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Vampire: The Masquerade – Justice is a new PS VR2 adventure RPG, coming late 2023

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Hi, my name is Erik Odeldahl and I’m the Creative Director at VR game developer & publisher Fast Travel Games. We have just revealed our next game to the world! It is a PS VR2 adventure RPG set in the rich story world of Vampire the Masquerade. In it, you play Justice, a vampire of clan Banu Haqim, who travels from New York to a dark and mysterious Venice, Italy to hunt down the perpetrator of their sire’s final death.

Be a stealthy vampire 

With Vampire the Masquerade: Justice, we set out to make a game that fully immerses you in the role of a stealthy vampire, taking advantage of all the strengths of the PS VR2. One thing that truly excites us about the PSVR2 is the adaptive triggers and the haptic abilities available in both the controllers and the headset itself. As a vampire, you have access to all kinds of tools that help you stay hidden from your enemies, or when necessary, surprise and dispose of them with lethal force. You get to sneak up on your victims to drink their blood, unleash powerful disciplines and tear them to pieces, or fade away into invisibility before their very eyes. You decide how to take on each scenario, and we make full use of the wide range of haptics to fully immerse you in the experience.

Become the apex predator

As a vampire, you do have superhuman strength and speed, but you are not safe from harm. The enemies you encounter will put up a great challenge for you, forcing you to take advantage of your powers. A combination of stealth and fast attacks will take you far, but you can also rely on your powers of persuasion as well. Sometimes in a dialog with an NPC, the threat of violence will unlock new paths for you.

A dark and mysterious Venice 

The Venice we’re inviting you to is not the city of love you see on postcards, but a dark, mysterious place where unseen things happen in the shadows, where plans are hatched and vast conspiracies are perpetrated among the undead. The last few years, there has been unrest among the Hecata, a vampire clan that has Venice as one of its bases of operation. Justice, played by you, is cast into a conflict between fierce vampires who fight for power … and their souls.

Regardless of your strategy, every step you take and undertaking you complete, will bring you closer to the center of the mystery, and allow you to grow in power to eventually become the most powerful vampire.

This title, like all of our games so far, focuses on delivering a strong narrative, but also rewards exploration and experimentation. Me and the team are looking forward to seeing you meet the characters of vampire Venice, and sneak along its dark streets. The game is built from the ground up with an original story and characters, and is a welcoming experience for those of you unfamiliar with Vampire the Masquerade and the World of Darkness, but we hope that we’ve created something special for those of you that have lived and breathed Vampire for a long time too!

We

Amnesia: The Bunker launches June 6 

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When we first started with game creation at Frictional Games, we knew we wanted to make immersive horror experiences. We threw in everything we could think of: puzzles, physics, combat, creepy dream sequences – you name it. Those of you who played Penumbra: Overture will remember these elements well. Now, as we approach the launch of Amnesia: The Bunker – coming to PS4 on June 6 – we wanted to take a look back at how we’ve further refined our formula and approach to games.

The real breakthrough arrived with Amnesia: The Dark Descent. We started focusing on key aspects that led to a much more engaging experience. We cut away combat and all other aspects that didn’t directly fuel the horror experience. This led to players noticing more about their environment and becoming more deeply engaged. A simple sound effect, for instance, could trigger intense reactions, causing players to run and hide. Players become immersed with the happenings in a way we hadn’t seen before.

One of the only relatively safe places in Amnesia: The Bunker – the administration office. Check the map carefully, planning your next move is crucial to your survival.

This revelation showed us that we could use such techniques to propel the narrative in new ways. Few games at the time were doing this, and we felt we could still push the boundaries. This is how SOMA was born. We asked ourselves: Instead of scaring players, could you evoke similar immersion in more complex topics? In the case of SOMA it became: can you make them question the nature of consciousness? Five years of work later – turns out you could.

In Amnesia: The Bunker, the revolver is used to shoot off a padlock, showcasing how it can be used as more than just a weapon.

We then aimed to expand our studio into a two-project operation, splitting our team in two. One group worked on Amnesia: Rebirth, where we sought to intertwine gameplay and narrative more tightly, introducing mechanics (like simulating a belly rub) that carried significant story implications. We were proud of the result but felt we could have pushed further. A clear sign of this was that, once players knew the game, they would approach each section in a predictable manner. The gameplay simply wasn’t pushing far enough to truly empower the player.

