Alienation adds weekly missions, new weapons and more

Hi there, it’s Tommaso from Housemarque here. At the beginning of July, Alienation saw the addition of two widely requested features: local co-op and ranked leagues, among a variety of novelties such as extra weapons, bullet colours and other minor improvements.

The next update, that is hitting your PS4 today, unleashes an array of new exciting features. Let’s start with the stuff every Alienation owner will get free of charge: Weekly Missions! These are missions to be played with unusual rules for an additional challenge – beat them within seven days and you’ll get a reward! And since we’re talking about rewards, it’s definitely worth mentioning that we heard you loud and clear: you can now loot and collect armours with different modifiers (for example, an armour that recharges your rush faster, but makes reload slower), and even customize their colours provided you collect enough of the 42 different paints available…

Other free additions to the game include an extra difficulty level (named “Legend”), six new Trophies and increased Hero Level cap.

Alienation adds weekly missions, new weapons and more Alienation adds weekly missions, new weapons and moreAlienation adds weekly missions, new weapons and more

 
Along with the free content we’re also releasing more paid content: new arsenal, with the secondary weapon Devastator and the heavy Collapser, respectively resembling a sort of deadly laser ray and a cannon with bouncing projectiles.The Armour Paint Pack features three exclusive armour paints, and the Veteran Heroes pack, which allows you to start with characters at Level 15 and access to World Level 2.

You’ll be able to purchase the Weapon Pack for €4.99, the Armor Paint Pack for €0.99, the Veteran Heroes pack for €4.99, or buy each individual item separately. Needless to say, owners of the Alienation Season Pass get all of the above without spending a single extra dime.

So, what are you waiting for? Head to PlayStation Store and grab one right now!

Alienation adds weekly missions, new weapons and moreAlienation adds weekly missions, new weapons and more

The post Alienation adds weekly missions, new weapons and more appeared first on PlayStation.Blog.Europe.

Source: Playstation Blog

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Introducing the Dualshock 4 USB Wireless Adaptor

The Adaptor – available from 15th September, allows you to connect a DUALSHOCK 4 wireless controller to your Windows PC or Mac via Bluetooth. Simply insert the Adaptor into a USB port on your computer and then follow a quick pairing process to connect your controller.

Dualshock 4 USB Wireless Adaptor

You can then enjoy wireless play with compatible applications – such as PlayStation 4 (PS4) Remote Play, with access to all the same great DUALSHOCK 4 features and functionality*: buttons, analogue sticks, touch pad, light bar, motion sensors, vibration, and stereo headset jack.

You can then start streaming your PS4 games to a PC or Mac – so you can keep on playing, even when you’re away from the TV.

Dualshock 4 USB Wireless AdaptorDualshock 4 USB Wireless AdaptorDualshock 4 USB Wireless Adaptor

 

The DUALSHOCK 4 wireless controller and Adaptor are also compatible with the PlayStation Now subscription service on Windows PC, available on 24th August in the UK, Belgium and Netherlands.

Players can download the PlayStation Now app to gain instant access to an ever-expanding library of over 300 classic PlayStation 3 titles, streamed straight to your computer.

Introducing the Dualshock 4 USB Wireless Adaptor

Find out more about the DUALSHOCK 4 USB Wireless Adaptor here.

* DUALSHOCK 4 functions subject to application and game support.

Availability of the DUALSHOCK 4 USB Wireless Adaptor will vary by country, so please check with your local retailer.

You may also be able to use the Adaptor and DUALSHOCK 4 wireless controller with some Windows PC/Mac games, but we cannot guarantee compatibility.

The post Introducing the Dualshock 4 USB Wireless Adaptor appeared first on PlayStation.Blog.Europe.

Source: Playstation Blog

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How PlayStation VR Worlds was brought to life with extraordinary art

Hi everyone. My name is Joel Smith and I’m the Art Director on PlayStation VR Worlds. I’ve been working on the game since the very beginning and as we finally approach the launch, I’m excited be able to tell you more about the project and how it was brought to life..

