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Share of the Week: Golden

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Last week, we asked you to step into the sun or create moments centered around golden views using #PSshare #PSBlog. From sundripped scenery to garishly gold ensembles, here are this week’s golden highlights: 

The sun burns down on the deserted world of Journey, shared by Herp_Derp23

An ornate figure stands against a golden backdrop in this Mortal Shell share by m_nt_13.

Leaves fall against the golden sunset of Ghost of Tsushima, shared by Chris25551.

The golden get-ups catch the eye in Yakuza Kiwami 2 shared by oscar_smile.

Sefwick shared a golden reflective moment from Gran Turismo Sport.

Jesse pauses against a golden wall in the halls of Control, shared by jmsan5.

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: Moonlight

SUBMIT BY: Wednesday 9 AM PT on April 14

Next week, we’re spending time under the moonlight. Share your best moments glowing under the moon’s gaze from the game of your choice using #PSshare #PSBlog for a chance to be featured.


Want to share more of your epic photo mode moments? U.S. players can enter the Red Bull Capture Point competition* for the chance to win some thrilling prizes. See full details at redbull.com/capturepoint.

*Red Bull Capture Point Official Contest Rules:

THIS IS A SKILL CONTEST. MUST HAVE ACCESS TO PS4/5 CONSOLE, PLAYST

The music of Returnal: an interview with composer Bobby Krlic

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We’re only a few weeks away from Returnal’s release. But today you can get a taste of what awaits on Atropos in the form of the game’s first track, named – aptly enough, considering the circumstances that bring Selene to the alien planet – Crash. It as well as the rest of the soundtrack is the creation of Bobby Krlic. The British musician has a multitude of high-profile credits in his career to date. Alongside performing under stage name The Haxan Cloak, Krlic also composed the soundtrack of 2019 cinematic horror Midsommar.  

In Returnal, Krlic renders a bristling, malevolent soundscape that pairs perfectly with the weaponized planet and the tenacious ASTRA scout who finds herself trapped in the dark heart of a cosmic mystery. On April 30, the Returnal album will be released alongside the game as part of the Digital Deluxe Edition, and will come to streaming platforms on May 7. But rather than simply replicating the game’s score, the album features a unique set of mixes created especially for the format by Krlic. 

You can listen to The Crash below (and from various other sources here), and afterwards read our interview with the composer as he details the creative process behind that track and the rest of the game’s music. If you prefer your interviews fed straight into your ears, the chat will also appear in the latest PlayStation Podcast, going live later today.

When did you come on board the project?

To the best of my memory, I think Sony reached out to me in around July 2019. I started writing demos as soon as August, September, after those initial conversations. 

What was the elevator pitch of what this game would be, or the soundscape they were looking for?

There was a deck that was sent. You know; a brief description of the narrative, and then some renderings of characters, levels and that kind of thing. We didn’t get deep into the weeds. It was more giving an overview and seeing if there was, you know, some common interests there.

Were those demos in the right ballpark, and you refined from there? 

Yeah. We had a good two months of back and forth. Just sending things and discussing those and extrapolating elements from them, quickly finding which things didn’t [and which did] from both of us, it was about, you know, trying to carve out space, trying to do a kind of sci-fi horror that hopefully hasn’t really been done before. 

Horror is something that you have experience in, but creating a wholly unique alien world? What’s your starting point for creating this whole new soundscape?

I’ll try and do the same thing with, with most scoring projects. Gather as many materials as I can, ask for as much information as people are willing to give me and then, you know, just kind of soak myself in that. Just create without thinking about anything too specific, really, just really try and get in the zone of what the world is. Try and place myself there if I can, and then you know, just press record and play everything for a long time until things seem to be conjuring up the same feeling that I’m getting from the materials. 

PlayStation Store: March 2021 top downloads

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And just like that, Spring 2021 is upon us! No surprise to see consistent hits like Black Ops Cold War, GTA V, Marvel’s Spider-Man: Miles Morales, FIFA 21, and NBA 2K21 atop the charts, but we’re also excited to see titles like  It Takes Two and Disco Elysium – The Final Cut make their debuts.

