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Video: Super Stardust Ultra Launching on PS4 This February 10th

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3w ago - XDev Studio Europe Producer Mark O'Connor shared a video today announcing that Super Stardust Ultra is launching on PS4 this February 10th.

To quote: Hello again, everyone. Following up on my post announcing that Super Stardust Ultra was coming to PS4 (which you can read here), it gives me great pleasure to let you all know that it will be available to download next week on February 10th.

I can also confirm that Super Stardust Ultra supports 3D at full 60 frames per second! We think this is something that you'll want to show to friends and family, it really does add an extra dimension to an already unique and great looking game.




Super Stardust Ultra is packed with incredible depth and variety, from five newly designed planets and other visual enhancements, to nine different single-player game modes. Some of which are brand new, only on PS4.

One of these modes is Blockade. As if blasting through hazardous meteor storms or fighting off enemy spacecraft wasn't difficult enough, you now have to avoid an endless trail of deadly mines that are continually dropped from the back of your Star fighter.

The twist however is that everything else on the planet is also destroyed if it makes contact...
 

Sony Goes Hands on with Dark Souls II for PS4 on PlayStation 4

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3w ago - Sony Social Media Senior Manager Sid Shuman went hands on with Dark Souls II for PS4 today on PlayStation 4 with details below.

To quote: Dark Souls II: Scholar of the First Sin on PS4 adds the expected technical improvements, but also remixes core gameplay elements to give veterans a reason to dive back in.

The jump to PS4 has given developer FromSoftware an opportunity to paint a more pleasing picture. The native 1080p resolution, upgraded lighting effects, and cinematic filters give the game a richer, cleaner look compared to the PS3 version.

But the biggest improvement comes from the improved frame rate - 60 frames per second according to Bandai Namco representatives. The increased fluidity translates into more responsive movement and combat, a major advantage considering the game's famously unforgiving difficulty.

Then there are the gameplay adjustments. You won't be able to rely on your memory to cakewalk the PS4 game because some enemies and item locations have been changed. Enemies will follow you more tenaciously, even through fog gates - a terrifying, potentially ruinous side effect of PS4's expanded RAM pool.

Some weapons are also being tweaked. I noticed that the Fire Long Sword, a powerful early-game weapon that saved my butt countless times on...
 

Sony Reveals MLB 15 The Show 10th Anniversary Edition for PS4

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3w ago - Sony Director of Production Chris Cutliff officially revealed the MLB 15 The Show 10th Anniversary Edition for PS4 today with details below.

To quote: The MLB development team at San Diego Studio has been making great baseball games for more than a decade.

MLB 15 The Show will mark the 10th edition of The Show on PlayStation platforms, and it's quite an accomplishment for us.

To celebrate the anniversary, we wanted to share our excitement with you and offer something a little special for this year's game.

MLB 15 The Show 10th Anniversary Edition

To commemorate MLB 15 The Show and 10 years on PlayStation platforms for the franchise, our team at San Diego Studio created a limited 10th Anniversary Edition for the biggest MLB The Show fans out there. The Anniversary edition is $69.99 and for the extra $10 dollars in price you receive $130 in added bonus content.

• Exclusive MLB 15 The Show 10th Anniversary Wood Grain SteelBook and Exclusive Cover
• 12k in Stubs ($9.99 value)
• 15 Bonus Item packs ($15.00 value)
• All 30 MLB Team Dynamic Themes ($ 3.49 each retail)
• Official MLB 15 Dynamic Theme ($3.49 retail)

The physical 10th Anniversary Edition will be available to pre-order today at your preferred US...
 

Video: Bringing The Order: 1886 for PS4 to Life on PlayStation 4

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3w ago - Ready at Dawn Co-Founder and Chief Technical Officer Andrea Pessino shared a video today on bringing The Order: 1886 for PS4 to life on PlayStation 4!

To quote: Yes! The Order: 1886 is done! From a grand idea flickering in Ru's disturbingly creative noggin it was imagined, developed and thus realized with love and care by a small team of immature, somewhat unstable, naively optimistic artists and engineers here at Ready At Dawn Studios.




The early days of development on The Order: 1886 were some of the most exciting of our professional careers.

PS4 was still an evolving set of specifications, but it was obvious from the beginning that Sony was going to push the limit of what one could expect from a home console.

We knew that the generational leap in terms of visual, audio and simulation fidelity would be remarkable.

We needed an equally ambitious set of goals for the technology we were developing for our game. We set on creating everything from scratch, with the goal of realizing the unrestrained vision of our artists by innovating in the areas of image fidelity, shading, illumination, volumetric effects and simulation techniques.

It was a huge challenge, but at the end...
 

Video: The Crazy Story Behind Shiftlings PS4 on PlayStation 4

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3w ago - Rock Pocket Games PR and Assistant Producer Natascha Rooslio shared a PS4 video today spotlighting the crazy story behind Shiftlings on PlayStation 4 below.

To quote: Hey everyone! It's so awesome to be able to share a bit of the background story behind Shiftlings with you, because, yeah, the game actually has one!

The prototype for Shiftlings was born during a Game Jam competition here in Norway. Due to holiday, vacation and family (ahem...) interference, we only had five days instead of ten to come up with an idea to fit the theme of "Size Matters." So our first task was obviously to get the game design and core mechanics in place.




However, we were always quite adamant that there should be a reason why you would want to go through any level, even if that specific reason (and its conclusion) would only be revealed at a later point in the game. After all, solving puzzles just for the heck of it is not really incredibly interesting.

Once we had the heart of the game in place, we wanted to make sure everything around that core made sense and gave the mechanics meaning.

We took some inspiration from our favorite game shows to create the framework for our game. Many shows have cheeky narrators...
 
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