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Street Fighter V Spring Update brings news on the hermit Oro and Soul-Powered Rose

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Hey there PlayStation Nation! We hope that everyone has been enjoying Dan, the new V-Shift mechanic, and the major Battle Balance updates that came with the kickoff of Season 5. We are thankful for all your support with the new content so far.

Now we’re back with the Street Fighter V Spring Update to give you the scoop on Rose, Oro, and a special look at the fourth character, Akira. Let’s dive into what was revealed during the Street Fighter V Spring Update. 

For the full picture, check out the Spring Update video below: 

Street Fighter V Spring Update brings news on the hermit Oro and Soul-Powered Rose

Oro, the wandering hermit, appears in SFV

 

Making his return from Street Fighter III, Oro is coming equipped with his classic moveset along with a handful of new ones. He even retains his one-armed combat style. However, unlike SFIII where he sealed one of his arms, here he is holding his new turtle pet during combat. While Oro is not playable in SFV quite yet, he’s not a stranger to the rest of the cast, having appeared multiple times in other characters’ stories already: 

He has appeared in Menat’s story, as well as Dhalsim’s

Here’s a deeper look into Oro’s moves and what he’s bringing to the ring. 

One of Oro’s classic moves, the leap attack, will avoid the opponent’s low attacks and lead to a counter hit when timed correctly. He is also able to perform his patented double jump, which gives him a breadth of offensive and defensive opportunities whether it’s shortening the gap from the opponent or changing his landing point.

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DC Universe Online introduces World of Flashpoint April 15

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The next episode for DC Universe Online is World of Flashpoint, launching April 15, 2021. Explore events surrounding one of the most legendary DC storylines, Flashpoint, and its time-twisted versions of your favorite DC characters. It will be up to you and your allies to set the timeline right!

World of Flashpoint

In this expansion, Flashpoint Batman (Thomas Wayne, Bruce Wayne’s father), Emperor Aquaman, Flashpoint Wonder Woman, and more are desperately fighting in a falling world. Atlantis and Themyscira are at war. A violent Batman embraces his darker side, seeking vengeance for his family while protecting a somehow-even-more-crime-riddled Flashpoint Gotham City. 

In addition to engaging with these new characters, you will also earn villainous gear based on Heat Wave, a boss you’ll fight in the episode, and Doomsday, who you’ll face in the open world. 

Heat Wave

Doomsday

World of Flashpoint is inspired by the events of DC’s Flashpoint storyline. However, this episode represents only a small slice of that entire epic. Your Super Hero or Super-Villain will experience the realities of this timeline and witness some of the most essential moments and challenges while striving to set things right. 

Want to know more? We drew inspiration from the below DC comics, and highly recommend them all as you prepare for launch on April 15. 

  • Flashpoint #1 – #5
  • Flashpoint: Batman – Knight of Vengeance #1 – #3
  • Flashpoint: Wonder Woman and the Furies #1 – #3

Welcome to DC Universe Online

New to the game? In DC Universe Online, you create your own unique Super Hero or Super-Villain in the legendary DC universe. Fight alongside hundreds of iconic DC characters like Superman, Wonder Woman, and Batman as well as thousands of other players. Level up your powers, master movement modes like flight, learn powerful attacks, and swoop into skillful action combat using a variety of weapons, gadgets, and artifacts.

Drawing on comic book storylines from the entire history of DC, your adventures are vast, varied, and always growing. World of Flashpoint is our 40th episode, with no end in sight.

Borderlands 3’s variety-packed Director’s Cut DLC hits April 8

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You’ve heard this before, but it bears repeating: every single video game launch is a minor miracle. So many decisions have to be made. So much content has to be completed. So many variables have to fall perfectly into place. For massive triple-A titles like Borderlands 3, releasing a final product requires years of dedication and perseverance. Increasingly, though, launch is not the end – it’s only the beginning.

While Borderlands 3 is not technically a “live service” game, we have treated it as such to make sure that each week it’s a better game than it was the week before. To keep this looter shooter alive and thriving, we have relied on the passion and determination of our incredible development teams, who’ve kept development happening against the backdrop of a pandemic that fundamentally changed the way we needed to work.

Later this week, more than 18 months since the base game launched on PlayStation 4, we plan to release the Director’s Cut add-on for Borderlands 3 on April 8, introducing a brand new raid boss, a series of murder mystery missions, new daily and weekly challenges via Vault Cards, and a cache of never-before-seen, behind the scenes content, not to mention new Legendary gear and cosmetic items. To mark the occasion, we wanted to look back at everything we’ve released since launch and pull back the curtain on what it takes to keep a triple-A game feeling fresh. 

Broadly speaking, we’ve been guided by three major goals since launch. First, to continue to polish and improve the game by addressing reported performance issues. Second, to strive to maintain a balanced experience so that build diversity could flourish at the end-game. And finally, to deliver a variety of new content, whether free or as part of a paid campaign DLC, at a consistent cadence.

