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Indie games are known for their daring and often groundbreaking approaches to visuals and storytelling. Ultros is a new indie title coming to PS4 and PS5 on February 13. The game is a twisted, time-looping sci-fi adventure. It’s packed with high-stakes action, clever twists on classic game design ideas, intriguing, and often unsettling environmental storytelling, and crazy-colorful pop-psychedelic visuals that makes you wonder if the game came with its own built-in blacklight.
This eye- and mind-dazzling adventure comes to PlayStation courtesy of Sweden-based developer Hadoque. It tells the story of a spacefarer trapped in a nightmare time-cycle within a bizarre, seemingly demonic black-hole acting as a womb for an unspeakable cosmic horror–the titular Ultros.
In the words of game director Mårten Brüggeman, “It’s a psychedelic sci-fi platforming adventure, a combat- and gardening-driven experience. It also asks a lot of existential questions if you dive into it, as you explore the sarcophagus spaceship and try to understand what it is a metaphor for and what is dwelling inside.”
Fight or foster
Ultros is fundamentally a search-action game where you explore an ever-expanding map that opens up further and further as you acquire more abilities for navigation and combat. It’s a popular indie game genre, and Ultros expands on it with some unique gameplay twists centered around the ideas of karmic cycles: creation and destruction, nurture and killing.
“It’s a game about choices,” explains Brüggeman, “where you can choose to play in a destructive or constructive way, and the choices you make change your interpretation of your in-game actions.”
The environment oozes with otherworldly threats, requiring skillful combat to neutralize the assorted hostile lifeforms. Variety is a big emphasis here. Ultros encourages you to use a diverse arsenal of moves in fun and creative ways to dispatch foes: dodge-and-strike attacks, jumping strikes, and even launching foes into the air to turn them into a living projectile weapon.
“We want to combat to feel intimate and visceral to emphasize destruction, ruining the balance of disruption and construction within the current cycle. We focused on movements, forcing you to be near them to fight them are integral to what we wanted to do, the intensity and intimacy of one-on-one combat.”
As your foes fall before you, they drop all manner of edible offal–which varies in quality depending on how skillful your killing blow was. Eating these remains isn’t just a health restore: it provides you with valuable nutrients, which allow you to access skill tree upgrades at save pods, which enhance your movement, fighting, and navigational abilities.
But if eating mystery meat makes you feel a bit queasy, there’s another way to obtain sustenance: raising the seeds you find scattered around in gardens, then partaking of that plant’s fruit. Aiding you in your horticultural pursuits is your Extractor, a special device that gains numerous abilities throughout the game.
The plants that grow over time will leave behind assorted benefits, like creating platforms to alternate routes and making planning and tending to your gardens
Hello, I’m Chikara Saito (a.k.a. Rickey), director of Foamstars. As the name suggests, Foamstars is a game that features copious amounts of soft, fluffy foam. However, the path that we took to actually represent that foam in digital space was much longer and tougher than we initially thought it would be.
Our experience of bringing the foam in Foamstars to life was anything but soft and fluffy, and today, I would like to tell you the tale of our trials and tribulations in the world of foam!
The first obstacle that we ran into when we started developing Foamstars was the processing power required.
In Foamstars, players can fire off as much foam as they like, and that foam flies off as fluffy bubbles throughout the whole space.
This is a huge part of what makes the game so unique, but bear in mind that up to 8 players playing together online can fire off foam at the same time – some of them in separate places, quite far away from one another – so we had to be able to sync up each instance of foam in real time.
This alone accounted for a considerable amount of load on the CPU, but on top of that, we also realised another game mechanic that is crucial to Foamstars’ gameplay: foam remaining in place and piling up to change the stage’s topography. These things together put an enormous burden on the CPU.
This meant that in the first test build of the game, we could only make about 10 shots worth of foam remain on the ground, and I can still clearly remember the feeling of disappointment as I thought to myself, “This isn’t enough to make a fun game.”
But just as I was facing this pressure to alter the direction of the game to account for these limitations, the programming team stepped in and showed me a better way!
They had the fantastic idea to dynamically alter Unreal Engine 4’s Landscape tool!
This system was originally designed for sculpting rugged terrain ahead of time, but thanks to the ingenuity and hard work of the programming team, we were able to dynamically alter the Landscape tool so that it could be influenced by player interactions during actual gameplay.
Thanks to this system, we didn’t have to manage and express each instance of foam on an object-by-object basis, but rather, we could handle the foam as vertex data instead.
This significantly reduced the load on the CPU, and made it feel much more thrilling as an actual game as well.
The test map began as a single, flat plane stretching out ahead of you. As I watched it transform dynamically due
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Hey y’all! With nasty colds circulatin’, bomb cyclones droppin’, and 2024 kicking off with a bang, the PlayStation Podcast crew has struggled to record a show for a few weeks now. Today, they get off their keisters to review some key details from the recent State(s) of Play and then talk about what they’ve been playing….
