Search

Game News

Samurai Warriors 5 Interview: The evolution of Koei Tecmo’s iconic franchise

Game Ace Pro 0 0

Since its first release on PlayStation 2 back in 2004, the Samurai Warriors franchise has invited players to slash through droves of enemies with stylish flair. To mark the upcoming July 27 release of Samurai Warriors 5 on PlayStation 4, I sat down with Samurai Warriors producer and Koei Tecmo president, Hisashi Koinuma, to discuss the evolution of the iconic action series.

What’s it like working on a video game franchise for 18 years? “It’s amazing, but I never thought I’d be working on this series for so long,” says Koinuma. “We made the first Samurai Warriors title in response to how popular Dynasty Warriors 2 was, and we wanted to make a Japanese counterpart set in the Sengoku period, in the same way that we have the Romance Of The Three Kingdoms and Nobunaga’s Ambition series.

“Fortunately the first Samurai Warriors game was very well received and continues to be enjoyed by the fans to this day. It’s thanks to their support that we were able to continue the series for this long.”

But what does Koinuma-san have up his sleeves for the latest, and what he calls “re-imagined” Samurai Warriors 5? We caught up with the boss behind the in-game bosses to find out.

Q: After almost two decades of working on Samurai Warriors, what’s your favorite thing about working on the franchise?

A: My favorite thing is choosing which Samurai Warriors to include from the Sengoku period when we are working on creating the theme of the story, along with seeing the reactions from all of our fans when they see them in the game. In Japan, it is really fascinating to see the response not only from fans, but from regions that have a connection to those Samurai Warriors, especially museums and public transportation companies such as trains and taxis.

Q: Why did you decide to drastically overhaul the visuals for the new game?

A: The theme for Samurai Warriors 5 is to rewrite the first title, so we decided to re-imagine everything in the series. The story, characters, action system, and also the art and visual style were all aspects we wanted to re-imagine.

Q: How would you best describe the re-imagined look of SW5?

A: We continuously discussed what would work best as a Japanese aesthetic for the game, and after taking everything into consideration, we decided on a visual style that looked like an illustration that incorporated aspects of Japanese ink paintings. We were going for a dynamic yet detailed look for this new entry in the series, and I feel we have achieved an art style that is recognizable as being completely different from the rest of the series just with once glance.

Q: What influenced the new art style for SW5?

A: As I noted in regards to describing the new look, we had a lot of inspiration from Japanese ink paintings, one of the major styles of ink wash paintings, along with Japanese pop art which has received a lot of praise from around the world. We also took inspiration from a number of different games as well.

Q: Looking back throughout the history of the game, what are some of the biggest visual changes that have been made throughout the years leading up to SW5?

A: The first Samurai Warriors game was released on PS2, so having access to shading technology, which was becoming popularized at that time, was a big change for the visual style of the game. As a res

Director Tetsuya Nomura discusses bringing Yuffie to life in Final Fantasy VII Remake Intergrade

Game Ace Pro 0 0

Everyone’s favorite Wutai ninja, Yuffie Kisaragi, returns in Final Fantasy VII Remake Episode Intermission. Although she was an optional character that you could completely skip over in the original 1997 PlayStation release of Final Fantasy VII, this brand new episode will have you playing as Yuffie, alongside new characters, as she infiltrates the shadowing Shinra Corporation to steal a powerful materia and restore glory to her homeland.

Alongside multiple new combat and gameplay additions with her flashy attacks and unique abilities utilizing her iconic massive throwing star, Yuffie’s appearance in this release brings back signature elements of her beloved design, along with a new disguise. Keep reading to find out what Final Fantasy VII Remake Director Tetsuya Nomura has to say about how he wanted to bring Yuffie to life for this new episode

For the uninitiated, Final Fantasy VII Remake launched last year on the PlayStation 4 system to critical acclaim, and we’re bringing it back better than ever as Final Fantasy VII Remake Intergrade an enhanced and expanded version especially for the PlayStation 5 on June 10. This new version includes a wealth of graphical, gameplay and system enhancements, including improved textures and character models, Graphics Mode for 4K with HDR support, Performance Mode enabling 60 frames per second, and a newly added customizable Photo Mode.

World-class materia hunter, the one-and-only Yuffie!

Could you discuss Yuffie’s design for the remake, and what you were trying to accomplish? 

Tetsuya Nomura: I would say I was most particular about whether or not she looked her age. Yuffie is younger than the other main members, as she is still in her teens.

