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Horizon Forbidden West: An authentic world

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The Forbidden West is vast and deadly, filled with ancient ruins, awe-inspiring machines, and hidden threats. Surrounded by danger, its human inhabitants need places to train, rest, and improve their gear. The game’s settlements form these sanctuaries, and they are just as vital to Aloy as they are to the tribes that live in them.

The living world in these settlements is a complex character of its own. Every detail establishes credibility, creating an authentic environment through visual storytelling. For example, the Nora live in relative solitude in the isolated valley of the Sacred Land, making it difficult for them to communicate with the outside world. As a result, they are less technologically advanced than other tribes, and more wary of outsiders. Their settlements are made of wood and rope, featuring minimal furnishings other than what is needed for daily life. Food and resources are obtained through hunting and gathering, so there’ll be pelts, baskets, or sheaths full of arrows lying around. All the objects and people within such a settlement feel like they belong, and more so: like they’ve always been there.


Spoiler Alert: Please note this article may contain some spoilers for Horizon Zero Dawn and its storyline.


World building with intention

With hours and hours of exploration in the Forbidden West, how do you create a lush and thriving world filled with activities, but without overwhelming people, or detracting from the overarching story? Espen Sogn, Lead Living World Designer at Guerrilla, explains how his team is central to this very question.

“When you walk through the Forbidden West, everything should feel like it belongs there. The Living World team at Guerrilla works on aspects of the game that make the world feel authentic and alive:  the tribes, the settlements, and the people within them. There’s an intention behind everything we place within the world.”

Clarity on those intentions comes from collaboration with the narrative team. “At the start of a project, we put a lot of thought into every tribe we’re going to encounter,” says Annie Kitain, Senior Writer at Guerrilla. “What their conflicts are, how they fit into the story, and how they interact with the world around them. Take the Tenakth, for instance. Many of their beliefs are influenced by the ancient ruins of the Forbidden West, and unlike other tribes, they’re comprised of three distinct clans. Their shared history, convictions, disputes – all of that is important to developing the characters that Aloy will meet on her journey.”

“Our main challenge is translating this narrative framework  into visuals that are integral to the world itself,” says Espen. “For example, the Tenakth are known to be competitive and combat-focused, but so are other tribes. So how do we distinguish them, and how do we communicate that visually?”

‘It then becomes all about the details, the animations, and the behaviors. Within their settlements, you’ll see the Tenakth working out, readying themselves for battle. They’re often younger because they need to be capable warriors. Their base is an ancient ruin, from which they’ve picked up certain Old World gestures that they may not fully understand – like using a military salute to say hello.’

‘Ultimately, our goal is to make sure NPCs feel connected to where they live, and we work closely with other internal teams, such as Narrative, Quest, and Environment, to make sure that every location feels authentic.”

“The Living World team does a fantastic job, and it’s so great to see it all come t

Share of the Week: Hi-tech

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Last week, we asked you to turn to some hi-tech gadgets and tech-loving characters using #PSshare #PSBlog. From gizmos and weapons, to hi-tech AI, here are this week’s hi-tech highlights: 

Sefwick lays back in front of some massive screens and relaxes in Mirror’s Edge Catalyst.

 photo_station5 shares Selene bearing down on some enemies with alien tech in Returnal.

justinphotomode shares Ratchet feeling energized by his weapon in Ratchet & Clank: Rift Apart.

TheoBouillet shares Aloy tapping into ancient tech for some answers in Horizon Zero Dawn.

Photoingame shares how body tech modifications are all the rage in Cyberpunk 2077.

AloyUltra shares Mass Effect 3’s EDI, an AI character.

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: Feast
SUBMIT BY: Wednesday 9 AM PT on November 24

Next week we’re tucking in for some delicious in game meals. Share bountiful feasts or scrumptious snacks found in the game of your choice using #PSshare #PSBlog for a chance to be featured.

How Sifu’s death and aging system functions

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Hello everyone, following our combat system overview, we wanted to give you a preview of our death and aging mechanic. We have received a lot of questions regarding our progression system, and I tried to answer some of them below!

How Sifu’s death and aging system functions

Kung fu or “gōngfu” can refer to any discipline or skill achieved through hard work, practice and patience. kung fu as a martial art carries the concept of endless self-improvement, of a mastery kept alive and relevant by permanent practice. In that sense, a single life is never enough to know, or have, kung fu. 

In Sifu, our hero, although they’ve been training their whole life, are only 20 years old. They are driven by a burning desire for revenge and will have to face a dangerous group of assassins, who have become prominent figures of the city and are based in well defended strongholds. Our young student does not have the luxury of an entire life ahead of them to improve their kung fu, and as they depart on their path of revenge, at dusk, they will have to find and defeat all of their enemies in a single night. 

