Thursday, 12 November 2015

PlayStation Experience: The Big List of Playable Games

Not long now! Today I’m pleased to reveal the list of playable games coming to PlayStation Experience this December 5th & 6th in San Francisco in the West Hall of the Moscone Center.
While we’re keeping some of the playable games a surprise, this should give you a pretty good idea of what’s in store. For one, I’m dying to get my mitts on Alienation, Dark Souls 3, Firewatch, Gang Beasts, Killing Floor 2, and Gravity Rush Remastered. What about you?

Check out the video

 Buy The Tickets here

  • Abzu
  • Alekhine’s Gun
  • Alienation
  • Alone With You
  • Amplitude
  • Assassin’s Creed Syndicate
  • Assault Android Cactus
  • Battleborn
  • Beyond: Two Souls
  • BigFest
  • Bloodborne: The Old Hunters
  • Broforce
  • Call of Duty: Black Ops III
  • Capsule Force
  • Chasm
  • Cosmic Star Heroine
  • Crypt of the NecroDancer
  • Dark Souls 3
  • Darkest Dungeon
  • Day of the Tentacle Remastered
  • Dead Star
  • Death Tales
  • Death’s Gambit
  • Destiny: The Taken King
  • Disney Infinity 3.0 Edition
  • Distance
  • Divinity Original Sin: Enhanced Edition
  • Drawn To Death
  • Drifter
  • Drive!Drive!Drive!
  • Driveclub: Bikes & DLC
  • Dungeon Defenders II
  • EarthNight
  • What Remains of Edith Finch
  • EITR
  • Enter the Gungeon
  • Far Cry Primal
  • Fat Princess Adventures
  • Firewatch
  • For Honor
  • FutureGrind
  • Gang Beasts
  • GNOG
  • Gravity Ghost
  • Gravity Rush Remastered
  • Guitar Hero Live
  • Guns Up!
  • Gunsport
  • Hatoful Boyfriend: Holiday Star
  • Heavy Rain
  • Helldivers Democracy Strikes Back Edition
  • Invisible, Inc.
  • Just Cause 3
  • Kerbal Space Program
  • Kill Strain
  • Killing Floor 2
  • Klaus
  • LEGO Dimensions
  • LEGO Marvel’s Avengers
  • Lichdom: Battlemage
  • Life Goes On: Done to Death
  • Life is Strange
  • Lost Sea
  • Manifold Garden
  • Mega Man Legacy Collection
  • Megadimension Neptunia
  • Metrico+
  • MLB The Show 15
  • Moon Hunters
  • Naruto Shippuden: Ultimate Ninja Storm 4
  • NBA 2K16
  • New Hot Shots Golf (working title)
  • Night in the Woods
  • Not a Hero
  • Nuclear Throne
  • Pavilion
  • Phineas & Ferb: Day of Doofenshmirtz
  • Randall
  • Ratchet & Clank
  • Ray’s the Dead
  • Resident Evil 0
  • Revolver360 RE:Actor
  • ROCKETSROCKETSROCKETS
  • Salt and Sanctuary
  • Screencheat
  • Sentris
  • Severed
  • Shadow of the Beast
  • Skytorn
  • SmuggleCraft
  • Soft Body
  • Space Dave
  • Star Wars Battlefront
  • Stories: The Path of Destinies
  • Street Fighter V
  • Strike Vector
  • Super Impossible Road
  • Superbeat: Xonic
  • Tearaway Unfolded
  • The King of Fighters XIV
  • The Tomorrow Children
  • There Came an Echo
  • Thumper
  • To Leave
  • Tricky Towers
  • Tumblestone
  • Umbrella Corps
  • Uncharted 4: A Thief’s End (multiplayer)
  • Uncharted: The Nathan Drake Collection
  • Videoball
  • Viking Squad
  • Wattam
  • WWE 2K16
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Thursday, 25 June 2015

Payday 2: Crimewave Edition Review

The Payday clowns are back in the ultimate edition of the co-op shooter for PS4.


