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Creating the new and classic outfits of Marvel’s Guardians of the Galaxy

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The Guardians aren’t just great at saving the galaxy – they also have impeccable style. For Marvel’s Guardians of the Galaxy, we created over 40 outfits for the band, from classic comic looks to all-new designs.

When we set out to create original looks, we wanted to work with a Marvel comic book artist who’s reimagined a variety of Marvel Super Heroes over the years: the talented RB Silva. We collaborated with him to create a line-up of team outfits with a vibe that clearly stated: “this is what we’re wearing for the final battle for the fate of the galaxy”. We had the opportunity to ask him a few questions about the creation of the Golden Guardians outfits, along with some exclusive concept art for you to enjoy.

How did you come up with the core concept for the “Golden Guardians” outfits?

RB Silva: I was immediately informed by Eidos-Montréal and Marvel that some of the required costumes were meant for a team, and I had lots of ideas for that, but one of these ideas, the one that stuck in my mind, was that these should be an armor or something like an armor. As soon as the material was established, the ideas flowed naturally.

How did you go about adapting this core concept for each Guardian – five characters with very different builds?

RB Silva: First, I needed to establish a common element that would identify the outfits as a team. The easy part was establishing the color. Working along with the people at Eidos-Montréal and Marvel, we concluded that the outfits should be white and gold. The hard part was all the rest. Kidding! But developing these outfits according to height, body type and personality was a task we executed very carefully. Many shapes used in Rocket Racoon’s armor were not functional for Star Lord’s armor. That’s when working very closely with Eidos-Montréal and Marvel went very well and, with a few sketches, we managed to establish an individual concept for each character.

What was your favorite aspect of designing these outfits?

RB Silva: Seeing the characters together, each one wearing something visually alike yet different pleased me a lot. I did a lot of research and had access to an image bank with lots of military outfits, and maybe it’s not easy to spot many military characteristics in those outfits, but they’re there (lol). I had to think of something very resistant, fit for very extreme, aggressive conditions, so a costume sewed by a teenager in his bedroom to fight crime might not work very well here.

I loved seeing the final results developed by the 3D modeling team.

What was the most challenging aspect of the creation of these outfits?

RB Silva: Undoubtedly, the most challenging part was finding elements that expressed each character’s personality in each scenario. The creative team at Eidos-Montréal sent me some referenc

Official PlayStation Podcast 417: A Gut-Bustin’ Good Time

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Email us at PSPodcast@sony.com!

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


Got plans for the long weekend? Settle in with your old pals Sid, Kristen, and Justin for a look back on ten years of this humble podcast (née Blogcast), then write in and tell us what you’re playing this week (also, where you draw the line at spoilers). Listen in!

Stuff We Talked About

  • Ten years of podcastin’
  • Thanksgiving
  • Solar Ash
  • Horizon Forbidden West
  • Death’s Door
  • Radiohead
  • Darkest Dungeon
  • Arcane

The Cast

Sid Shuman –  Senior Director, Content Communications, SIE

Justin Massongill – Content Communications Manager, SIE

Angry Alligator rampages to PS4 and PS5 November 30

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Welcome to the swamp – a beautiful and quiet place. Well.. until the humans arrived and ruined everything. Tomorrow, on November 30, Angry Alligator will finally be launching on PlayStation 4 and be backwards compatible with PlayStation 5. So are you ready to become an alligator  – and hungry for some adventure? It’s time for gator greatness.

Life as an alligator

In Angry Alligator we wanted players to do something they probably have never done: experience life from the perspective of an alligator. To make the player feel what it’s like to be both an adorable  – vulnerable  – baby gator and a vicious big reptile, we’ve spent a lot of time making it behave as realistic as possible, within its stylized world. Players will be able to choose one of four different kinds of gators to experience their swamp adventure and go on a path of revenge.

1: Early concept art of the alligator, 2: Renders of the different final alligator versions

Become the biggest, baddest gator

However, it will be too early to go after some humans right off the bat. As a small baby gator, you’ll first have to fill your belly with some juicy frogs, tasty squirrels and other small prey to get your grub on. Explore an open world filled with creatures to meet and eat and discover plenty of secrets. As you gain enough XP and nutrients, you’ll grow into a bigger and badder version of yourself and be ready to take upon a new mission: scare the living daylights out of some humans.

Mess with humans

Nothing is more fun than taking proper revenge. Especially when it’s towards pesky humans taking over your beloved swamp. As an evolved gator, you can: lure them unknowingly with loud music, wear a wig or hat to disguise yourself and blend into their pack, pull them through toilets or surprise them with an explosion. Nobody invades your swamp and gets away with it.  