The lighter. A very important item used to craft various tools, such as a torch that can be used to fend off rats.

With Rebirth launched, and our other project – let’s call it the Super Secret Project – still underway, Fredrik Olsson, who was the creative lead on Rebirth, proposed a simple idea: Why not have one monster, give the player a gun, and unleash them in an open world? This was a smaller, more focused project we could finish before the Super Secret Project. The Bunker was born.

This concept diverged significantly from our recent games, but if we trace back to our origins with Penumbra: Overture, it’s not that far off. In Overture, players tackled monsters in a freeform manner, using weapons, setting traps, and igniting canisters. The Bunker ai

How Cammy and the classic cast got their Street Fighter 6 glow-ups

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One thing that has made Street Fighter such an enduring, legendary game series is its iconic characters. Players fondly remember their first time hitting an opponent with Ryu’s Shoryuken, sending out a Sonic Boom with Guile, or mashing out Chun-Li’s lightning kicks. Many of the series’ favorite characters return in Street Fighter 6, but with fresh designs that still convey the cast’s long-established personalities and skills. We sat down with Capcom to talk about giving old Street Fighters a new look.

Takayuki Nakayama is the game director of Street Fighter 6. He’s been with Capcom since 2012, starting his Street Fighter journey with work on Ultra Street Fighter IV. “Since we’re working on a new numbered series title, this was the chance to redesign all the characters,” he said. “We wanted to give all the legacy characters striking new designs as something of a challenge and make them look significantly different from the past designs of the characters that we’ve seen before.”

Some characters, like Chun Li, were especially challenging: “It took multiple years to land on her final design. Chun Li has been around for a long time as one of the key standout characters. And everyone’s ideal look for her is a little bit different. Because she is such a loved character, folks really have strong feelings about how Chun Li should look in a modern Street Fighter game.”

The RE Engine makes every character model pop on screen. But study them closer and you’ll note each of the 18-strong starting roster have distinct muscle tones. This is the result of experimentation, including 3D photo scanning of people, by a small team at the studio dedicated to more accurately portray muscle definitions factoring in age, gender and fighting style. For example, a sumo wrestler like E. Honda will have a completely different muscle definition to a pro wrestler like Zangief.

But the fighter from the Street Fighter II era whose redesign got a lot of buzz on social media was Cammy White, the blonde bombshell British brawler first introduced in Super Street Fighter II, and who has been a fan favorite for decades.

When Cammy first hit the streets, she was clad in a bright red beret and matching gloves, accenting a distinctive green leotard that showcased her legs–fitting for a femme fighter who could crush opponents with her mighty thighs. This has become her classic look, known as Delta Red, named after the elite special forces unit Cammy was part of in Street Fighter lore.

When X-Men vs. Street Fighter debuted in 1996, she sported a thicker, long-sleeved baby-blue onesie and cap but kept her big red gloves and, most strikingly, her thick pointed bangs, long blonde ponytails, and facial scar. This “Killer Bee” outfit represents the period when she was under the sway of supervillain M. Bison as one of his “dolls”–and, as was later revealed, a female clone bearing most of his DNA.

A lot has changed in the world of Street Fighter 6. Shadaloo is no more, and Cammy’s quest for vengeance against Bison seems to have reached its conclusion–but she’s still out there fighting and doing it with a new outfit. Gone is the slinky leotard, replaced with a bright sky-blue jacket and midriff-baring crop top. Her legs are covered with stretch-fabric workout pants:

PlayStation Stars campaigns and digital collectibles for June 2023

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Hey there, PlayStation Stars members! It’s almost June, and we’ve got new campaigns and digital collectibles coming your way. Get ready to put your skills to the test again and make some new memories. Keep an eye out for more updates on PlayStation App throughout the month. Now let’s jump into the featured lineup for June.

Score points with NBA 2K23 on PlayStation Plus

Available June 6 for all PlayStation Plus members

Starting on June 6, PlayStation Plus members can get 50 points by playing NBA 2K23. Check out the PlayStation Plus Monthly Games announcement for June to discover the exciting titles available this month.

