Author Archive

How Erica & Blood and Truth are Changing the Rules of Their Genres

Posted by on Jul 27, 2018

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.

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Astro Bot Rescue Mission: The Dos and Don’ts of Building a Platformer in PS VR

Posted by on Jun 25, 2018

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.

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9 Things You Need to Know About Destiny 2’s New Multiplayer Activity, Gambit

Posted by on Jun 12, 2018

“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.

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Armor Breaks, One Liners and Facial Fuzz: 12 Reasons Why We Already Love SoulCalibur VI

Posted by on Feb 28, 2018

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.

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The Surprising Complexity of Small-Scale PS VR Fantasy Adventure Moss

Posted by on Feb 12, 2018

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.

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How The Inpatient Turns Your Own Senses Against You

Posted by on Dec 14, 2017

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.

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First Hands-on: Star Wars Battlefront II Starfighter Assault

Posted by on Aug 25, 2017

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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First Details on Star Wars Battlefront II’s Epic Starfighter Assault Mode Revealed

Posted by on Aug 22, 2017

Star Wars Battlefront II looks set to deliver on the big setpiece-heavy space battles fans have been crying out for in Starfighter Assault mode. Covering multiple conflicts spanning all three eras of the Star Wars mythos, the mode – created by acclaimed UK developer Criterion – sees two factions clash amongst the stars for victory across three multi-objective phases.

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