’t be able to sneak up on you because you’ll see their Aura.  As for Terminus, it’s pure Wesker. His final plan is revealed at the end of the game, and now you’re in big trouble.”

Welcoming Savage Game Studios + Expanding Our Community

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Hello, PlayStation nation. 

Today, we announced that we have entered into a definitive agreement to acquire Savage Game Studios, a hugely talented team of creatives with many years of experience making some of the most popular mobile games enjoyed by players around the world. They were founded a few years ago with the goal of fearlessly exploring bold new ideas. We share their tireless ambition to innovate, along with a continued drive to expand our audience and bring PlayStation to more people than ever before, making them a perfect fit to join PlayStation Studios.

I’ll turn it over to Michail Katkoff, CEO and Co-founder of Savage Game Studios, for proper introductions:

Thanks, Hermen, and hello everyone in the PlayStation community! 

Established in 2020 and led by myself and fellow Co-founders Nadjim Adjir and Michael McManus, Savage Game Studios was born of our many years of mobile game development experience spanning a number of massively successful global IP. Our guiding vision was a creative space where experimentation and taking risks weren’t warily avoided, but rather eagerly embraced. We’ve all worked at big studios and while we respect the advantages of ample resources, we wanted to stay small and nimble so we could call our own shots.

“So why then,” you may be thinking to yourself, “would you join PlayStation Studios?” We made this deal because we believe that PlayStation Studios’ leadership respects our vision for how we can best operate and succeed, and because they too are not afraid to take chances. All of that, plus the ability to potentially tap into PlayStation’s amazing catalog of IP and the fact that we will benefit from the kind of support that only they can provide… The harder question to answer would be “why not?”

On behalf of everybody at Savage Game Studios, thank you for having us. We can’t wait to show you what we’ve been working on!

As we assured you before with our plans to bring select titles to PC, our efforts beyond console in no way diminish our commitment to the PlayStation community, nor our passion to keep making amazing single-player, narrative-driven experiences. It’s been a tremendous year for games on PS5 and PS4, with huge releases including Horizon Forbidden West, Gran Turismo 7, MLB The Show 22, and on November 9th, the highly anticipated God of War: Ragnarök. PlayStation VR2 is also on the horizon, and promises a huge leap forward in presence and immersion, bolstered by best-in-class software like Horizon: Call of the Mountain. We’re proud of our releases on PC as well, with Marvel’s Spider-Man Remastered and the upcoming Uncharted: Legacy of Thieves Collection giving gamers without PlayStation hardware a taste of our amazing library of first-party titles.

Our mobile gaming efforts will be similarly additive, providing more ways for more people to engage with our content, and striving to reach new audiences unfamiliar with PlayStation and our games. Savage Game Studios is joining a newly created PlayStation Studios Mobile Division, which will operate independently from our console development and focus on innovative, on-the-go experiences based on new and existing PlayStation IP.

I hope you’ll join me in welcoming Savage Game Studios into the fold, and that those of you who enjoy mobile gaming in addition to console or PC will look forward to what they have in store. They’re already working on a new unannounced AAA mobile live service action game. It’s too early to reveal more, but I’m so excited for when they’ll be able to.

Wishing good health and happiness to you and your loved ones!

Share of the Week: Platinum Trophy

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Last week, we asked you to push yourself to the limit and share moments from games you received the Platinum Trophy on using #PSshare #PSBlog. Y’all went a step further, and shared the exact moments you snagged that elusive Platinum. Here are this week’s highlights:

Mur4dQ shares an encounter with the Architect in Ghostrunner.

rost_zf shares a tree town structure in Stray.

RenanVP_Alt share the freezing landscape of France in A Plague Tale: Innocence.

Furia898 share Astro gathering with his fellow bots in Astro’s Playroom.

tksenareal shares Sam gazing down at the BB pod in his hands in Death Stranding Director’s Cut.

lunatech4105_2 shares Mono in a trench and fedora next to a TV screen in the woods of Little Nightmares 2.

