• gamedev.net
    Devlog 6: Puzzles elements August 19, 2024Sup y'all, Other wek passy ey, lol, gotta keep up the prop devlog, also now has title 'Ealhhard'. Heres the breakdown for the week: 1. GameplayIm added move moveset:- R + foward : charge foward with small hop and grap anything in path, if not hold = land normal, if is hold = increase small lift and crash to floor- R + backward : charge backward with small hop and grap anything in path, i
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  • At Gamescom 2024, GeForce NOW Brings Black Myth: Wukong and FINAL FANTASY XVI Demo to the Cloud
    blogs.nvidia.com
    Each week, GeForce NOW elevates cloud gaming by bringing top PC games and new updates to the cloud.Starting today, members can stream the highly anticipated action role-playing game (RPG) Black Myth: Wukong from Game Science, as well as a demo for the upcoming PC release of FINAL FANTASY XVI from Square Enix.Experience these triple-A releases now at peak performance, even on low-powered devices along with Xbox automatic sign-in coming Aug. 22 on GFN Thursday. The feature will make it easy for members to dive into their favorite PC games.These latest GeForce NOW updates announced today at the annual Gamescom conference build on recent milestones, including added support for mods, new data centers in Japan and Poland, and 2,000 games available in the cloud.Get Your Game Face OnGeForce NOW recently celebrated 2,000 games in the cloud, thanks to strong collaborations with publishers that have brought their titles to the platform.New games are added weekly from popular digital gaming stores Steam, Epic Games Store, Ubisoft Connect, Battle.net, and Xbox, including over 140 PC Game Pass titles. Powered by up to GeForce RTX GPU-class graphics, GeForce NOW is bringing even more top titles from celebrated publishers to the cloud.No monkey business in the cloud just high-performance gameplay.Members can be among the first to play Black Myth: Wukong without waiting for downloads or worrying about system requirements.Take on the role of Sun Wukong the Monkey King, wielding the powers of a magical staff throughout a richly woven narrative filled with mythical creatures and formidable foes. Learn to harness Wukongs unique abilities and combat styles, reminiscent of the Soulslike game genre. As the Destined One, take on various challenges to uncover the truth hidden beneath the veil of a glorious historical legend.Witness the beauty of ancient China from snow-draped mountains to intricate cave networks in exquisite detail elevated by NVIDIA RTX technologies, including full ray tracing and DLSS 3. The GeForce NOW Ultimate membership brings this visual splendor to life at 4K resolution and 120 frames per second, even on underpowered devices, streaming from GeForce RTX 4080 SuperPODs in the cloud.Questing looks so good in the cloud.The latest mainline numbered entry in the renowned RPG series from Square Enix, FINAL FANTASY XVI is coming soon to the cloud. Get a taste of the titles high-octane action, breathtaking world and epic storytelling in its PC demo on GeForce NOW. Members can learn to master their Eikonic abilities while battling colossal foes and exploring the stunning realm of Valisthea.Try the demo on GeForce NOW to jump right into an epic adventure without worrying about system specs.GeForce NOW members can play these titles and more at high performance. Ultimate members can stream at up to 4K resolution and 120 fps with support for NVIDIA DLSS and NVIDIA Reflex technology, and experience the action even on low-powered devices. Keep an eye out on GFN Thursdays for the latest on game release dates in the cloud.Set It and Forget ItLink-credible.GeForce NOW makes gaming more convenient by letting members link their gaming accounts directly to the cloud service. Starting Aug. 22, such support extends to Xbox accounts alongside existing support for Epic Games and Ubisoft automatic sign-in enabling seamless access across devices.After linking their Xbox profiles just once, members will be signed in automatically across their devices for all future GeForce NOW sessions speeding access to their favorite PC games, fromFallout 76 to Starfield to Forza Horizon 5.This new feature joins Xbox game library sync on GeForce NOW, which allows members to sync their supported Xbox Game Pass and Microsoft Store games to their cloud streaming library. Members will enjoy a more unified gaming experience with the ability to instantly play over 140 Xbox Game Pass titles across devices.With a steady drumbeat of quality games from top publishers and new features to continuously improve the service, GeForce NOW is a gamers gateway to high-performance gaming from the cloud, enabling play on any device with real-time ray tracing and high resolutions. Check back every GFN Thursday for more news on upcoming game launches, new game releases, service updates and more.