While Cloud and company do have youthful looking faces too, I wanted to make Yuffie look even younger and not fully grown up, so that compared to her, Cloud and crew would look more mature to an extent.

Explore Sector 7 from a whole new perspective

We saw Weiss, and an homage to the Moogle outfit from Dirge of Cerberus – Final Fantasy VII, but were there any other details about Yuffie being pulled in from expanded FFVII media?

Nomura: I wasn’t necessarily aiming to pay homage, but I did want Yuffie to appear in a disguise at first. I had recalled that she was dressed like that in Dirge of Cerberus – Final Fantasy VII, and so I gave her a similar look here. Same goes for Weiss—I chose him because he is a powerful enemy outside of Sephiroth.

Discover the Forbidden West in our next State of Play

Game Ace Pro 0 0

Nearly eleven months ago we showed you the very first glimpse of Horizon Forbidden West during the PlayStation 5 Showcase, and now we’re excited to show more! This Thursday, May 27 join us on a very special journey into new and uncharted lands.

Starting at 9AM Pacific Time / 5PM BST / 6PM CEST, please tune in at your leisure for a uniquely crafted countdown towards the main State of Play event, which starts at 2PM Pacific Time / 10PM BST / 11PM CEST.

Discover the Forbidden West in our next State of Play

During this State of Play, we will debut the Horizon Forbidden West gameplay reveal! In this 20-minute exclusive segment, you’ll be seeing about 14 minutes of brand new in-game action featuring our heroic protagonist Aloy, all captured directly on PlayStation 5. 

This reveal has been a true team effort and we’re very excited to show you what we have in store. Whether you’ve been with us and Aloy since Horizon Zero Dawn or are only just getting to know this incredible world, we want to share this huge milestone with you and cannot wait to see your favorite moments and reactions.

Please join us on Twitch or YouTube at 9AM PDT / 5PM BST / 6PM CEST for the special State of Play Pre-Show, and at 2PM PDT / 10PM BST / 11PM CEST for the Horizon Forbidden West gameplay reveal.

We are excited to see you there!

Official PlayStation Podcast Episode 399: Playful Days

Game Ace Pro 0 0

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, Google or RSS, or download here


It’s an interview double feature! This week, Playstation’s VP of Global Marketing Mary Yee joins us to celebrate Days of Play. Then we touch base with PlayStation Studios Managing Senior Producer Sam Thompson to learn more about accessibility in gaming.

Stuff We Talked About

  • ‘80s Action Heroes from Die Hard and Rambo in Call of Duty: Warzone
  • Deathloop
  • Ratchet & Clank: Rift Apart
  • Days of Play (Interview with Mary Yee begins at 17:10)
  • Accessibility in gaming (Interview with Sam Thompson begins at 28:19)
  • The Last of Us Part II
  • Returnal
  • Resident Evil Village
  • Mass Effect

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Tim Turi –  Manager, Content Communications, SIE

Share of the Week: Unforgettable

Game Ace Pro 0 0

Last week, we asked you to share moments that felt unforgettable using #PSshare #PSBlog. From breathtaking vistas to heart-pounding adventures, here are the moments you won’t soon forget: 

Photoingame shared Ellie remembering a birthday surprise from The Last of Us Part II.

FilthyRocker faces off against one of the unforgettable boss battles in Control.

GravityShifters found defending Hekseville as Raven in Gravity Rush 2 to be unforgettable.

tiagorafael99 shared this unforgettable scene from Uncharted 4.

Amianan_NiRaGuB shared the unforgettable journey into Jormungandr’s belly in God of War.

TheOnlyGurey shared the unforgettable view from the top of a Tallneck in Horizon Zero Dawn.

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week? 

THEME: Challenges

SUBMIT BY: Wednesday 9 AM PT on May 26

Nothing feels better than getting that last trophy, or finally beating an intense boss. This week, celebrate Days of Play by sharing a moment you overcame a challenge in the game of your choice with #PSshare #PSblog for a chance to be featured.

Mine gold and get dirty rich in Gold Rush: The Game, out May 28

Game Ace Pro 0 0

Hello Miners! We at Code Horizon and Discovery are proud to announce that Gold Rush: The Game will be available on PlayStation 4 May 28. This original gold-mining experience is based on Discovery Channel’s #1 show Gold Rush. On launch day, you will get access to all the playable content released so far (including DLC). The objective is: work hard, dig deep, explore the world, to become the wealthiest person in Alaska.

