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Sol Cresta revealed: PlatinumGames’ 36-years-in-the-making space shooter sequel

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This is Hideki Kamiya, Chief Game Designer at PlatinumGames and creative director of Sol Cresta.

Did you all enjoy the new Sol Cresta trailer? Some of you may be thinking, “A sequel to Moon Cresta and Terra Cresta in this day and age? And from PlatinumGames? And it’s not an April Fools joke after all?”

To explain a bit for those who may not know, Moon Cresta and Terra Cresta were released in the 80s by a game company called Nihon Bussan, better known as Nichibutsu. Both games were vertically scrolling shooters that included a play mechanic where you docked with friendly ships.

At a time when shooting games where you fought alone were the norm, aggressive gameplay that made your ship more powerful as you docked with allies had gamer kids burning with excitement back then, and both games took a place in gaming history. Of course, I was one of those gamer kids and experienced the fever in real time.

Sol Cresta itself is a “free-form docking and shooting” game that PlatinumGames will release, and it bridges the gap of 36 years since the release of Terra Cresta in 1985 as the official sequel and next entry in the Cresta Series.

But just how did this miraculous project come to be? Well, I’d like to tell you the secret of the birth of Sol Cresta.

Starting with Bayonetta and continuing with titles like Anarchy Reigns, Metal Gear Rising: Revengeance, The Wonderful 101, Nier: Automata, and Astral Chain, PlatinumGames has been fortunate to have the titles we’ve released receive acclaim for the “action feel,” and we’ve come to be known as “the studio that makes action games.”

However, as a studio we want to make all kinds of fun games, not just action games.

Since I was a kid, I played and had fond memories of a lot of games; shooting games (although these days this tends to mean FPS), adventure games, RPGs, and more. Eventually I thought, “I want to make games too,” and that dream came true when I became a game designer.

Moon Cresta ©2014 HAMSTER Co.

Terra Cresta ©2014 HAMSTER Co.

But as times changed, technology advanced, and the player base grew, the very nature of games and the corresponding trends changed a lot and having become a creator myself, I was involved with large-scale projects centered around 3D visuals and gameplay. Before I knew it, the kind of games I knew as a kid—the simple, almost primitive yet packed with fun “classic games”—had disappeared from the mainstream market.

This is getting into production talk, but it is no simple task to launch a game project in a genre that’s not mainstream. Furthermore, in my position it’s also my duty to develop the company’s flagship titles. But even while buried by my workload day in and day out, I never forgot the way I felt when I first dreamed of making games, and if only o

Bewitching crafting adventure Wytchwood comes to brew on PS4 & PS5 this Fall

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Hi there, we’re Alientrap Games and today we’re here to share our upcoming game Wytchwood with you! If you’re a fan of fairy tales (the Grimm kind), collecting newt eyes to craft hexes and cursing the living daylights out of shady villains, then read on! 

Made a deal with suspicious black goats lately? Finding it hard to get out of certain magical contracts? Nothing to worry about! In Wytchwood you take the role of a rickety old witch caught up in a dark pact she can’t remember making. You’ll travel the lands and uncover a rich narrative filled with a colorful cast of characters inspired by classic fables. A weeping maiden awaits the return of her lost love, a brutish bear loves nothing more than to knock some heads together, and a feline trickster in a smart pair of boots is plaguing the local market with her deceptions. Only with your magic and sharp wit will you be able to right these wrongs. Maybe with enough good deeds, that pesky billy goat hanging around your house will finally leave you alone! 

Even with all these evils running about unchecked, Wytchwood is fundamentally a chill game where exploration and collecting spell ingredients play a huge part of the experience. As the wicked witch of the swamp, you get to put on your hat- or in this case- your trusty cauldron, and go out into the world to discover what the lush environments hold for you. From the sunny forest, to the gloomy swamp and snow blown mountaintop, each area contains its own unique critters, plants and monsters. If you’re quick enough, maybe you’ll even snare that weird chicken legged fish that’s running around down by the docks! 