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: Duality
SUBMIT BY: 11:59 PM PT on August 31, 2022

Next week we’re seeing double. Share reflections, duos, anything that comes in pairs from the game of your choice using #PSshare #PSBlog for a chance to be featured. 

Phantasy Star Online 2: New Genesis comes to PS4 on August 31

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High up in the list of longest-running video game franchises at 33 years and change, Phantasy Star has touched the lives of many and inspired quite a following. And, that journey is set to continue. Today, we’re happy to announce that our action-RPG Phantasy Star Online 2: New Genesis comes to PS4 on August 31. If you’re new to the series, let me give you a quick primer.

A brief history of the futuristic RPG series

Phantasy Star has morphed over the last three decades, but some concepts remain the same. Initially developed for the Sega Master System in 1987, these single-player RPGs eventually became a quadrilogy and, though mostly set in the same star system, could each be enjoyed as a standalone adventure. The inclusion of sci-fi and classic fantasy thematic aspects made these games unique at the time, while players journeyed across multiple planets, explored dungeons, and fought fearsome foes. The four titles were highly acclaimed for their gameplay and visuals.

In 2000, the series inspired one of the first console games that featured online multiplayer: Phantasy Star Online. The game’s party-based systems and combat-based PvE play made it one of the earliest pioneers of online gameplay in the console market. 2006’s Phantasy Star Universe would carry on the series’ penchant for having each entry feature a new setting and story, while evolving its hallmark sci-fi-infused combat. Finally, in 2012, Phantasy Star Online 2 launched its own stellar journey to the stars.

A New Genesis

August 31 marks the launch of Phantasy Star Online 2: New Genesis on the PS4. It’s a massive update, as the game system and graphics engine were completely overhauled and exploration changed from hub-based to true open-world, as well as featuring a new story and cast of characters set over 1,000 years after the events of PSO2. 

Players of New Genesis are still able to explore the content of PSO2 with their character by accessing an in-game device and teleporting to the original world at their leisure. This makes New Genesis the perfect entry point for newcomers, as they’ll have access to both games. And all this is F2P, as a Playstation Plus subscription is not required to play the Playstation 4 version of New Genesis.

New Genesis: Combat and exploration, solo or with friends

Like its predecessors, New Genesis is built around compelling, story-driven quests and intense real-time combat sequences as you explore and battle your way across the landscape of the planet Halpha. 

While quite engaging as a solo adventure, New Genesis is also fun with friends and others, as players can form parties of up to 4 and play in the Exploration Sectors – where up to 32 players can be at a time. There are also Urgent Quests, where tougher enemies and Bosses reside, that allow up to 2 parties or 8 total players to participate. 

When it comes to party dynamics, this isn’t your typical healer, tank, and two damage classes. No, none of that is necessary here. While some classes have abilities to support the play of others (such as damage or defense buffs, or area-wide healing) there are no strict roles in NGS. 

In addition, you don’t gain Skill Points or abilities simply by leveling up. In order to place points in your Skill Tree, you need to earn them by visiting Trainia and Cocoons, where you’ll vanquish foes and solve puzzles in simulated environments. These can be done in a party and are repeatable for in-game currency and experience (but no additional Skill Points after the first completion). You can also create parties for Urge

The Last of Us Part I: full list of accessibility features

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With The Last of Us Part I releasing next week, September 2, Naughty Dog is excited to share a comprehensive overview of the game’s accessibility features. The studio has taken the features established in The Last of Us Part II as a baseline, and then evolved these options even further.  

“We’re expecting this to be an accessible experience for blind players, for deaf players, for players with motor accessibility needs,” explains Game Director Matthew Gallant. “The biggest new feature we have are audio descriptions for cinematics. We partnered with Descriptive Video Works, a professional service whose background is TV, movies and video game trailers, and integrated it into the cutscenes and across all our localized languages. 

“Another, which started as a prototype but ended up being really successful during playtesting is a feature that plays dialogue through the PS5 DualSense controller as haptic feedback. That way a deaf player can feel the way a line is delivered, can feel the emphasis, along with the subtitles to give some sense of how that line is delivered.” 

