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Hello! I’m Daniel, creator of Inscryption and I’m back to explain some of the PlayStation-exclusive features we’ve implemented in the PS5 version! With some clever use of the controller and a drop or two of goat’s blood we managed to make Inscryption even more immersive.
Firstly, spoiler alert! There’s nothing here that will give away the game’s darkest secrets, of course, but if you want to dive into the console experience completely fresh, then proceed with caution.
Let’s start with the controls themselves. The good news is controls have been completely redesigned to feel good on a gamepad. Inscryption was originally designed to be a point-and-click adventure controlled with a mouse, but moving a virtual cursor with the analog stick was not going to be good enough for console players, so we went back to the drawing board. It was a lot of work.
Now, you’ll be able to snap between views with the analog stick, use the face buttons to examine and play your cards, then press the adaptive trigger to end your turn. It feels great on the controller and we’re really happy with how it turned out. But what about exploration? Well, in the cabin itself, certain interactable objects are bound to hotkeys for easy access. However, to maintain the curiosity of not knowing what will react to your input, some of the hotkey prompts are hidden.
New controls aren’t the only thing we’ve been working on, there’s also some fun features for the DualSense Wireless Controller.
First up, the lightbar now adds some dramatic effects to Inscryption, matching the ambient in-game lighting, flashing orange when Leshy speaks and shocking red when certain traumatic events occur. Speaking of traumatic events, we’ve also designed specific haptics for them that tightly match the on-screen action – it’s like pulling-teeth!
Other haptic features include a light rumble in the controller relative to the position of whichever card you choose next, and various rumbles as pieces move on and off the table. Feel the heavy Sacrifice Stones slam down on the table!
Last, but not least, Adaptive Triggers provide just enough resistance to make pressing the bell to end your turn extra satisfying, and some key decisions – such as confirming which card to sacrifice to the Bone Lord – resist your trigger finger to give you a final moment to turn back, or make you feel extra guilty!
In the frenzied, energetic years leading up to the Columbian Exposition, HH Holmes built a hotel to cater for the vast crowds that would turn up for the spectacle. It was a huge three-storey building that took up an entire block. The first floor featured an elegant reception area, a bar and a pharmacy store. The third floor contained guest rooms. But the second floor was unique and dangerous. After Holmes was arrested, investigators found it was made up of secret corridors, hidden rooms, trap doors, torture chambers and rooms specifically designed for murdering people. In the basement there were tables for chopping up and dismembering bodies and vats of acid for destroying evidence in the cleanest way possible.
Holmes approached the task of murdering people with intellect and zeal and creativity. He experimented and refined his techniques. He was ruthless and highly motivated. He was far too much for the poor rubes who turned up at his hotel hoping for a bit of comfort while they took in the glories of t
Gran Turismo players! The August update for Gran Turismo 7 arrives today August 24 at 11:00pm PDT* (August 25 at 7am BST / 3pm JST).
Four New Added Cars!
McLaren MP4/4 ’88
A legendary F1 machine that marked the end of the Turbo era.
McLaren fought the 1988 F1 World Championships season in the MP4/4. This was a low height, low drag machine designed by Gordon Murray and Steve Nichols, powered by the Honda RA168E engine. This was also the last year for turbocharged machines in Formula racing. With the allowed maximum boost pressures reduced from 4 bars to 2.5 bars, and on-board fuel reduced by 45 litres to 150 litres in total, it was supposed to be a very tough season for the turbocharged machines. But in the end the McLaren Honda MP4/4 totally dominated the season with 15 wins out of 16 races. Of course, the chassis was very well developed, but the Honda engine which balanced fuel consumption and effective power extremely well is said to be the major factor in their victory. The number 12 MP4/4 was the car driven by Ayrton Senna. Senna put on an incredible performance this year with 13 pole positions and 8 wins and won the drivers’ championship.
Pontiac GTO ‘The Judge’ ’69
This extreme sports package was introduced for later models of the GTO, the original muscle car.
The original Pontiac GTO debuted in 1964 to great success and is said to be the original road-going muscle car. However, the 1968 second generation model changed to a more style oriented fastback and while it wasn’t lacking in performance it failed to stand up to more powerful rivals that had arrived on the scene. In a bid to make a comeback, General Motors released ‘The Judge’ in 1969. Costing a mere $332, this sports package included a staggering amount of equipment as standard. It included unique decals and racing stripes, a Hurst shifter, heavy duty suspension, wider tires, and a rear spoiler. The engine was upgraded to the 6.6L ‘Ram Air III’ V8, which was listed at 360 BHP but rumored to produce much more. As a result, ‘The Judge’ was able to top its rivals in both presence and performance, gaining it widespread attention. Just one year later though, strict emissions regulations came into effect in the Unite
When we started talking about launching Destiny 2 on the Epic Games Store, the goal was to make the game even more available to people all over the world, no matter what platform they preferred. But as soon as Bungie and Epic started talking, they realized they were huge fans of each other, and things started snowballing. This is how we ended up with a crossover spanning three games, six characters/outfits, a map recreation, and three Guardian classes reimagined as rock-em-sock-em jellybeans.