As we have already shown before, our hero has one powerful tool to help them on their quest: an ancient pendant that can heal them back to life. But nothing is ever free. That pendant has to be fueled with life energy, and every time they get back up, they will age.

That means that you will start the game with a limited resource that you must manage carefully if you want to reach the end of your quest. Aging will not make you weaker, but it has a slight impact on your abilities: as you get older, you will trade maximum health for offensive power. Your character’s model will also showcase how old you are, and you will be able to contemplate the consequences of your actions. But getting older has no drawbacks on your abilities and you will be able to complete the game at any age.

The ability to rise up after death gives the opportunity for players to get right back in the action, over and over again. Before getting back to the fight, the death screen is actually a good spot for players to take a breather and reflect on their past mistakes. It is where they’ll be able to unlock new skills and open more options to deal with the situation that caused their demise. Skills can also be unlocked in the hero’s Wuguan, accessible between missions, and in Shrines found throughout the levels. 

Shrines will also allow you to improve your character during runs, by giving the player a choice between different perks, each one with different costs or requirements. Along

How Sifu’s kung fu combat works

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Greetings to the PlayStation community! I’m Félix, marketing manager at Sloclap, and I’ve worked with the team to give you this short overview of Sifu’s combat system and a sneak peek into our design choices.

How Sifu’s kung fu combat works

Building on our experience working on martial arts gameplay with Absolver but focusing this time on a single-player game, we wanted with Sifu to offer a unique player experience, heavily drawing from kung fu and martial arts movies. Fighting villains by the dozen in a nightclub, jumping over tables and throwing bottles, we want the player to feel like the main character of a kung fu movie.

In terms of design, it meant for us striking a balance between credibility – realistic combat techniques, faithful animations – and esthetics, with crisp action and immersive camera framings. With Sifu, we wanted to mix the esthetics of classic kung fu movies with the raw close-quarters combat found in modern movies such as The Raid, Old Boy, or John Wick. 

The combat system draws from these different inspirations. We want the gameplay to offer a challenge consistent with the kung fu values of training and self-improvement. And we want players to experience a progression, to feel like they are learning kung fu, improving, and progressively earning their power fantasy. 

We designed what we called the Structure system, to emulate the real combat notion of impacting and breaking the stance of your opponent, his ability to attack and defend himself. It takes the form of a gauge, for both you and your enemies. If you manage to break your opponent’s structure, you will be able to finish them with a powerful takedown, which is the opportunity to display the devastating techniques of Pak Mei. But if your own structure gauge is filled, you’re unable to fight and defend yourself for a short duration and you will find yourself vulnerable to your enemies’ attacks.

Blocking attacks will quickly fill your balance gauge, and we’ve given the players a few more flexible defensive options. Dodges will allow you to create space at key times and can be life savers. But more importantly, parrying hits at the right time will let you deflect the blow, unbalancing your opponent and opening opportunities to counterattack or to throw them down. You can also avoid blows altogether, by ducking under or jumping over incoming strikes. It is particularly useful against strong hits that you can’t parry or to quickly recover balance and strike back at your opponent.

Radiohead explain the story behind the creation of its Kid A Mnesia Exhibition, out today on PS5

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Hello.
So…
Right…
Now then…

Things have been happening… 

To mark a period of 21 years since the expulsion of Kid A and Amnesiac from a converted barn in the Oxfordshire countryside into an unsuspecting world we’ve built… something.
We aren’t sure what it is.

To start with, when we first started thinking about it, we intended to build a physical exhibition/installation in a central London location. 

It was going to be a huge red construction made by welding shipping containers together, constructed so that it looked as if a brutalist spacecraft had crash-landed into the classical architecture of the Victoria & Albert Museum in Kensington.

This astounding steel carapace would be inserted into the urban fabric of London like an ice pick into Trotsky. Jutting up into the grey English sky. And then – being constructed from shipping containers – we could ship it around the world… New York, Tokyo, Paris…

But then we couldn’t fit it at the Victoria & Albert without parts of the museum building collapsing.
So we changed location – now it would look as if it had crashed into the side of the Royal Albert Hall.
But Westminster council didn’t like the idea one little bit.
And then Covid delivered the final annihilation. 

Our dream was dead.
Until we realised…
It would be way better if it didn’t actually exist.
Because then it didn’t have to conform to any normal rules of an exhibition. Or reality.
Much better.

So…

With Nigel Godrich we have been working on this for about two years, through lockdowns, self-isolations and many very long intermittent Zoom calls.  
We worked with Sean Evans, a genius video/computer artist who directed it all with awe inspiring dedication and energy, theatre set designer Christine Jones and the game developers [namethemachine] and Arbitrarily Good Productions.
And finally persuading Epic Games to help us put it out to the world.

