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Top tips to tackle Fall Guys Season 4.5’s new Rounds

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Fall Guys: Ultimate Knockout’s Season 4 beamed players into a neon-drenched Blunderdome of the future, full of fluorescent treats and techno beats. Today’s major mid-season update brings heaps of new content including two new Rounds, the roll out of Custom Lobbies, plus plenty of fixes, features and improvements for stumbling enthusiasts worldwide! Here’s what you need to know, with top tricks and tactics straight from the team to help you tackle our latest Rounds and grab those EZ quals!

Top tips to tackle Fall Guys Season 4.5’s new Rounds

Fall Guys Season 4.5 brings two fresh (and deliciously different!) Rounds to conquer on your quest for the Crown…

Button Bashers – It’s cool to duel!

For the first time ever, Fall Guys players will face off 1v1 in a quick-fire mini arena bout! Button Bashers separates brave beans into pairs for a rapid reaction face-off, with the goal of reaching lit buttons first to earn points while navigating fiendish obstacle effects. Most points when the clock runs out claims victory, with nerve-wracking overtime in the case of a draw…

“My main advice for players would be to keep calm and rethink how you approach obstacles!” says Harry Prebble, game designer and Button Bashers creator. “When you grab that first point, it can be a shock seeing an obstacle activate, so your instinct may be to back away as quickly. However, think of these as an opportunity to up your game—Low Gravity Zones and Fans can also propel you way faster than walking, so if you get your angles right, these can become short-cuts to the next button and another vital point.”

As a timed round, you’ll be eager to wrack up those points as quickly as possible, but knowing when to let points go can be just as important for sealing qualification. Community Manager B

How Housemarque created Returnal’s immersive DualSense controller effects

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Hello everyone! We at Housemarque hope you are all enjoying Returnal. We’re so amazed by and grateful for the responses so far. I want to thank you on behalf of the entire team.

In Returnal our goal was to use the DualSense wireless controller to provide a physical experience of feeling, fighting and exploring Atropos. We wanted to add texture and feedback both in terms of gameplay but also bring a new level of immersion and atmosphere.

For the technical side and implementation, we have Harvey Scott, one of our amazing sound designers from PlayStation Studios’ Creative Services Group in London contributing to this post. Harvey was a key sound designer for the haptic feedback in Returnal, and a lot of what you feel in the game is Harvey’s amazing work. More from him later in the article.

During production, our teams were some of the first in the world to experience and learn about PlayStation 5 at Housemarque. I remember clearly our XDEV Producer Pedro Sousa showed us some technical demos from teams in Japan, and he inspired us and drove us to make the most of this technology. We were all struck by the DualSense controller prototype and the potential presented by haptics and adaptive triggers.

With the adaptive triggers on the DualSense controller, our Player Team at Housemarque performed lots of tests and research into how we could use this new functionality in Returnal. We knew we had amazing weaponry on Atropos and using the adaptive triggers for this firepower was a natural fit. Henri Markus, game designer, researched and spent a lot of time with the adaptive triggers, and eventually Henri and Harri Tikkanen, co-founder of Housemarque, came up with the alt-fire trigger functionality – pull half-way to focus aim, feel the satisfying click and then all the way down to enter the alt-fire mode.

Less than a week after receiving the PS5 development kit and our own prototype of the controller, the feature was in the game. At first, implementation didn’t click for us. However, as we tested, refined, and polished, it all came together.

We also started to envision our use of haptic feedback with the DualSense controller for Immersion, Communication and Power. Harvey will now provide more of a deep dive into how we wanted you to feel the journey, the texture and actions as you fight through Atropos with Selene to “White Shadow.”

Next up, Harvey Scott, sound designer who worked on Returnal, explains how Returnal’s soundscape ties together with the DualSense controller to make a truly immersive experience:


The DualSense controller’s haptic feedback is powered by technology that makes it similar to that of a loudspeaker or headphones. Which means that as a sound designer, I can take the same principles and techniques used for designing sound and apply them to creating interesting haptic feedback experiences.

