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Dauntless launches on PS5 December 2

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Hey PlayStation Slayers, I’m here with exciting news – Dauntless is coming to PlayStation 5 on December 2! This new native version of the game, launching alongside our “Call to Arms” content update, includes significant graphical upgrades, much faster load times, DualSense controller and 3D Audio support, and much more.

Dauntless launches on PS5 December 2

With the native PS5 version of Dauntless, we’ve taken the opportunity to upgrade visuals across the game. In addition to dynamic 4K resolution targeting 60 frames-per-second, there are enhanced environmental textures and detail across all our islands, including upgraded trees, grass, and water. We’ve also got higher-quality lighting and materials, new volumetric fog, and improved visual effects across the game. The Shattered Isles have never looked so good!

Of course, we couldn’t come to PS5 without supporting the DualSense controller. You’ll feel your character’s stamina and empowered Repeater ammo through trigger resistance, hear radio callouts through the speaker, and see applied elemental effects in the lights. You’ll also be able to use the microphone built into the DualSense to chat with your party and we’ve added support for immersive 3D Audio. Together with the PS5’s SSD, load times have been significantly reduced, getting you into the hunt faster than ever.

If you’ve already been playing Dauntless on PS4, you’ll be able to pick up your progress automatically on the PS5 version. You can also jump between the two and play with your friends with cross-play and cross-save. To celebrate everything we’ve added to Dauntless since our initial PS4 release two years ago, the “Call to Arms” update launching December 2 adds 36 new Trophies for you to collect in the PlayStation 4 version of the game. On PlayStation 5, there’s a whole new set of Trophies to unlock, including a Platinum.

Also arriving in the Shattered Isles as part of the “Call to Arms”update is the razor-sharp new Behemoth, Sahvyt, a gameplay refresh for our Chain Blades weapon, the new Krolachi Warlords Hunt Pass, new quests and challenges, and a host of other additions and improvements. Stay tuned to PlayDauntless.com for more details as we approach launch.

You can download and hop into Dauntless right now on PS4 and PS5 (backwards compatible), and we’re excited for you to enjoy the new native PS5 version and all our other new content on December 2!

Clear skies, Slayers.

End of Year Deals promotion comes to PlayStation Store

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PlayStation Store welcomes the End of Year Deals promotion on Monday, November 29. For a limited time* enjoy discounts on titles such as Assassin’s Creed Valhalla Deluxe PS4 & PS5, Jurassic World Evolution and Days Gone – Digital Deluxe Edition.