Here are your most downloaded games of March 2021:

PS5 Games

US / CanadaEurope
1Call of Duty: Black Ops Cold WarFIFA 21
2Marvel’s Spider-Man: Miles MoralesCall of Duty: Black Ops Cold War
3NBA 2K21It Takes Two
4It Takes TwoTom Clancy’s Rainbow Six Siege
5Tom Clancy’s Rainbow Six SiegeMarvel’s Spider-Man: Miles Morales
6Assassin’s Creed ValhallaCrash Bandicoot 4: It’s About Time
7Crash Bandicoot 4: It’s About TimeAssassin’s Creed Valhalla
8Demon’s SoulsWRC 9 FIA World Rally Championship
9FIFA 21Mortal Kombat 11
10Watch Dogs: LegionDemon’s Souls
11Mortal Kombat 11Disco Elysium – The Final Cut
12Madden NFL 21Watch Dogs: Legion
13Disco Elysium – The Final CutNBA 2K21
14Hitman 3Hitman 3
15Sackboy: A Big AdventureSackboy: A Big Adventure
16Dead by Daylight: Special EditionImmortals Fenyx Rising
17Immortals Fenyx RisingMortal Shell: Enhanced Edition
18Yakuza: Like a DragonBorderlands 3
19GodfallDead by Daylight: Special Edition
20Borderlands 3vYakuza: Like a Dragon

PS4 Games

Neo: The World Ends with You comes to PS4 on July 27

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Get ready for a vibrant adventure in Shibuya this summer: Neo: The World Ends with You is coming to PS4 on July 27, 2021! This marks the first time The World Ends with You series comes to PlayStation, but is the perfect time for newcomers and fans alike to jump in and explore the dazzling streets of Tokyo.

Neo: The World Ends with You is the long-awaited follow-up to the RPG classic The World Ends with You. The story takes place in Shibuya, Tokyo. You may recognize some of the landmarks, but the city itself is depicted with an anime-style artistic touch unlike anything you’ve seen before. It is there you must attempt to uncover the mysteries behind the sinister Reapers’ Game, a life-or-death battle for survival in which you are forced to take part.

Perhaps Some Familiar Sites if You have Visited Shibuya in Tokyo

Take a look at a new trailer, which will give you a deeper look at the sights, sounds, and culture of the bustling city, characters you’ll meet along the way, and what the fast-paced battles and gameplay look like.

Neo: The World Ends with You comes to PS4 on July 27

We love that music! The composer for The World Ends with You, Takeharu Ishimoto, is back to bring you even more amped-up tracks. Fans of the original might also recognize a few remixes of previous tracks from the original game.

Introducing the ‘Wicked Twisters’

Abandoned, a cinematic survival sim, hits PS5 later this year

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Hello everyone! I’m Hasan Kahraman from Blue Box Game Studios based in The Netherlands. The team and I are working on our new title, coming exclusively to PS5 this year and I can’t wait to show off some gameplay footage from the game in action. However, since the game is at an early development stage, I wanted to announce the game today and show off a little announcement teaser we made.

Abandoned is a cinematic, first-person horror survival shooter set in a highly detailed open world environment and favours a realistic approach to survival. 

Abandoned, a cinematic survival sim, hits PS5 later this year

The story

The story is centered around Jason Longfield, who wakes up in a strange forest. Abandoned and not remembering how he got there, Jason soon finds out that he was kidnapped and brought there for a dark purpose. Fighting for his survival, his main goal is escape. 

Realistic character interaction

We want to deliver a uniquely personal gameplay experience, one that feels realistic. Every event has an influence on your character. If Jason is out of breath after sprinting (or is afraid), his firing accuracy will suffer. Unlike action shooter titles, firing weapons in Abandoned will be realistically slow. You will need to be tactical in order to survive. 

The development

Our studio is focused on crafting a cinematic style, first-person story. This is no fast-paced shooter in which you just run, aim and shoot. Abandoned requires you to hide and plan every shot before pulling the trigger. We want you to be nervous come each and every enemy encounter. To be aware that a wrong move can be the deciding factor between surviving a combat scenario or not.

Immersion through the DualSense wireless controller and 3D audio 

We wanted to emphasise realism through user immersion. This would not be possible without the DualSense wireless controller. Players will feel each and every interaction during gameplay – such as being struck by a bullet. Pulling the trigger on a loaded or unloaded gun will feel different. Equally 3D audio will help shape your decisions and tactics, using the accurate positioning of gunshots out in the wilds to help decide your next move. 