When we first began working on Returnal we knew we had to realise the full potential of the DualSense controller, whilst also staying true to the other design pillars of the game, and above all, creating the best possible experience for the players exploring Atropos with Selene.

Immersion

The immediate new potential the DualSense controller brought to the table is the ability to fully convince and immerse players with haptic feedback detail that simply was not possible before. We can now provide subtle details that cross the threshold for what the hands and brain believe to be real and truly bring the players consciousness into the world on screen.

As an example, the rain in Returnal is complemented by subtle raindrop haptic pulses, that are procedurally synthesised at runtime, which allowed us to refi

Two new DualSense wireless controller colors hit shelves starting next month

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Since the launch of the PS5 console last November, we’ve been delighted to hear all the amazing feedback and experiences about the DualSense wireless controller from the PlayStation community.

Today, we’re thrilled to introduce two new colors that will be joining the DualSense controller lineup starting next month: Midnight Black and Cosmic Red. Midnight Black features two subtly different shades of black with light grey detailing to reflect how we view space through the night sky, and Cosmic Red offers a striking black and red design inspired by the unique vivid shades of red found throughout the cosmos.

Two new DualSense wireless controller colors hit shelves starting next month

This new lineup of colors will be available at participating retailers globally starting next month. The exact date will vary by location, so check your local retailers for availability. Click here for more information about the new colors.

DualSense

The DualSense controller marked a radical departure from our previous controllers by delivering innovative features like haptic feedback and adaptive triggers*. The features weren’t the only noticeable transformation – the bold, two-toned color choice was also a significant pivot from our previous controllers. As this marks the first release of new colors for the DualSense controller, we asked Leo Cardoso and Satoshi Aoyagi from our design team to share some additional insights about the color choice and selection process:


“Our goal is to always find designs that will surprise and entice our fans, and these new colors are the result of an extensive selection process. We wanted the new controller colors to complement each other, as well as the original DualSense wireless controller and PS5 console, so we designed the colors around the theme of ‘galaxy’ as it felt like a natural progression from the original PS5 and accessories designs.”

– Leo Cardoso

“Both Midnight Black and Cosmic Red feature a subtle blue hue, that produces unique shades of red and black. A blue hue is also present in the original DualSense wireless controller colors, so all three colors complement each other nicely. The contro

Manifold Garden to receive PS5 upgrade on May 20 and physical release

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Hello again, PlayStation! Today we’re thrilled to announce that we’re releasing a native PlayStation 5 version of Manifold Garden next week on May 20. Even better, if you own the PS4 version or the PS4 Deluxe Edition, you will be able to upgrade for free!

Here is our launch trailer for Manifold Garden on PS5:

Manifold Garden to receive PS5 upgrade on May 20 and physical release

The PS5 version of the game runs at native 4K at 60 FPS and loads very fast. If you want to load the game even faster, you can “Resume” from an activity card and begin playing the game within five seconds. We’ve also taken full advantage of the haptics made possible by the DualSense wireless controller. Additionally, the entire title supports the Official Game Help feature for eligible PlayStation Plus subscribers. Every puzzle in the main progression of the game is fully documented in solution videos without showing you puzzles you haven’t already seen. 

So what does the extra fidelity of the PS5 version look like in practice for Manifold Garden? A core part of the game is traversing through beautiful and impossible architecture, so we’re thrilled that players can experience the world as it was meant to be viewed – in full 4K.

It also means higher levels of details and more objects on screen for some of our more complicated visual effects:

And finally, the significantly improved draw distance of the PS5 version really helps build the unsettling and beautiful atmosphere, surrounding the player in an endlessly recurring sequence of geometry.

