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Share of the Week: Yellow

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Last week we asked to see your best moments bathed in the color yellow using #PSshare #PSBlog. From sun-drenched portraits to flying sparks, here are this week’s highlights:

pavesoint lines up some yellow luxury cars in Gran Turismo 7.

coalabr14 shares the sun-soaked silhouette of Jin in Ghost of Tsushima.

mett981 shares Rivet with a gleaming Gold Bolt in Ratchet & Clank: Rift Apart. 

imroyank shares Aloy taking a break to lay in the sun in Horizon Forbidden West.

crisg_art shares sparks and flares flying around Selene in Returnal.

YusufSwikeer takes a shot at an cyclops in Immortals Fenyx Rising.

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: In Bloom
SUBMIT BY: 11:59 PM PT on May 11, 2022

Next week, stop and smell the in-game flowers. Share landscapes and fields in bloom from the game of your choice using #PSshare #PSBlog for a chance to be featured. 

Objects tell stories in Unpacking, arriving on PS4 and PS5 May 10

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Hello! I’m one of the developers who made Unpacking, a game about taking someone’s items out of boxes and learning about that person’s life in the process. People often describe the game as feeling very personal, and we think it is, but personal can mean different things.

The items are personal to our main character, and let you learn about her and watch her develop over the course of the game. The items often have a personal connection to you, the player, as you encounter things that remind you of your own life or those people you know. And the items are personal to us, the developers, because part of making this game involved drawing on our own experiences and finding ways to add small details where we could.

Alarm Clock

The fun thing about this alarm clock is it’s blank until you find a valid place for it, then it’ll flash “12:00”. If you interact with the clock, you can set the time, which is the time in the stage—you’ll see it change along with the lighting outside the window as you unpack the remaining boxes.

If you move the clock again, the display goes blank, then goes back to blinking “12:00” when you set it down. Alarm clocks like this often use a battery backup so they don’t lose the time during short power outages, but I had one when I was younger and forgot to put a battery in it, so it behaved just like the one in game. Realism!

Dragon Plush Toy

When I was seventeen, I thought it would be a good idea to start a webcomic about a bunch of young dragons living in a forest. It ran for over five years and two thousand comic strips. While it never got particularly popular and it’s not online anymore, the characters remain near and dear to my heart, so it meant a lot that one of the main characters makes a cameo in Unpacking in plush toy form!

Colour Pencils

This set of colour pencils in a tin tray arrives alongside other art supplies, books and evidence of the protagonist’s blossoming pursuit of the visual arts, but for me they’re a reminder of a set of similar colour pencils I received when I was a kid.

I don’t remember exactly what age I was when I got them, I just remember they were my treasure and were labeled with something like “professional artist pencils” or something s

Journey to the Red Planet with Deliver Us Mars on PS4 and PS5

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Greetings, brave astronauts! We are super excited to share some early details of our new title, the cinematic adventure game Deliver Us Mars, which will be coming soon to PlayStation 4 and PlayStation 5.

Journey to the Red Planet with Deliver Us Mars on PS4 and PS5

As a studio we’ve truly been on an incredible journey these past few years and we’re pleased that so many of you took our debut game, 2019’s Deliver Us The Moon, into your hearts. We always knew that our next game had to be bigger and bolder than what had come before. The scale of our ambition as a team is constantly growing, spurred on and inspired by some of the most memorable games to come to PlayStation over the last decade – not least Naughty Dog’s masterpiece, The Last of Us Part II.

For the past several years, our team at Keoken has quietly been hand-crafting Deliver Us Mars to combine the grandeur of a save-the-world sci-fi epic with a personal story and heartfelt motivations. We wanted to pick a setting for our game that reflects our lofty goals for the project. In our own reality, humanity faces huge challenges in the face of climate change. As the space agencies (and some wealthy individuals) have well and truly turned their eyes to Mars, so too have we.