- Tekken 8 – PS5
- God of War Ragnarök: Valhalla – PS5
- Alan Wake 2 – PS5
- Cocoon – PS5
- Jusant – PS5
- Tchia – PS5
Thanks to Dormilón for our rad theme song and show music.
[Editor’s note: PlayStation game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.
Last week, we asked to see the coolest characters from the game of your choice using #PSshare #PSBlog. Here are this week’s extremely cool highlights:
wingsforsmiles shares Johnny Silverhand sitting back with one leg up in Cyberpunk 2077
BitarHector shares Aloy smiling in the morning sunlight in Horizon Forbidden West
Taser9001 shares Tifa rushing forward with a sparking attack in Final Fantasy VII Remake
sorathluna shares Sam side-eyeing the camera wearing futuristic sunglasses in Death Stranding
juniaxe shares Ada taking deathly aim in the rain in Resident Evil 4
FrameCaptureVP shares Jin looking out from a broken kitsune mask in this black and white portrait from Ghost of Tsushima
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: Romantic
SUBMIT BY: 11:59 PM PT on February 14, 2024
Next week, we’re feeling the love. Share romantic moments or characters from the game of your choice using #PSshare #PSBlog for a chance to be featured.
Entering the ring on February 27 in Street Fighter 6 is the troubled protégé, the bad boy of boxing, the Young Commander, Ed. With psycho power imbued within, Ed beats down his enemies with a flurry of fists to prove that he’s the true high-def picture of strength.
First appearing in Street Fighter V, Ed was initially to be used as an alternate body for M. Bison, but rejected the idea and managed to escape. Coming into his own confidence, he formed Neo Shadaloo with a group of other experiments, intending to help others like them. In present-day Street Fighter 6, he senses movement in the shadows from the remnants of Shadaloo. Ed soon discovers they have a twisted goal and need his unique abilities to achieve it.
“Ed is a high-speed boxer. We designed his lower half so that you can clearly see his nimble footwork and added some volume to his upper body to make his punches look impactful,” according to Game Director Takayuki Nakayama. “ We also hope you take notice of the emblem on his chest and the design on his back. His attack animations have also changed significantly from Street Fighter V. To respect his background as a traditional boxer, all his attacks are now punches (except for his Level 2 Super Art). His kick buttons have been designated to various flicker attacks.”
Find the brazen boxer in World Tour on the subway fighting the Mad Gear Gang. Like all the Year 1 Characters, you can increase your bond with Ed and learn his psycho-powered moves (hot-headed attitude not included). Bring those moves into Avatar Battles in the Battle Hub to see what new combos you can create.
We’ve seen comments asking how Ed will work with Modern Controls since his inputs were already simplified in Street Fighter V. We decided to keep his simplified inputs and incorporated them in his Modern Controls while creating expanded inputs for his Classic Controls. Ed now has quarter-circle and dragon-punch inputs for his special moves in Classic. What an edge lord, right?
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Coming to PlayStation 5 on March 22, Rise of the Ronin is a combat-focused, open-world action RPG from Team Ninja, the developer of Nioh and Ninja Gaiden. The game will immerse you in a story set in the final days of the Tokugawa Shogunate in Japan, known as Bakumatsu, where you can experience different play styles and battle in simple yet profound combat as a Ronin, using an array of weapons and equipment – melee weapons as well as ranged weapons like firearms and thrown weapons.
The resurrection of three major cities of the Edo Era in Team Ninja’s open-world
The story takes place in Bakumatsu, Japan, a period of great change triggered by the arrival of the Black Ships. In this era of mayhem, the story first unfolds in Yokohama, then in Edo (today’s Tokyo), and finally in Kyoto. These three major cities are each built as an open world where the non-homogeneous mixture of newly introduced Western culture and traditional Japanese beauty is dramatically depicted in detailed quality with new-generation graphics technology.
Yokohama
The first major city the anti-Shogunate protagonist visits is Yokohama. In the Kannai area of Yokohama, where the East meets the West, you’ll explore Yokohama’s landmarks, such as the U.S. Consulate, Chinatown, the Yokohama State Guest House, the lighthouse, and even brothels. As you travel the outskirts of Yokohama, you’ll find yourself in a series of inn-towns along the Tokaido Road, the most important route of the era in Japan, linking Kyoto, the imperial capital, with Edo, the seat of the Tokugawa Shogunate.
Kannai – Yamashita
An area overlooking the ocean in southeast Kannai, while Yamate designates the bluff and upper town, Yamashita designates the lower town. In accordance with provisions set out in the US-Japan trade treaty, it is the site of the Foreign Settlement, where soldiers from various nations are stationed. Yamashita Park, one of the popular tourist spots today, was built with reclaimed rubble from the Great Kanto Earthquake of 1923 and formally opened in 1930.
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