A rebuild of a 34-year-old puzzle game on a console powerhouse doesn’t scream game of the year, does it? And yet here we are. And rightly so. Tetris Effect is an utterly compelling game for PS4, whether experienced in PS VR or not.
Both PS VR and PlayLink have presented exciting new possibilities for game creators, letting them take a fresh approach to — and even innovate within — well-established genres.
This is something that has been front-of-mind for two developers hard at work on projects for these platforms: London Studio with PS VR’s Blood & Truth, Flavourworks with PlayLink’s Erica. Both promise to change the design rulebook for their respective genres.
Astro Bot Rescue Mission lifts those cute robotic mascots from The Playroom VR and transplants them into a charming and immersive platform adventure, launching soon for PS VR.
As we’re quick to find out when we sat down with Creative Director Nic Doucet at E3 last week, creating a platformer in VR isn’t as simple as switching camera controls from right stick to headset. You need to build an experience that’s tailored specifically to the platform and utilises its strengths.
Japan Studio has worked tirelessly not only to reimagine those genre essentials – tight controls, challenging platforming, big bosses, ‘secret’ areas – but also to bring something unique to the table.
“It just kept going on this upwards trajectory of fun,” explains Lars Bakken excitedly. Gambit’s Design Lead is talking about the growing list of gameplay mechanics that would go on to shape Destiny’s all-new activity.
While the specifics of what Gambit would be have evolved over the past 18 months, two things remained constant: its name, and its adherence to three core design philosophies: new, different, innovative.
“We wanted something that took the best parts of Destiny and smashed them together,” remembers Game Director Steve Cotton.
SoulCalibur VI’s roster is growing rapidly. While last year’s announcement was only headlined by series veterans Mitsurugi and Sophitia, they were swiftly joined by Kilk, Xianghua, Nightmare and new fighter Grøh. And late last week, familiar faces Ivy and Zasalamel were revealed to be returning the stage of history.
Can you juggle? I can’t. Tried multiple times, but it never took. Something about introducing that third ball into the equation just made my brain lock. And I’m convinced that inability is cause for the bead of sweat breaking out across my brow so early into my Moss hands-on session.
Let me explain. With L2 I’m holding a triggered Ticker under my sway. This mechanical ƒ is a denizen of the mine I find myself in, just one of an endless spawning, skittering army that explode upon sensing an intruder. That intruder isn’t me, but my mouse companion Quill. She’s wandered into this puzzle room, full of fatal drops, hidden levers and multiple pathways, at my behest. It’s just one of many in this underground labyrinth that we’re exploring.
As a kid, I couldn’t walk past a line of railings without running my fingers along them. It’s a tendency I still lean towards today an adult, grazing my hand along walls, fences; coarse or smooth, touch reinforces my awareness of the world. Sometimes I feel more than any other of the five senses, somatosensation ties me most strongly to my surroundings.
Smell and taste can transport me elsewhere, my vision can trick me into seeing things that don’t exist. Sounds are open to interpretation. Touch, though? That’s my link to here and now. To what’s real.
Starfighter Assault is Criterion’s contribution to this November’s Star Wars Battlefront II, the multi-studio collaboration that is EA’s return to a galaxy far, far away.
The Guilford-based studio’s heritage is rich in racing franchises (Burnout, Need for Speed), and it is applying that discipline – a fine splice of arcade thrills, missile-like speed and perfect handling – to the saga in the form of starfighter-exclusive clashes.
Battlefront’s been here before obviously: the original’s Fighter Squadron stuck players to the skies above (and in the case of Cloud City, around) iconic locations. But Criterion’s looking beyond the clouds to the stars for its settings and Battlefront’s Walker Assault for its structure. 24 players, split into two teams, battling for victory across three evolving objectives and a host of side missions in one action-packed match.
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