That first goal is the most straightforward of the three. Nearly every single week since launch (up to and including this week), we’ve released a hotfix to adjust the content that’s already available. We’ve also added numerous quality of life improvements, such as more backpack and bank space, expanded ammo storage, and performance and UI improvements. In effort to be transparent, update notes are always available on borderlands.com.

Yes, a few updates saw us remove power from over-performing gear or skills, but far more often, we buffed gear and characters. We made all of these changes with the goal of improving the long-term health of the Borderlands 3 experience. We always want that experience to feel both challenging and rewarding. From the beginning, this has been our guiding light when approaching the adjustments we’ve made to the balance of the game.

While these weekly updates often stem from our own internal play-testing and the direction of our live team, they just as often result from fan feedback. Have you ever wondered, “Do developers actually read their games’ subreddits?” Well, the answer is: yes, of course! We read all those critiques, as we know those comments come from the most passionate members of our community.

Those weekly adjustments keep us plenty busy, but the real work – and the real joy of Borderlands 3 – comes from that third goal: releasing a variety of new content. And when I say variety, I really, really mean it. In the first year after launch, we released four story-driven campaign add-ons that ranged from a cosmic horror rom-com to a gritty western tale to a space casino super heist to a journey into the broken psyche of a psycho. After that, we release

Mass Effect Legendary Edition: Rebalancing, tuning, & mechanical improvements

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Ever since we announced Mass Effect Legendary Edition on N7 Day and revealed a first look at it earlier this year, your passion and excitement have blown us away. Today, we’d like to give you more details on what you can expect to see in this remaster. You’ll find the latest information on the Legendary Edition, from gameplay tuning to rebalancing and more. Next week, we’ll provide an additional look at the remastering process with a strong focus on the visual changes across the trilogy.

Let’s get into it. Here’s what this post contains, in order:


“I don’t need luck—I have ammo.”


Combat tuning

Combat in the Mass Effect trilogy has evolved across the series, with each game’s experience being different. We wanted to make the experience better across the board, but we didn’t want to unnecessarily change what our fans have come to love about each game. That proved a unique challenge, as the first game is quite different from the second and third in terms of gameplay and combat. Mass Effect was heavily influenced by traditional RPG mechanics, like the randomness of a dice roll and pen-and-paper stat building. As a result, weapons in Mass Effect often felt less accurate and reliable than the gunplay in Mass Effect 2 and 3.

We heard the consistent feedback that it was pretty frustrating to take a few shots with an assault rifle and suddenly have the reticle enlarge to span a large portion of the screen, so we looked at tuning the mechanics to provide better handling without outright scrapping the spirit of the original games.

In the first Mass Effect, accuracy (including reticle bloom and weapon sway) has been tuned across all weapons to allow players to maintain more consistent firepower while still managing their shots/overheat meter. We’ve also improved the aiming down sights (ADS) camera view to be tighter on combat so that ADS is more accurate (like the second and third games), and we’ve improved the aim assist to provide better precision. These small behind-the-scenes changes collectively make combat much “snappier,” putting more control into the player’s hands.

Abilities have also been rebalanced in the first game. For example, the “Immunity” ability now grants a powerful defensive buff that lasts a brief period of time instead of being a small buff that lasts indefinitely.

The following overview lists gameplay changes we made specifically to the first Mass Effect, with the goal of bringing it a bit more in line with the rest of the trilogy:

  • Shepard can now sprint out of combat
  • Melee attacks are now mapped to a button press rather than automatically occurring based on proximity to an enemy
  • Weapon accuracy and handling has been significantly improved
    • Reticle bloom is more controlled
    • Weapon sway removed from sniper rifles<

Build an automated city for cute robots in The Colonists out on PS4 May 4

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If you love cute robots make sure you don’t miss The Colonists when it comes to PlayStation 4 on May 4. You’ll need to help the bots build their dream home by automating a whole city to meet their needs.

Think of city builders and you probably visualise gray tower blocks and industrial cranes. But The Colonists has a much friendlier face in the form of a grinning robot. The hard-working bots are the stars of the game so we hope you fall in love with them as much as we have.

Build an automated city for cute robots in The Colonists out on PS4 May 4

Each bot is defined by the specific job they have to fulfil within their community. We want to introduce you to a few of them as by learning what each bot does you will understand the basics of how The Colonists works.

Carrybot

First up is Carrybot. This energetic bot’s job is to carry resources along roads to the various buildings. This means you’ll need to consider the layout of your roads and where you place buildings in relation to them in order to maximise this bot’s productivity. 

That said, if Carrybots do run out of items to transport they’ll just start dancing on the spot. They clearly have a lot of energy and know how to use it to have a good time. You’ve got to admire that!