Epic Firsts
Both studios were embarking on new territory. Destiny 2 doesn’t have characters that come from other games. And on Epic’s side, although they celebrate welcoming a huge collection of recognizable faces into their universe, none of their original Fortnite outfits have appeared in any other game… until now.
“When we started talking about who would be coming to Destiny 2 from Fortnite, we knew we wanted iconic, instantly recognizable outfits that were also fan-favorites, ” said Joss Price, director of strategic partnerships at Bungie. “We came up with our short list and when we went to Epic, they were already on the same page.”
The list read: Drift, Black Knight, Oblivion.
Since the teams at Epic and Bungie are big fans of each other’s games, it wasn’t surprising that they saw eye to eye when choosing outfits. It was easy to imagine the sleek and streamlined Oblivion as a Hunter. In other cases, it wasn’t just that Drift’s long coat matched a Warlock’s silhouette, the fact that they’re imbued with magic also came into play. Black Knight as a Titan? Easy choice.
At Home in Destiny
In a well-established universe, it can sometimes be hard to specify what makes something click into place or stick out like a sore thumb. Luckily, both Destiny 2 and Fortnite have been getting regular updates for years now and both teams have gotten really good at identifying when something blends seamlessly with the universe.
Justin Dazet, Destiny 2’s commerce area lead, spoke glowingly about the team of artists working at Bungie. “Our artists are incredible at taking something that might not seem like it fits on paper and approaching it from a place we could have never imagined. We hold our art pillars very close, and I think you can see that in the consistency of our releases. Our goal is to ensure that you’re never pulled out of the fantasy.”
There’s no single way to be a Guardian. And although they take many forms and have an infinite variety of styles (#ThreadsOfLight), we share the community’s respect for the Destiny universe, and can sense when something feels out of place.
We also share the community’s passion for playing with non-canonical elements—after all, we never stopped being fans. Our goal is to strike a balance that allows us to flex our creativity in new ways while mindfully reeling things in until they feel at home.
Yes, that’s right, Dead Island 2 is OFFICIALLY a thing! So why have we been so quiet? We wanted our global announcement to go hand-in-hand with an awesome demo and we’re delighted that press around the world are getting their hands on the beta build of the game at Gamescom.
We’re really proud to finally show off all our hard work!
Dead Island 2 is a thrilling first person, action RPG, set in a zombie-infested Los Angeles that we like to call, HELL-A!
So, what have we been up to? In 2018 Deep Silver Dambuster Studios started development on Dead Island 2, focusing on a pulp horror zombie experience – in your face; close, visceral, and personal.
We didn’t want our heroes to be mere survivors – we wanted them to be thrivers, running headlong into the fray with a predator’s grin and the odd wink to the camera.
We’ve put a lot of effort into building our game world, the narrative and most of all, our tactical and very, very gory first person melee combat.
In our story Los Angeles has been overrun, the evacuation effort has failed, the military has retreated and LA is in total quarantine. You are infected but immune and experiencing powerful changes to your body. To escape Hell-A you must embrace the slayer inside of you and, perhaps, the zombie inside of you too!
So what makes Dead Island 2 so unique?
Firstly, Dead Island is known for its fantastic Paradise Gone to Hell setting, and our zompocalypse takes place in none other than the City of Angels. We take players on a rollercoaster ride through many of the picture postcard LA locations, from the beaches of Venice and Santa Monica through to the luxurious mansions of Bel Air and beyond.
Second, visceral combat- our main gameplay pillar. We are unashamedly focused on zombie slaying and we spent an unhealthily amount of time passionately developing our own ridiculously gruesome gore tech (codenamed FLESH – Fully Locational Evisceration System for Humanoids). To compliment the gore we have an huge arsenal of upgradable melee and ranged weapons, an in depth and highly customizable skill card system, allowing players to truly customize their play style, and this all exists within a chaotic and bloody combat sandbox! Players can slice, dice, roast, melt, bludgeon, break and dismember zombies in incredibly stylish ways, and all fully procedurally.
Zombies are at the center of everything in Dead Island. You‘ll encounter a huge roster of gameplay and visual zombie variations all encapsulating the vibrancy and uniqueness of LA.
This is all experienced through our brash and confident pulp tone – it‘s vibrant, cocky and larger than life with a knowing wink to the camera. But let’s not forget we are pulp horror at our bloody heart, so there are plenty of jump scares, monstrous encounters and creepy locations to explore!
The demo that press are playing at Gamescom focusses this first look on our brutal, tactical combat through the “Boardwa
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