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  • NVIDIA Announces First Digital Human Technologies On-Device Small Language Model, Improving Conversation for Game Characters
    blogs.nvidia.com
    NVIDIAs first digital human technology small language model is being demonstrated in Mecha BREAK, a new multiplayer mech game developed by Amazing Seasun Games, to bring its characters to life and provide a more dynamic and immersive gameplay experience on GeForce RTX AI PCs.The new on-device model, called Nemotron-4 4B Instruct, improves the conversation abilities of game characters, allowing them to more intuitively comprehend players and respond naturally.NVIDIA has optimized ACE technology to run directly on GeForce RTX AI PCs and laptops. This greatly improves developers ability to deploy state-of-the-art digital human technology in next-generation games such as Mecha BREAK.A Small Language Model Purpose-Built for Role-PlayingNVIDIA Nemotron-4 4B Instruct provides better role-play, retrieval-augmented generation and function-calling capabilities, allowing game characters to more intuitively comprehend player instructions, respond to gamers and perform more accurate and relevant actions.The model is available as an NVIDIA NIM microservice, which provides a streamlined path for developing and deploying generative AI-powered applications. The NIM is optimized for low memory usage, offering faster response times and providing developers a way to take advantage of over 100 million GeForce RTX-powered PCs and laptops.Nemotron-4 4B Instruct is part of NVIDIA ACE, a suite of digital human technologies that provide speech, intelligence and animation powered by generative AI. Its available as a NIM for cloud and on-device deployment by game developers.First Game Showcases ACE NIM MicroservicesMecha BREAK, developed by Amazing Seasun Games, a Kingsoft Corporation game subsidiary, is showcasing the NVIDIA Nemotron-4 4B Instruct NIM running on device in the first display of ACE-powered game interactions. The NVIDIA Audio2Face-3D NIM and Whisper, OpenAIs automatic speech recognition model, provide facial animation and speech recognition running on-device. ElevenLabs powers the characters voice through the cloud.In this demo, shown first at Gamescom, one of the worlds biggest gaming expos, NVIDIA ACE and digital human technologies allow players to interact with a mechanic non-playable character (NPC) that can help them choose from a diverse range of mechanized robots, or mechs, to complement their playstyle or team needs, assist in appearance customization and give advice on how to best prepare their colossal war machine for battle.Were excited to showcase the power and potential of ACE NIM microservices in Mecha BREAK, using Audio2Face and Nemotron-4 4B Instruct to dramatically enhance in-game immersion, said Kris Kwok, CEO of Amazing Seasun Games.Perfect World Games Explores Latest Digital Human TechnologiesNVIDIA ACE and digital human technologies continue to expand their footprint in the gaming industry.Global game publisher and developer Perfect World Games is advancing its NVIDIA ACE and digital human technology demo, Legends, with new AI-powered vision capabilities. Within the demo, the character Yun Ni can see gamers and identify people and objects in the real world using the computers camera powered by ChatGPT-4o, adding an augmented reality layer to the gameplay experience. These capabilities unlock a new level of immersion and accessibility for PC games.Learn more about NVIDIA ACE and download the NIM to begin building game characters powered by generative AI.
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  • Level Up: NVIDIA, MediaTek to Bring G-SYNC Display Technologies to More Gamers
    blogs.nvidia.com
    Picture this: NVIDIA and MediaTek are working together to make the industrys best gaming display technologies more accessible to gamers globally.The companies collaboration, announced today at the Gamescom gaming gathering in Cologne, Germany, integrates the full suite of NVIDIA G-SYNC technologies into the worlds most popular scalers.Gamers can expect superior image quality, unmatched motion clarity, ultra-low latency, highly accurate colors, and more cutting-edge benefits on their displays.G-SYNC Pulsar: The Star of New Display TechnologiesA highlight of this collaboration is the introduction of G-SYNC Pulsar, a new technology that offers 4x the effective motion clarity alongside a smooth and tear-free variable refresh rate (VRR) gaming experience.G-SYNC Pulsar will debut on newly announced monitors, including the ASUS ROG Swift 360Hz PG27AQNR, Acer Predator XB273U F5 and AOC AGON PRO AG276QSG2.These monitors, expected later this year, feature 25601440 resolution, a 360Hz refresh rate and HDR support.Integrating G-SYNC into MediaTek scalers eliminates the need for a separate G-SYNC module, streamlining the production process and reducing costs.This allows for the creation of feature-rich G-SYNC monitors at a more affordable price. And by expanding the availability of these premium gaming products to a broader audience, more gamers will be able to enjoy the best in motion clarity, image quality and performance.
