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Dauntless launches on PS5 December 2

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Hey PlayStation Slayers, I’m here with exciting news – Dauntless is coming to PlayStation 5 on December 2! This new native version of the game, launching alongside our “Call to Arms” content update, includes significant graphical upgrades, much faster load times, DualSense controller and 3D Audio support, and much more.

Dauntless launches on PS5 December 2

With the native PS5 version of Dauntless, we’ve taken the opportunity to upgrade visuals across the game. In addition to dynamic 4K resolution targeting 60 frames-per-second, there are enhanced environmental textures and detail across all our islands, including upgraded trees, grass, and water. We’ve also got higher-quality lighting and materials, new volumetric fog, and improved visual effects across the game. The Shattered Isles have never looked so good!

Of course, we couldn’t come to PS5 without supporting the DualSense controller. You’ll feel your character’s stamina and empowered Repeater ammo through trigger resistance, hear radio callouts through the speaker, and see applied elemental effects in the lights. You’ll also be able to use the microphone built into the DualSense to chat with your party and we’ve added support for immersive 3D Audio. Together with the PS5’s SSD, load times have been significantly reduced, getting you into the hunt faster than ever.

If you’ve already been playing Dauntless on PS4, you’ll be able to pick up your progress automatically on the PS5 version. You can also jump between the two and play with your friends with cross-play and cross-save. To celebrate everything we’ve added to Dauntless since our initial PS4 release two years ago, the “Call to Arms” update launching December 2 adds 36 new Trophies for you to collect in the PlayStation 4 version of the game. On PlayStation 5, there’s a whole new set of Trophies to unlock, including a Platinum.

Also arriving in the Shattered Isles as part of the “Call to Arms”update is the razor-sharp new Behemoth, Sahvyt, a gameplay refresh for our Chain Blades weapon, the new Krolachi Warlords Hunt Pass, new quests and challenges, and a host of other additions and improvements. Stay tuned to PlayDauntless.com for more details as we approach launch.

You can download and hop into Dauntless right now on PS4 and PS5 (backwards compatible), and we’re excited for you to enjoy the new native PS5 version and all our other new content on December 2!

Clear skies, Slayers.

End of Year Deals promotion comes to PlayStation Store

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PlayStation Store welcomes the End of Year Deals promotion on Monday, November 29. For a limited time* enjoy discounts on titles such as Assassin’s Creed Valhalla Deluxe PS4 & PS5, Jurassic World Evolution and Days Gone – Digital Deluxe Edition.