Farmbot

Where do Carrybots get all of that energy? You can thank Farmbot for that. These bots till the soil and grow crops in it that go towards feeding the entire city. If there are no Farmbots then there’s no energy to power your bots. It’s that simple.

You’ll notice that Farmbot is fit for its job by taking the shape of a plough. There’s no better design for cutting lines in the ground, tending the orchard to make apple juice, and growing whe

Oddworld: Soulstorm – Multiple endings and improving your Quarmic score

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Oddworld: Soulstorm is not a remake in the traditional sense. Remakes are very popular right now and we have seen several wonderful games in that vein recently. Soulstorm differs in that it builds on what we originally wanted to do 22 years ago.

Back then, we weren’t afforded the time to execute our vision for the second game in Abe’s five-part quintology. We had just successfully released Oddworld: Abe’s Oddysee (a.k.a. Oddworld: New ‘n’ Tasty),  the first game in Abe’s quintology, and we were asked to deliver a sequel to it within nine months.

We had to chop and cut down what we wanted to do to get it done. That meant Abe’s Exoddus was a wildly different story and experience than what we initially intended in the grand dream of the overarching five-game quintology.

 

Soulstorm is our grand dream come true. It is a new game. It is our attempt to make the deeper and more conceptually unsettling second episode in the story of Abe that we originally intended all those years ago. The story takes place after the events of Oddworld: New ‘n’ Tasty, when Abe follows his destiny to save his fellow Mudokons from corporate oppression. Soulstorm also features new gameplay mechanics including a scavenging and crafting system, where Abe can make versatile items like mines that knock enemy guards unconscious.

Our partners at Sony, Microids, and Unity helped us tremendously along the way and we would not be here without them. Most importantly, if not for fans of our games, Soulstorm would never have happened. Thank you for your continued support all these years. 

Tomorrow is the day our original vision for the second game in Abe’s five-part quintology, when Oddworld: Soulstorm launches. Let’s dive into things you should know before you embark on Abe’s next adventure.

 

PlayStation Plus

The digital version of the game releases April 6 on PS5 and PS4. The PS5 version will be free for PlayStation Plus members during April. Also, if you purchase the PS4 digital version, you can upgrade to the PS5 digital version at no additional cost.*

The physical retail versions of the game will be in stores on July 6. If you purchase the physical retail PS4 version, you will get the PS5 digital version at no cost.

 

Save your followers, they’re important

There are nearly 1,400 Mudokons that you can save in Oddworld: Soulstorm. How you decide to play is up to you, but keep in mind there are multiple endings in the game, and we recommend you try to save at least 80% of the Mudokons in each level (more info below).

There is strength in numbers with followers being a plus multiplier for Abe.  In New ‘n’ Tasty, Mudokons followed you or stayed put.  They were beasts of burden you led through deadly obstacle courses in the hopes they’d be rescued. Your followers gave you no real support or power of scale; they just made your job harder.

In Soulstorm, it’s more than just saving all those Mudokons for a better Quarmic score and nar

Breathedge: Five gameplay tips for space survival, out tomorrow

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Hey there! We at HypeTrain Digital are incredibly happy to present you with the fruit of our glorious labor – Breathedge, an awesome space survival adventure with humorous flair, which launches on PS4 tomorrow, April 6! Stepping out into space isn’t nearly predictable as it would seem. Breathedge has many life-threatening hazards, including but not limited to suffocation, freezing, burning, getting beat up and/or shot, dying of hunger and thirst, electrocution and so much more. 

Breathedge: Five gameplay tips for space survival, out tomorrow

That’s why we’ve decided to provide you with a helping hand (on a stick!) and guide you during your first voyages outside.

Get better gear

The civilization is built with tools. Too bad the tools you create don’t match the blueprints at all. But don’t worry, comrade, they still get the job done. Venture outside your shuttle and start touching things. Somehow, your suit’s onboard AI will figure out how to make something useful with what you find. It could be anything – metal, paint, an old back scratcher, batteries, even stale shawarma may come in handy.

Get yourself a new oxygen tank, a booster, and a flashlight – ta-daaa, exploration is now a whole lot more enjoyable. Don’t skimp on exploring around your starting area – all the good stuff is scattered around there somewhere. Pay extra attention to floating shipping containers – these often have some goodies that you would have to craft or harvest elsewhere. 

Take advantage of the environment

Flex your ingenuity. Do things that make sense, and things that really don’t. It all works out! When feeling cold, look for a warm place. Need to connect two broken wires together?…throw a corpse between them! Chased after by a bad police robot? Short-circuit it with your own bodily fluids. The list goes on.

PlayStation Now games for April 2021: Marvel’s Avengers, Borderlands 3 and The Long Dark

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April’s PlayStation Now lineup is a titanic team up featuring Marvel’s Avengers, Borderlands 3, and The Long Dark. Save the world, shoot up a galaxy, or survive an icy wilderness: take your pick from tomorrow when the games launch into the service.

