Share of the Week: Sand

Game Ace Pro 0 0 Article rating: No rating

Last week, we asked you to dip your toe into the sands of desert dunes or sunny beaches using #PSshare #PSBlog. Here are this week’s sandy highlights:

DexM_ds shares Aloy taking a rest in the sand dunes of Horizon Forbidden West.

_nvrheardofit shares Nate journeying across a desert in Uncharted 3.

dhruv_239 shares Bayek looking over the sandy landscape of Egypt in Assassin’s Creed Origins.

foxghost181 shares a sandstorm rolling into town in Red Dead Redemption 2.

FayKatriona shares a sandy shot looking at the structures of Journey. 

sicparvismagnap shares Ellie’s arm outstretched across sand in The Last of Us Part II.

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: Celebration

SUBMIT BY: 11:59 PM PT on June 29, 2022

Next week, time for a celebration! From feasts to fireworks, share moments where characters celebrated in the game of your choice using #PSshare #PSBlog for a chance to be featured.

Turtle Power! A behind-the-scenes look at TMNT: Shredder’s Revenge soundtrack

Game Ace Pro 0 0 Article rating: No rating

As a kid born in the mid-80s, a lot of my childhood was spent watching cartoons, and Teenage Mutant Ninja Turtles was my favorite morning show. I loved everything about it: The action, the colorful characters, the over-the-top voice acting, and of course, the music! TMNT was just everywhere. It was a huge part of my youth, so I was over the moon when this opportunity came along.

The first theme I composed for TMNT: Shredder’s Revenge was Big Apple 3 PM, and it was born out of pure excitement when I was first invited to score the project. Cyrille Imbert of Dotemu sent me some footage of early gameplay without music, and as I watched it repeatedly, with the biggest smile on my face, I began hearing a song for it inside my head. I immediately got to work and after an hour or so, I had a draft to show the Dotemu and Tribute.

This first draft was a basic proposition for the soundtrack’s general aesthetic, which I thought was very in line with the game’s philosophy – the goal was to dive into the golden era of TMNT, gather up some of the most memorable elements from all of the different media available then, and bring them back in a creative and modernized package. It would contain lots of fun references for that sweet nostalgia, but also be its own thing and introduce fun new concepts to the series, all within that ’80s and ‘90s palette of genres and sounds. Fortunately, everyone was on board with the style, and thus began this musical journey!

I fleshed the song out a bit for early integration so we could test it in-game, and this is what that sounded like:

It immediately sounds fuller by introducing a bunch of new elements and a new section. At this point, I had already started some of the other songs on the soundtrack, and because those were a bit longer, I felt like I should extend this one a bit for the sake of consistency. I added a bit of a break around 1:09 that allows for the song to breathe for a moment before looping back into action. At this point, the guitars were still computer-generated, and the guitar solo was still non-existent.

Instrumentation was key for bridging classic and modern for this soundtrack. It sounds like a game straight out of the early 90’s, but in high fidelity, which was impossible then due to hardware limitations. Many of the sounds used in video game tunes those days were sampled from popular romplers, which were also a big staple of Pop music (editor’s note – A rompler is a synthesizer featuring stock sound presets based on audio samples). I figured that by employing those types of timbres I could emulate the sound aesthetic of that era in an authentic way, even beyond videogames.

I felt like the composition was solid, but the song still sounded a bit thin to me, so I called up Jonny Atma to lay down some guitars. I sent him a reference track, and asked if he could improvise a guitar solo at the emptier sec

Far from Innocence — Amicia and Hugo’s next chapter in A Plague Tale: Requiem, out October 18

Game Ace Pro 0 0 Article rating: No rating

Hi everyone, I’m Sébastien Renard, Lead Writer on A Plague Tale: Requiem. Three years after the series’ first title: A Plague Tale: Innocence, we thought it’d be a good time to take a look at the evolution of our main characters. In the upcoming sequel, Requiem, Amicia and Hugo de Rune are at a turning point in their lives.