Gold Rush: The Game is a realistic gold-mining simulation game. Start with a simple bucket, hog pan, and lease your first claim as you begin to mine gold. You will be able to sit behind the wheels of multiple, highly detailed vehicles (such as bulldozer, drill, front-end loader or excavator) and dig gold on one of four unique mining areas with fully deformable terrain.

Your plan is simple: scout and plan your operation, buy new tiers of mining equipment, and let your gold business grow. But remember – every real business will face some obstacles. Machines will break, weather will affect your operation and interest on leased property will grow. To make ends meet, you’ll have to embrace the four-season cycle and think about making some extra money. Harsh Alaskan winters impact prices and even decrease durability of your machines. Oh, and don’t be surprised if a bear steals some of your equipment.

Gold Rush: The Game is about digging gold by using advanced machinery and taking care of your mining company. Get familiar with the wash plant, gold nuggetator, or wave table. Manage the water pressure and power system to help machines work properly. And don’t forget to hire some workers and let them grow your business!

If you are a competitive player, we have a little something for you. Ranked mode (leaderboards) will pit you against other gold prospectors – who will come on top this time? One season typically lasts about a month in real life, so there’s plenty of time to compete. Each time we add a unique buff or obstacle to make the experience more engaging, such as a discount on a particular claim rental or increased breakdown rate for specific items. If you manage to get into the top 10, we have special in-game rewards. So what are you waiting for? Let’s mine some gold.

You can choose your own playstyle – either explore Alaska with easy mode on (everything costs $1) or try your luck in the hardest ranked mode, with globally shared leaderboards. Regardless of your calling, be sure to grab the game on May 28. For price, availability, and additional details check your regional PS Store.

Work hard, dig deep – become a gold miner!

A closer look inside Die Hard’s Nakatomi Plaza, now in Warzone

Game Ace Pro 0 0

Welcome to the party, pals! The iconic Nakatomi Plaza from Die Hard is live now in Call of Duty: Warzone’s Verdansk ‘84 map. Warzone’s new tallest structure arrives as part of the ‘80s Action Heroes event, which also introduces new Operators Rambo and John McClane (available for purchase as limited-time Store Bundles).

It’s not everyday you get to step into the same hallowed ground where action movie icon John McClane foiled nefarious thief Hans Gruber’s heist plans. To mark the exciting occasion, I chatted with Amos Hodge from Raven Software, the lead developer of Warzone, and Matt Krystek from High Moon Studios, whose team led bringing Nakatomi Plaza from Los Angeles to the middle of Verdansk’s bustling downtown district.

The player’s view when diving into Verdansk around the new Nakatomi Plaza location

PlayStation Blog: At what point in the film is this map set roughly or did you take liberties for whatever complemented the map at the given location? 

Matt Krystek: It’s kind of both – I would say it’s probably closest to the middle of the movie. The thieves have controlled the building, it’s not destroyed yet, and they’re still trying to crack open the vault.

Is Die Hard truly a “Christmas movie?” The festive tree in the Nakatomi lobby thinks so…

What was the feeling at both High Moon Studios and Raven Software when you first found out that you were going to be bringing Nakatomi Plaza to life in Warzone?

Amos Hodge: Pure excitement across all the studios. Bringing Die Hard elements into Warzone was a perfect fit and everyone got really into it immediately, everyone was brainstorming ideas. It was just pure excitement.

MK: I remember the first time we saw the shell of the building in-game. Everybody just smiled because it was just so cool and it’s just this massive kind of iconic structure that we’re able to work on.

The dev team removed four city blocks to make room for Nakatomi

Where does Nakatomi Plaza begin on the map as a new location? 

All aboard the Knockout City Hover-Train in Jukebox Junction

Game Ace Pro 0 0

With the upcoming release of Season 1 for Knockout City on May 25, now is the perfect time for a deep-dive into a new map coming your way: Jukebox Junction. I’m Jeremy Russo, the game director for Knockout City, here to talk to you about the design of Jukebox Junction and some strategies for using the map to your advantage in dominating your opponents.

All aboard

The theme for Season 1 is “Welcome to Knockout City,” and what better way to greet new arrivals than a dodgeball to the face as they step off the train? Jukebox Junction is an active, jukebox-themed train station that perfectly showcases our level design philosophy at Velan Studios. Each map is designed to be unique and memorable, by combining a distinctive theme with a fresh gameplay mechanic that opens up new gameplay strategies. Perfectly crafted audio and visuals immediately immerse you in the train station environment, mixed with jukebox-themed details like massive glowing archways and an arrival/departure schedule made to look like song cards. But the feature to really watch out for (literally) are the trains that come charging through the station!

