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Inside Fatal Frame: Maiden of Black Water’s haunting new Photo Mode

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Hi everyone, this is Keisuke Kikuchi, the producer of Fatal Frame: Maiden of Black Water. Alongside the series director, Mr. Shibata, I have been involved in every title in the Fatal Frame series, and thanks to all of our fans and their support, we are now celebrating the 20th anniversary of the franchise. 

While the series condenses the essence of Japanese horror in each title, we decided on a different type of fear as the overarching theme for each game. For the upcoming Fatal Frame: Maiden of Black Water, we use the motif of Japanese “haunted places,” and the ability of the player to take their camera and walk around these stages. The main theme for this particular entry in the series is “fear related to water.” To accomplish this, we made sure many of the locations were very damp to give them the feel that a ghost could appear at any time, a theme that is very common in Japanese horror. 

One of the main features I would like to discuss with all of our fans today is the new photo mode, a first for the series. You can now make your own “ghost photography” and post them on social media so that others can see how interesting and scary the series really is. While other games have implemented a photo mode, the Fatal Frame series puts an emphasis on cameras and pictures as the most important items in the game (even using the camera, called the camera obscura, as a weapon to defeat the ghosts!), so the things you can do in this mode are a bit different when compared to other series. 

And since the main concept behind this new mode is to allow players to make their own original “ghost photography,” we made sure to include filters and other features to provide a number of different options to customize their work. Players can utilize photo mode with the press of a button at almost any part of the game, with the exception of a few particular events. 

World premiere of Uncharted movie trailer

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This is a pretty epic day for us at Naughty Dog. It’s been almost fourteen years since our team first brought you the bombastic, jaw dropping, globe-trotting adventures with Nathan Drake, Chloe Frazer, and all the lovable characters that have come to make up the franchise – Sully, Sam, Elena, Nadine and beyond!

Uncharted has had huge impact, not only on the people that created it, but to millions of worldwide fans, becoming one of PlayStation’s most enjoyed franchises – spanning four stand-alone titles as well as a spinoff starring Chloe Frazer with The Lost Legacy as well.

Today, we’re humbled and incredibly excited to show you the world premiere of the first official trailer for the much-anticipated Uncharted movie – starring Tom Holland, Mark Wahlberg, and Antonio Banderas. In a collaboration between Sony Pictures Entertainment, PlayStation Productions, and Naughty Dog, we captured the spirit, spectacle, and heart that Uncharted is known for (some of you will recognize some of the humor, landmarks, music, and relics).

In discussions with the film’s director, Ruben Fleischer, he shared that he “made the movie for both hardcore fans of the game and those who are not yet familiar with the franchise and believe that both will be equally entertained by this incredibly fun and action-packed film.”

It’s going to be an epic, emotional ride for new and old fans as we watch Nathan Drake make his big screen debut. Sic Parvis Magna indeed!

Without any further delay, presenting the Uncharted movie trailer.

World premiere of Uncharted movie trailer

Uncharted will be available exclusively in theaters on February 18, 2022. On behalf of everyone at Naughty Dog, thank you! Uncharted: Legacy of Thieves Collection will be available on PS5 and PC in early 2022.

God of War (2018) is coming to PC

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We’re thrilled to announce that God of War (2018) will be coming to PC on January 14, 2022! All of us at Santa Monica Studio have been humbled by the immense amount of support and passions fans of the God of War series have shown in the latest chapter of Kratos’ story since its release. As of August 2021, 19.5MM copies for God of War on PlayStation 4 have been sold through and we can’t wait to share that experience with a whole new group of players on PC. 

God of War (2018) is coming to PC

Our primary goal when bringing God of War to PC was to highlight the exceptional content the team created and leverage the powerful hardware that the platform offers to create a uniquely breathtaking and high-performance version of the game.

You’ll be able to enjoy the full potential of our cinematic, no-cut camera as it follows Kratos and Atreus across the realms with the option of true 4k resolution, on supported devices, and unlocked framerates.

Our PC version includes a wide range of graphical presets and options so you can fine-tune your visual experience based on your setup. From higher resolution shadows and improved screen space reflections to enhancements to the ambient occlusion pipeline with GTAO and SSDO – God of War on the PC can create striking visual quality unique to the platform.