  • 270 FS Points
  • 2K Ball N’ Brawl Bundle
  • 36 Fragments of Midnight
  • 550 FS Points
  • 7 Days to Die
  • A Hero and a Garden
  • A Little Lily Princess PS4 & PS5
  • A Summer with the Shiba Inu
  • A.O.T. Wings of Freedom
  • Accel World VS Sword Art Online
  • Access Denied
  • Ace of Seafood
  • Aces of the Luftwaffe
  • Aces of the Luftwaffe: Squadron – Extended Edition
  • Agatha Christie: The ABC Murders
  • Age of Wonders: Planetfall – Deluxe Edition Content
  • Age of Wonders: Planetfall – Season Pass
  • Air Conflicts: Pacific Carriers – PlayStation 4 Edition
  • Alekhine’s Gun
  • Alien: Isolation
  • Alien: Isolation – The Collection
  • Alphadia Genesis
  • Alphadia Genesis 2
  • Amnesia: Collection
  • Amnesia: Rebirth
  • Angels of Death
  • Angels with Scaly Wings PS4 & PS5
  • Anodyne 2: Return to Dust PS4 & PS5
  • Anthem: Legion of Dawn Edition
  • Antiquia Lost
  • AO Tennis 2
  • Apple Slash
  • Arcade Classics Anniversary Collection
  • Arizona Sunshine
  • Assassin’s Creed IV: Black Flag
  • Assassin’s Creed Odyssey – Deluxe Edition
  • Assassin’s Creed Origins
  • Assassin’s Creed Origins – Gold Edition
  • Assassin’s Creed Rogue Remastered
  • Assassin’s Creed Syndicate
  • Assassin’s Creed Triple Pack: Black Flag, Unity, Syndicate
  • Assassin’s Creed Valhalla Deluxe PS4 & PS5
  • Assassin’s Creed Valhalla Gold PS4 & PS5
  • Assassin’s Creed: The Ezio Collection
  • Asstto Corsa – Ultimate Edition
  • Astebreed
  • Astro Bot Rescue Mission
  • Atelier Arland Series – Deluxe Pack
  • Atelier Lulua: The Scion of Arland
  • Atelier Lulua: The Scion of Arland – Digital Deluxe Edition
  • Atelier Lulua: The Scion of Arland – Lulua Season Pass
  • Atelier Meruru: The Apprentice of Arland DX
  • Atelier Rorona: The Alchemist of Arland DX
  • Atelier Totori: The Adventurer of Arland DX
  • Attack of Toy Tanks
  • Autumn’s Journey
  • Azure Striker Gunvolt: Striker Pack
  • Bai Qu: Hundreds of Melodies PS4 & PS5
  • Barry the Bunny
  • Bassmaster Fishing 2022
  • Batman: Arkham Knight – Premium Edition
  • Batman: Arkham VR
  • Batman: The Telltale Series – Season Pass
  • Battlewake
  • Bayonetta
  • Bear With Me: The Complete Collection Unlock
  • Bear With Me: The Lost Robots
  • Beast Quest
  • Bee Simulator
  • Bird Game +
  • Birthday of Midnight
  • Bishoujo Battle Cyber Panic!
  • Blackguards 2
  • Blair Wit

Exclusive look at Fall Guys Season 6 Round, Pipe Dream

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Prepare your beans for the Party Spectacular. Fall Guys: Ultimate Knockout Season 6 drops November 30, bringing a festival-themed makeover to the Blunderdome. An all-star lineup is headlined by five new Rounds, our wildest obstacles to date and costumes fit for the carnival of Crowns. We’ve teamed up with PlayStation to take you ‘behind the beans’ of Pipe Dream – a totally tubular Season 6 Round. Stumble beyond the velvet rope and join us for a pre-release peek.

Pipe Dreamin’ at the Fall Guys festival

Pipe Dream focuses on vacuum pipes, a totally new obstacle for Season 6! Every time a bean tumbles in, you’ll be zoomed at full-speed through twists and turns before being launched into maze-like challenges. We can’t wait for you to experience this rapidly changing race to the finish line. But how did such a wild ride come about?

Leading up to a Fall Guys season, teams across the studio are brimming with ideas of how to bring a new Blunderdome theme to life. As a designer, our Level Design concepting sessions are my favorite part of this early process, creating a space to bring our wildest possible Round schemes to the table…no matter how improbable or ridiculous.

The vacuum pipe idea originally came from Junior Designer Max Boyle (creator of Snowball Survival, Lily Leapers, Gate Crash…and perpetual menace to the Fall Guys Community Team on live streams). We were particularly inspired by how some games utilised pipes to near-instantly drop you from one ‘world’ to another. We’ve had Fall Guys bouncing on lily pads, propelled by flippers and flung by Big Yeetus…could vacuum pipes change things up? And most importantly, would it be fun?

What makes a Fall Guys Round?

Our goal is to have every Round be a place where players can show off their Fall Guys skill, but without sacrificing that quintessential Fall Guys chaos that creates the slapstick moments the game is known for. Like See-Saw, it’s all about balance.