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  • ALIENS EARN UPGRADE, NEW YORK MOVES TO LONDON FOR A QUIET PLACE: DAY ONE
    www.vfxvoice.com
    By OLIVER WEBBImages courtesy of Paramount Pictures.A Quiet Place: Day One is the third installment in the Quiet Place franchise and serves as a prequel to the events of A Quiet Place. Day One was directed and co-written by Michael Sarnoski (Pig) while John Krasinski (IF) returns as co-writer and producer for Paramount. Set in New York City, Day One follows Sam (portrayed by Lupita Nyongo), a terminally ill woman on an outing to Manhattan. After the city comes under attack from an alien invasion, Sam, along with other survivors, must navigate a way to safety. It soon becomes apparent that the aliens are drawn to even the slightest of sounds.The bulk of the footage was captured in Manhattan. A helicopter unit shot aerial plates around the city to provide more scope and authenticity. Production then shifted to London.ILMs Malcolm Humphreys (The Batman), who served as Visual Effects Supervisor on Day One, was familiar with the previous two films in the franchise as both were ILM projects. They were supervised by Scott Farrar, who is a huge character at ILM, so it was a bit daunting in terms of stepping into that [history], Humphreys says. The first couple of films were smaller budget, and there were a smaller number of creature shots, but they grew between the sequels. For Day One, there are aspects of the creatures that weve seen before that are definitely already established. For this film, we see them on a larger scale and a larger number of them.For Day One, there are aspects of the creatures that weve seen before that are definitely already established. For this film, we see them on a larger scale and a larger number of them. [T]here is a new mother-size creature that we developed, which has a whole different scale, size and weight, and the texture of that creature is very different. We also created little baby creatures that eat some of these strange mushrooms that they open up during the film.Malcolm Humphreys, Visual Effects Supervisor, ILMThe VFX team crafted fresh details to enhance the alien Death Angels and fleshed out how the aliens interacted with building and cars, and operated with a hive mentality.Humphreys and his team inherited some of the creatures from the previous films, but the base-level creature required a revision as well as some additional sculpting and detail work. There is a scene thats inside a construction site, and there is a new mother-size creature that we developed, which has a whole different scale, size and weight, and the texture of that creature is very different. We also created little baby creatures that eat some of these strange mushrooms that they open up during the film, Humphreys details.Data capture from Chinatown rooftops provided reference for the built-out bridge. Reference documenting the demolition of a bridge helped capture the huge explosion and displacement of water as the bridge collapsed.Humphreys and his team were given a lot of creative freedom when it came to the shot design of the film. Updating the creatures performance was one of the most important goals to achieve. If you watch the first two films, the creatures sort of exist in these two different states. The first is snatch and grab, which is super-fast and you cant really see whats going on, or they are moving very slowly, Humphreys notes. In this film, one area we fleshed out a little bit more was when you are seeing them in daylight for a lot longer, and how they work together in a herd-like manner towards a common goal was quite enjoyable to explore. If you watch the first two films, the creatures sort of exist in these two different states: The first is snatch and grab, which is super-fast and you cant really see whats going on, or they are moving very slowly. In this film, one area we fleshed out a little bit more was when you are seeing them in daylight for a lot longer, and how they work together in a herd-like manner towards a common goal was quite enjoyable to explore.Malcolm Humphreys, Visual Effects Supervisor, ILMLupita Nyongo (Us, 12 Years a Slave) stars as Samira, a terminally ill woman caught up in the alien invasion of Manhattan. An important atmospheric element was the massive dust coating caused by meteorites destroying buildings.Although Day One takes place throughout New York City, the majority of the film was shot in London. Shooting in New York, especially for the amount of augmentations that were needed, proved to be impractical. Theres a whole load of visual effects work we were doing to make that possible, by doing set extensions, for example, Humphreys explains. I love doing creature work, but then theres also bits of every other type of visual effect in the film as well. It was shot primarily at the backlot in Warner Bros. Leavesden Studios, just outside of London, and some additional location work around London. We were shooting locations and then augmenting them to look like New York. There was a mixture of some drama photography done in New York, a minimal shoot, and some additional plate photography, then quite a large data-capture of different neighborhoods in New York. The story is essentially a journey from the tip of New York in Chinatown all the way up through the neighborhoods and into Harlem. Thats quite a large distance, and the architecture and geography change quite dramatically between those locations. Keeping the look of New York is an added challenge on a project like this, and that was particularly difficult to achieve but was ultimately a rewarding process. I was very lucky, as we went and did the data capture on my first day in New York, partly just to immerse myself in the story. I actually walked from Chinatown all the way to Harlem, which is quite a long distance, about a four-hour