That’s about all we can share for now. We look forward to seeing all of you explore the swamp and grow out your gator. Of course, as you’re the hero the swamp needs, we’re also dying to know how you’ll exact your revenge upon the humans. The fate of the swamp lies on your scaled shoulders. No pressure.

See you later alligator – on November 30!

Yahaba and Susamaru invade Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles

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Hello there, everyone! After adding Rui and Akaza to the game back in October, we are excited to announce the second in the series of free post-launch content updates is now available in Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles.

This new update adds two more characters to the Versus mode roster: Yahaba and Susamaru. In this article, we would like to introduce these two new playable demons and how they’re represented in The Hinokami Chronicles.

Yahaba

First up is Yahaba (voiced by Xander Mobus), a menacing figure who teams up with Susamaru to ambush Tanjiro in Asakusa under Kibutsuji’s orders. He has eyes on both of his hands and can generate arrows that manipulate directional forces with his Blood Demon Art, making him dangerous in long-ranged battles.

While these arrows cannot deal damage by themselves, once they pierce an enemy, they can be used to either slam an opponent into the ground (which does deal damage) or they can be used on rocks to hurl at opponents. Players will need to keep these options in mind while playing as Yahaba.

Susamaru

Susamaru (voiced by Sarah Williams) is a demon with the appearance of a young girl who attacks Tanjiro in Asakusa alongside Yahaba. Through the use of her powerful mari (decorative thread balls), she can keep her distance from any opponent. In-game, this makes her particularly strong against Demon Slayer Corps who favor close range combat.

Susamari fights by hurling her mari towards the enemy while actively moving around the field. They are a great way to lure an opponent into letting down their guard and set up effective combos that can deal high amounts of damage.

60fps Mode Added

Also, in this update, a new 60fps mode has been added to the PlayStation 5 version of the game. Within this mode, the controllable sections of exploration and combat in Story mode and certain controllable sections in the offline Versus mode will be playable in 60fps.

Alongside these new playable demons and the 60fps mode, more online missions have been added to the game for players to complete to earn Kimetsu Points and unlock new rewards, such as new quotes and profile photos. Be sure to download and install the latest update (v1.20) today to unlock all this great new content.

Meet the future of Street Fighter, SFV’s final character: Luke

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Street Fighter V’s final digital event revealed new details on the last character, Luke, who will be a key player in the next Street Fighter project. We’re not ready to talk about that just yet, but let’s dive into Luke in SFV and his unique gameplay mechanics.

Meet the future of Street Fighter, SFV’s final character: Luke

SFV’s Final Combatant Enters the Ring 

The SFV Fall Update kicked off with a preview of Luke’s story mode. This follows a dramatic childhood event that inspires him to become a fighter, join the military, and encounter a familiar face. 

What caused such a commotion? 

How does Guile fit into Luke’s story?

We won’t spoil too much here. Play Luke’s Character Story to learn more.

Luke Gets Up Close and Personal 

Luke is all about forward moving attacks that keep the pressure on. All three normal punches move Luke forward, allowing him to close distances offensively. Luke also has two target combos great for racking up damage. 

Luke’s target combos are great for dealing damage

Luke’s special moves allow him to close safely and create offensive opportunities. A mid-to-long ranged projectile called “Sand Blaster” shoots energy from his hands. “Rising Rocket” is an anti-air move that launches Luke upwards to attack airborne opponents.

Zone with “Sand Blaster” 

The immersive gameplay of psychological thriller Martha Is Dead

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Hi guys! I’m Tommaso Bonanni, technical director at Caracal Games, we’re collaborating closely with publisher Wired Productions on the upcoming psychological thriller, Martha Is Dead. I’m here today for two very important reasons, firstly, to share the exciting news that the game will launch on PlayStation 4 and PlayStation 5 on February 24, 2022 – and secondly, to talk about how we’ve have leveraged PS5 tech, including the DualSense wireless controller, to immerse players in the game.

The immersive gameplay of psychological thriller Martha Is Dead

For those of you who are new to the game, Martha Is Dead is a first-person psychological thriller from LKA, who are known for creating reality-based narrative games. Set in 1940s Italy during World War 2, the game explores a distressing period in history from the perspective of a family that has had their world turned upside down. 

Martha is dead, and playing as her twin sister Giulia, you must unravel the story and hunt for the truth in a world shrouded by mysterious folklore, superstition, and the extreme horror of war.

The immersive features of the DualSense controller provided potent new ways to pull players into this psychological experience. For example, in moments of increased tension and fear, players feel the heightened heartbeat of the protagonist. Players can also feel the difference of the character’s footfalls across different terrain. Our aim was to help players feel Giulia’s movement and emotions as she explores and searches for clues.

