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

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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

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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

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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

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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

The Last of Us Part II performance patch for PS5

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So far 2021 has been incredible, and supremely humbling, as The Last of Us Part II has been recognized with over 300 Game of the Year Awards, an unprecedented achievement. We are super grateful to our community for your terrific support over the past year, including voting us the BAFTA EE Game of the Year and the Golden Joystick Ultimate Game of the Year. We’ve received a ton of fan mail letting us know how meaningful The Last of Us series has been for you and we’ve been astounded by all the excellent fanart, cosplay, and tattoos you have been sharing with us. 

One of the most requested items from our community has been to release a PS5 performance patch for The Last of Us Part II. 

Well, today is the day and you can download the free* patch right now!

The Last of Us Part II performance patch for PS5

Once patch 1.08 for The Last of Us Part II is installed on your PS5, you will find a toggle in the Display options that allows you to choose between a Framerate Target of 30 FPS or 60 FPS. This allows you to choose your preferred framerate to complement the rest of the enhancements that are part of the PS5 backward compatibility with PS4 games, such as an enhanced resolution, faster load times, and more.

The team has been digging into the PS5 hardware and the possibilities it unlocks since launch last year and we’re excited about what the future holds. This patch is just the first step of working on the PS5. We’ll let you know when we’ve got more news to share!

*Internet connection required.

Dominate in Super Bomberman R Online with 6 Battle Royale tips

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Hi everyone, Super Bomberman R Online and its unique Battle 64 mode launches on PS4 and PS5 as a free to play game on May 27! We’re thrilled for players of all ages to be able to jump into Bomberman for fun battles online with friends and family.

Before you blast off, we wanted to pass on a few tips and tricks straight from the game’s development team. Bomberman battles are quick and easy to pick up and play, but the game has hidden tricks and some surprising character and power-up abilities. To get a head start and increase your odds of becoming Bomber One, check out the following tips:

1. Safety first

A bomb exploding will trigger other close-by bombs to go off immediately and can cause chain reactions. If you try to place bombs in a row you could end up getting blasted by your own bombs, so focus on controlling and predicting the areas of explosion at first.

2. Clever bomb placement

Some soft blocks have power-ups hidden inside them, so use your bombs to release them.  Be careful though, you can trap yourself between a block and your own bomb. You can destroy up to three brown soft blocks with one bomb though, so keep that in mind and place your bombs in the best spots possible instead of placing too many. 

3. Keep calm and blast on

The game may feel fast-paced at the beginning, but stay calm. You can avoid other players and their bombs early on and focus on finding power-ups and getting used to the flow of the action. Do you need a break from the heat? Look out for Green Louie eggs to pick up: they hatch a trusty and speedy ally for you to ride on, assisting and protecting your Bomber.

4. Piercing action

The special Pierce Bombs have a large radius. It’s great for finding other power-ups or surprising enemies who think they’re safe. If you’re in a rush, Aqua is a great character to learn with because she starts with Pierce Bomb equipped. That can be a big advantage while you are learning to play and trying to grab a lot of power-ups. Aqua will make you a force to be reckoned with: because Pierce Bombs are very powerful, they’re extremely dangerous in the final stage once the area begins to shrink.

Deathloop: combat, exploration and PS5 features detailed

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Deathloop’s got a great elevator pitch. It’s a murder mystery with a time travel twist. You’re trapped on an island locked in an infinite time loop, with you and its denizens forced to repeat the same day over and over. The only way out is to track down eight targets, found somewhere in the four districts that divide the island. Assassinating all before one loop ends breaks it for good. But while you see the loop as a curse to be lifted, your intended kills see it as an endless, consequence-free party. As such they, and nearly everyone else on the island, will attempt to kill you on sight. And that includes your worst enemy and equal, who can be controlled by another player online. They have a single goal: protect the loop by ending you before you end it. Die, and your day starts again.  

The original concept, created while Arkane was working with MachineGames on 2019’s Wolfenstein: Youngblood, would offer a diverse tool set, player freedom to experiment, and an architecturally coherent, intricate world to explore. A continued adherence to the defining principles of the studio’s previous works. The focus however, would be on replayability. The studio soon found itself eager to include “a big story”, character development, a rich world, an adventure arc – all also defining characteristics of its past games. “How could we build familiarity in a very focused, intimate space?” asks creative director Dinga Bakaba rhetorically. The solution: break time. The 60’s-style setting and “the impossible task” – eight assassinations in a single day – crystalised soon after.

Time to kill

Colt starts the day equipped with little more than “a cool jacket, a horrible hangover and a rusty SMG.” The rules of the loop and your place in it are quickly and violently explained. A better arsenal, including traditional weaponry (that’s customisable) and unique powers, need to be recovered as you explore the island from those you’ve bested in firefights or caught unawares. Discovery of two loopholes make your death less severe. One will allow you to carry over certain things between loops. The second is Deathloop’s own spin on respawns. Reprises give you three chances per loop to continue, and by finding your previous downed self you recover all items collected up to their (your?) untimely death. 

“He is, I think, perpetually funny, surprising, charming,” says Bakaba of Deathloop’s protagonist Colt. “I think this is a guy who copes with those tragic events with self-deprecation and ‘dad’ jokes. He has flair, is very confident. He can just throw out these jokes, approach the situation with a lot of confidence.” 

Colt’s nimble. Necessary when the world’s out to kill you and you’ve spaces to explore. Blackreef’s world design clearly shows Arkane’s continued love of verticality and, by association, powers that tap into superhuman exploration (“It’s really important to us,” says Art Director Sebastien Mitton. “Without powers, I always feel like I’m stuck on the ground. I’m frustrated”). As a result, each district is a dense sprawl. “Imagine a level like Dishonored 2‘s Edge of the World, and made even bigger, that’d give you an idea,” explains Bakaba of the expected scale for each. 

Rivet shows off the Phantom Dash in all its stylish glory

In addition to Ratchet & Clank: Rift Apart’s staggering arsenal of weapons, we’ve also given Ratchet — and by extension Rivet, some new moves to use in and out of combat. Use the Rift Tether to transport yourself across battlefields, or activate the Phantom Dash to safely dodge and phase through incoming enemy attacks. But rather than me telling you what’s to come, I’ll let Jr. show you in our weapons-focused episode of Zurkon Jr.’s Almost Launch Party.

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