walk. That helped me really engross myself in the geography and the feel of the city as it changes. That in itself was invaluable research.The architecture and geography between Chinatown and Harlem changes dramatically. There was a large data-capture of different neighborhoods in New York.It was shot primarily at the backlot in Warner Bros. Leavesden Studios, just outside of London and shooting locations [around London], then augmenting them to look like New York. I was very lucky, as we went and did the data- capture on my first day in New York, partly just to immerse myself in the story. I actually walked from Chinatown all the way to Harlem, which is quite a long distance, about a four-hour walk. That helped me really engross myself in the geography and the feel of the city as it changes. That in itself was invaluable research.Malcolm Humphreys, Visual Effects Supervisor, ILMLondon was the primary hub for the visual effects work. We had multiple sites working on it, Humphreys adds. We also had teams in Vancouver, San Francisco and Mumbai. Most of the work that we did and the way I like to work is segment the work into logical chunks that we could give to each of the offices so that they have a little bit more autonomy and ownership of the work. Its not always possible, but it does help make it a bit more manageable and enjoyable for everyone.Meteorites striking Manhattan in the daytime precede the alien invasion. There was a mixture of drama photography done in New York, a minimal shoot and some additional plate photography.Overall, the film consisted of roughly 450 visual effects shots. It was a nearly perfect job for me, in the sense that there was a lot of 2D work, creature work, environment work, and there are some really quite large-frame oners, Humphreys details. They were just an undertaking of finding the right artists and team to work on those shots because they run for so long. They are multiple shots tied together. All the shots we worked on were challenging in their own different way. The last sequence in the film was quite a technical challenge. That was made up of multiple locations, including an airfield at Bovingdon, a location on the River Thames on a pier, then a boat that was docked and some additional tank work. Our job was to stitch all those locations together so that Joseph and Lupitas characters could smoothly move from one location to the next. Then we also needed to make it feel like its all taking place in New York. That was quite a technical challenge, but was quite enjoyable to do. There were some really enjoyable shots, like one shot in the upper East Side for example. The backlot that we had was quite successful for some of the work, but when we got the one shots where we wanted to make it look quite different, it was trying to make the backlot look like a whole different environment or a different part of New York, and that was quite satisfying.The last sequence in the film was quite a technical challenge. That was made up of multiple locations, including an airfield at Bovingdon, a location on the River Thames on a pier, then a boat that was docked and some additional tank work. Our job was to stitch all those locations together so that Joseph and Lupitas characters could smoothly move from one location to the next. Then we also needed to make it feel like its all taking place in New York. That was quite a technical challenge.Malcolm Humphreys, Visual Effects Supervisor, ILMA Manhattan crowd scene moments before the aliens attack. Manhattan footage was mixed with the backlot shoots at Warner Bros. Leavesden Studios outside London where New York sets and extensions were created.A new mother-size creature was developed with dramatically different scale, size, weight and texture.Although Day One takes place throughout New York City, the majority of the film was shot in London.A major action sequence takes place in a submerged subway where a large underwater gimbal allowed the platform to be lowered.The creatures, their numbers, movements and mentality were updated for Day One, and some of their textures differed from the previous films.The film was shot primarily at the backlot in Warner Bros. Leavesden Studios outside London and at various locations around London.Dust and ash float through the streets of Manhattan. Keeping the look of New York was an added challenge for VFX Supervisor Malcolm Humphreys and his team in London.A large amount of physical debris was needed and more belongings like bags and shirts were added in post.Humphreys and his team were given a lot of creative freedom in terms of shot design, and one of the main elements was fleshing out the creature movements in more detail.Having the creatures flip over cars in New York City was one of the creative choices that Humphreys and his team employed. Most of the visual effects work consisted of 2D, creature and environment work and some large-frame oners.Roughly 450 visual effects shots were created for the film. ILM was the primary vendor along with Important Looking Pirates, Proof, Cadence Effects and an in-house team.Out from the shadows where they lurked in the previous films, the creatures in Day One hunt openly in daytime.In Day One, the creatures work together in a herd-like manner towards a common goal.VFX Supervisor Malcolm Humphrey walked from Chinatown all the way to Harlem to immerse himself in the story and to get an accurate feel of the geography of New York City.Humphreys kept a close, running dialogue with the crew throughout the production, which was key on a project of this scale. It was a tight-knit group of us discussing how we were going to achieve certain shots, he says. Then going into post with Michael and building a really strong relationship with him was quite enjoyable. Michaels fantastic to work with because he gives you enough room to offer up ideas and help add to his vision.