Wataru Hachisako, Resident Evil Village’s Audio Director, believes 3D audio can bring something new to the iconic survival horror series. “It’s very important in the horror genre to apply fear to the player’s imagination through elements they cannot see,” he explains. “I want players to be able to enjoy the experience of encountering a new enemy, even before they’ve visually chanced upon it. I believe 3D audio has the specs t

Outbreak: Endless Nightmares launches on PS5 and PS4 May 19

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Hey survivors! I’m Evan Wolbach, founder of Dead Drop Studios, and a solo indie developer working tirelessly to drag you kicking and screaming back into the world of survival horror. I’m here to tell you all the grisly details about Outbreak: Endless Nightmares and explain how PlayStation, especially PS5, has allowed the series to take a generational leap. Get ready to lose yourself in this new nightmare.

Apocalyptic levels of player feedback led to this nightmare

For almost six years players have been blasting away the undead in the Outbreak series, covering the events of an undead apocalypse. Each title has slowly iterated based on player feedback but now it’s time for a generational leap. High quality mo-cap animations, a persistent gameplay experience to level up your survivor over a 10+ hour adventure, semi-procedurally generated levels, access to multiple camera views, improved co-op split screen experience with a streamlined interface, a deep crafting and loot system, and much more are waiting for you. 

Outbreak: Endless Nightmares is a love letter to retro survival horror.

Face the undead any way you choose

You now have the opportunity to choose how you want to play this nightmare. The entire game was built from the ground up to play great in a classic survival horror fixed camera, over-the-shoulder or first-person view, with intentional focus on designing environments so enemies, traps and loot is visible in all views. However, that doesn’t mean there aren’t secrets hidden around, and you might find that a useful item obscured in the fixed camera view is revealed when you swap to over-the-shoulder. With user-configurable options like FOV, inverse look, left-or-right player placement in OTS view and much more, you can configure the camera exactly as you’d like.

You also now have access to a free-look tactical camera that you can use to survey the environment for danger. When using the tactical camera, the entire game freezes, including all physics and visual effects, so you can line up the perfect screenshot too.

Escape from madness in Call of the Sea on PS4 and PS5, out tomorrow

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Hello! We are Out of the Blue Games, an indie game studio from Madrid, Spain. On December 8, we launched our debut title Call of the Sea, a personal and emotional first-person puzzle adventure where you take the role of Norah Everhart, a woman who has crossed an ocean in the search of her husband’s missing expedition. 

Everything has been awesome since then, reviews, critics, awards… We are really happy with the way things are going with Call of the Sea, so we wanted to make sure it reached as many players as possible. 

Escape from madness in Call of the Sea on PS4 and PS5, out tomorrow

So we definitely had to bring Call of the Sea to PlayStation! The game will be available on PS4 and PS5 tomorrow, May 11. 

And what will PlayStation players find in Call of the Sea? To sum up, it’s a love letter to puzzle games and Lovecraftian stories set in the Pacific in the 1930s.

Exploration of the lush island Nora finds herself on is driven by the game’s narrative and its puzzles. Those are hidden throughout the environment and need to be solved to uncover more of the game’s world and its story. Your journey will take you across and below the island, getting to know both it and Norah’s needs as a character. All backed by a magnificent instrumental soundtrack composed by Eduardo de la Iglesia.

But Call of the Sea is not an ordinary puzzle game. We wanted to intertwine every puzzle to every emotion Norah feels and experiences while keeping it tightly tied to the narrative. This way, the player experiments the initial fascination of Norah on the island, and the fear for the wellbeing of her husband as she progresses, as well as the bewilderment at the strange events and landscapes she discovers in the most secluded places of the island (and that are beautifully rendered by Unreal Engine 4). Call of the Sea is not only a thrilling 30’s pulp adventure but also a woman’s journey of self-discovery. 

Call of the Sea is a Lovecraftian, but not a conventional Lovecraftian game either. While most of the H.P. Lovecraft stories are about a passive subject that descends into madness, Call of the Sea tells the story of a resolute woman’s rise to sanity, in a story that revolves around the acceptance of one’s true nature. 

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