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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.

Feeling the Love: PlayStation Studios dev teams share their favorite fan interactions

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One of the joys of working as a game developer is experiencing the deep impact games can have on players’ lives across the world. Within the PlayStation Studios family, we often hear stories about how our games have sparked new friendships, rekindled old ones, formed life-defining memories, helped people overcome grief or inspired them to greatness. 

This week, our friends in the United States are celebrating Thanksgiving. And while Thanksgiving isn’t a globally recognized holiday, I couldn’t think of a better time to celebrate some of our favorite developer-fan moments. Many of the best interactions between fans and developers occur unnoticed, without spectacle. 

We asked the teams at PlayStation Studios to share some poignant memories that have positively affected them. These are their stories.

Bend Studio


“When I played Days Gone for the first time in 2019, I had no idea how it would completely change my life. Over the past two years, I began forming relationships with some of the team at Bend Studio — first, as a passionate fan through my Days Gone content. This included my personal blog focused solely on Days Gone that consisted of fan-fiction stories I wrote, interviews with the actors and dev members of Days Gone, a gallery of my in-game photo mode shots, fan art from around the community, the weeklong anniversary event and more. 

I did all of this simply because I love to create and share my passion of games. Between being a father of three little ones and my full-time job where I worked in a warehouse, most of my spare time would go into creating more content and working on community events to hold in my small space on the Internet because I loved to do it. I started out as just a fan of Days Gone, but crazily enough that led to landing my dream job at Bend Studio, where Chris Reese (Studio Director) and Eric Jensen (Design Manager) gave me an opportunity to join their team and officially become the Online Community Specialist.”

Kevin McAllister, Online Community Specialist


Guerrilla


“For us here at Guerrilla, one of our fondest memories was when it became clear how much Aloy was going to mean to people. This became very real when people started cosplaying as Aloy before the game was even out. Cosplayers spent so much time crafting these beautiful outfits and trusting us to make Aloy everything they hoped her to be. 

During one of our later playtests for Horizon Zero Dawn, we had a whole group of Aloy cosplayers over, in full costume, playing our game as Aloy, and we were all hoping that we pulled it off for them. Speaking with them afterwards, they let us know that it was an emotional experience for them, and they were thrilled with Aloy. That made us really happy, and was a special moment for me personally, as my own daughter Laura provided the voice for Baby Aloy. Laura is almost six now, and is starting to realize how cool it was to be ‘the voice of Baby Aloy’. When she’s a bit older, I will give her the beautiful Nora necklace Raven Star, one of those first few cosplayers who came to the playtest, custom made for her when La

Horizon Forbidden West: An authentic world

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The Forbidden West is vast and deadly, filled with ancient ruins, awe-inspiring machines, and hidden threats. Surrounded by danger, its human inhabitants need places to train, rest, and improve their gear. The game’s settlements form these sanctuaries, and they are just as vital to Aloy as they are to the tribes that live in them.

The living world in these settlements is a complex character of its own. Every detail establishes credibility, creating an authentic environment through visual storytelling. For example, the Nora live in relative solitude in the isolated valley of the Sacred Land, making it difficult for them to communicate with the outside world. As a result, they are less technologically advanced than other tribes, and more wary of outsiders. Their settlements are made of wood and rope, featuring minimal furnishings other than what is needed for daily life. Food and resources are obtained through hunting and gathering, so there’ll be pelts, baskets, or sheaths full of arrows lying around. All the objects and people within such a settlement feel like they belong, and more so: like they’ve always been there.


Spoiler Alert: Please note this article may contain some spoilers for Horizon Zero Dawn and its storyline.


World building with intention

With hours and hours of exploration in the Forbidden West, how do you create a lush and thriving world filled with activities, but without overwhelming people, or detracting from the overarching story? Espen Sogn, Lead Living World Designer at Guerrilla, explains how his team is central to this very question.

“When you walk through the Forbidden West, everything should feel like it belongs there. The Living World team at Guerrilla works on aspects of the game that make the world feel authentic and alive:  the tribes, the settlements, and the people within them. There’s an intention behind everything we place within the world.”

Clarity on those intentions comes from collaboration with the narrative team. “At the start of a project, we put a lot of thought into every tribe we’re going to encounter,” says Annie Kitain, Senior Writer at Guerrilla. “What their conflicts are, how they fit into the story, and how they interact with the world around them. Take the Tenakth, for instance. Many of their beliefs are influenced by the ancient ruins of the Forbidden West, and unlike other tribes, they’re comprised of three distinct clans. Their shared history, convictions, disputes – all of that is important to developing the characters that Aloy will meet on her journey.”

“Our main challenge is translating this narrative framework  into visuals that are integral to the world itself,” says Espen. “For example, the Tenakth are known to be competitive and combat-focused, but so are other tribes. So how do we distinguish them, and how do we communicate that visually?”