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  • Sonic x Shadow Generations interview: Shadow the Hedgehogs new Doom Powers detailed
    blog.playstation.com
    The launch of Sonic x Shadow Generations is coming fast this October, and everyone is curious to know more about Shadow the Hedgehogs new Doom Powers!Play VideoThe team just released a trailer all about the Doom Powers, highlighting each unique ability and how they provide new twists for Shadows platforming and combat. The trailer also showcased gameplay from new stages calling back to fan-favorites such as Chaos Island from Sonic Frontiers and Radical Highway from Sonic Adventure 2, as well as iconic boss challenges like Metal Overlord from Sonic Heroes. Eagle-eyed viewers might also catch a glimpse of the reimagined hub world, White Space, where players will get the opportunity to test out and master Shadows new moves while they explore, unlock stages, and uncover collectibles.We got together with Sonic Team Creative Officer, Takashi Iizuka, to chat on why this game was the perfect opportunity to give Shadow new abilities, and how they offer new, action-packed ways of navigating different stages and boss battles.Why are Shadows Doom Powers important to the story and gameplay?Iizuka-san: In terms of gameplay, the team wanted to make Shadow Generations action more unique to differentiate it from what Sonic can do, so we added the Doom Powers. Shadows new powers are essential because they give him new ways to attack enemies and traverse the world, giving our team more to build upon in each stages level design. While we cant share much about the story, the Doom Powers play an essential role in Shadows journey and development throughout his campaign, giving him more powers to save the world. Shadow receives these when he awakens to the power of darkness in the game, so players will see how closely they tie into the narrative when the game comes out later this year.How did you choose the final selection of Doom Powers we see in the game? Why were these powers right for Shadow?Iizuka-san: Shadow is a dark, anti-hero character, so the Doom Powers had to embody a sense of danger and mystery that can be seen in Shadows actions and movements. The level designers also incorporated many ways the Doom Powers can be used in this platform action game, so they are not just additional combat moves. Shadow can use Doom Powers to platform around the world.How are these powers different from Shadows existing powers in previous games?Iizuka-san: When designing the levels in Shadow Generations, we wanted to make the most of Shadows existing move, Chaos Control, which enables him to find new platforms to run through each stage and find new ways of attacking bosses. However, with only Chaos Control, the core of Shadows gameplay is very similar to what Sonic can do, so we introduced the Doom Powers to give the game more unique action. Not only does it increase the variety of things you can do in the platform action stages, but it also allows for great exploration and traversal abilities in the 3D White Space Hub World for Shadow.What was the design process like when conceptualizing the idea and designing the look of each power?Iizuka-san: The idea for the Doom Powers came up when we realized we needed to give Shadow new abilities and powers to create new gameplay formats. It was important to provide Shadow abilities that Sonic cant do to make the action more enjoyable, while ensuring each power reflects his dark, anti-hero character. As the name suggests, the Doom Powers draw energy from Black Doom, so that was taken into consideration in the design of all the Doom Powers.What Doom Powers are you most excited for fans to experience?Iizuka-san: Doom Wing, the black wings that come out of Shadow in the Summer Game Fest trailer, was an impactful idea early in the design process, so we wanted to make it the coolest looking of all the Doom Powers. The wings that come out of Shadow make you think of a devil, which goes well with Shadows dark hero elements and allows us to present something cool and new, something we couldnt do with Sonic.Sonic fans get ready to embrace Shadows dark side and use his new power to take on Black Doom and save the world! When the game launches this fall, be sure to try out all different kinds of paths and methods with each Doom Power to find new ways of completing each stage and battle.Sonic x Shadow Generations is available for pre-order now starting at $49.99 on PlayStation 5 and PlayStation 4 consoles. To learn more about various pre-order incentives, head to PlayStation Store or Sonic x Shadow Generations official website. Fans who buy the Digital Deluxe Edition can play the game three days early and receive additional content.