In Deliver Us Mars, which is set ten years after the Fortuna mission in Deliver Us The Moon, humanity is closer than ever to extinction. As part of the crew of the Zephyr, your protagonist’s goal is to retrieve three stolen colony ships from the Red Planet, in order to ensure the continued survival of the human race on Earth. Players will explore Mars as they uncover the origins of a mysterious distress signal that led the crew there.

This next level of storytelling demanded that we take the series to new frontiers. For the first time, we have a fully motion-captured cast to enhance the emotional impact of the story, and we’re giving players new and improved gameplay mechanics including a whole traversal system, inspired by PlayStation classics like Tomb Raider and Uncharted. On top of all of that, we’ll be offering truly next-gen visual fidelity with the support of real-time ray traced shadows and reflections on the PS5.

Mars is the next frontier, an unexplo

The rhythm-based co-op of Soundfall hits PS5 and PS4 this spring

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In Soundfall, you play as one of five musical heroes transported to a far-off world to defend music itself from the forces of Discord. 

Soundfall is a rhythm-based twin-stick shooter that is procedurally generated to music. Players are thrust into a familiar control setup and visual, that of a top-down hack-and-slash, with one huge twist: actions performed on the beat are way more powerful. Lose the beat, and you lose power.

The result is equal parts frantic and meditative, as players find a balance between keeping track of their enemies and acting in time with the music in a world that grooves and bounces to that same music. 

Sound on for this gameplay clip

Soundfall’s heroes–Melody, Jaxon, Lydia, Brite and Ky–are musical geniuses from Earth, transported to Symphonia, the World of Music, via the mysterious Soundfall. Each character has their own special attack and ultimate ability tied to their personal Instrument of Harmony–ancient musical weapons capable of beating back the forces of Discord.

That won’t be an easy task, even for the five of them. The forces of Discord are led by Banshee, Discord’s most cunning lieutenant, and she brings with her a terrifying assortment of Discordians, evil creatures bent on wrecking music wherever they find it. Players will have to defeat the Discordians in each world before music can be saved. 

While all of Soundfall can be played solo, with five characters, co-op options are extensive. Soundfall offers remote and couch co-op, and the entire game can be played cooperatively, from the campaign to the free-play mode. 

Being originally from Italy, I experienced Sergio Leone’s westerns before I had any idea about Akira Kurosawa’s movies. Of course once I knew that those westerns were heavily influenced by Japanese samurai cinema from the 50s and 60s, I had to experience them for myself. That’s how I fell in love with Kurosawa – probably through Seven Samurai, specifically – during my first year at college. The realism and direct, raw, representation of how life used to be, the care for composition, and performances that connect on a human level rather than being culturally-dependent, were all fascinating to me. Of course, after watching Hidden Fortress it was also very clear to me where George Lucas and Steven Spielberg got a lot of inspiration from, and for good reason.

So, how did this discovery end up inspiring a video game all these years later? Initially, the gameplay I had in mind was the main reason I wanted to make Trek to Yomi, but with that aspect eventually taken care of by Flying Wild Hog, my attention turned to the atmosphere and overall visual direction, as well as ensuring that the game was as authentic as possible not only to the cinematic references we were using, but also to the Edo period and Japanese Samurai culture.

Some aspects where detail was key were the rain, the fire, the look that everything had when you see it in black and white. Some of the movies that inspired me to do this were actually not even Japanese. Buster Keaton and movies from the 1920s-1930s were a big inspiration because they’re reminiscent of 2.5D sidescrollers, which made me want to make this game really badly. Orochi had some scenes that made me think “I need to make this happen interactively, that would be insane!”

While there are many iconic scenes in the classic Samurai movies that inspired many of the decisions we made in terms of shot choice, I’m especially proud of the way the main town was built. The Dojo on top of the stairs overseeing the whole main setting, the village inside of the walls, and the outskirts with the fields around the main castle were all things that I wanted to include to give a very good sense of geography while subtly showing how the countryside towns worked at that time. Using that basis we then spent hours composing shots that not only looked cool but influenced the way the player moves through the world, giving them a sense of how the town is before and after the demons burn it to the ground. Each enter and exit point was carefully thought out so that the player would hopefully notice clearly where everything was.

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