We had one guiding principle, visually.
NO NEW WORK.

Because… there was loads of it already.


Like really.

“”


Like a really crazy amount… You’ll see.

“”

Everything that we built came directly from what we made 20 years ago, in one way or another.

And we had all the multitrack recordings from the albums so we were able to rebuild the audio from the original elements in a new controlled space which wasn’t just stereo.
That was a lot of fun.

Working on something as strange as this over long Zoom calls with a large team of technicians all around the world has been one of the strangest experiences we have ever had.
Unreal in every sense of the word, especially within the months of almost total human isolation.
In all those days of blankness…
A small Minotaur sat on one shoulder saying ‘This is too mad. This ain’t ever gonna happen’
And the other shoulder sat another saying ‘Oh yes. It is.’
What we have made is… it’s something like a mutant re-e

(For Southeast Asia) Let’s Enjoy Local Multiplayer on PlayStation®5!

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It’s fun to forget the time and immerse yourself in the game or to play against strangers online, but one of the most charming elements of gaming is that you can play together with your family and friends on one screen. Here are 15 recommended titles that offer local multiplayer by connecting multiple DualSense™ wireless controllers to one PlayStation®5.
*Including PlayStation®4 games

New popular games to be released soon and latest sport games
 Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles
 Call of Duty: Vanguard
 It Takes Two
 FIFA 22
 NBA 2K22

Long-selling, fun games to compete or cooperate with friends
 Fortnite

Casual games to enjoy together with friends!
 Sackboy™: A Big Adventure
 Minecraft
 Overcooked! All You Can Eat

New popular games and latest sport games

Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles

Tag team with your friend to enjoy 2-player team battle

“Kimetsu no Yaiba”, the popular comic and anime is now a battle action game! In Versus mode, you can enjoy online and local multiplayer battles with up to 2 players in 2vs2 team battle. 12 characters who fought powerful battles in the anime, including Tanjiro Kamado, Nezuko Kamado, Zenitsu, Inosuke, and Rengoku, are joined by 6 characters from the official spin-off, “Junior High and High School!! Kimetsu Academy Story”, for a total of 18 characters to join the battle! Moreover, demons will be added as playable characters in free updates scheduled after release. Show off your ideal teamwork to your family and friends just like those fighting buddies in the anime!

Call of Duty: Vanguard

To the forefront of the heated battlefield that unfolds in an unprecedented scale!

The latest installment to the FPS franchise “Call of Duty” which is popular not only in Japan, but all over the world. Whether dogfighting over the Pacific Ocean, airdropping operation in France, defending Stalingrad wit

Empire of Sin expands with a free Precincts Update and premium Make It Count DLC

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After months of hard work, we are almost ready to unleash our brand new Precinct update and Make it Count DLC, and shake up prohibition Chicago. All of us are extremely excited for you to play it, so while we’re working toward release day, why not share our excitement and showcase some new design and gameplay features?

Empire of Sin expands with a free Precincts Update and premium Make It Count DLC

Precincts Update

Precincts are definitely our most ambitious change to the game, so let’s start there. Precincts are subdivisions of neighborhoods which provide a new level of control. Right now, you can build or burn a racket anywhere from Municipal Pier to Chinatown, and stake your claim. It’s a lot of fun at the start of the game, but as the game progresses, we feel it becomes too predictable. As upgrades are done on an individual basis, managing rackets dotted around the city results in considerable amounts of administration for any budding Mob Boss. Besides, once you own enough rackets, losing an odd one to the enemy doesn’t affect your game much.

First off, economic controls have been streamlined with the Precinct update. You can keep track of your rackets, precinct by precinct, from one easy-to-use screen.

This is a more efficient way to manage your empire and keep an eye on the parts that need attention while leaving you time to get on with the other demands of being a Mob Boss.

In terms of expansion, precincts stack incrementally outward, painting your faction’s colors across the map, while also setting up a Supply Line. Another crucial element of your empire, Supply Lines form a pathway to get supplies out to your precincts and ensure your money has a safe route back to you. That means it’s bad news if your Supply Line is broken by the enemy and your precincts are cut off, stopping money from coming in until the Supply Line is restored. This also gives you new offensive strategy options, however: the only way past the enemy is through them, and if planned well, you can surround their precincts, giving them no way out.

So, how do you own a precinct? Simply take out the Depot. This is the precinct’s control building, and control won’t fall to you until you have claimed it. Depots are not to be underestimated. Security is heavy and they can draw reinforcement guards from surrounding rackets to help in the defense. This gives you options when it comes to taking over a precinct.

