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Rainbow Six Siege’s latest season Crimson Heist starts today

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Greetings Operators. The team at Ubisoft wanted to drop an update on Tom Clancy’s Rainbow Six Siege’s latest season. Please read on.

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Hello Operators, and welcome to Year 6 Season 1 of Rainbow Six Siege: Crimson Heist. We want to give you an overview of what to expect from the game’s latest update, which is going live today on PS4 and PS5. As well as a look at our new operator and reimagined map, we’ve got details on an upcoming Free Weekend. 

Rainbow Six Siege’s latest season Crimson Heist starts today

Meet Flores, master thief and remote-controlled explosive expert 

Firstly, let’s introduce you to the game’s newest operator: Flores. This brand-new addition to team Rainbow from Argentina is a food-truck owner by day, and most importantly, a master thief by night.

Flores has access to a remote-controlled explosive device: he can deploy this at his feet, and drive it through the map during a limited period. At the end of the timer (or earlier if you choose), the device will arm itself, become bulletproof, and start a short fuze countdown, at the end of which it detonates in a powerful explosion. Flores also comes armed with an AR33 and a SR-25.

If you want to make the most out of team Rainbow’s latest recruit, you will need to be sly. His ability makes him a powerful support operator to use from the backline. He has excellent area denial and soft breach capacities. But in Rainbow Six Siege, you can never win alone, and it is especially true for Flores. He is vulnerable while he is guiding his drone, so make sure your friends are protecting you.

Oh, and do not forget to check if there is a Mozzie or a Mute in the enemy team. You would not want something bad to happen to your RCE, don’t you?

A reimagined Border map

You will also have access to a reimagined Border map, which has been newly reworked with an interior balcony connecting the east staircase to the break room. The bathroom has also been extended to be connected to the tellers. It is a new challenging environment with some entry blocked, a reduced number of destructible walls and an additional outside staircase.

Rainbow Six Siege Free Weekend 

If you are waiting to invite your friends to Rainbow Six Siege’s intense close-quarters multiplayer action, there is no better time. Assemble your squad and invite them to play for free on PS4 from March 18 to 24.

Introducing Haven, a new Montreal-based independent studio

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It’s been a strange and difficult past 12 months. The pandemic, social injustice, and job elimination have impacted many of my closest friends, family, and co-workers. All of these factors, paired with an inability to see friends and family face-to-face, lulled me into a kind of self-reflective cocoon where I had to ask myself some tough questions about what really matters.

I’ve been making games for a long time — over 25 years now! I’ve had the opportunity to lead the creation of two highly successful original IPs and build multiple teams and studios from the ground up. Some of these adventures have been more successful than I could have ever imagined, and others less so. 

Several people have asked me recently: “After all of these experiences, do you still want to be in the games industry?” The answer is always an unwavering YES! The games industry is where I belong!

Whether it’s playing Settlers of Catan with my kids or Valheim with my team, games continue to bring me joy. They’re a way to relax, connect, and share experiences with people I care about. And the act of making games is, in many ways, even more fulfilling. Getting to bring together experts across so many different creative fields – from music composers, to concept artists, to programmers (yes! programmers are creative too!) into a perfectly synched orchestra that delivers new worlds for players to explore. For me, there is nothing more fulfilling or rewarding I can imagine doing.

As I took stock of my career over the last few years and started to think about what to do next, I came to a very simple conclusion: I need to get back to what I love doing most, and do so in a way that gives our team the freedom to explore, inspire, and create. 

And so today I’m announcing Haven, an independent studio where many of the talented game developers I have worked with for years (and love dearly!) are coming together to do what we are most passionate about. It’s time for us to refocus on GAMES in a place where we can practice our crafts without any barriers or impediments. We want to create worlds where players can escape, have fun, express themselves, and find community. We want to pour our passion into a project. We want to make something wondrous for people to experience. Because we believe in the power of games to bring joy to people’s lives. And Sony does, too. Their commitment to excellence is unmatched. It’s why I couldn’t be happier for their backing and support.

Together, we want to create games that are a haven for players, and we want to build a studio that is a haven for developers. So, while we don’t have many details to announce today, I want the PlayStation community to know that Haven Studios is already hard at work on an unannounced IP. We can’t wait to show you more!

Mundaun invites you to a world of hand-drawn horror on PS4 tomorrow

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Hello, everyone. I am Michel Ziegler, the creator and developer behind Mundaun, a folklore-inspired horror game and my first full-length title as a one-man game development studio!