We’re also happy to announce that we will have full integration with NVIDIA Deep Learning Super Sampling (DLSS) available on RTX. You won’t have to sacrifice high graphical settings and output resolutions for high performance in God of War.

In addition to DLSS we will also have NVIDIA Reflex low latency technology available. Reflex delivers a more responsive experience allowing you to react quicker and hit harder combos.

Alongside the graphic and performance improvements, we are also offering 21:9 ultra-widescreen support.

From the heart-pumping clashes in combat to the quiet moments where you can take in the otherworldly beauty of the Norse wilds across the Nine Realms, our panoramic widescreen support will make every moment feel more like a truly theatrical experience.

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The birth of Deathloop’s powerful kick

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Our team at Arkane has always loved a good kick. In fact, we’ve been looking for ways to get it back into our games for a while. We liked the Dark Messiah kick very much, but there was no real need for it in Dishonored as other systems were serving the same purpose. Finally, in Deathloop, we had our chance to resurrect it. We decided with this game we were going to expand on the melee combat by adding new tools and moves. Thus, we revived the kick.

The birth of Deathloop’s powerful kick

The kick has gone through a lot of testing and evolution. I remember our earliest discussions were all about which kind of kick is the best kick. Dinga [Bakaba, game director] and I both practice different martial arts, so our coworkers would often see us talking about and performing front, back and rotating kicks. (No one was harmed in the process.)

The first code implementation was done by Gameplay Programmer Pierre-Adrien Branche. When we finally got it into the game, we did a lot of testing with animators to have the kick look good in both first- and third-person. We tried different legs, size, leg orientation… You name it, we probably tried it. We experimented with different kicks, like a low kick when aiming below the horizon and a (very cool) flying kick, but that one became useless when we decided that the regular kick would just shove an NPC.

First early development Deathloop kick implementation

Here to help explore Colt’s calamitous kick with me is Jérôme Braune, game systems designer.

Braune: In these comparison images, you can see that in an early version of the kick the foot orientation was different and the leg was displayed more in the center of the screen. To free some space and prevent visual noise around the crosshair, the leg position and foot orientation was later moved further to the right. 

Foudral: When we were finally happy with the visuals of the kick, a lot of work was put into making it responsive and easy to use in all si

Sensing your surroundings in Heavenly Bodies, coming in 2021

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Hello! Alex here, I’m a designer and the technical lead at 2pt Interactive. As many of you may know, we’re the little indie studio making the challenging, physics-based game Heavenly Bodies.

Ahead of our fast-approaching 2021 release (put it in your diaries, folks), I wanted to take some time to share why we’re so excited to be working with the PS5 to make our passion project.

A quick refresher

For those who aren’t as familiar with it, Heavenly Bodies is a game about cosmonauts, the body, and the absence of gravity. You move the limbs of a weightless, physically simulated space engineer (or two, in local co-op) to assemble and maintain structures and systems aboard a rickety space station. Your assigned tasks will often appear straightforward, but without gravity to keep you grounded, even the most mundane requests will require wit and willful coordination to perform.

Make sense? Okay, Welcome aboard.

Why we love using the DualSense wireless controller

At its heart, Heavenly Bodies has been created with the love for rich detail, physicality, and tactility. We’ve engineered a uniquely challenging movement scheme which lets you manipulate each limb of your weightless body. While (very) tricky at first, these flexible controls paired with physically simulated environments make for a world that begs to be tinkered with.

With a game that quite literally requires you to feel your way through the environments, you can only imagine our excitement with the opportunity to use the features of the DualSense controller. With the triggers used to grasp your cosmonaut’s hands and a chaotic, zero-g environment where bumps and thumps are inevitable, it made so much sense for us to use the adaptive triggers and haptic functions to transport you into the floppy suit you see on screen.

Feel the palms of your hands… at your fingertips

The best way to play Heavenly Bodies is by using your cosmonaut’s hands. You’ll need to grip with the triggers to grab onto objects and to push yourself off walls. The DualSense controller’s adaptive triggers are remarkable at communicating what objects and surfaces are within your cosmonaut’s grasp.

For example, when doing some weeding in the oxygen garden, you’ll feel the delicate stalkiness of dry plants compared to the thick, hard metal framework of the station.

And this scrunchy piece of paper? You can bet it feels scrunchy.