Call of Duty: Vanguard multiplayer and beta details revealed

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In Call of Duty: Vanguard’s gripping Campaign, PlayStation players will witness the birth of Special Forces. In Multiplayer, you are the Special Forces. Prepare for tactical combat with a focus on a global cast of Operators, all deeply integrated for a new era of Multiplayer.  We’re excited to give you a view of the massive offering that Call of Duty: Vanguard is bringing to Multiplayer on November 5.  You won’t want to miss it, and fortunately PlayStation players won’t have to wait long to squad up and dive in.

Call of Duty: Vanguard Multiplayer is ready to rise on every front. Here’s your first look at the action ahead:

Call of Duty: Vanguard multiplayer and beta details revealed

Call of Duty: Vanguard Beta dates

Before the game launches on November 5, you’ll have the chance to play Multiplayer through the Call of Duty: Vanguard Beta, and for PlayStation players that chance is right around the corner. 

The Beta takes places over two weekends:

Weekend 1 – PlayStation Early Access

Available to those who pre-order Call of Duty: Vanguard  for PlayStation 5 or PlayStation 4, this first weekend takes place from Friday, September 10 at 10 AM PT / 6 PM BST to Monday, September 13 at 10 AM PT / 6PM BST.* That’s this weekend, so to make sure you’re ready you can head to the PlayStation Store to pre-load now.

There’s a robust MP experience waiting in weekend one: play the new Champion Hill tournament mode or go classic with Team Deathmatch, Domination, and Kill Confirmed. Also try Patrol, a new Multiplayer mode featuring an objective that’s constantly on the move. Weekend 1 features three Multiplayer maps: Hotel Royal, Red Star, and Gavutu, which span three different fronts of WWII and three distinctly different environments.  

Weekend 2 – PlayStation Open Beta

Then, keep the action going during Vanguard’s second Beta weekend, which is completely Open for PlayStation players**.  This second weekend lasts from Thursday, September 16 at 10 AM PT / 6 PM BST to Monday, September 20 at 10 AM PT / 6 PM BST. Stay tuned to the Call of Duty social channels for more info as we get closer to those dates.

In addition to being among the first to try out the core Call of Duty: Vanguard MP experience, those who participate in the Multiplayer Beta (either in the Early Access weekend and/or the Open Beta weekend) and who reach a Level of 20 will rec

The puzzle box is open: Pinhead joins Dead by Daylight

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 Hello, People of the Fog!   

If one were to create a Mount Rushmore of 80s horror icons, you’d be hard-pressed not to include Hellraiser’s Pinhead on the side of that cliff. Even though, let’s face it, he’d be an absolute nightmare to sculpt.  

Few villains can claim to be as memorable, prolific, and downright original as this staple of horror cinema. All the more reason it was so important to do Pinhead justice as we welcomed him into Dead by Daylight.  

We tapped our creative team to shed some light on the process, the pleasure, and the pain of taking everything that makes Pinhead unique… and translating it into a video game. 

The Hellraiser Chapter is available now in Dead by Daylight!  

The puzzle box is open: Pinhead joins Dead by Daylight

That Cenobite vibe 

Calling Pinhead “recognizable” is an understatement, and no matter how fun the apex Cenobite might be to play, if the look and feel isn’t right, the fans’ connection to the character is lost. Getting it right starts with the source material.  

“We watched and rewatched that original movie again and again to try and make sure our movements and behaviors in-game rang true with Pinhead,” shared Animation Director, David Prenoveau. “After discussion with the design and art teams, we tested these movements on an existing Killer – The Trapper – to make sure we could actually feel that very specific Cenobite vibe coming through even on another character model.” 

It’s said that during production of the original Hellraiser, explicit direction was given to Pinhead to subdue his movements and gestures. The goal was for the character to maintain an aura of complete control at all times. The challenge then fell to David and his team to translate that same essence into Dead by Daylight, where Killers need to be very mobile.  

“Pinhead is very stoic in the first two movies. His movements are restrained and effortless,” explained David. “We just couldn’t imagine him doing things like kneeling down to pick up Survivors and tossing them over his shoulder.”  

“In DbD we have a basic set mechanics that are common to all Killers like picking victims up and tossing them onto hooks. For every single one of these we asked ourselves ‘how can we make sure this really feels like Pinhead?’ Our answer ended up being to use his chains and hooks as an interaction tool. As the player you control Pinhead’s chains and use them to manipulate Survivors in ways other Killers need to do by hand. We’re hoping this touch makes the player feel even more powerful when they’re playing as Pinhead!” 

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Designing Deathloop’s Colt & Julianna

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Many aspects of Deathloop have gone through changes since we started this project, but through this entire process, we’ve had our main characters, Colt and Julianna, to serve as our guiding lights. From the earliest stages of the development, we knew who we wanted them to be and how we wanted them to act and react. We created their personalities, quirks and flaws. And, of course, we crafted absolutely badass designs for them. 