Attacking surrounding rackets first eliminates the reinforcements, removing them from th

Inside the art design of Heavenly Bodies, launching December 7

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After almost three years in development, we’re thrilled to announce that Heavenly Bodies will be launching on PlayStation 5 and PlayStation 4 on December 7, 2021. We’ve been working hard to make this game everything we’d imagined, and we can’t wait to share it with you. Our new gameplay trailer below hints at some of the varied, alluring and often ridiculous scenarios you’ll find yourselves in, whether playing solo or with a space pal via local co-op.

Inside the art design of Heavenly Bodies, launching December 7

The art of Heavenly Bodies

Previously, we’ve written about how the game feels to play and what you’ll be doing out there in space. To celebrate the game being so close to release, we thought we’d dive into the reference that inspired us and how Heavenly Bodies came to look the way it does.

Visual direction

The game’s visual style is influenced by mid-century technical illustrations, archival imagery of early space flight exploration and cutaway drawings that allow the viewer to see detailed structures. Our goal has been to create something that appears more like an artist’s interpretation of space rather than striving for realism. The work of Soviet architect and designer Galina Balashova and NASA collaborator illustrator Russ Arasmith has been vital in informing our visual language.

Image credit: Artwork by Russ Arasmith, Date Unknown. NASA

Capturing illustrative qualities in a real-time context

To reproduce this bold, graphical and analogue aesthetic, we first analysed what it was that we needed to effectively reproduce in an interactive, real-time context. The key features we wanted to include were:

●   high contrast between highlights, mid-tones and shadows with little blending in between;

●   the ability to replicate illustrative techniques such as hatching and stippling;

●   grain that feels relative to the scale of the objects in the scene;

●   ability to control the roughness of an object;

●   texture support for hand painted details.

The results of our initial experiments are below, and we felt they were an early step in the right direction.

Read more

Savathûn revealed – Planting the seeds of the Witch Queen’s deception

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The threads of Destiny’s narrative are far-reaching, touching practically every aspect of the game. Over the past year or so, Destiny players have experienced a narrative unfold around one of the game’s most beloved characters: Osiris. From the death of his loyal Ghost, Sagira, to his increasingly suspect behavior, questions have followed the famed Warlock and former Vanguard commander for months.  

At the start of Season of the Lost, the truth was revealed. In case you didn’t already know — SPOILER ALERT — Osiris wasn’t Osiris. In fact, Osiris hadn’t been himself for quite a while. Savathûn, the Sister of Shapes, the Witch Queen herself, revealed to Guardians that she had traded places with Osiris months prior, and had been sowing discontent in the Vanguard ever since, creating rampant speculation and spawning wild theories among Destiny lore hounds throughout the community along the way. 

And that’s exactly the way the Bungie Narrative team planned it.  

Over the past year the Narrative team has dug deep, planting the seeds of Savathûn’s deception throughout the game in unexpected ways. Today we’re looking back at some of these pivotal moments and talking with the team about what it was like to bring this story to life. 

The First Glimpse 

The Savathûn/Osiris narrative was the result of countless discussions within the Destiny Narrative team and something that was planned long before it unfolded in the game. The team had an overarching goal of raising the narrative stakes in the game without resorting to killing characters. They also knew they wanted to embed Savathûn into the Last City; as a born trickster, having her impersonate someone and walk amongst the people felt right in line with her character. Furthermore, the Last City was chosen because Savathûn knew it was the last place her sister and rival, Xivu Arath, would look for her.  

“From there it became a conversation in the writers’ room about who the best candidate was for her to impersonate,” said Bungie’s Senior Narrative Lead Julia Nardin. “We landed on Osiris because of his relationship with Ikora, his former apprentice, which gave Savathûn the most direct access to the Vanguard.” 

The first moment where the Witch Queen took over for Osiris came during Season of the Hunt. Early on, players found a series of audio messages from Mara Sov and Osiris in Zavala’s office. The line where Osiris declared that his Ghost, Sagira, had died in an attack – that was not Osiris at all, but rather Savathûn taking the Warlock’s place for the very first time, beckoning players to the Moon. For extra credit, Savathûn orchestrated the player’s first meeting with Crow, creating the situation where players witnessed him “rescue” Osiris from one of Xivu Arath’s minions.

What followed was a carefully calculated campaign of Savathûn manipulating people and spreading distrust and doubt within the Vanguard. Nardin said one of her favorite examples of this was how quickly Savathûn-as-Osiris tanked the initial meeting between Caiatl and Zavala at the start of Season of the Chosen. As soon as Caiatl proposed the alliance between the Cabal and the Vanguard, Savathûn stepped out of the shadows and began questioning Caiatl’s trustworthiness. 

As Na

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