‘It then becomes all about the details, the animations, and the behaviors. Within their settlements, you’ll see the Tenakth working out, readying themselves for battle. They’re often younger because they need to be capable warriors. Their base is an ancient ruin, from which they’ve picked up certain Old World gestures that they may not fully understand – like using a military salute to say hello.’

‘Ultimately, our goal is to make sure NPCs feel connected to where they live, and we work closely with other internal teams, such as Narrative, Quest, and Environment, to make sure that every location feels authentic.”

“The Living World team does a fantastic job, and it’s so great to see it all come t

Share of the Week: Hi-tech

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Last week, we asked you to turn to some hi-tech gadgets and tech-loving characters using #PSshare #PSBlog. From gizmos and weapons, to hi-tech AI, here are this week’s hi-tech highlights: 

Sefwick lays back in front of some massive screens and relaxes in Mirror’s Edge Catalyst.

 photo_station5 shares Selene bearing down on some enemies with alien tech in Returnal.

justinphotomode shares Ratchet feeling energized by his weapon in Ratchet & Clank: Rift Apart.

TheoBouillet shares Aloy tapping into ancient tech for some answers in Horizon Zero Dawn.

Photoingame shares how body tech modifications are all the rage in Cyberpunk 2077.

AloyUltra shares Mass Effect 3’s EDI, an AI character.

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: Feast
SUBMIT BY: Wednesday 9 AM PT on November 24

Next week we’re tucking in for some delicious in game meals. Share bountiful feasts or scrumptious snacks found in the game of your choice using #PSshare #PSBlog for a chance to be featured.

How Sifu’s death and aging system functions

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Hello everyone, following our combat system overview, we wanted to give you a preview of our death and aging mechanic. We have received a lot of questions regarding our progression system, and I tried to answer some of them below!

How Sifu’s death and aging system functions

Kung fu or “gōngfu” can refer to any discipline or skill achieved through hard work, practice and patience. kung fu as a martial art carries the concept of endless self-improvement, of a mastery kept alive and relevant by permanent practice. In that sense, a single life is never enough to know, or have, kung fu. 

In Sifu, our hero, although they’ve been training their whole life, are only 20 years old. They are driven by a burning desire for revenge and will have to face a dangerous group of assassins, who have become prominent figures of the city and are based in well defended strongholds. Our young student does not have the luxury of an entire life ahead of them to improve their kung fu, and as they depart on their path of revenge, at dusk, they will have to find and defeat all of their enemies in a single night. 

As we have already shown before, our hero has one powerful tool to help them on their quest: an ancient pendant that can heal them back to life. But nothing is ever free. That pendant has to be fueled with life energy, and every time they get back up, they will age.

That means that you will start the game with a limited resource that you must manage carefully if you want to reach the end of your quest. Aging will not make you weaker, but it has a slight impact on your abilities: as you get older, you will trade maximum health for offensive power. Your character’s model will also showcase how old you are, and you will be able to contemplate the consequences of your actions. But getting older has no drawbacks on your abilities and you will be able to complete the game at any age.

The ability to rise up after death gives the opportunity for players to get right back in the action, over and over again. Before getting back to the fight, the death screen is actually a good spot for players to take a breather and reflect on their past mistakes. It is where they’ll be able to unlock new skills and open more options to deal with the situation that caused their demise. Skills can also be unlocked in the hero’s Wuguan, accessible between missions, and in Shrines found throughout the levels. 

Shrines will also allow you to improve your character during runs, by giving the player a choice between different perks, each one with different costs or requirements. Along

How Sifu’s kung fu combat works

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Greetings to the PlayStation community! I’m Félix, marketing manager at Sloclap, and I’ve worked with the team to give you this short overview of Sifu’s combat system and a sneak peek into our design choices.

How Sifu’s kung fu combat works

Building on our experience working on martial arts gameplay with Absolver but focusing this time on a single-player game, we wanted with Sifu to offer a unique player experience, heavily drawing from kung fu and martial arts movies. Fighting villains by the dozen in a nightclub, jumping over tables and throwing bottles, we want the player to feel like the main character of a kung fu movie.

In terms of design, it meant for us striking a balance between credibility – realistic combat techniques, faithful animations – and esthetics, with crisp action and immersive camera framings. With Sifu, we wanted to mix the esthetics of classic kung fu movies with the raw close-quarters combat found in modern movies such as The Raid, Old Boy, or John Wick. 

The combat system draws from these different inspirations. We want the gameplay to offer a challenge consistent with the kung fu values of training and self-improvement. And we want players to experience a progression, to feel like they are learning kung fu, improving, and progressively earning their power fantasy. 

We designed what we called the Structure system, to emulate the real combat notion of impacting and breaking the stance of your opponent, his ability to attack and defend himself. It takes the form of a gauge, for both you and your enemies. If you manage to break your opponent’s structure, you will be able to finish them with a powerful takedown, which is the opportunity to display the devastating techniques of Pak Mei. But if your own structure gauge is filled, you’re unable to fight and defend yourself for a short duration and you will find yourself vulnerable to your enemies’ attacks.