Get rewards for playing selected titles on PlayStation VR2

Available June 1

PlayStation Stars members can get 50 points by playing any one of the following games on PlayStation VR2:

  • Horizon Call of the Mountain
  • Resident Evil Village
  • Gran Turismo 7
  • No Man’s Sky
  • Tetris Effect: Connected
  • Kayak VR: Mirage

These games for PlayStation VR2 have thrilled and chilled us to the core. From heart-stopping horror to pulse-pounding racing, there’s something for everyone.

Hard Game Club | Dead Space 

Available June 1

Join the Hard Game Club by completing difficult in-game challenges in some of PlayStation’s toughest games to get exclusive digital collectibles.

This month’s featured game is Dead Space. To get the June Hard Game Club Balloon digital collectible, members must complete the “Untouchable” trophy challenge in Dead Space. Take on the challenge and once completed, you will receive this month’s digital collectible. Good luck!

PlayStation & You Limited Release Digital Collectibles

“PlayStation & You” is a recurring campaign that celebrates players who have been with us over the years. Here are two of the campaigns we’ll have in June.

PlayStation & You: PlayStation 3D Glasses

Available June 1

We’re celebrating owners of the PlayStation 3D Display, a 3D TV/glasses combo that supports SimulView. If that’s you, unlock the PlayStation 3D Glasses digital collectible by playing any game on your PS4 or PS5 and get ready to add this unique item to your collection.

PlayStation and You: PlayStation 3 Scarlet Red

Available June 15

For PlayStation Stars members who owned the PS3 Scarlet Red. Play any PS4 or PS5 game to unlock this digital collectible. 

New PlayStation Stars Digit

Immortals of Aveum hands-on – new gameplay details

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Arriving July 20 on PS5, Immortals of Aveum takes the fast-paced FPS action of military shooters and blends it with fantastical, spell-flinging elements.

This new IP from Ascendant Studios focuses on a lore-rich, single-player campaign where you play as Jak, an orphan turned Magnus battle mage, who strives to save his home Lucium from the tyrannical forces of Rasharn, a superpower that seeks to control all magic across Aveum.

The colors of spell-casting

Early on you’ll be exposed to three colors of magic that power your primary Strikes: Blue Magic, Red Magic, and Green Magic.

Blue Magic powers the Shrikebolt attack – effective at long range and good at causing critical hits to enemy weak spots. This was one of my favorite attacks, as leveling enemies from afar felt a lot like deploying the precision of a sniper-rifle.

Red Magic powers the Breachfire attack – wide bursts of sorcery that do high damage at close range. Think shotgun blasts of energy that prove optimal against bunched up foes.

Green Magic powers the Stormshards attack –  a spell that launches homing projectiles and is best used at medium range against fast-moving targets. This spell worked well for peppering opposition while on the move.

Striking isn’t the only category of spells these colors power, there’s also Control, Augment, Fury, and Dominion spells that provide a wide arsenal of ways to manipulate and defeat your opponent.

Magic in the details

From gradient oranges that fill the sun-soaked skylines of Yltheum to the worn and weathered design of Jak’s Sigil – a device equipped to shape your magic spells, much like a wizard’s wand – the world is thoughtfully crafted allowing for true immersion into the extensive lore. 

You can get lost exploring the expanses of Aveum to find hidden areas that contain puzzles, currency, and even some of the best gear to aid you in your journey, or get swept into the furious grasp of a massive Howler, a flying war beast whose dragon-like skin and aura is on full display when it snatches you up in its wrath.

UI encourages frenetic gameplay

Immortals of Aveum’s UI design contributes to the overall immersion of the game. Navigating the menu is straightforward, as the most relevant information is easily accessible without overloading the player with excessive screen clutter. 

While there’s more than 25 Spells and 80 Talents to unlock or upgrade in the game, the tasks of upgrading gear and acquiring Talents felt intuitive. 

Ascendant Studios made the choice to skip the traditional FPS weapons wheel, instead creating the Fury Spell tray signified by a compact symbol in the lower right-hand corner of the screen.

“We really wanted to focus on the frenetic gameplay… a lot of times when you implement a wheel you have to think about slowing things down, it creates a tactica

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