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  • NBA 2K25 Play Now updates and new PS5 Digital Edition 2K25 Bundle revealed
    blog.playstation.com
    The recent NBA offseason captured headlines with some of the leagues biggest stars shining overseas and others taking their talents to new teams via trade and free agency; as a result, you may be itching to play with your new-look squad in NBA 2K25s Play Now mode. When you hit the court in the latest iteration of the NBA 2K franchise September 4, 5am PST on PS5 and PS4, experience a bevy of enhancements across all of NBA 2K25s competitive game modes, including Play Now Online* featuring the return of Leagues, an overhauled leaderboard and ranking system, and more!We also have first details on the PS5 Digital Edition NBA 2K25 Bundle**, coming soon on September 4.Whether youre playing solo or with a friend, the classic Play Now mode is the quickest way to jump into the action and start throwing down thunderous dunks in a traditional head-to-head format. Choose from current NBA teams updated with active rosters, or pay homage to basketballs legends with iconic rosters from the past. While youll immediately have the pick of the litter in offline Play Now, the rules of Play Now Online are slightly different.The biggest change to Play Now Online is the return of Leagues, a five-level ranking system with Bronze, Silver, Gold, Platinum, and GOAT to determine your skill level. Every player will begin at the Bronze level and have all 30 current NBA teams to choose from, but in order to gain access to the expanded list, youll need to level up.Bronze to Silver: Unlocks 60s, 70s, 80s, and 90s eras teamsSilver to Gold: Unlocks 2000s era teamsGold to Platinum: Unlocks 2010s era teamsPlatinum to GOAT: Unlocks a GOATED Team (new GOATED team each Season)To advance from Bronze to Silver and so on, youll need to accrue enough Victory Points by winning to move on. But theres a catch: in NBA 2K25, youll only be able to use the same team once every five games, or until you level up to the next League. As much fun as it would be to dominate every game with the Boston Celtics, theres an added incentive for using a lesser-ranked squad.Leagues use overall ratings to group teams into three tiers to quantify how the Victory Points are awarded. Take a look below:Tier 1 Win with one of the top 10 overall-rated teams in the NBA to receive the smallest amount of Victory PointsTier 2 Win with teams ranked 11-20 overall to receive the medium amount of Victory PointsTier 3 Win with teams ranked 21-30 overall to receive the largest amount of Victory PointsThe pursuit of victory is the ultimate goal in Play Now Online, but leveling up comes with its own set of bragging rights. Players who accrue enough points in the GOAT League will receive a VC prize, an All-time Team, and Prestige for completing the GOAT League. In addition, players who rank in the Top 100 players will receive an in-game logo, visible to all players, to show off their achievement.Play Now Online in NBA 2K25 maintains the same authentic feel it always has, but this year its been refreshed with significant changes to add another layer of competitive fun for you to enjoy. The simpler, cleaner UI makes understanding the new progression system easy for all skill levels, and adds to the overall intuitive nature of Play Now.We cant wait for you to experience Play Now Online and all of the other enhancements in NBA 2K25 coming September 4 to PS5 and PS4.PS5 Console NBA 2K25 BundleWere also excited to announce the PS5 Digital Edition NBA 2K25 Bundle coming soon on September 4.Experience on-the-court immersion made possible by the DualSense wireless controllers haptic feedback and adaptive triggers. Explore NBA 2K25s more intimate City environment with 4K resolution***. Enjoy shortened load times and return to the action faster than ever with the PS5 consoles high-speed SSD. The PS5 Digital Edition NBA 2K25 Bundle includes:PlayStation 5 Digital EditionDualSense wireless controller2 Horizontal stand feetHDMI cableAC power cordUSB cablePrinted materialsAstros Playroom (Pre-installed game. PS5 console may need to be updated to the latest system software version. Internet connection required.)NBA 2K25 Standard Edition voucher11Account for PlayStation Network and internet connection required to redeem voucher.* PlayStation Plus subscription and internet connection required for online gameplay. PlayStation Plus is an ongoing subscription subject to a recurring subscription fee taken automatically (at the then-current PS Store price) at the frequency you choose until cancellation. Terms apply, see play.st/psplus-usageterms.** The PS5 Digital Edition NBA2K25 bundle is available in US and Canada at select retailers only. Subject to availability. Available from 12am local time on September 4. NBA 2K25 purchased through a bundle will not be accessible until the official launch of NBA 2K25 on September 4 at 5 AM PST.*** 4K and HDR require a 4K and HDR compatible TV or display.