The power of PS5

Our team is still unravelling the power of PS5 but we’ve made amazing progress so far. The console allows us to process high quality motion capture, all running at 60 FPS and rendered at a native

Curse of the Dead Gods welcomes Dead Cells into its Temple

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Curse of the Dead Gods released on PlayStation 4 last month, and all of us here at Passtech Games have been glued to our screens watching all your amazing footage, feedback, and reactions. As thankful as we are for the response, we’re equally excited to show you new things. Today, we’re doing a deep dive into how we crafted the Curse of the Dead Cells Update, a collaboration between us and Dead Cells’ developers, Motion Twin and Evil Empire.

Death in Curse is the gift that keeps on giving, and in this new update, we’re excited to deliver new ways for you to reach your unique fate. To that end, we’ve added new weapons, originally from Dead Cells, the Cursed Chest, and the Prisoner’s head skin for McCallister, Curse of the Dead Gods’ main character. 

From a game design perspective it was a very interesting challenge because it meant taking elements of two similar but also different games and mashing them together. This also goes for the artistic direction, where Dead Cells has a somewhat cartoony, comedic vibe, which isn’t present in Curse. In Dead Cells for example, the Cursed Chest speaks to the player, pleading them to open it. This didn’t work as well for Curse, so we changed it to something we believe is true to both worlds – slightly less comedic, but still somewhat alien and quirky. We were also aware that some players don’t like crossovers, since it can pull them out of the world. That’s why we wanted to keep the content lore-friendly and fit the general vibe of Curse as well. Each new item and mechanic introduced in this update fits into our universe.

Curse of the Dead Gods

Deciding which weapons to take from Dead Cells was a fun process. We started with a rather long list of badass Dead Cells weapons and then filtered it down until we had only the most iconic ones that also made the most sense for Curse: The Broadsword, the Cursed Sword, and the Explosive Crossbow. The crossbow is an entirely new weapon in Curse, which made it even more alluring to us. The Cursed Sword was a must, for obvious reasons. In Curse, we called these weapons the Broadsword of the Knight, the Sword of Conjunctivius, and the Crossbow of the Condemned. Both swords have the same effect as in Dead Cells. The Sword of Conjunctivius (see screenshot below) is a real devil – get hit once, and you’re toast. On the other hand, it’s very powerful. If that doesn’t fit Curse’s penchant for tempting players to their own doom, we don’t know what does!

Curse of the Dead Gods

We took some liberties with the Cursed Chest. In Curse, there used to be two ways to get a cursed item (weapon or relic): get one at a starting altar or buy one at a sanctuary. Now, the Cursed Chest from Dead Cells gives you a third way. In Dead Cells, when you open a cursed chest, you are inflicted with a curse that lasts until you kill a certain number of enemies. We reinvented this mechanic to fit into Curse: to unlock the chest you have to kill a certain number of enemies in the room without getting hit. Fail, and the chest goes poof. Rather than simply give you a cursed item, the Cursed Chest presents you with a choice of three items, one of which is always cursed.

Curse of the Dead Gods

We hope you all enjoyed this insight into how we brought a slice of Dead Cells into our own Curse of the Dead Gods. It was a pleasure t

Street Fighter V Spring Update brings news on the hermit Oro and Soul-Powered Rose

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Hey there PlayStation Nation! We hope that everyone has been enjoying Dan, the new V-Shift mechanic, and the major Battle Balance updates that came with the kickoff of Season 5. We are thankful for all your support with the new content so far.

Now we’re back with the Street Fighter V Spring Update to give you the scoop on Rose, Oro, and a special look at the fourth character, Akira. Let’s dive into what was revealed during the Street Fighter V Spring Update. 

For the full picture, check out the Spring Update video below: 

Street Fighter V Spring Update brings news on the hermit Oro and Soul-Powered Rose

Oro, the wandering hermit, appears in SFV

 

Making his return from Street Fighter III, Oro is coming equipped with his classic moveset along with a handful of new ones. He even retains his one-armed combat style. However, unlike SFIII where he sealed one of his arms, here he is holding his new turtle pet during combat. While Oro is not playable in SFV quite yet, he’s not a stranger to the rest of the cast, having appeared multiple times in other characters’ stories already: 

He has appeared in Menat’s story, as well as Dhalsim’s

Here’s a deeper look into Oro’s moves and what he’s bringing to the ring. 

