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Change the course of history with Wanderer – a time travel PS VR adventure

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The fate of humanity lies in your hands. No big deal right? We hope you have your time travelling shoes ready people ‘cause we’re super excited to finally share our teaser trailer for Wanderer! Get your first look below at this epic and unique VR adventure – brought to PS VR by our New Zealand-based indie game studios Oddboy and M Theory.

Change the course of history with Wanderer – a time travel PS VR adventure

Wanderer takes you back through the ages to reshape humanity’s fortune. Playing as Asher Neumann, you’re thrust into an unexpected journey to change the course of history. 

You find yourself in an alternate, apocalyptic timeline where the search begins for your grandfather’s lost apartment and the mysterious artifacts that are hidden within. With the discovery of an unusual wristwatch, you forge a friendship and unlock the power to traverse time and space.

Wanderer combines a unique blend of escape room-style puzzles and hands-on action sequences that will see you bring together objects and events from various time periods in sometimes unlikely and inventive ways. Take a step back into history, with full motion control on dual PS move controllers, to experience beautifully detailed worlds that come to life with realistic and innovative physics-based interactions.

Uncover traitors in the dying days of an arms race as you crack codes during WW2. Prepare intricate machinery alongside frenzied inventor Nikola Tesla as you help prepare his world power machine. Take the stage in 1969 and give the performance of a lifetime to unite a generation. Defend a king and civilization from what seems to be an inevitable downfall in the 1500s. Accompanied by a cinematic score, Wanderer captures and intricately weaves the sounds of these environments with the story as it unfolds

Will you have what it takes to navigate the secrets of the past and prevent the collapse of civilization?  Do you follow what you know to be true or are there forces at play beyond your control? 

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Days Gone PC gameplay revealed, launches May 18

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Days Gone is coming to PC! We cannot wait to see more players experience the epic journey of Deacon St. John, a former outlaw biker now drifter and bounty hunter trying to survive in a post- apocalyptic open world where danger lurks around every corner. Explore the sprawling Pacific Northwest high-desert on your trusty Drifter bike as you try to maneuver around collapsed bridges, abandoned vehicles, ambush traps and blocked tunnels. Scavenge supplies from abandoned buildings to craft assorted items, barter with local camps and gear up for the ride through an infested ever-changing environment.

We are very excited to share our first look of Days Gone on PC with our features trailer. Catch a glimpse on what PC features you can expect to see when booting up Days Gone for the first time on May 18, 2021. Days Gone is available now for Pre-Purchase from a range of digital retailers, including Steam and Epic Games Store.

Days Gone PC gameplay revealed, launches May 18

Our team has been hard at work to deliver our new and returning players a unique experience with Days Gone on PC. Here are the added features that can be seen from the trailer:

This World Comes For You

Take on the relentless Old Sawmill horde with 21:9 ultra-wide monitor support. Come across various enemies in this harsh open world including humans, wildlife and feral creatures known as Freakers, with unlocked framerate. Fighting hordes that range up to 500 Freakers at one time has never felt so real.

Be in Control

Traverse the vast Farewell Wilderness with our new display customization options that include increased level of detail, foliage draw distances and graphical customization. Play Days Gone the way you want to play. Use 1st and 3rd party controllers, or ride the Broken Road with input support for mouse and keyboard.

 Photo Mode

Capture the realistic and detailed world of Days Gone through the new super resolution photo mode. Share your photos with us across our Bend Studio social channels; Twitter, Facebook and Instagram. We can’t wait to see what shots you come up with!

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Tools Up! announces Garden Party, a trio of DLC episodes

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Spring has finally arrived and Tools Up! is back with an all-new DLC, Tools Up! Garden Party. Gather your friends or play it yourself on PlayStation 4, but hop to it because these gardens need your help!

Tools Up! announces Garden Party, a trio of DLC episodes

The DLC consists of three, separately-released episodes, each with 15 unique levels, new tools, and mechanics, as well as a challenging opponent. While episodes 2 and 3 are coming soon, Episode 1: The Tree House is ready to play now.

What is waiting for you in Episode 1?


What is one of the most important things in any garden? Beautiful and lush green grass of course! It’s so nice to lie on it and look at the blue sky, right? Tools Up! Co. love it too, but there’s lots of work to be done before anyone can rest.

In Tools Up! Garden Party you’ll grow grass from seed. To get the best results though, you’ll have to first pull up any old grass and prepare the soil well for planting. And of course you’ll have to water your seedlings too.

Have you been getting a lot of rain? Because it looks like your lawn is completely out of control! No big deal, just start the lawn mower and give the grass a trim. Wait—we said no big deal, but you know to not run over your friends right? Right

If you find a lawn mower to be too difficult a tool, get back to the basics and use scissors or even your hands. Experiment to discover all the ways different tasks can be completed.