Mundaun has been a passion project for me since I began development in 2014. Every character, scene and even environmental textures in the game are hand-pencilled – you can imagine how much drawing I’ve had to do over the years.

It’s amazing to finally share the game with you all after working on it for so many years. Creating a game as a solo developer has certainly been an exciting journey, one with plenty of ups and downs.

Collecting references for inspiration

The Alps hold a special importance to me, and everything from Mundaun’s story to its characters and environments celebrate the remarkable culture of the Swiss region of Grisons. Mundaun is heavily inspired by the Alps’ rich history of myth and culture, and pays homage to the oppressive atmosphere of works like Jeremias Gotthelf’s “The Black Spider”.

In order to do so, I tried to gather as many books and references for many of the elements I’ve included in the game. I have been scavenging thrift stores over the years, and must have collected at least 50 books with old photographs from rural life in the Alps, which are my biggest visual inspirations for the look of the game. The atmosphere these black and white pictures have, to me, is a window into almost a different world, and I wanted to immerse myself in the world in a way.

Scouting real-life locations

The chapel in Mundaun was the very first thing I modeled for the game. I didn’t really have a plan for a game, but I started to create this small piece of a world that featured a chapel, and the ideas continued to flow from there.

It’s still one of my favorite places in the game, and one where you can see that the game is entirely drawn by hand. Everything from the ceiling to the windows and the benches were inspired by this chapel in Platenga, which is full of these incredible drawings and paintings. It’s like a drawing inside of the game.

Another location in the game is the Painter’s House, which is a real house that was built and used by an artist named Alois Carigiet in the 1950s. He was a very well-known Swiss painter and illustrator of children’s books. He put a variety of drawings on the house walls, one of which inspired a puzzle i

Severed Steel – a new FPS big on bullet time and stylish gunplay

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Hi, I’m Matt and I’m thrilled to announce my FPS project Severed Steel. Severed Steel is a single-player shooter featuring a fully destructible voxel environment, loads of bullet time, and a unique one-armed protagonist.

Severed Steel – a new FPS big on bullet time and stylish gunplay

Maybe the most unique aspect of Severed Steel is its protagonist, Steel. Steel loses her arm in an accident just before the start of the game. EdenSys, the gigantic corporation responsible for her injury, decides to abandon her rather than help. The campaign is about Steel liberating others crushed under the boot of EdenSys while seeking revenge for her abandonment. 

The missing arm concept came to me while thinking a lot about gameplay mechanics. I wanted to subvert the concept of reloading in shooting games, and I liked the concept of players constantly throwing, ditching, and picking up new weapons. I considered the idea of a one-armed character. Someone that would find creative ways to keep well-stocked with ammo in the midst of battle: rather than worry about reloading, they’d use their agility to steal weapons from enemies’ hands. Having a one-armed character who can’t reload opened a lot of unique gameplay. But the decision to have a protagonist with one arm meant I was dealing with a subject outside my own experience. And if the game were to star such a protagonist, it must be playable by people who can relate to Steel’s experience.

Before committing to the character design I researched what it is like to be a gamer with one arm. Through that I discovered a lot. For instance: Did you know there is a vibrant community on YouTube of highly skilled console FPS gamers who play with one arm? Taking my learnings from that, I made sure to include a custom button binding option to be dictated by the player. Once I was confident I could realize the character of Steel in an inclusive way, I committed to the design. 


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This week, the team fielded your listener letters with quality recommendations on games that can be completed in a night or two. Plus, we get the soundtrack from Astro’s Playroom stuck in our heads again.video gamespodcastplaystation

Stuff We Talked About

  • Little Nightmares II
  • Sackboy: A Big Adventure
  • Astro’s Playroom
  • Limbo
  • Everybody’s Gone To The Rapture
  • Firewatch
  • We Were Here
  • Outriders

The Cast

Tim Turi –  Senior Content Communications Specialist, SIE

Kristen Zitani – Senior Content Communications Specialist, SIE

Share of the Week: Inspiring Women

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In celebration of International Women’s Day earlier this week, we asked you to share the amazing women in games that have inspired you over the years using #PSshare #PSblog. We didn’t just ask for your shares, but to tell us what about these heroines and anti-heroes struck a chord with you. Here are this week’s inspiring highlights: 