This means tumbling through a lot of development stages, as initial concept discussions are fleshed out into a more in-depth level outline. From there, we took the Round to a ‘blockout’ stage, building Pipe Dream from scratch using basic shapes to get an initial feel of the core gameplay. Internally, that goes through multiple iterations and playtests…which for me means watching colleagues poke, prod and generally break what’s been lovingly created.

The Round then headed off to the art team to become one with the new season’s aesthetic, which for the Party Spectacular means super vibrant colors and inflatable flourishes. From there, it’s all about rigorous bug fixing and (as our Board of Beans will know) lots of playtesting.

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Share of the Week: Feast

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Last week, we asked you to tuck in for some of the fanciest feasts games have to offer using #PSshare #PSBlog. Here are this week’s delicious highlights: 

AhmadYuanda_1st shares a delectable selection of meals from Monster Hunter World.

coalabr14 highlights a bountiful fruit stand in Far Cry 6.

KouhyarB stumbles across the remains of a feast in Uncharted 4.

15_kyuuu_6 shares a feast fit for a warrior in Assassin’s Creed Valhalla.

JO_yamayama shares a warm bite in Laid-Back Camp – Virtual – Lake Motosu.

singleplayer33 shares Aloy taking aim at some feast-ready game 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: Glowing

SUBMIT BY: Wednesday 9 AM PT on December 1

Next week, we’re drawn like moths to a flame. Share moments where something is glowing from the game of your choice using #PSshare #PSBlog for a chance to be featured.

Fine-tuning The Last of Us Part II’s interactive guitar

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Music has always been a cornerstone of Naughty Dog titles, but with The Last of Us: Part II we knew we wanted to take things a step further, and put the music directly into players’ hands.

The idea sprung first from a narrative angle: between our first internal story pitch and our first external trailer, the guitar was always a story focus. And as designers, we wanted to make the guitar playable from the get go, to make the player feel that connection between Joel and Ellie.

However, the world of The Last of Us is grounded and somber. A flashy guitar mini-game wouldn’t fit the tone of our post-apocalyptic environment. Moreover, Ellie playing guitar shouldn’t be about showing off your skills or fulfilling your dreams of being a rock star, it should be about remembering a loved one and expressing oneself through music to connect to them.

We felt early on, then, that we should avoid rhythm-based games.  While those experiences are extremely fun, our tone was better-suited to introspection and expression, rather than high-skill riffs, combos, and the like. 

But what are our alternatives? How could we craft a playable guitar that matched our expressive, melancholy tone? We started looking for inspiration not just from existing games, but from music-making apps – tools for people to create music of their own. Of particular note were smartphone music apps, whose touchscreen interfaces got our gears turning about harnessing the DualShock 4 touchpad.

Thankfully, one of the earliest captured cinematics for the game was Ashley Johnson (Ellie) singing “Take on Me” by Aha. So even early on, we had a reference to use as our goal for the minigame. With that target, we asked ourselves how much of the song should the player play before we transition over to the cinematic? Should we try to layer Ashley’s singing over the player playing as we transition? Stepping back, how much freedom do we give the player before we consider it a failure? We saw that a good way to distinguish success from failure was by tracking chord progression but leaving the plucking of strings up to the player. This allows for more musical expression – including things like tempo, time signature, and style – to be determined by the player while still keeping the song recognizable.

Once this “Take On Me” prototype felt solid, we started to consider the rest of the game, and the other songs we needed. We knew “Future Days” by Pearl Jam would be a critical one to figure out, but there were ideas kicking around for other songs as well. Knowing that either way we would need more chord wheels, we started to ask ourselves…how many chords might we need to cover any potential song we might want to include down the line?

This was the origin of our Free Play (Practice) mode. This mode wasn’t our original intention, but rather an idea that emerged from expanding the system to multiple songs. Once we started down the Free Play rabbit hole, we got to lean even further into our goals of player expression. Our goal was to lay out the chord wheels so that they’d be intuitive to players with some musical knowledge, but also allow novices to still sound good even when strumming around randomly with a wheel.

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