In virtual reality, art really comes into its own: it’s engrossing and compelling and it allows us to push the boundaries of what art can do. In VR, the art direction is about much more than simply what the game looks like – it’s about how it makes the player feel.

With this in mind, I wanted to dial the artwork up to 11; to make it more exciting and compelling than simple reality. Instead of a strictly ‘virtual’ reality, think of PlayStation VR Worlds as an exaggerated, “theatrical” reality.

Like all good drama, the result has to be a believable, engrossing world, but one that’s also more dramatic and exciting than real life. This exaggerated reality allows us to shape the player’s experience in a number of ways:

Firstly, it leads the player on an emotional journey. To take Ocean Descent, for example: the schematic chart below was developed in pre-production and plots not only the player’s physical journey, but also – right alongside – their emotional journey. The artwork plays a key part in shaping this.

PS VR Worlds week - art

At the top – the beginning of the journey – the shapes, colour and lighting are soft and painterly, making the player feel calm, relaxed and allowing them to wonder at the new world they’ve entered.

PlayStation VR WorldsPlayStation VR Worlds

But as the player dives deeper, their descent and their emotional journey becomes – both literally and metaphorically – much darker.

PlayStation VR Worlds

The soft, painterly aesthetic becomes increasingly angular, dark and twisted. Sharp aggressive shapes, dramatic lighting contrasts and violent bursts of red punctuating the darkness: all the things combine to increase the tension and set the player’s nerves on edge.

In Scavengers Odyssey this journey is reversed. The world around you is fractured and destroyed to begin with, colours are vivid and punchy before the world becomes harmonious and structured towards the end.

PlayStation VR WorldsPlayStation VR Worlds

Psychological insight

Just as costume, make-up and set work together in the theatre and film to tell us more about the characters than the script alone, the art direction in The London Heist gives us an insight into the characters’ stories and emotions.

PlayStation VR Worlds

Take the pub in The London Heist: on the surface, it’s an ordinary boozer, but look closer and you’ll notice little details that you definitely won’t find down your local.

The stools and chairs are made out of old coshes, repeated designs of knives in feature in the glasswork and there birdcage motifs that allude to prison. Together these hint at some kind of a criminal connection. In fact, the pub is a portrait of its owner: a once potent London gangster, in and out of prison, now emasculated by age and out of step with the changing face of modern crime.

While the details tell us about the man, the colours and lighting give us an insight into his psyche. The greens create a sense of decay and envy whilst the reds evoke thoughts of blood and vengeance.

Believable worlds

Having said the artwork should be theatrical it might seem contradictory to say it should also be believable. But think of Pixar’s animated features and the worlds they create. They’re definitely not realistic – but they’re absolutely believable.

VR Luge’s more simplistic, pared down style contrasts with the detail found in The London Heist, its strong silhouettes and bold forms aiding the exhilaration of a downhill race. Looking at the composition as a whole, at high speed, it becomes a believable world.

PlayStation VR Worlds

DangerBall is the most arcade-style game in the suite, but it too still exists in a believable world.

Its real world materials with physical properties give you a sense of being totally immersed. For example, when the ball hits the wall, the wall breaks up.

Despite its arcade style, the theatrical sense of excitement is also maintained by placing you within a colossal future sport arena – a dynamic environment, where bright colours burst against the dark space beyond.

PlayStation VR Worlds

I’ve enjoyed looking back on the project in order to share this brief insight into the art direction of PlayStation VR Worlds.

Our aim was to give you an extraordinary reality, that give you experiences like no other. As an art director, it’s been a great experience and I’m certain the end result will be a great experience for players.

The post How PlayStation VR Worlds was brought to life with extraordinary art appeared first on PlayStation.Blog.Europe.

Source: Playstation Blog

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