Periodically, massive hover-trains  come speeding through the center of Jukebox Junction, temporarily changing the offensive and defensive options available to you in those sections of the map. Getting hit by a train is an instant KO, but because they hover you can ball up and roll under them to make a quick escape or sneak up on opponents. Watch out, though, because there are also bounce pads around that enable players to jump up and glide over the train, or they can even perform a Lob Shot with a ball from the other side if they have a lock on you. One of the most satisfying moves in the game, however, is to tackle an opponent into the train, earning your team an easy (and hilarious) point. And if you find yourself back up against a train about to be tackled yourself? Jump at the last second to trick your opponent into diving headfirst into the train themselves. 

Each unique map mechanic is meant to provide these types of strategic options. To avoid the possibility of random outcomes, these trains telegraph way ahead of time before they come barreling through with distinctive audio, visual, and rumble cues. Each train line (Red, Yellow, Blue) is also on a set schedule that means they’ll always pass through the station at consistent, reliable times.

See the sights

The layout of Jukebox Junction also demonstrates our approach to designing unique combat spaces with distinct landmarking. Each main location in the map contains a ball, and all spots feature unique geometry to fight around. Due to the high/wide trajectories that thrown balls can travel along due to our variety of Trick Shots and Ultimate Throws, each combat area features broad shapes in layouts we never repeat, to open up unique 1-on-1 and team-based strategies. 

How Foreclosed utilizes PS5’s unique DualSense controller features

Game Ace Pro 0 0

Hey everyone! We’re very excited to be bringing Foreclosed, a slick, cyberpunk action-adventure to PlayStation 4 and PlayStation 5 on August 12. This is our first next-gen console release and we’re especially thrilled to take advantage of the features the PS5’s DualSense wireless controller.  

How Foreclosed utilizes PS5’s unique DualSense controller features

To set the stage, Foreclosed is set in a dystopian cyberpunk future where your very identity is a commodity. The game stars Evan Kapnos, an everyman whose day goes from bad to worse – fast. Kapnos’ story is delivered in a stylish comic book aesthetic to pull you into the narrative. 

Haptics & Adaptive Triggers

The ability to leverage next-gen tech to elevate the experience was really cool, as it’s very much in theme with the futuristic cyberpunk setting of the game. For example, the Symbiotic Pistol is a multifunctional weapon with various upgrades available. To really give you a sense of the unique properties of the weapon, the haptics and adaptive triggers on the DualSense controller deliver different feedback and resistances depending on the modifications you have equipped. 

Wielding the Symbiotic Pistol, you’ll feel the difference from one weapon skill to the next through the controller. You’ll experience the simulated kickback of an explosive round, the air displacement of rounds leaving the pistol, and more to pull you into the experience.

Story-driven 2D action-exploration game Reina & Jericho coming to PS5

Game Ace Pro 0 0

In August of 2019, after psyching myself up by watching clips from Office Space, I quit my web development job of ten years to focus full time on game development at Reclamation Games, the small studio I started with my wife, Vanessa.  She is a talented musician and composer, and I had experience on small hobbyist gaming projects, a background in computer science, and had spent the last two years learning about Unity, game programming, 3D modelling, and animation. It was not veteran industry expertise – we tracked down people to help with that later – but it was a start.

I had a prototype of a 2D action-exploration game where the story was interwoven with the non-linear exploration and progression, but we had reached a point in development where finishing it would require a massive increase in time commitment.  I had to either walk away from it or go all in by quitting my day job and focusing entirely on creating the game I had always wanted to play. So I did.

Almost two years later, I am excited to reveal Reina & Jericho is coming to PlayStation 5. Let me tell you more about it.

Story-driven 2D action-exploration game Reina & Jericho coming to PS5

Meet Reina

Reina, the main protagonist, is a resourceful and scrappy young woman with a chip on her shoulder earned from a life of hardship. She lacks all but the most basic knowledge of what is happening and what she has gotten herself into, and she is completely unequipped to overcome the obstacles in her path – two problems she will have to solve on the go.

For Reina’s design we had the good fortune of working with Leandro Franci, a fantastic illustrator with a knack for the stylized aesthetic we wanted to achieve, and Dan Eder, a master of stylized 3D modelling who was able to bring Leandro’s sketches to life. Reina’s scars tell of her difficult life and her simple clothes speak to her working-class status.

Around her neck rests a powerful artifact called the Regret Device which allows her to revisit the recent past armed

RSS