The Last of Us Part I: full list of accessibility features

Below, you can find the accessibility options in full.

Accessibility Presets

As with The Last of Us Part II, many of the accessibility features were built to work in concert with one another. As such, there are three accessibility presets that configure all the recommended settings for vision, hearing, and motor accessibility. You’re free to customize these presets further to better suit your needs. 

SettingOptionsDescription
Apply Vision Accessibility PresetOn or OffConfigures all the recommended settings designed for players who are blind or have low vision.
This will enable settings across multiple menus, such as: 
• Screen Reader
• Cinematic Descriptions
• High Contrast Display
• HUD Scale > Large
• Lock-On Aim > Auto-Target
• Traversal and Combat Audio Cues
• Navigation and Traversal Assistance
• Ledge Guard
• Enhanced Listen Mode
•  Invisibility Toggle
• Skip Puzzle Option
• Various adjustments in the Combat Accessibility menu
Apply Hearing Accessibility PresetOn or OffConfigures all the recommended settings designed for players who are deaf or hard of hearing.
This will enable settings across multiple menus, such as:
• Awareness Indicators
• Pick-Up Notifications
• Subtitles > Story +

Learn how the DualSense controller helps bring some of Inscryption’s deepest secrets to life

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Hello! I’m Daniel, creator of Inscryption and I’m back to explain some of the PlayStation-exclusive features we’ve implemented in the PS5 version! With some clever use of the controller and a drop or two of goat’s blood we managed to make Inscryption even more immersive.

Firstly, spoiler alert! There’s nothing here that will give away the game’s darkest secrets, of course, but if you want to dive into the console experience completely fresh, then proceed with caution.

Let’s start with the controls themselves. The good news is controls have been completely redesigned to feel good on a gamepad. Inscryption was originally designed to be a point-and-click adventure controlled with a mouse, but moving a virtual cursor with the analog stick was not going to be good enough for console players, so we went back to the drawing board. It was a lot of work.

Now, you’ll be able to snap between views with the analog stick, use the face buttons to examine and play your cards, then press the adaptive trigger to end your turn. It feels great on the controller and we’re really happy with how it turned out. But what about exploration? Well, in the cabin itself, certain interactable objects are bound to hotkeys for easy access. However, to maintain the curiosity of not knowing what will react to your input, some of the hotkey prompts are hidden.

New controls aren’t the only thing we’ve been working on, there’s also some fun features for the DualSense Wireless Controller.

First up, the lightbar now adds some dramatic effects to Inscryption, matching the ambient in-game lighting, flashing orange when Leshy speaks and shocking red when certain traumatic events occur. Speaking of traumatic events, we’ve also designed specific haptics for them that tightly match the on-screen action – it’s like pulling-teeth!

Other haptic features include a light rumble in the controller relative to the position of whichever card you choose next, and various rumbles as pieces move on and off the table. Feel the heavy Sacrifice Stones slam down on the table!

Last, but not least, Adaptive Triggers provide just enough resistance to make pressing the bell to end your turn extra satisfying, and some key decisions – such as confirming which card to sacrifice to the Bone Lord – resist your trigger finger to give you a final moment to turn back, or make you feel extra guilty!

In the frenzied, energetic years leading up to the Columbian Exposition, HH Holmes built a hotel to cater for the vast crowds that would turn up for the spectacle. It was a huge three-storey building that took up an entire block. The first floor featured an elegant reception area, a bar and a pharmacy store. The third floor contained guest rooms. But the second floor was unique and dangerous. After Holmes was arrested, investigators found it was made up of secret corridors, hidden rooms, trap doors, torture chambers and rooms specifically designed for murdering people. In the basement there were tables for chopping up and dismembering bodies and vats of acid for destroying evidence in the cleanest way possible.

Holmes approached the task of murdering people with intellect and zeal and creativity. He experimented and refined his techniques. He was ruthless and highly motivated. He was far too much for the poor rubes who turned up at his hotel hoping for a bit of comfort while they took in the glories of t

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