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  • Borderlands 4 is happening, Gearbox announces at Gamescom
    www.polygon.com
    Gearbox Software and 2K Games announced that Borderlands 4 will be released in 2025. Its Geoff Keighleys first big ol world premiere at Gamescoms Opening Night Live on Tuesday.The one-minute, 29-second teaser trailer is quite vague, first showing a planet seemingly bursting at its seams with a purple glow, then crashing into a crystallized atmospheric shield. As carnage happens on the ground, the camera zooms into a fiery pile with a robotic hand reaching out to grab an iconic Borderlands mask.In this next installment of the definitive looter shooter, players will assume the role of a legendary Vault Hunter as they blast their way through hordes of enemies in search of new treasures to loot on an all-new planet, Gearbox wrote in the YouTube trailers description.When its released in 2025, Borderlands 4 will come to PlayStation 5, Windows PC, and Xbox Series X.Borderlands 4 will be the latest mainline game since Borderlands 3 in 2019 but two spinoffs, Tiny Tinas Wonderlands and New Tales from the Borderlands were released in 2022. Notably, the Borderlands movie called Borderlands was released in August and landed on the border between good and bad, according to Polygons review.
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  • Dustborn offers perspective on the choices that shape us
    www.polygon.com
    One of the first tutorial messages that pops up on the screen in Dustborn is a warning that what you say in conversations will affect your relationship with other characters, but that theres no wrong answer to pick. Introduced as a story-driven experience shaped by your choices, Dustborn riffs on the Telltale-esque formula by having everybody remember your deeds. The concept, however, is taken a step further, since your actions also impact how you and other characters develop over time. Developed by Red Thread Games and published by Spotlight, Quantic Dreams publishing branch, the result is an ambitious story that often gets tangled in its aspirations, yet does so without ever abandoning its heartfelt nature.The road-trip story begins with a group of four 30-year-olds inside a minivan, making their escape after a heist. The mission is to make it across an alternate-reality version of the United States to eventually deliver their stolen package in Nova Scotia, Canada. Your biggest obstacle is avoiding surveillance from Justice, a fascist regime thats particularly interested in persecuting Anomals. These are people who can speak certain words to invoke special powers after a mysterious event that took place decades ago. As you might have guessed by now, all four people in the van are Anomals, including protagonist Pax.In order to attempt to make it to Nova Scotia undetected, the cover for the group is to pass as a punk-rock band, despite their music skills being rather lackluster. Making use of fake IDs and forged work permits, the road trip is dictated by gigs, which you play following a standard Guitar Hero-style minigame. When youre not onstage, you stop at different locations to connect with members of a resistance group, rest at campsites to rehearse and catch up with characters, or compose new songs.Throughout the 20 hours it took me to see the end credits, Dustborns story took a dozen different turns. At first, I was expecting it to unfold in a similar way to Life Is Strange, showcasing people who have access to supernatural abilities in largely grounded depictions of our reality. Dustborn follows this to a certain degree, yet it ultimately favors fiction more often than not.This alternate America is dictated by the JFK assassination happening to Jackie Kennedy instead, and the various events that ensued after, including the emergence of Anomals. The game takes place in 2030, with an already-established presence of robots and an ever-present commentary about how the reliance on them sucks (a robot goes haywire and steals your vehicle, server problems almost lead to the death of a mechanic whos stuck underneath a bus, and so on).With each new location you visit, the world and its inner turmoil continue to expand. Justice isnt the sole enemy; there are also the Puritans, a group of technology-obsessed fanatics from whom you stole the package, as well as another entity that shows up toward the second half of the story. The games story also gets into the origin of the Anomals with lengthy expositions about the use of language that get close to listening to Skullface in Metal Gear Solid 5: The Phantom Pain plus flashbacks to Paxs childhood, her past relationships with some members of the crew, combat sequences, and way more in the spoiler territory. The story is always trying to cast a wider net, and in the process some threads end up underdeveloped at best and forced at worst.One part of the game that works is its emphasis on different points of view. No matter who youre speaking to in Dustborn, youre free to choose the cameras perspective. Every conversation starts with a default angle, but you can move the camera around the scene, following an invisible path until it stays in place somewhere else, creating another viewpoint.At times, the camera might start in a place where its showing two characters having an intimate conversation on a bench as the rest of the group sits around a campfire in the background. Rotate it, and the scene moves to just the two of them gazing at the moonlight shining on the ocean. During a tense point in the story, the camera angle could signify a chance to rebuild trust in a group thats been fractured by