on 24 June 2015
Whenever a decent Hollywood heist thriller comes to mind, Michael Mann's Heat from 1995 always manifests itself foremost. With its tense robberies and hi-octane gunfights, Overkill's best-of Payday collection frequently reaches those heady heights of the Pacino/De Niro classic, but only if you have friends with which to properly realise them.
Payday 2 PS4
A visually remastered take of Payday 2 with all the DLC trimmings thrown in for good measure, Payday Crimewave Edition has players taking on a wide number of different heists in the pursuit of the almighty buck and, well, a whole host of shiny new equipment and ability upgrades, too.
From more straightforward criminal activities such as jewellery shop and mall heists, through to more daring fare including drug smuggling, convoy heists and full-on bank robberies, the variance in the type of job that you can accept is pleasingly substantial.
Better yet is the fact that the different heist sorties each require varying levels of skill and approaches to be successfully completed. A robbery of military factory on the docks might demand a stealthy approach, while a full-on assault on a convoy of treasury trucks would instead require a much more confrontational, guns blazing approach in order to get the job done.
PAyday 2 crimewave edition
Not all of Payday’s heists necessarily prescribe mutually exclusive methods either, and often, when a particular mission is attempted via stealthy means only to devolve into an all-out war on the streets (again, neatly echoing the visceral chaos of Michael Mann’s twenty year old cinematic opus), it’s here that Payday operates at its most engaging best, forcing the player to improvise in order to escape with both the loot and their lives.
In actual fact, it’s that whole risk/reward dynamic which beats ever strongly at the heart of Payday’s trickier scenarios. With the cops swarming the streets and attacking you from every angle, do you escape with the bare minimum amount of loot, or, do you linger a little longer; scooping up every bit of finery that you can while hoping that the fuzz don’t completely overwhelm your team in the process?
Such decision-making is just the tip of a taut, frenetic management metagame that exists beneath Payday’s visceral first-person shooter trappings and it’s an aspect of Overkill’s series that is often overlooked in favour of its more obvious appeal. Of course, it's not just the lads in blue that you need to worry about either, it's the actual mechanics of the heist itself as well.
If you're cracking a safe with a drill for instance, you need to keep one eye on the thing to repair whenever it brakes down since, rather annoyingly, this can and does happen quite often. Additionally, you also need to be on the lookout for a variety of unsecured loot and valuables too; priceless watches, ornate chokers, cash registers and more are all lying around waiting to be scooped up and in doing so, their incremental value adds nicely to your overall heist total. Once again, this also folds quite neatly into the notion of risk/reward and whether that lone remaining gold rolex behind that dark blue wall of guns and riot shields is really worth it or not.
Oh and you'll be wanting to have good heists too, since each heist or contract that you take on, when fulfilled, provides experience points which can then be invested into a number of different skill trees depending on your preferred playstyle. Payday also provides incentives for better performances during heists, with selected approaches and flawless runs all resulting in a much larger experience point payout for your budding career criminal.
While Payday Crimewave Edition is certainly not without its flaws, none are perhaps more rage inducing than the game’s toweringly stupid and seemingly perpetually stoned AI.
One thing in particular that they seem to have problem with is pathfinding. A simple jaunt out of a building and down the street for example, usually winds up in an unintentionally hilarious spectacle of your CPU-controlled mates running into walls or dry-humping the surrounding scenery like a canine Ron Jeremy on crack. It's hilarious the first time you see it for sure, however it becomes much less so when the incidents start to creep into double figures and heists end up frequently botched as a result.
A much more dire transgression is the fact that the AI very often stands around doing absolutely nothing when you really need them not to be. Whether you’re face down, riddled with holes and needing a desperate revive or requiring them to share the load on the loot carrying, it’s fair to say that the sight of your AI fellows loitering about playing pocket pool, seemingly oblivious to everything going on around them, quickly becomes almost pad-breakingly infuriating to witness.
So with AI that’s about as useful as a modern day game without a day one patch, it falls to the presence of human comrades to facilitate the proper Payday experience and it’s here that business starts to pick up a fair bit.
When played online with friends and to a lesser extent, random folk, Payday Crimewave Edition begins to blossom into the Heat videogame wannabe that it so wants to be. With steadfast co-ordination between players, the satisfyingly high level of challenge in later heists and just the sheer, unpredictable nature of it all, if you have a constant group of friends for the game then Payday Crimewave Edition becomes a rather special proposition for multiplayer shenanigans indeed.
Elsewhere, an apparently big selling point of the Crimewave Edition is the leap in visual fidelity that the shift to Sony's new, more powerful home console allows. The visuals, though rendered at 1080p/30ps, still fall somewhat short of what we would expect from the PS4 however. With its last-gen lineage still painfully obvious throughout with some decidedly blocky structures, low-detail textures and stiff animations (not to mention an inconsistent framerate when the screen gets especially busy), Payday was never going to win any awards for its visual presentation, but even so, the final product should still have looked better than a moderately better looking PS3 title.
Certainly, that also begs the question that given how relatively low quality the visuals are, it seems a little puzzling why a split-screen mode wasn't included. Given that such a move would have bolstered the longevity of the game a great deal and gone some way to dulling Crimewave Edition's other, more notable flaws, its omission remains rather baffling.
Far away from being a cash-grab then, Payday Crimewave Edition is essentially the definitive version of Payday 2 that you can buy right now. As such, it’s important to remember that this is still Payday 2 and that all those same caveats still apply. With that in mind and assuming you have a reliable group of mates on hand for some happy-go-heisting, feel free to whack an extra point on that score and get stuck in.