What’s a witch without her trusty grimoire? In Wytchwood, crafting potions and spells play a key role in unraveling the mysteries of the world. Did that pumpkin just… move? Crafting a Snagvine spell will be sure to hold it still. That cat seems awfully hungry! Maybe it will give you a special something if you can sate its appetite with a treat. Sometimes, an especially tricky problem will call upon you to dig deep and make something with a little more punch to it. Raising the dead takes more than a little elbow grease, after all. 

Bringing justice to the world and punishing evil doers is no easy feat, but with the right tools and attitude, you might just be the witch for the job! We hope you enjoyed this small peak at Wytchwood. Stay tuned for more news as we get closer to release. Wytchwood is being published by Whitethorn Games and will be coming to the PS4 and PS5 in Fall of 2021. 

How Axiom Verge 2 shakes up the formula

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It’s cliche at this point to say that making games is hard. Of course it’s hard. It’s in many ways even harder to make a game entirely by yourself. But you know what’s really hard? Maintaining your focus and passion on one project for years at a time.

As I’ve said countless times before, Axiom Verge is both my hobby and my job. It puts food on the table and keeps a roof over our heads. But I’m lucky that it’s also what I would be doing even if I wasn’t making a living from it. For that to be true, and to stay true, I’ve got to push the boundaries of what I’m creating. It would be hard for me to maintain my passion for game development if I were just creating a new map layout and new weapons for Axiom Verge and calling it a sequel.

How Axiom Verge 2 shakes up the formula

So I decided to push myself and try something ambitious. I’ve talked a little in the past about some of the technical challenges of making Axiom Verge 2, particularly the earth-like sloping terrain and the intelligent enemies, but I’ve never revealed the biggest challenge and most distinctive feature of Axiom Verge 2…until now.

Here’s the big reveal: Axiom Verge 2 is two worlds in one. Behind the overworld map that I’ve been showing this entire time, there is another interconnected breach world in an alternate dimension. I’ve hinted about this in an early trailer, where the drone goes through some mysterious portal, but I’ve kept this secret for a while.

So first things first, what is the breach? Well, if you’ve played Axiom Verge 1, you may recall a cutscene with this image:

The breach, on the right, is a region of space, long thought to be unpassable, that at first kept the denizens of Sudra safe from the outside universe. [Minor spoiler alert imminent!] In Axiom Verge, someone named Athetos was able to traverse the breach and use a breach attractor to keep Sudra trapped. Hijinks ensue.

I first decided to include the breach in Axiom Verge 2 in some form around 2016. It took a while for the two worlds idea to gel. At first I considered just having one piece of land elevated above the other.  After toying around with a few approaches, I decided that approaching the breach as an additional dimension could unleash a huge range of opportunities for non-linear exploration.

In Axiom Verge 2, you’ll have the ability to enter and exit the breach and discover how that world is connected to the ove

​​​Ghost of Tsushima: Legends gets standalone release, adds new “Rivals” mode on September 3

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Last October, we launched Ghost of Tsushima: Legends, our very first online multiplayer project as a studio, which expanded the gameplay of Ghost of Tsushima into a supernatural world inspired by Japanese mythology. And to say that your support and enthusiasm blew our wildest expectations out of the water is an understatement. We have loved seeing reactions and photo mode shares for the past 10 months, and have lost plenty of sleep staying up late to watch teams streaming their Raid progress. Thank you to everyone who’s played so far! 

With just two weeks to go until Ghost of Tsushima Director’s Cut, we wanted to talk about what’s next for Legends*. As always, just like all Legends content, every update detailed below will be available at no additional charge to owners of any version of Ghost of Tsushima on PS4 or PS5, with no Director’s Cut purchase required. Players on PS4 and PS5 will also be able to play together seamlessly, and progression in Legends carries over regardless of which console you’re playing on. 