betrayal, with everybody being in the frame. Or you could change the angle to emphasize said rupture, with the culprit being isolated on one side of the screen as the others listen to them making their case.At the heart of everything, the characters writing and their specific vocal powers (named Vox) are what kept me invested. From the start, it was refreshing to see such a diverse cast that largely ignores media stereotypes and includes characters who are allowed to be angry, messy, and joyful in their own ways.While I cant speak with authority about each of the characters backgrounds depicted in Dustborn, I was particularly surprised by Theo. Because hes a Mexican character, I was fully bracing myself to hear constant Spanish quips la Jackie Wells in Cyberpunk 2077 or the characters in Far Cry 6. Spanglish isnt uncommon, of course, but as a fellow Latin American, it was gratifying to see Theo following the rule of thumb: When youre surrounded by English-speaking folks, you have to stick to English to be understood. It was only during moments of surprise that Theo let out a Spanish phrase, until a later sequence where he makes a phone call to a relative. Seen from Paxs perspective, if you choose to eavesdrop, the subtitles display the conversation in Spanish, while Paxs thought bubbles translate the main bits of it. Im glad I didnt have to witness yet another [ominous mumbling in Spanish] caption.The care from the development team for each character is tangible, and speaking to them every chance I had became an imperative after I saw how their personality archetypes could be molded by different actions and conversations. Theo, for example, can stick to his role as the group leader or slowly open up and become more a part of the team, with the lack of impartiality that doing so involves. This feature isnt flawless, however while your actions have weight, some of the default story beats feel intrusive, and not always in the best way.In one instance, a character departed the group after a rant, even though we had had a conversation the night before about how much their relationship with Pax had improved. More often than not, my hand was forced to use Paxs Vox with the crew, such as bullying or momentarily blocking them off from speaking, despite the clear consensus among the characters that doing so is invasive. These moments didnt completely obfuscate my sense of player agency stories need structure, after all but they did remove the weight of some of my previous actions.There are ways in which Dustborn challenges its own conventions, such as having other characters use their Vox with Pax without you having a way to prevent it. The one that stood out to me the most was the existence of limited-time dialogue options. The more you listen to certain conversations, the more options appear over time. Meanwhile, the older ones expire. It made me reflect on the importance of knowing when to interrupt someone and when its time to just shut up and listen to the other person without saying a word, letting them vent after a stressful event.Around the midpoint of the story, theres a conversation with the group in which youre told how many times you actually listened to somebody, and the impact of your seemingly small actions. After all, throughout the game, small actions can change how scenes unfold. It was funny to see the characters dinner end up a bit burned because I had helped the robot in charge of it pick a hat as they were figuring out their identity. I succeeded in healing Paxs bond with a family member, only for them to ultimately lean on their idealist archetype and follow their own path instead. I chose to support this decision despite knowing theyd eventually part ways with Pax as a result, and it felt good to have that option available.The biggest culmination of your decisions happens at the very end, when you dont have a select your ending prompt. Instead, a message on the screen says that your choices and actions have been informing how the story would end the whole time. You get to watch Paxs decision unfold without your input, and who decides to stick with her for what comes next.As much as Dustborn leans into its science fiction setting, its story is told from a viewpoint that has clear parallels to reality. There are nods to jokes like my husband and I saw you from across the bar as well as mentions of woke mind virus speeches and how blatantly stupid they are. One of Paxs Vox even allows her to cancel somebody which is a bit on the nose, considering the contrast between Dustborns queer and BIPOC characters against Quantic Dreams alleged misogynistic and homophobic responses to a lawsuit alleging the studio was a toxic workplace.As a whole, Dustborn is as messy and imperfect as the characters you come across. The story beats can be intrusive, and there are multiple threads left unresolved. But it makes sense to not have input on everything, to only have so much influence over the people around you. Dustborn is a reminder of how seemingly innocuous gestures might not always have a tangible impact, but theyre always shaping who we are and how we relate to others. In a game informed by decisions, the most gratifying choices didnt involve a right answer they were about getting a different perspective. Dustbornwas released Aug. 20 on PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X. The game was reviewed on PlayStation 5 using a pre-release download code provided by Spotlight by Quantic Dream. Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. You can findadditional information about Polygons ethics policy here.
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