  • 270 FS Points
  • 2K Ball N’ Brawl Bundle
  • 36 Fragments of Midnight
  • 550 FS Points
  • 7 Days to Die
  • A Hero and a Garden
  • A Little Lily Princess PS4 & PS5
  • A Summer with the Shiba Inu
  • A.O.T. Wings of Freedom
  • Accel World VS Sword Art Online
  • Access Denied
  • Ace of Seafood
  • Aces of the Luftwaffe
  • Aces of the Luftwaffe: Squadron – Extended Edition
  • Agatha Christie: The ABC Murders
  • Age of Wonders: Planetfall – Deluxe Edition Content
  • Age of Wonders: Planetfall – Season Pass
  • Air Conflicts: Pacific Carriers – PlayStation 4 Edition
  • Alekhine’s Gun
  • Alien: Isolation
  • Alien: Isolation – The Collection
  • Alphadia Genesis
  • Alphadia Genesis 2
  • Amnesia: Collection
  • Amnesia: Rebirth
  • Angels of Death
  • Angels with Scaly Wings PS4 & PS5
  • Anodyne 2: Return to Dust PS4 & PS5
  • Anthem: Legion of Dawn Edition
  • Antiquia Lost
  • AO Tennis 2
  • Apple Slash
  • Arcade Classics Anniversary Collection
  • Arizona Sunshine
  • Assassin’s Creed IV: Black Flag
  • Assassin’s Creed Odyssey – Deluxe Edition
  • Assassin’s Creed Origins
  • Assassin’s Creed Origins – Gold Edition
  • Assassin’s Creed Rogue Remastered
  • Assassin’s Creed Syndicate
  • Assassin’s Creed Triple Pack: Black Flag, Unity, Syndicate
  • Assassin’s Creed Valhalla Deluxe PS4 & PS5
  • Assassin’s Creed Valhalla Gold PS4 & PS5
  • Assassin’s Creed: The Ezio Collection
  • Asstto Corsa – Ultimate Edition
  • Astebreed
  • Astro Bot Rescue Mission
  • Atelier Arland Series – Deluxe Pack
  • Atelier Lulua: The Scion of Arland
  • Atelier Lulua: The Scion of Arland – Digital Deluxe Edition
  • Atelier Lulua: The Scion of Arland – Lulua Season Pass
  • Atelier Meruru: The Apprentice of Arland DX
  • Atelier Rorona: The Alchemist of Arland DX
  • Atelier Totori: The Adventurer of Arland DX
  • Attack of Toy Tanks
  • Autumn’s Journey
  • Azure Striker Gunvolt: Striker Pack
  • Bai Qu: Hundreds of Melodies PS4 & PS5
  • Barry the Bunny
  • Bassmaster Fishing 2022
  • Batman: Arkham Knight – Premium Edition
  • Batman: Arkham VR
  • Batman: The Telltale Series – Season Pass
  • Battlewake
  • Bayonetta
  • Bear With Me: The Complete Collection Unlock
  • Bear With Me: The Lost Robots
  • Beast Quest
  • Bee Simulator
  • Bird Game +
  • Birthday of Midnight
  • Bishoujo Battle Cyber Panic!
  • Blackguards 2
  • Blair Wit

Exclusive look at Fall Guys Season 6 Round, Pipe Dream

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Prepare your beans for the Party Spectacular. Fall Guys: Ultimate Knockout Season 6 drops November 30, bringing a festival-themed makeover to the Blunderdome. An all-star lineup is headlined by five new Rounds, our wildest obstacles to date and costumes fit for the carnival of Crowns. We’ve teamed up with PlayStation to take you ‘behind the beans’ of Pipe Dream – a totally tubular Season 6 Round. Stumble beyond the velvet rope and join us for a pre-release peek.

Pipe Dreamin’ at the Fall Guys festival

Pipe Dream focuses on vacuum pipes, a totally new obstacle for Season 6! Every time a bean tumbles in, you’ll be zoomed at full-speed through twists and turns before being launched into maze-like challenges. We can’t wait for you to experience this rapidly changing race to the finish line. But how did such a wild ride come about?

Leading up to a Fall Guys season, teams across the studio are brimming with ideas of how to bring a new Blunderdome theme to life. As a designer, our Level Design concepting sessions are my favorite part of this early process, creating a space to bring our wildest possible Round schemes to the table…no matter how improbable or ridiculous.

The vacuum pipe idea originally came from Junior Designer Max Boyle (creator of Snowball Survival, Lily Leapers, Gate Crash…and perpetual menace to the Fall Guys Community Team on live streams). We were particularly inspired by how some games utilised pipes to near-instantly drop you from one ‘world’ to another. We’ve had Fall Guys bouncing on lily pads, propelled by flippers and flung by Big Yeetus…could vacuum pipes change things up? And most importantly, would it be fun?

What makes a Fall Guys Round?

Our goal is to have every Round be a place where players can show off their Fall Guys skill, but without sacrificing that quintessential Fall Guys chaos that creates the slapstick moments the game is known for. Like See-Saw, it’s all about balance.

This means tumbling through a lot of development stages, as initial concept discussions are fleshed out into a more in-depth level outline. From there, we took the Round to a ‘blockout’ stage, building Pipe Dream from scratch using basic shapes to get an initial feel of the core gameplay. Internally, that goes through multiple iterations and playtests…which for me means watching colleagues poke, prod and generally break what’s been lovingly created.