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Flip, grind, and bust tricks through your own adventure in OlliOlli World this winter

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Hey PlayStation friends, Simon here from the Roll7 team. It is great to be back to talk about our new game OlliOlli World. Some of you may remember us back when we launched OlliOlli and OlliOlli2: Welcome to Olliwood on the PS Vita, PlayStation 3, and PlayStation 4. It was amazing to see the reception to our games, and, not going to lie, it wasn’t bad winning a few awards along the way. 

While we’ve released other games, we’ve always wanted to return to our roots with another OlliOlli. One that really nails that feeling of laying down a perfect line of seemingly endless tricks while lofi tracks beat in the background creating a harmony of euphoria and endorphins. We knew if we were to make a new OlliOlli, it would have to be bigger, better, and stronger, err I mean brighter than before. We’ve been working on OlliOlli World now secretly for years, and it is so great to finally be able to show it off. 

Real quick recap for everyone: OlliOlli World is an action platforming game in which you bust tricks with both sticks through a bizarre and whimsical world attempting to achieve high scores, unlock various customizations options, meet wacky and peculiar friends, and ultimately search for the skate gods of Gnarvana. You will need coordination, timing, and some practice to lay down monster combos. Skateboarding can be difficult and while we didn’t want to shy away from that, we wanted to make sure that it is approachable, and you are comfortable cruising around. There is this exhilarating feeling that comes when you stick a hardflip over an especially massive stair set and we want everyone to enjoy that. We hope you get that same feeling in OlliOlli World; the only difference is here those stairs might be over a gushing rainbow river that is home to a colossal squid. Because of course it is…

If you are a fan of our previous games, one of the first things you will notice is the big shift in the art. We loved the retro-pixel feeling of our previous titles, but we knew with OlliOlli World we wanted to pursue a bolder, more vivid, animated style. The world is a bit quirky, and we wanted to take the game in a new visual direction that really allowed us to show it off while also emphasizing this is not a sequel, but a totally new game. A major inspiration was to pull in skate culture, street art, and all the unique crossroads that develop around skating. There is a fascinating intersection of psychedelic elements and trippy influences across these communities. We wanted to create a world in which embodies and shares that essence, yet also feels purposeful despite all its oddity. You’ll see walking ice cream people, business frogs, Milk Shake pools, tubing Grizzly Bears, and other bizarre inhabitants. The locations have some real-world influences but then we injected a heavy dose of offbeat humor that we hope brings a chuckle. 

Another big addition to OlliOlli World is the ability to take multiple different paths through levels. We wanted to provide a new level of freedom to explore this weird and wonderful world so now certain paths will branch off into separate directions. This means you’ll be able to cruise down different paths discovering new side quests and more epic trick opportunities really adding to both the variety and replayability of the game. There are hidden ramps, sneaky jumps, quarter pipes, and other spots in which you can just take a moment to c

Creating Returnal’s otherworldly enemies: VFX-driven tentacle tech and deep-sea inspirations

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Hi everyone! We are very excited to be approaching the launch of Returnal, on April 30, and we wanted to share a few more details on Selene’s journey. This time we wanted to talk about some of the hostile forces she will encounter on Atropos. 

Creating Returnal’s otherworldly enemies: VFX-driven tentacle tech and deep-sea inspirations

The planet of Atropos is a dark and mysterious place, and each environment will provide its own unique set of enemies to overcome: from the organic and parasitic creatures inhabiting the Overgrown Ruins, to the cosmic or corrupted entities roaming the sands of the Crimson Wastes, and the mechanical automatons that endlessly patrol the haunting Derelict Citadel… Players will encounter a large variety of different foes, which aside from their unique aesthetics will also provide their own unique gameplay flavor and special attacks.

When creating the organic enemies of Returnal, one of the biggest sources of inspiration for me was looking at bioluminescent deep-sea creatures. In many ways they felt like the most alien lifeforms one could find here on Earth. There is something inherently unsettling and foreign about the deep-sea as an environment for us. The way these creatures move deep underwater, with their long tentacles and bioluminescent highlights, can often appear majestic, beautiful and downright terrifying. It’s also not uncommon for these creatures to use their luminous beauty to allure or distract their prey (for example, with a dazzling display of bioluminescence), and suddenly strike when their prey is least expecting it. This combination of chaotic beauty and nightmarish aggression was something we aimed to capture with our organic creatures’ aesthetic.

Towards this purpose we ended up creating our own special VFX-driven tentacle tech and used it very liberally. These fully dynamic elements bring that chaotic beauty to the enemies we were after, and also created some really satisfying feedback for players as well.

For instance, the bioluminescent emissives on tentacles are strongly highlighted to telegraph oncoming attacks and provide satisfying hit reactions when enemies are shot (or when an enemy is killed, where they blow up in a glorious explosion of severed tentacles). The strong emissive highlights also connect back to our Bullet Hell attacks, whe

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