Let’s take a closer look at each in turn. 

Marvel’s Avengers

PlayStation Now games for April 2021: Marvel’s Avengers, Borderlands 3 and The Long Dark

Marvel’s Avengers is an epic, third-person, action-adventure game that combines an original, cinematic story with single-player and co-operative gameplay. In a future with Super Heroes outlawed, a young Kamala Khan must reassemble the Avengers to stop AIM. Marvel’s Avengers continues the epic journey with new Heroes and new narrative delivered on an ongoing basis, for the definitive Avengers gaming experience. Assemble into a team of up to four players online, master extraordinary abilities, customize a growing roster of Heroes, and defend the Earth from escalating threats.

●      Marvel’s Avengers is available until Monday July 5, 2021. 

 Borderlands 3

PlayStation Now games for April 2021: Marvel’s Avengers, Borderlands 3 and The Long Dark

The original shooter-looter returns, packing bazillions of guns and a mayhem-fueled adventure! Blast through new worlds and enemies as one of four new Vault Hunters, each with deep skill trees, abilities, and customization. Play solo or with friends to take on insane enemies, score loads of loot and save your home from the most ruthless cult leaders in the galaxy. Play with anyone at any time online or in split-screen co-op, regardl

The FIA Certified Gran Turismo Championships returns for 2021 Season

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As we enter our fourth year of the FIA Certified Gran Turismo Championships I am no less excited than I was back in 2018. Last year was a fantastic season of racing and we eventually saw a dominant display from Japanese racer Takuma Miyazono that saw him become Nations Cup Champion as well as being part of Team Subaru, alongside Mikail Hizal (TUR) and Daniel Solis (USA), who won the Manufacturer Series.

Due to the effect of Covid-19, we are missing the atmosphere of our live World Tours and the opportunity to meet our wonderful competitors directly, but we’re lucky that we can still test new ideas and continue to grow the FIA Gran Turismo Championships even in this online only environment.

We’re excited by the new format for the series this year and, with new developments in our broadcast production integrating new technologies, we are certain that we can show everyone even more exciting racing action.

While we are looking forward to getting back to meeting up with competitors and audiences in person, we feel it is right to keep the Championships purely online in 2021. I wish the best of luck to all of the fantastic competitors who will participate within the competition. 

The FIA Gran Turismo Championships will start on Wednesday, April 21 – so if you want to enter then make sure you sign up in Sports Mode on GT Sport  – you can find the full terms and conditions here

Details of the different stages and all of our new broadcasts can be seen below. As a reminder, the Championship comprises a ‘Nations Cup’, where drivers compete for their country, and a ‘Manufacturer Series’, where they compete for one of the manufacturers featured in-game, each has a slightly different structure. For anyone interested, make sure you follow us on our social channels and check out gran-turismo.com to be sure not to miss any of the action and get full details on how to participate, and watch the 2021 Season. No doubt we will see some breath-taking, high-level racing again this year in both the Nations Cup and Manufacturer Series.

ONLINE STAGE 1 – runs from April 21 and concludes on June 26. Competitors from around the world will race online over 10 rounds of the Manufacturer Series (taking place on Wednesdays) and 10 rounds of the Nations Cup (on Saturdays).

‘WORLD SERIES’ 1 & 2 – this period will also see the global top 16 Nations Cup and top 12 Manufacturer Series competitors (initially selected from the 2020 World Finals) taking part in two new ‘World Series’ events that will be broadcast on Sunday, June 6, and Sunday, July 11, respectively.

‘WORLD SERIES SHOWDOWN’ – The end of Online Stage 1 gives a chance to its best 16 Nations Cup competitors to challenge for a place in the World Series and World Finals against the 16 elite players who contested the first two World Series events. At the same time, team duties will return for the Manufacturer Series with 12 teams of three racers contesting their ‘Showdown’ with World Finals points at stake. The Manufacturer Series World Series Showdown will be broadcast on Saturday, August 21 and the Nations Cup on Sunday, August

Official PlayStation Podcast Episode 393: It Takes Three

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Email us at PSPodcast@sony.com!

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


Welcome back! This week the team shares thoughts on the immersive feel of Doom 3: VR Edition, and the perfectly paced co-op variety of It Takes Two. 

Stuff We Talked About

  • Oddworld: Soulstorm
  • Destruction AllStars
  • Virginia
  • Superhot
  • A Plague Tale: Innocence
  • Moss
  • Doom 3: VR Edition
  • It Takes Two

The Cast

Tim Turi –  Senior Content Communications Specialist, SIE

Kristen Zitani – Content Communications Specialist, SIE

Brett Elston – Manager, Content Communications, SIE

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