The Round then headed off to the art team to become one with the new season’s aesthetic, which for the Party Spectacular means super vibrant colors and inflatable flourishes. From there, it’s all about rigorous bug fixing and (as our Board of Beans will know) lots of playtesting.

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Share of the Week: Feast

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Last week, we asked you to tuck in for some of the fanciest feasts games have to offer using #PSshare #PSBlog. Here are this week’s delicious highlights: 

AhmadYuanda_1st shares a delectable selection of meals from Monster Hunter World.

coalabr14 highlights a bountiful fruit stand in Far Cry 6.

KouhyarB stumbles across the remains of a feast in Uncharted 4.

15_kyuuu_6 shares a feast fit for a warrior in Assassin’s Creed Valhalla.

JO_yamayama shares a warm bite in Laid-Back Camp – Virtual – Lake Motosu.

singleplayer33 shares Aloy taking aim at some feast-ready game in Horizon Zero Dawn.

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: Glowing

SUBMIT BY: Wednesday 9 AM PT on December 1

Next week, we’re drawn like moths to a flame. Share moments where something is glowing from the game of your choice using #PSshare #PSBlog for a chance to be featured.

Fine-tuning The Last of Us Part II’s interactive guitar

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Music has always been a cornerstone of Naughty Dog titles, but with The Last of Us: Part II we knew we wanted to take things a step further, and put the music directly into players’ hands.

The idea sprung first from a narrative angle: between our first internal story pitch and our first external trailer, the guitar was always a story focus. And as designers, we wanted to make the guitar playable from the get go, to make the player feel that connection between Joel and Ellie.

However, the world of The Last of Us is grounded and somber. A flashy guitar mini-game wouldn’t fit the tone of our post-apocalyptic environment. Moreover, Ellie playing guitar shouldn’t be about showing off your skills or fulfilling your dreams of being a rock star, it should be about remembering a loved one and expressing oneself through music to connect to them.

We felt early on, then, that we should avoid rhythm-based games.  While those experiences are extremely fun, our tone was better-suited to introspection and expression, rather than high-skill riffs, combos, and the like. 

But what are our alternatives? How could we craft a playable guitar that matched our expressive, melancholy tone? We started looking for inspiration not just from existing games, but from music-making apps – tools for people to create music of their own. Of particular note were smartphone music apps, whose touchscreen interfaces got our gears turning about harnessing the DualShock 4 touchpad.

Thankfully, one of the earliest captured cinematics for the game was Ashley Johnson (Ellie) singing “Take on Me” by Aha. So even early on, we had a reference to use as our goal for the minigame. With that target, we asked ourselves how much of the song should the player play before we transition over to the cinematic? Should we try to layer Ashley’s singing over the player playing as we transition? Stepping back, how much freedom do we give the player before we consider it a failure? We saw that a good way to distinguish success from failure was by tracking chord progression but leaving the plucking of strings up to the player. This allows for more musical expression – including things like tempo, time signature, and style – to be determined by the player while still keeping the song recognizable.

Once this “Take On Me” prototype felt solid, we started to consider the rest of the game, and the other songs we needed. We knew “Future Days” by Pearl Jam would be a critical one to figure out, but there were ideas kicking around for other songs as well. Knowing that either way we would need more chord wheels, we started to ask ourselves…how many chords might we need to cover any potential song we might want to include down the line?

This was the origin of our Free Play (Practice) mode. This mode wasn’t our original intention, but rather an idea that emerged from expanding the system to multiple songs. Once we started down the Free Play rabbit hole, we got to lean even further into our goals of player expression. Our goal was to lay out the chord wheels so that they’d be intuitive to players with some musical knowledge, but also allow novices to still sound good even when strumming around randomly with a wheel.

Creating the new and classic outfits of Marvel’s Guardians of the Galaxy

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The Guardians aren’t just great at saving the galaxy – they also have impeccable style. For Marvel’s Guardians of the Galaxy, we created over 40 outfits for the band, from classic comic looks to all-new designs.