“Remaining strong after a great loss in her life, Aloy is nothing short of a strong heroine. All while projecting kindness to others. Something I relate to and try to do daily.” – @kaytanaa on Aloy from Horizon Zero Dawn

“Lara Croft will always be special to me –  This character has genuinely helped and inspired me.” – @XxPAGZxX on Lara Croft of the Tomb Raider series

She is a supporting antagonist in Ghost of Tsushima.
She is not samurai, but she is a born killer. Strong & Beautiful.” – @azuazu1202luna on Tomoe from Ghost of Tshushima

“Jesse takes in so much and adjusts her perspective on reality without fully understanding what’s going on. All she knows is that if she doesn’t fix things, the world is in danger.” – @MdeavorVP on Jesse Faden from Control

“A unique female character that held her own with her brother and ended up becoming his savior from Jack the Ripper. She had strength, smarts & leadership skills. BONUS: We also got to play older Evie!” – @MisthosLiving on Evie Frye of Assassin’s Creed Syndicate

“Seeing Raven overcome her past hardships and grow as a person was amazing to see and carries a meaningful message. Her teaming up with Kat in Gravity Rush 2 was one of the game’s highlights.” – @Draikin on Raven from Gravity Rush 2

“Not all strong women in video games need carry a weapon. Hailey Cooper is know in East Harlem for her talent

Crash 4 dev shares top 10 skins to celebrate launch on PS5

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Everybody’s favorite Bandicoot spins onto PlayStation 5 today with Crash Bandicoot 4: It’s About Time. The dev team at Toys for Bob is thrilled about the improved graphics and performance, DualSense controller features, and all the other enhancements on the way. Of course, Crash and Coco also have a host of colorful skins fans can unlock by playing. To mark the occasion, I run down my favorite outfits from Crash 4, in no particular order. 

Also, in celebration of Crash Bandicoot’s 25th anniversary, with the franchise’s original entry launching all the way back on the original PlayStation in 1996, players can enjoy the Bare Bones skins in Crash Bandicoot 4, available for free upon completion of the game’s second level.

That, of course, is in addition to the Time Shattering skins that players can get first on PlayStation (pictured at the top of this article).*

Through the Ringer Crash

The inspiration for this one was how at the end of every Jackie Chan movie, there were always out takes and bloopers where you would get to see how injured Jackie would get pulling off these incredible stunts.  So, we thought it would be fun to award a skin upon completion of the main story, showing that Crash and Coco “went through the ringer” and came out the other end of this adventure a little worse for wear.  I think this one is hilarious, and the stickers the art team added to the casts push it over the top for me.

General Rule Coco

This Skin is one of the many skins we added in the game that touch on a reference or idea from previous Crash Bandicoot games, but with a fun, unique Toys for Bob spin.  The idea behind this one was a fun “what if” scenario – What If Neo Cortex Successfully trained Crash and Coco to lead his mutant armies? What would they look like?  The concept for this is just so much fun with the old-school evil villain details all over – I especially love the Neo Cortex “N” on the brim of the hat and Coco’s boots here.

Skater XL reveals iconic Embarcadero Plaza level, available now

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What is up PlayStation fans!  We are very excited to be back on the blog, this time with the announcement of a new map that is near and dear to many skateboarder’s hearts. Skater XL has always been about giving access to skateboarding to as many people as possible, including the mechanics, culture, and history that makes skateboarding so special to so many.

When it comes to landmarks in skateboard history, you’d be hard pressed to find more hallowed ground than San Francisco’s Embarcadero Plaza during the 1990’s era. Everyday, SF locals and skaters from across the globe would come to EMB to write new pages in the book of skate history daily on the red bricks, stairs, blocks, ledges to the infamous ‘Gonz’ Gap.

Skater XL reveals iconic Embarcadero Plaza level, available now
 

Our ode to this era, is a tribute to this iconic location packed full of all of the features that made it famous. Created by the Easy Day team, this all new map is now available for download in the Mod Browser on PlayStation 4 consoles.

While we have added DIY elements around the map to include new lines and additional gameplay options, Embarcadero’s most notable features are true to the time and ready for you to make your mark.

The ‘Gonz’ Gap

Ollied for the first time and made famous by skateboard legend Mark ‘Gonz’ Gonzales in 1986, the ‘Gonz’ Gap became the proving ground for early ‘90s skateboarding.  From 1990 through 1996 there was almost no surer way of gaining legitimacy in skateboarding than to successfully land a trick over ‘The Gonz.’ Find the ‘Gonz’ Gap above the “wave” wall, and put your name into the digital skate history books.