One of Oro’s classic moves, the leap attack, will avoid the opponent’s low attacks and lead to a counter hit when timed correctly. He is also able to perform his patented double jump, which gives him a breadth of offensive and defensive opportunities whether it’s shortening the gap from the opponent or changing his landing point.

Read more

DC Universe Online introduces World of Flashpoint April 15

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The next episode for DC Universe Online is World of Flashpoint, launching April 15, 2021. Explore events surrounding one of the most legendary DC storylines, Flashpoint, and its time-twisted versions of your favorite DC characters. It will be up to you and your allies to set the timeline right!

World of Flashpoint

In this expansion, Flashpoint Batman (Thomas Wayne, Bruce Wayne’s father), Emperor Aquaman, Flashpoint Wonder Woman, and more are desperately fighting in a falling world. Atlantis and Themyscira are at war. A violent Batman embraces his darker side, seeking vengeance for his family while protecting a somehow-even-more-crime-riddled Flashpoint Gotham City. 

In addition to engaging with these new characters, you will also earn villainous gear based on Heat Wave, a boss you’ll fight in the episode, and Doomsday, who you’ll face in the open world. 

Heat Wave

Doomsday

World of Flashpoint is inspired by the events of DC’s Flashpoint storyline. However, this episode represents only a small slice of that entire epic. Your Super Hero or Super-Villain will experience the realities of this timeline and witness some of the most essential moments and challenges while striving to set things right. 

Want to know more? We drew inspiration from the below DC comics, and highly recommend them all as you prepare for launch on April 15. 

  • Flashpoint #1 – #5
  • Flashpoint: Batman – Knight of Vengeance #1 – #3
  • Flashpoint: Wonder Woman and the Furies #1 – #3

Welcome to DC Universe Online

New to the game? In DC Universe Online, you create your own unique Super Hero or Super-Villain in the legendary DC universe. Fight alongside hundreds of iconic DC characters like Superman, Wonder Woman, and Batman as well as thousands of other players. Level up your powers, master movement modes like flight, learn powerful attacks, and swoop into skillful action combat using a variety of weapons, gadgets, and artifacts.

Drawing on comic book storylines from the entire history of DC, your adventures are vast, varied, and always growing. World of Flashpoint is our 40th episode, with no end in sight.

Borderlands 3’s variety-packed Director’s Cut DLC hits April 8

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You’ve heard this before, but it bears repeating: every single video game launch is a minor miracle. So many decisions have to be made. So much content has to be completed. So many variables have to fall perfectly into place. For massive triple-A titles like Borderlands 3, releasing a final product requires years of dedication and perseverance. Increasingly, though, launch is not the end – it’s only the beginning.

While Borderlands 3 is not technically a “live service” game, we have treated it as such to make sure that each week it’s a better game than it was the week before. To keep this looter shooter alive and thriving, we have relied on the passion and determination of our incredible development teams, who’ve kept development happening against the backdrop of a pandemic that fundamentally changed the way we needed to work.

Later this week, more than 18 months since the base game launched on PlayStation 4, we plan to release the Director’s Cut add-on for Borderlands 3 on April 8, introducing a brand new raid boss, a series of murder mystery missions, new daily and weekly challenges via Vault Cards, and a cache of never-before-seen, behind the scenes content, not to mention new Legendary gear and cosmetic items. To mark the occasion, we wanted to look back at everything we’ve released since launch and pull back the curtain on what it takes to keep a triple-A game feeling fresh. 

Broadly speaking, we’ve been guided by three major goals since launch. First, to continue to polish and improve the game by addressing reported performance issues. Second, to strive to maintain a balanced experience so that build diversity could flourish at the end-game. And finally, to deliver a variety of new content, whether free or as part of a paid campaign DLC, at a consistent cadence.

That first goal is the most straightforward of the three. Nearly every single week since launch (up to and including this week), we’ve released a hotfix to adjust the content that’s already available. We’ve also added numerous quality of life improvements, such as more backpack and bank space, expanded ammo storage, and performance and UI improvements. In effort to be transparent, update notes are always available on borderlands.com.