When we set out to create original looks, we wanted to work with a Marvel comic book artist who’s reimagined a variety of Marvel Super Heroes over the years: the talented RB Silva. We collaborated with him to create a line-up of team outfits with a vibe that clearly stated: “this is what we’re wearing for the final battle for the fate of the galaxy”. We had the opportunity to ask him a few questions about the creation of the Golden Guardians outfits, along with some exclusive concept art for you to enjoy.

How did you come up with the core concept for the “Golden Guardians” outfits?

RB Silva: I was immediately informed by Eidos-Montréal and Marvel that some of the required costumes were meant for a team, and I had lots of ideas for that, but one of these ideas, the one that stuck in my mind, was that these should be an armor or something like an armor. As soon as the material was established, the ideas flowed naturally.

How did you go about adapting this core concept for each Guardian – five characters with very different builds?

RB Silva: First, I needed to establish a common element that would identify the outfits as a team. The easy part was establishing the color. Working along with the people at Eidos-Montréal and Marvel, we concluded that the outfits should be white and gold. The hard part was all the rest. Kidding! But developing these outfits according to height, body type and personality was a task we executed very carefully. Many shapes used in Rocket Racoon’s armor were not functional for Star Lord’s armor. That’s when working very closely with Eidos-Montréal and Marvel went very well and, with a few sketches, we managed to establish an individual concept for each character.

What was your favorite aspect of designing these outfits?

RB Silva: Seeing the characters together, each one wearing something visually alike yet different pleased me a lot. I did a lot of research and had access to an image bank with lots of military outfits, and maybe it’s not easy to spot many military characteristics in those outfits, but they’re there (lol). I had to think of something very resistant, fit for very extreme, aggressive conditions, so a costume sewed by a teenager in his bedroom to fight crime might not work very well here.

I loved seeing the final results developed by the 3D modeling team.

What was the most challenging aspect of the creation of these outfits?

RB Silva: Undoubtedly, the most challenging part was finding elements that expressed each character’s personality in each scenario. The creative team at Eidos-Montréal sent me some referenc

Official PlayStation Podcast 417: A Gut-Bustin’ Good Time

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Email us at PSPodcast@sony.com!

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


Got plans for the long weekend? Settle in with your old pals Sid, Kristen, and Justin for a look back on ten years of this humble podcast (née Blogcast), then write in and tell us what you’re playing this week (also, where you draw the line at spoilers). Listen in!

Stuff We Talked About

  • Ten years of podcastin’
  • Thanksgiving
  • Solar Ash
  • Horizon Forbidden West
  • Death’s Door
  • Radiohead
  • Darkest Dungeon
  • Arcane

The Cast

Sid Shuman –  Senior Director, Content Communications, SIE

Justin Massongill – Content Communications Manager, SIE

Angry Alligator rampages to PS4 and PS5 November 30

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Welcome to the swamp – a beautiful and quiet place. Well.. until the humans arrived and ruined everything. Tomorrow, on November 30, Angry Alligator will finally be launching on PlayStation 4 and be backwards compatible with PlayStation 5. So are you ready to become an alligator  – and hungry for some adventure? It’s time for gator greatness.

Life as an alligator

In Angry Alligator we wanted players to do something they probably have never done: experience life from the perspective of an alligator. To make the player feel what it’s like to be both an adorable  – vulnerable  – baby gator and a vicious big reptile, we’ve spent a lot of time making it behave as realistic as possible, within its stylized world. Players will be able to choose one of four different kinds of gators to experience their swamp adventure and go on a path of revenge.

1: Early concept art of the alligator, 2: Renders of the different final alligator versions

Become the biggest, baddest gator

However, it will be too early to go after some humans right off the bat. As a small baby gator, you’ll first have to fill your belly with some juicy frogs, tasty squirrels and other small prey to get your grub on. Explore an open world filled with creatures to meet and eat and discover plenty of secrets. As you gain enough XP and nutrients, you’ll grow into a bigger and badder version of yourself and be ready to take upon a new mission: scare the living daylights out of some humans.