The Fountain

Easily one of the most recognizable features of the Embarcadero Plaza, the Vaillancourt Fountain is appealing both for its aesthetics and its skateability.  Grind the surrounding ledges, or skate them as manual pads. We have also added a skateable brick bank and a little surprise coming out of the pond.

The Outer Worlds: Murder on Eridanos launches next week

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Hello PlayStation fans! Today, we’re happy to announce that The Outer Worlds: Murder on Eridanos will be launching next week on March 17. This is the second and final expansion to our critically acclaimed sci-fi role-playing game, and we hope you are excited to check it out. I wanted to give you a bit of a sneak peek into the expansion as well share some interesting details about our journey in making this DLC.

The Outer Worlds: Murder on Eridanos launches next week

In The Outer Worlds you awake from hibernation on a colonist ship lost in transit to the edge of the galaxy. Early on, you assume the role of captain of the infamous ship, The Unreliable, and as you traverse through the corporate-owned Halcyon colony you discover it is your job to either ultimately save or doom the system. You determine if you will be the hero, the villain, or just an uncontrolled maniac. 

We’ve always felt that a core component of Obsidian RPG’s is this element of putting you in control of the story. In Murder on Eridanos you remain in the driver seat of the narrative, but now you must solve who killed the renowned actress Halcyon Helen.

When creating this expansion, we knew we wanted to put our own unique spin on a murder mystery, but it also presented some singular challenges. For example, in The Outer Worlds, your freedom of choice means we must account for many details while you are playing. What skills have you improved? What perks and flaws do you have? Which companions are accompanying you? What clues do you find and what suspects do you interrogate, and in what order? Play anyway you like, and we will unfold the mystery before you.

Like we mentioned, the core of Murder on Eridanos is to solve a crime… and murder is just the beginning of what you will find. You will have to interrogate witnesses, learn about potential alibis, and argue who you believe is responsible. This also leads to some entertaining outcomes as it is up to you to decide what to do. Do you falsely accuse an innocent spectator? Do you present a poor case with lack of evidence? How will others respond? What happens if you try to convince people that you somehow are responsible for the murder? Yes, even that is possible!

Outriders dev reveals new lore video, reacts to demo reception

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On February 25, the Outriders demo landed on PlayStation 4 and PlayStation 5. The demo is a huge slice of the full Outriders game, offering the opening chapter and first three hours or so of the game, with all four classes available to try out, single-player, co-op, and the option to transfer progress to the full game. It’s a hefty appetiser for the full course, which arrived on April 1.

As it’s the start of the game, there’s a good focus on story, as the world of Enoch – and humanity’s struggle to colonise it – is introduced to the world. But what were the events that lead to the start of the game?

In a brand-new animated trailer, we can see how the Outriders journey began, as we follow their expedition to Enoch from Earth.

Outriders dev reveals new lore video, reacts to demo reception
 

And this is where the demo – and start of the game – picks up.

The Outriders demo is tremendous in terms of its scale and scope, and so we wanted to talk to Bartek Kmita, Creative Director at People Can Fly, about how it went down and how it’s helping in the run up to the game’s full release on April 1. 


Toby Palm: At the time of writing, the Outriders Demo has had over two million downloads. What’s been your reaction to the reception of the demo?

Bartek Kmita: It was a real rollercoaster of emotions to be honest. At first, I was excited that so many people wanted to play as soon as the demo was live, but this was followed by a brief panic-moment when servers were not scaling fast enough. When the server situation was resolved we started to see first impressions of the game itself, and the whole team has been watching as many streams, Let’s Plays and think-pieces as we can – it’s been amazing to see what everybody thinks so far. In the end, I’m extremely happy that so many people played the demo and that they are enjoying it.

TP: Some players have managed to rack up, 20+ hours in the game. Several players on the Outriders Discord have played for over 100 hours! Does this surprise you, and what does it say about the size of the full game?

BK: It’s very encouraging for us because a huge, sprawling RPG journey was in essence of our designs. To give people a game with almost endless possibilities around how to build your character and make the whole process of character development as satisfying as possible. And looking now at how people are playing the demo, and how they experiment with all the loot they found gives us a lot of satisfaction. I hope that after the full release, when our players get their hands on all our toys, they will stay

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