Far from Innocence — Amicia and Hugo’s next chapter in A Plague Tale: Requiem, out October 18

How have Amicia and Hugo changed since Innocence?

The brother-sister relationship was central to Innocence. Amicia and Hugo didn’t know each other well at the beginning of the game, and along with their survival, their complicated but thriving affection for each other was at stake. They both try to find their place, with Amicia growing more and more protective of her brother.

The game ends with this existing relationship for the next chapter to build on. The idea for the sequel was to keep these themes alive while introducing new ones, each with their own set of conflicts and emotions.

Requiem introduces a more mature Amicia. She has come to terms with her introverted self, and she has become more playful and keen to bond with her brother. Our heroes now call for a more profound treatment, and this will bring forth situations of a new type. Their inner frailties will be their next challenge.

Threatened by their own selves

Hugo’s powers are developing — he will struggle to keep them under control and sometimes they’ll overthrow him. Although they will be key for him to escape dangerous situations, the young boy will need to resist the risk of giving in to his powers.

On Amicia’s side, her fighting skills honed in Innocence will backfire on her. She won’t have any option but to take on this role that only she can assume — but she will have to face the traumatic emotions that come with it.

Our characters are not superhuman, and our two protagonists will pay the price that becoming a hero entails. Thankfully, they will get help along the way. Unlike the band of companions-in-misfortune that Amicia and Hugo formed in the first game, Requiem will introduce new characters, adults with more confidence and experience, who will guide the two siblings through their personal struggles.

Illusory paradise and dangerous encounters

Our heroes will face their inner co

New commercial, Mr. Malcolm, celebrates the global launch of the all-new PlayStation Plus

Game Ace Pro 0 0 Article rating: No rating

We’re at the final launch stage for the all-new PlayStation Plus, which completes its final rollout in Europe, the Middle East, India, South Africa, Australia, and New Zealand today! We’re excited to have the new PlayStation Plus available to more of our fans.

New commercial, Mr. Malcolm, celebrates the global launch of the all-new PlayStation Plus

To mark this momentous occasion, we wanted to share our new global spot, Mr. Malcolm, which celebrates games and some of the titles offered through PlayStation Plus. The spot takes the viewer into a mystifying and intriguing world, showcasing the lives that anyone can live, through wonderful gaming experiences.

After 35 days of video prep, this piece was shot in six days in six different locations with 94 crew members and 68 actors, all working together to bring Mr. Malcolm to life. More than 1,270 props were used, including roughly 80 trophies and 120 clocks!  We’ve also hidden more than a dozen easter eggs – hidden references to games – in the spot. Can you find them all?

We want to thank the PlayStation community for taking this journey with us over the past decade as PlayStat

Construction Simulator opens its biggest construction site this September

Game Ace Pro 0 0 Article rating: No rating

Dear construction workers, today I am thrilled to announce that the most extensive Construction Simulator experience to date, featuring officially licensed construction machines on two open world maps and a cooperative multiplayer for up to 4 players, is coming both to PlayStation 5 and PlayStation 4 on September 20, 2022.

Construction Simulator opens its biggest construction site this September

The Construction Simulator series, developed by weltenbauer. has always been about depicting the true-to-life experience of a construction worker, controlling impressive machinery and facing the challenges of huge construction sites. And thanks to completely revamped modern graphics, a day and night cycle as well as enhanced earthmoving physics, this time the game will feel even more authentic and immersive. 

Thanks to PlayStation 5’s DualSense wireless controller, you will feel the different terrain as you drive with dumpers or track vehicles over earth, asphalt, gras and more. This will help you to learn how to maneuver your heavy machines more precisely and effectively. 

Pay attention to bumps and curbs on your way to the next construction site as you will experience every unevenness on the ground through your fingers, reminding you of driving carefully and always treating your machines with respect.

If you loan construction machine


Theme picker