Mess with humans

Nothing is more fun than taking proper revenge. Especially when it’s towards pesky humans taking over your beloved swamp. As an evolved gator, you can: lure them unknowingly with loud music, wear a wig or hat to disguise yourself and blend into their pack, pull them through toilets or surprise them with an explosion. Nobody invades your swamp and gets away with it.  


That’s about all we can share for now. We look forward to seeing all of you explore the swamp and grow out your gator. Of course, as you’re the hero the swamp needs, we’re also dying to know how you’ll exact your revenge upon the humans. The fate of the swamp lies on your scaled shoulders. No pressure.

See you later alligator – on November 30!

Yahaba and Susamaru invade Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles

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Hello there, everyone! After adding Rui and Akaza to the game back in October, we are excited to announce the second in the series of free post-launch content updates is now available in Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles.

This new update adds two more characters to the Versus mode roster: Yahaba and Susamaru. In this article, we would like to introduce these two new playable demons and how they’re represented in The Hinokami Chronicles.

Yahaba

First up is Yahaba (voiced by Xander Mobus), a menacing figure who teams up with Susamaru to ambush Tanjiro in Asakusa under Kibutsuji’s orders. He has eyes on both of his hands and can generate arrows that manipulate directional forces with his Blood Demon Art, making him dangerous in long-ranged battles.

While these arrows cannot deal damage by themselves, once they pierce an enemy, they can be used to either slam an opponent into the ground (which does deal damage) or they can be used on rocks to hurl at opponents. Players will need to keep these options in mind while playing as Yahaba.

Susamaru

Susamaru (voiced by Sarah Williams) is a demon with the appearance of a young girl who attacks Tanjiro in Asakusa alongside Yahaba. Through the use of her powerful mari (decorative thread balls), she can keep her distance from any opponent. In-game, this makes her particularly strong against Demon Slayer Corps who favor close range combat.

Susamari fights by hurling her mari towards the enemy while actively moving around the field. They are a great way to lure an opponent into letting down their guard and set up effective combos that can deal high amounts of damage.

60fps Mode Added

Also, in this update, a new 60fps mode has been added to the PlayStation 5 version of the game. Within this mode, the controllable sections of exploration and combat in Story mode and certain controllable sections in the offline Versus mode will be playable in 60fps.

Alongside these new playable demons and the 60fps mode, more online missions have been added to the game for players to complete to earn Kimetsu Points and unlock new rewards, such as new quotes and profile photos. Be sure to download and install the latest update (v1.20) today to unlock all this great new content.

Meet the future of Street Fighter, SFV’s final character: Luke

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Street Fighter V’s final digital event revealed new details on the last character, Luke, who will be a key player in the next Street Fighter project. We’re not ready to talk about that just yet, but let’s dive into Luke in SFV and his unique gameplay mechanics.

Meet the future of Street Fighter, SFV’s final character: Luke

SFV’s Final Combatant Enters the Ring 

The SFV Fall Update kicked off with a preview of Luke’s story mode. This follows a dramatic childhood event that inspires him to become a fighter, join the military, and encounter a familiar face. 

What caused such a commotion? 

How does Guile fit into Luke’s story?

We won’t spoil too much here. Play Luke’s Character Story to learn more.

Luke Gets Up Close and Personal 

Luke is all about forward moving attacks that keep the pressure on. All three normal punches move Luke forward, allowing him to close distances offensively. Luke also has two target combos great for racking up damage. 

Luke’s target combos are great for dealing damage

Luke’s special moves allow him to close safely and create offensive opportunities. A mid-to-long ranged projectile called “Sand Blaster” shoots energy from his hands. “Rising Rocket” is an anti-air move that launches Luke upwards to attack airborne opponents.

Zone with “Sand Blaster” 

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