Yes, a few updates saw us remove power from over-performing gear or skills, but far more often, we buffed gear and characters. We made all of these changes with the goal of improving the long-term health of the Borderlands 3 experience. We always want that experience to feel both challenging and rewarding. From the beginning, this has been our guiding light when approaching the adjustments we’ve made to the balance of the game.

While these weekly updates often stem from our own internal play-testing and the direction of our live team, they just as often result from fan feedback. Have you ever wondered, “Do developers actually read their games’ subreddits?” Well, the answer is: yes, of course! We read all those critiques, as we know those comments come from the most passionate members of our community.

Those weekly adjustments keep us plenty busy, but the real work – and the real joy of Borderlands 3 – comes from that third goal: releasing a variety of new content. And when I say variety, I really, really mean it. In the first year after launch, we released four story-driven campaign add-ons that ranged from a cosmic horror rom-com to a gritty western tale to a space casino super heist to a journey into the broken psyche of a psycho. After that, we release

Mass Effect Legendary Edition: Rebalancing, tuning, & mechanical improvements

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Ever since we announced Mass Effect Legendary Edition on N7 Day and revealed a first look at it earlier this year, your passion and excitement have blown us away. Today, we’d like to give you more details on what you can expect to see in this remaster. You’ll find the latest information on the Legendary Edition, from gameplay tuning to rebalancing and more. Next week, we’ll provide an additional look at the remastering process with a strong focus on the visual changes across the trilogy.

Let’s get into it. Here’s what this post contains, in order:


“I don’t need luck—I have ammo.”


Combat tuning

Combat in the Mass Effect trilogy has evolved across the series, with each game’s experience being different. We wanted to make the experience better across the board, but we didn’t want to unnecessarily change what our fans have come to love about each game. That proved a unique challenge, as the first game is quite different from the second and third in terms of gameplay and combat. Mass Effect was heavily influenced by traditional RPG mechanics, like the randomness of a dice roll and pen-and-paper stat building. As a result, weapons in Mass Effect often felt less accurate and reliable than the gunplay in Mass Effect 2 and 3.

We heard the consistent feedback that it was pretty frustrating to take a few shots with an assault rifle and suddenly have the reticle enlarge to span a large portion of the screen, so we looked at tuning the mechanics to provide better handling without outright scrapping the spirit of the original games.

In the first Mass Effect, accuracy (including reticle bloom and weapon sway) has been tuned across all weapons to allow players to maintain more consistent firepower while still managing their shots/overheat meter. We’ve also improved the aiming down sights (ADS) camera view to be tighter on combat so that ADS is more accurate (like the second and third games), and we’ve improved the aim assist to provide better precision. These small behind-the-scenes changes collectively make combat much “snappier,” putting more control into the player’s hands.

Abilities have also been rebalanced in the first game. For example, the “Immunity” ability now grants a powerful defensive buff that lasts a brief period of time instead of being a small buff that lasts indefinitely.

The following overview lists gameplay changes we made specifically to the first Mass Effect, with the goal of bringing it a bit more in line with the rest of the trilogy:

  • Shepard can now sprint out of combat
  • Melee attacks are now mapped to a button press rather than automatically occurring based on proximity to an enemy
  • Weapon accuracy and handling has been significantly improved
    • Reticle bloom is more controlled
    • Weapon sway removed from sniper rifles<
RSS
US / CanadaEurope
1Call of Duty: Black Ops Cold WarMinecraft
2MinecraftCall of Duty: Black Ops Cold War
3Grand Theft Auto VGrand Theft Auto V
4NBA 2K21Tom Clancy’s Rainbow Six Siege
5Little NightmaresFIFA 21
6The ForestLittle Nightmares
7Tom Clancy’s Rainbow Six SiegeNBA 2K21
8Call of Duty: Modern WarfareThe Forest
9Friday the 13th: The GameThe Crew 2
10Need for Speed HeatBattlefield V
11Little Nightmares IIFall Guys: Ultimate Knockout
12MLB The Show 20Call of Duty: Modern Warfare
13Red Dead Redemption 2Guilty Gear Xrd Rev.2
14Ghost of TsushimaA Way Out
15Gang BeastsNeed for Speed Heat
16Shotgun FarmersFriday the 13th: The Game
17The Crew 2Need for Speed
18Assassin’s Creed ValhallaGran Turismo Sport
19Watch Dogs: LegionTomb Raider: Definitive Edition
20Mortal Kombat 11Gang Beasts