​​​Ghost of Tsushima: Legends gets standalone release, adds new “Rivals” mode on September 3

First, today we’re excited to reveal Rivals, an all-new mode coming to Ghost of Tsushima: Legends on September 3 (including new Trophies and cosmetics!). In Rivals, two teams of two will compete to defeat waves of enemies. With each defeated foe, you’ll collect Magatama that you can use to harm the other team. For example, you can spend Magatama on Shades to block your opponents’ purchases, Curses (health drain, exploding bodies, etc), Hwacha fire, and more. Once you’ve spent enough Magatama, you’ll unlock Final Stand waves. Complete these before the opposing team to win!

Ghost of Tsushima

Second, at the same time Rivals launches, we’ll be releasing the Gear Mastery system.

This is a new expansion of the progression systems and rewards for Legends. Players who’ve earned 110-level gear will now be able to bind it to a class and activate “Mastery Challenges.” This will allow a piece of gear’s Ki level to be upgraded to 120 and eventually unlock a second perk slot! As you activate Mastery Challenges, you can also unlock a new Ability and new Techniques for each class.

Starting on August 20 (release date of Ghost of Tsushima Director’s Cut), we’re also releasing an update that will add new features to Legends, including some changes based on feedback from the community. We’ve rebalanced the Survival mode to shorten the session length and added new weekly Survival Nightmare challenge variants. We’ve also unlocked additional cosmetics in Legends for players who’

(For Southeast Asia) Ghost of Tsushima: Legends gets standalone release, adds new “Rivals” mode on September 3

Game Ace Pro 0 0 Article rating: No rating

Last October, we launched Ghost of Tsushima: Legends, our very first online multiplayer project as a studio, which expanded the gameplay of Ghost of Tsushima into a supernatural world inspired by Japanese mythology. And to say that your support and enthusiasm blew our wildest expectations out of the water is an understatement. We have loved seeing reactions and photo mode shares for the past 10 months, and have lost plenty of sleep staying up late to watch teams streaming their Raid progress. Thank you to everyone who’s played so far!

With just two weeks to go until Ghost of Tsushima Director’s Cut, we wanted to talk about what’s next for Legends*. As always, just like all Legends content, every update detailed below will be available at no additional charge to owners of any version of Ghost of Tsushima on PS4 or PS5, with no Director’s Cut purchase required. Players on PS4 and PS5 will also be able to play together seamlessly, and progression in Legends carries over regardless of which console you’re playing on.

(For Southeast Asia) Ghost of Tsushima: Legends gets standalone release, adds new “Rivals” mode on September 3

First, today we’re excited to reveal Rivals, an all-new mode coming to Ghost of Tsushima: Legends on September 3 (including new Trophies and cosmetics!). In Rivals, two teams of two will compete to defeat waves of enemies. With each defeated foe, you’ll collect Magatama that you can use to harm the other team. For example, you can spend Magatama on Shades to block your opponents’ purchases, Curses (health drain, exploding bodies, etc), Hwacha fire, and more. Once you’ve spent enough Magatama, you’ll unlock Final Stand waves. Complete these before the opposing team to win!

Second, at the same time Rivals launches, we’ll be releasing the Gear Mastery system.
This is a new expansion of the progression systems and rewards for Legends. Players who’ve earned 110-level gear will now be able to bind it to a class and activate “Mastery Challenges.” This will allow a piece of gear’s Ki level to be upgraded to 120 and eventually unlock a second perk slot! As you activate Mastery Challenges, you can also unlock a new Ability and new Techniques for each class.

Starting on August 20 (release date of Ghost of Tsushima Director’s Cut), we’re also releasing an update that will add new features to Legends, including some changes based on feedback from the community. We’ve rebalanced the Survival mode to shorten the session length and added new weekly Survival Nightmare challenge variants. We’ve also unlocked additional cosmetics in Leg

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