The resistance of the adaptive triggers lets us draw players further into the dark world. For example, taking pictures with the protagonist’s vintage 1940s camera feels more tactical thanks to the triggers. This is key, as photography plays a core role in unraveling the prevailing mystery.

The PS5’s 3D Audio also lets us envelope players in the unnerving world of Martha Is Dead. This effect is combined with the DualSense controller’s speaker to emit sounds across the environment in unexpected ways. For example, hear dialogue from a phone call or the click of a lighter through the controller’s speaker.

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PlayStation Gear’s winter collection launches just in time for the holidays

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It is that festive time of year again, where everyone is breaking out their decorations and winterwear and getting into the holiday spirit.  To help celebrate, we are pleased to announce a new collection of PlayStation merchandise available on the PlayStation Gear Store that pays homage to PlayStation’s heritage and iconic characters.  Let’s take a look.

PlayStation Bauble Ornament Set

Decorate the home with these PlayStation Bauble Ornament Sets!  Adorned with iconic PlayStation imagery, these sets come in a Royal Velvet blue that would look great on the family’s tree. 

Material: Glass

Color: Royal Velvet

Size: 3-1/4”

Estimated Ship Date: 12/22/2021

Americas

PlayStation Studios Icons Acrylic Ornament Set

PlayStation is home to some of the most recognizable characters in gaming, and we are pleased to launch this new PlayStation Studios Icons Acrylic Ornament Set that pays tribute to some of our amazing icons!

Material: Acrylic

Color: Clear

Size: H: 3”

Estimated Ship Date: 12/15/2021

Americas

Europe

PlayStation Heritage Crew Neck Sweater

Paying homage to PlayStation’s heritage, this PlayStation Crew Neck will keep gamers warm and in style.

Material: 60% combed ring spun cotton, 40% polyester French Terry Fleece

Color: Heather Grey

Size: XS – 3XL

Estimated Ship Date: 12/22/2021

Americas

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Announcing the 3rd Annual Impy Awards

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Well, would you look at the time of the year. That’s right – it’s Impys season! We’re so excited to announce that the 3rd Annual Impy Awards, the third-ever instalment of our yearly Dreams awards show, will be taking place on February 27, 2022 and that nominations are open… right now!

Each year, the Impy Awards are our chance to celebrate another 12 months of Dreams, and all the dreamers who have made it so special. This year will be no different! We’ll be live on Twitch to hand out trophies to some of the most amazing, original and exciting creations and creators in the Dreamiverse – while also taking a look back at everything that 2021 in Dreams has given us.

One of the biggest changes we’re making this year is that we’re asking dreamers to nominate themselves, rather than nominating others. This should allow dreamers to showcase the work they are most proud of. All the details can be found on our nomination form as well as on indreams.me.

 Now, without further ado, here are this year’s categories:

  • Creator(s)/Team of the Year
  • Creation of the Year
  • Excellence in Art Direction
  • Excellence in Environment Art
  • Excellence in Narrative
  • Excellence in Sculpture
  • Music Track of the Year
  • Musician of the Year
  • Excellence in Animation
  • Excellence in Gameplay
  • Most Original Gameplay
  • Excellence in Curation
  • Excellence in Character Design
  • Excellence in Audio Design
  • Excellence in Innovation
  • Excellence in Voice Acting
  • Contribution Beyond Dreams
  • Excellence in VR
  • Evolving Experience
  • Community Star
  • Most Helpful Dreamer
  • Community Collaboration
  • Breakthrough Dreamer

You’ll notice a fair few differences this year in the categories. We believe this is our most comprehensive list of Impy categories yet, and we’re really excited to see the nominations start rolling in. You’ll have until the end of the day on December 5, 2021 to get your nominations submitted. As usual, a handful of these categories will be opened up to the coMmunity for voting early in the new year, so stay tuned for details on those.

As we’ve mentioned up top, the Impy Awards are our way of celebrating the inspiring community found inside and outside of the Dreamiverse, and we hope you’ll join us in doing just that during this year’s festivities. We’ll have a new playable Impys hub space launching in Dreams in the run-up to the event, inviting dreamers all over the world to get into the Impys spirit, and we’ll also be celebrating the birthday of Dreams in the week leading up to February 27. It’s sure to be one big party!