PlayStation Unchained Podcast - Episode 79: The post-E3 2015 special

on 25 June 2015
Join the PSU home team in this special edition podcast where they discuss all the big annoucements and news from E3 2015.
The cast is hosted by Ben Shilabeer-Hall with PSU Editor Neil Bolt as this week's guest. In the podcast they chat about their best and worst bits from this year's gaming expo.
Note - Another podcast, featuring our E3 ground team will launch shortly.

Thief Review

Small time.

About This Game

  • Summary
  • Game Editions
There is a rising tide of fear in The City. Hatred saturates every stone and whilst the rich prosper, the less fortunate face misery and repression. Ravaged with sickness and famine, they wait for something to change.
Into this shadowy world steps Garrett, THE master thief in Thief, a reinvention of a franchise that helped define an entire genre of games. This first-person adventure features intelligent design that allows players to take full control, with freedom to choose their path through the game's levels and how they approach and overcome each challenge.
Release Date: February 25, 2014
M for Mature: Blood, Nudity, Strong Language, Strong Sexual Content, Use of Drugs, Violence
GenreAdventure
PublisherSquare Enix
DeveloperEidos Studios - 

Tales from the Borderlands -- Episode 3

About This Game

  • Summary
  • Game Editions
This is the third episode of Tales from the Borderlands, which explores and expands on the stories of existing and all-new characters from the world of Pandora, as seen in the critically-acclaimed and best-selling Borderlands 2 from Gearbox and 2K.
Release Date: June 23, 2015
M for Mature: Violence, Blood and Gore, Suggestive Themes, Strong Language

OPINION - WHY NINTENDO'S DIGITAL EVENT WAS MY FAVORITE E3 CONFERENCE

I liked Nintendo's E3 digital event. Some of that affinity derives from the Muppet-shaped hole in my heart, a void that only a felt-and-plush Satoru Iwata could fill. IGN's official review of the presentation highlights some real problems with what Nintendo did (or didn't) have to show off this year, but I came out of the digital event smiling, excited, and happy, because Nintendo is giving me a lot of what I want.IGN's Official Review of Nintendo's E3 Digital Event
Nintendo showed me that they are the only major hardware manufacturer that still cares about supporting mobile gaming on a dedicated device. Sony's first party support for my beloved Vita has slowed to a trickle, but half the games Nintendo highlighted on Tuesday were 3DS titles. I often fill the time during long bus commutes with Etrian Mystery Dungeon or A Link Between Worlds, and in the coming year I'm getting a new Zelda, a new Metroid, and a new Fire Emblem on my handheld. The folksy vibe of Yo-kai Watch intrigues me in a way Pokemon never has, and Paper Jam has me chomping at the bit to play.
I love game creation kits, and watching one of the world's great software houses put such a high profile spotlight on Super Mario Maker thrilled me. I've dabbled with software construction tools since childhood, spending hours crafting my own levels, tracks, music, sprites, and animation, and to this day I fool around with simple game programming and level makers. But even the best-intentioned design tools are generally cumbersome on consoles thanks to the limitations of a controller interface. A few years ago WarioWare D.I.Y. and Sound Shapes demonstrated the potential of touchscreen interfaces to transform game design tools by expediting selection, position, and scaling of tiles and objects. Nintendo's decision to bring similar tools to the larger Wii U Gamepad represents one of the first truly innovative uses of that promising-but-underutilized controller. With plenty of room to work on the high-resolution display, I imagine the ease with which I'll be able to bounce ideas around and test what works, what's fun, and what I need to rethink.
Nintendo's choice to keep their digital event at a lean 50 minutes played out pretty well. By my count they rattled off about fifteen games, keeping a brisk three-minutes-per-title pace further compressed by the curious decision to punctuate the announcements with a series of Developer Stories. I know some people felt like these interludes were padding, but I perceived these low-key, behind-the-scenes anecdotes as providing welcome context. Developers, directors, and planners talked about the thought processes that went into their products: why four Links were one too many in Tri Force Heroes, how a homemade knitting project influenced an Amiibo design, or how 1985 sketches became creative elements in Super Mario Maker. It's an approach representative a company proud of its craftsmanship, a conscious declaration by Nintendo that they are committed to creating real art as an element of their playful business.

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Maybe I was sucked in by the charm of Nintendo's salesmanship and forgot they're trying to obfuscate the realities of a year where their biggest console franchise was delayed. But my mind keeps going back to what Yoshi's Wooly World coordinator Emi Watanabe said during her Developer Story segment: "Most of all, I want people to feel happy when playing this game." After two days spent covering the pomp, flash, and blaring soundtrack of E3, that humble axiom spoke volumes about what Nintendo does best. They're selling an oddball escapism, a quirky alternate reality at odds with the slick frames-per-second-driven power fantasies that dominate so many contemporary game worlds. And frankly, I'm buying it.