Remembering where we come from

The first thing we think about when starting research on a new project is what we want to retain from our previous titles and what we want to push in other directions. Many people know us for the Dishonored franchise and its unique and identifiable art style. We strive to constantly keep our artistic style evolving and maturing, while still maintaining what makes it unique and “Arkane-y.” 

In the case of Deathloop we wanted to keep some stylized cloth and anatomy, but we also wanted to introduce more realistic proportions and push the realism of our anatomy. We want our characters to feel like part of the world. They have a past and carry some heavy stories. Our style aims at highlighting our characters’ personalities, while idealizing certain proportions. We maintain clear shapes and readable lines and avoid visual noise, high frequencies and unnecessary details. We usually invest several months in the early stages of the project into finding the right balance between stylized and realistic when it comes to volumes, textures and materials. We want the characters to be readable from a distance, yet detailed and rich when you get close to them. 

Viewing the 1960s through the Arkane lens

When Art Director Sebastien Mitton suggested grounding Deathloop in the 1960s, the idea resonated with the team straight away. We had spent a decade in the Victorian era with the Dishonored series, and this was a refreshing change for the studio. We saw the 1960s as a fantastic playground to develop new visual ideas. However, each of us have our own visual culture and understanding of the 1960s. It took some time and absorbing conversations to grasp how we wanted to design an Arkane take on the 1960s. 

We gathered hundreds of references and looked at important figures from the fashion world of the 1960s. Courrèges’ clothing, Pierre Cardin’s vibrant colors, Vidal Sassoon’s distinctive hair styling, and many, many more. We developed some specific types of materials representative of the 1960s, like the glitter material you can see on certain weapons and characters, or the translucent plastic from some of the sculptures present on the island. 

The birth of Colt and Julianna

Julianna and Colt were conceived as a stylish fighting duo. We knew from the beginning that the characters would have tons of dialogue and interaction with one another, and we wanted them both to look equally elegant and engaging. 

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PlayStation Now games for September: Tekken 7, Killing Floor 2, Final Fantasy VII, Windbound

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Epic adventures, fantastical lands, daring heroics and thrilling combat awaits PlayStation Now members this month, with a mammoth new selection of titles available to play starting tomorrow, Tuesday, September 7.

Let’s check out each of the games in turn.

PlayStation Now games for September: Tekken 7, Killing Floor 2, Final Fantasy VII, Windbound

Tekken 7*

Discover the epic conclusion of the Mishima clan and unravel the reasons behind each step of their ceaseless fight. Tekken 7 features stunning story-driven cinematic battles and intense duels that can be enjoyed with friends and rivals alike through innovative fight mechanics. Love, Revenge, Pride. Everyone has a reason to fight. Values are what define us and make us human, regardless of our strengths and weaknesses. There are no wrong motivations, just the path we choose to take.

●  Tekken 7 available until February 28, 2022

PlayStation Now games for September: Tekken 7, Killing Floor 2, Final Fantasy VII, Windbound

Killing Floor 2

Combat vicious threats solo, or team up online in this first-person shooter. A failed experiment has given rise to monstrous creations that have torn through Europe. With governments collapsing, volunteers and mercenaries have banded together to protect the populace from the growing bio-threat,called Zeds, heading into hot zones to wipe them out and save civilization. 

Observational thriller Conway: Disappearance at Dahlia View launches November 2 on PS5, PS4

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Hey everyone, I’m Pete Bottomley, Designer at White Paper Games, and I’m excited to be back on PS Blog with some big news. We’re thrilled to announce that Conway: Disappearance at Dahlia View is launching on PS5 and PS4 on November 2!

Observational thriller Conway: Disappearance at Dahlia View launches November 2 on PS5, PS4

For those of you unfamiliar with our latest game, Conway: Disappearance at Dahlia View is a gripping observational thriller set in 1950s England. When 8-year-old Charlotte May is reported missing from Dahlia View, retired detective Robert Conway searches for the truth behind her disappearance, observing his neighbours from his apartment window and questioning their behaviour. As suspicions escalate, Conway launches his own investigation into Charlotte May’s disappearance, following leads, uncovering new evidence, and piecing the case together on an unpredictable path to the truth.

We designed Conway around three core gameplay loops to observe and profile suspects: Observation, Search and Evidence Review. During the Observation sequences, Conway observes the Dahlia View estate through the lens of his camera to watch his neighbours and photograph suspicious activities. With the DualSense Wireless Controller’s adaptive triggers, you’ll be able to feel the satisfying snap of a 1950’s camera as you photograph evidence and search Dahlia View for clues.

When the investigation leads Conway into his neighbours’ homes to follow up on leads and search for evidence, the DualSense’s haptic feedback will let you feel the texture and bumps of different surface types, like old cobblestone streets and creaking floorboards, adding to the immersion and suspense of Dahlia View.

The PS5 version will include two visual modes: a native 4K resolution mode for pin-sharp image quality and a Ray Tracing mode to experience the world of Dahlia View with enhanced fidelity.