Brawlhalla x Street Fighter collaboration adds Ryu, Chun-Li, and Akuma

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Brawlhalla and Street Fighter collide today in one of the free-to-play platform-fighter’s biggest crossovers yet. Ryu, Chun-Li, and Akuma are joining Brawlhalla’s cast as Epic Crossovers during a special event, and they’re bringing their best moves – including Ryu’s Hadoken and Chun-Li’s Spinning Bird Kick – to the battle. The event also adds a new game mode: Street Brawl, which adds health bars for one-on-one Street Fighter-style fights. Players can fight in a new map based on Suzaku Castle (Ryu’s classic stage), or get their hands on a Podium patterned after Kapukon Yu (E. Honda’s stage), as well as snagging a new Street Fighter-style K.O. Effect, an Emote based on Akuma’s Satsui no Hado victory pose, and avatars featuring Zangief, the Shadaloo emblem, a Hadoken, and an animated quarter-circle punch. 

Brawlhalla x Street Fighter collaboration adds Ryu, Chun-Li, and Akuma

Of course, crossovers like this don’t just happen – they’re the result of careful planning and collaboration between companies, as well as deep affection and respect for a franchise that Brawlhalla’s developers grew up with. To find out more about how it all came together, we spoke with Josh Kenneth, international product manager at Brawlhalla developer Blue Mammoth Games.

How did this crossover begin? Was it something fans were clamoring for?

Josh Kenneth: Like every Crossover we do, it started because we love the property and its characters. For this one, we thought, “we grew up with Street Fighter, and it’s awesome. Can we do a Crossover with them?” Fans also have a lot of Crossovers that they want in Brawlhalla. It’s usually that person’s favorite IP x Brawlhalla, and we started seeing a lot of Street Fighter suggestions. Brawlhalla’s a fighting game, so it makes sense that fans would want us to crossover with another fighting game. It’s a great fit.

While Brawlhalla and Street Fighter are both fighting games, they have very different gameplay styles – Brawlhalla lets you take on multiple opponents at once and is more focused on free-form combat, whereas Street Fighter focuses on 1v1 matches and features set combos. Why does it make sense to bring them together?

Kenneth: This Brawlhalla x Street Fighter Crossover is our first Crossover with another fighting game. We’ve made leaps to crossovers with TV franchises, like Adventure Time, TMNT, and WWE, and to other video game genres, like Rayman, Shovel Knight, and Tomb Raider. So, while it makes fighting-game sense to bring them together, all the differences in the styles are also what makes it so fun. We were able to bridge a gap between traditional 2D fighters and platform fighters with this Crossover, and it’s awesome.

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A First Class Trouble love story

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Today, as you pass through the dining section of First Class Trouble’s luxurious restaurant, you may notice that something looks a bit different. One of the tables now has a reservation card, a small, but important and permanent change. 

When you think of First Class Trouble, you probably associate it with all the lying and backstabbing required to win. Our tagline is, “Where cocktails last longer than friendships,” after all. But truth be told, we’d always envisioned First Class Trouble as a game that would bring players together from around the world and create a cool place for the community to hang out.

Little did we know, however, that a romance was brewing aboard the Alithea.

We first met Adrianna and Henry when they announced their engagement to the First Class Trouble community on Discord. We were so touched by their story, we wasted little time contacting them for more details.

“Our story began when we met in the lobby of First Class Trouble and we instantly hit it off, or at least hit each other with champagne bottles,” Adrianna said. “We were lucky enough that we ended up queuing the next three matches. After finding out how great we were at finding Personoids, and how we were such a great team, we decided to exchange details!”

From there, it was a simple matter of pure chemistry.

“While messaging for the first time, I immediately said he had a funny accent, as he is from the U.K., and I’m from the U.S. And he said, ‘They messed up at the Personoid factory.’ From that moment, I was sold!”

We’re pretty sure that Henry isn’t really a Personoid, but you never can be completely certain. Fortunately for Adrianna, though, he hasn’t demonstrated any real-world allegiance to C.A.I.N. … yet.

“We played First Class Trouble every day for three months, hanging out, talking, and falling in love. It wasn’t long before I flew to the U.K., and not even a week after I arrived, we were happily engaged! We will be getting married on November 21, 2021. The happiest we have ever been, all thanks to meeting in First Class Trouble, so we want to thank the team for making such an amazing game that works so well at bringing people together!”

After hearing this, the developers at Invisible Walls immediately started brainstorming ways of honoring Adrianna and Henry’s story in-game.

“How can you not just feel happy as humans, developers, and artists, that something you made can bring people together like that? It needs to be celebrated,” said Niels Wetteberg, CEO of developer Invisible Walls. “We wanted something that was available to the entire community, as well as something that would stand as a tribute ‘forever’. We had a few ideas, but it all seemed to lack the level of romance needed to complement something like that. So, the table in the Restaurant level is now forever reserved for Adriana and Henry, and the wedding attire we’ve made is now available in a DLC pack for anyone else who wants to celebrate love.”

The responsibility of blending wedding fashion with First Class Trouble’s established time period and theme fell on Andreas Bech, Art & Design at Invisible Walls.

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