Blocking attacks will quickly fill your balance gauge, and we’ve given the players a few more flexible defensive options. Dodges will allow you to create space at key times and can be life savers. But more importantly, parrying hits at the right time will let you deflect the blow, unbalancing your opponent and opening opportunities to counterattack or to throw them down. You can also avoid blows altogether, by ducking under or jumping over incoming strikes. It is particularly useful against strong hits that you can’t parry or to quickly recover balance and strike back at your opponent.

Radiohead explain the story behind the creation of its Kid A Mnesia Exhibition, out today on PS5

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Hello.
So…
Right…
Now then…

Things have been happening… 

To mark a period of 21 years since the expulsion of Kid A and Amnesiac from a converted barn in the Oxfordshire countryside into an unsuspecting world we’ve built… something.
We aren’t sure what it is.

To start with, when we first started thinking about it, we intended to build a physical exhibition/installation in a central London location. 

It was going to be a huge red construction made by welding shipping containers together, constructed so that it looked as if a brutalist spacecraft had crash-landed into the classical architecture of the Victoria & Albert Museum in Kensington.

This astounding steel carapace would be inserted into the urban fabric of London like an ice pick into Trotsky. Jutting up into the grey English sky. And then – being constructed from shipping containers – we could ship it around the world… New York, Tokyo, Paris…

But then we couldn’t fit it at the Victoria & Albert without parts of the museum building collapsing.
So we changed location – now it would look as if it had crashed into the side of the Royal Albert Hall.
But Westminster council didn’t like the idea one little bit.
And then Covid delivered the final annihilation. 

Our dream was dead.
Until we realised…
It would be way better if it didn’t actually exist.
Because then it didn’t have to conform to any normal rules of an exhibition. Or reality.
Much better.

So…

With Nigel Godrich we have been working on this for about two years, through lockdowns, self-isolations and many very long intermittent Zoom calls.  
We worked with Sean Evans, a genius video/computer artist who directed it all with awe inspiring dedication and energy, theatre set designer Christine Jones and the game developers [namethemachine] and Arbitrarily Good Productions.
And finally persuading Epic Games to help us put it out to the world.

We had one guiding principle, visually.
NO NEW WORK.

Because… there was loads of it already.


Like really.

“”


Like a really crazy amount… You’ll see.

“”

Everything that we built came directly from what we made 20 years ago, in one way or another.

And we had all the multitrack recordings from the albums so we were able to rebuild the audio from the original elements in a new controlled space which wasn’t just stereo.
That was a lot of fun.

Working on something as strange as this over long Zoom calls with a large team of technicians all around the world has been one of the strangest experiences we have ever had.
Unreal in every sense of the word, especially within the months of almost total human isolation.
In all those days of blankness…
A small Minotaur sat on one shoulder saying ‘This is too mad. This ain’t ever gonna happen’
And the other shoulder sat another saying ‘Oh yes. It is.’
What we have made is… it’s something like a mutant re-e

(For Southeast Asia) Let’s Enjoy Local Multiplayer on PlayStation®5!

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It’s fun to forget the time and immerse yourself in the game or to play against strangers online, but one of the most charming elements of gaming is that you can play together with your family and friends on one screen. Here are 15 recommended titles that offer local multiplayer by connecting multiple DualSense™ wireless controllers to one PlayStation®5.
*Including PlayStation®4 games

New popular games to be released soon and latest sport games
 Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles
 Call of Duty: Vanguard
 It Takes Two
 FIFA 22
 NBA 2K22

Long-selling, fun games to compete or cooperate with friends
 Fortnite

Casual games to enjoy together with friends!
 Sackboy™: A Big Adventure
 Minecraft
 Overcooked! All You Can Eat

New popular games and latest sport games

Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles

Tag team with your friend to enjoy 2-player team battle

“Kimetsu no Yaiba”, the popular comic and anime is now a battle action game! In Versus mode, you can enjoy online and local multiplayer battles with up to 2 players in 2vs2 team battle. 12 characters who fought powerful battles in the anime, including Tanjiro Kamado, Nezuko Kamado, Zenitsu, Inosuke, and Rengoku, are joined by 6 characters from the official spin-off, “Junior High and High School!! Kimetsu Academy Story”, for a total of 18 characters to join the battle! Moreover, demons will be added as playable characters in free updates scheduled after release. Show off your ideal teamwork to your family and friends just like those fighting buddies in the anime!

Call of Duty: Vanguard

To the forefront of the heated battlefield that unfolds in an unprecedented scale!

The latest installment to the FPS franchise “Call of Duty” which is popular not only in Japan, but all over the world. Whether dogfighting over the Pacific Ocean, airdropping operation in France, defending Stalingrad wit

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