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kirassss
2014-5-30 07:25 AM
War Thunder Coming to PS4 in NA on June 3, Includes Ground Forces Expansion



War Thunder Coming to PS4 on June 3rd

For us in Gaijin Entertainment, this new generation of of gaming is all about experimentation and new business models, and War Thunder is a prime example of this: a cross-platform, free-to-play, massively multiplayer historical combat game.

The most important part is that War Thunder is an online game and it evolves constantly. There were several major updates for the PC version of the game since November, including the launch of the Ground Forces expansion pack. This addition allows players to control armored vehicles such as tanks and anti-air guns which are fighting planes in some of the game modes. This simulates the realities of war where different army branches always supplemented each other in battles.

Our idea was to present PS4 players in North America with the latest version of the game, and today we’re proud to announce that War Thunder is coming out on June 3rd and it includes the Ground Forces expansion from the start! And, of course, all of the other exciting features found in the latest 1.41 version of the game — 350 different planes, squadron battles, 150 different multiplayer missions, and single-player campaigns and scenarios.

We can’t wait for launch, and we’re are preparing something special for PS4 players — stay tuned to PlayStation.Blog to hear more details soon!

PSBlog:http://blog.us.playstation.com/2 ... to-ps4-on-june-3rd/








kirassss
2014-5-31 06:54 AM
Aaru’s Awakening Coming to PS4 & PS3 This Summer

   


Aaru’s Awakening Coming to PS4, PS3 This Summer

When Aaru’s Awakening started out as a school project at the University of Reykjavík, we wanted to create an original platformer. The genre is congested, so new ideas are essential. Inspired by the teleportation gun in Unreal Tournament, we came up with the idea of a teleportation themed platformer.

When the project moved from being a mere school project to winning the Icelandic Gaming Industry Game Creator competition — and thus giving us the funding to start a company around the game — we realized that we’d have to do something more than just rely on the teleportation mechanic. That’s when we decided to add the charging mechanic that would serve as a double jump and make certain objects breakable, as it would add fluidity to the game and allow for some intense in-air moments. We also knew that to really grab the attention of gamers we’d have to create an original art style, so the art director proposed we’d do it completely hand drawn.

When implementing the teleportation mechanic we were focused on having it deeply intertwined with the gameplay, not just having it as a gimmick. So we designed each level with the mechanic at heart. That’s why we create each level with puzzles and zones that can only be solved and reached with the help of the teleportation function.

The protagonist simply shoots his soul out of his body and then teleports to that destination. This is done with the trigger and shoulder buttons, though we do invite people to set up the control scheme as they please. An example would be that you shoot the soul out with R1 and when you see the soul reach a desirable destination you press R2 to teleport to that location.

The charging ability was not part of our original prototype, but added afterwards to have a faster-paced platformer. We wanted to force the player to make a lot of split-second decisions and keep him on the edge of his seat throughout the experience. The ability — which allows the protagonist to dash a few feet through the air — can help players get a double jump, buy time in the air, and break certain things like walls. One of the shoulder or trigger buttons are used for this ability as well.

With the traditional approach to visuals based heavily around line work, we were able to achieve a certain charm which gives the feeling that a real person was behind the art — especially since a lot of the line work allowed us to be quite rough and sketchy. 3D art work, for example, can become more mechanical (even though it looks awesome) and the connection between the viewer and the artist is often lost in translation.

Initially we wanted the whole game to be done on paper, but after our vertical slice we realized that with two artists we would be working 24/7 for the next decade. So in conclusion we wound up doing all the line work on paper and using watercolours for texture, but major coloring and touch ups were done digitally.

Our aim with Aaru’s Awakening was always to do something new, something original,and something intuitive. After all, that’s exactly what indie games are all about. We’re not competing against AAA games, we’re offering something different and taking chances that big budget companies with shareholders are not capable of doing.

After two years of sleepless nights, we’re anxious to see if the risk will be rewarded and if people will enjoy our game. Aaru’s Awakening is coming this Summer and will launch simultaneously on PS4 and PS3.

PSBlog:http://blog.us.playstation.com/2 ... s4-ps3-this-summer/























kirassss
2014-6-2 07:24 AM
Sony trademarks Pixel Opus, it's a new first party studio





Mr. Lee (executive producer at SCEA) helped teach a class at Carnegie Mellon University in which students built prototypes of games for the Vita, Sony’s hand-held console. Some of the students landed internships at Sony, then jobs. This month, the results of their work in concert with others at Sony is to be announced at the annual E3 trade show in Los Angeles: the first release from a new Sony studio called Pixel Opus.

Full article on The New York Times
kirassss
2014-6-2 06:22 PM
SCE举行“PS夏之花火大会”介绍夏季火热游戏

  SCEJA宣布将于6月6日晚8点(马来西亚时间)播出一档niconico直播节目“PlayStation夏之大花火大会”。节目中将为大家带来今夏PSV重点游戏《跨越我的尸体2》、《讨鬼传 极》、《自由战争》、《怪物猎人FG》等多款游戏的现场试玩并将介绍PS4注目游戏的最新情报。

   
kirassss
2014-6-3 07:46 AM
开发商确认《战神》新作将于E3展正式公布



  早前坊间就有传闻索尼旗下PS平台独占的《战神》系列将于2014年E3游戏展公布全新作品,不过这个消息一直没有得到官方的确认,现在索尼Santa Monica工作室通过官方推特正式向玩家们确认了这一好消息.

  战神是以希腊神话为题材的动作游戏,由索尼电子娱乐美国于2005年3月在北美PS2平台首次推出,至今已在PS平台推出3代正传,其他平台推出4篇外传,《战神:奥林帕斯之链》(PSP)、《战神:斯巴达的亡魂》(PSP)、《战神:背叛》(手机)及《战神:升天》(PS3)。游戏以希腊神话为背景,讲述由凡人成为战神的奎托斯(Kratos)成为战神并展开弑神屠杀的冒险历程。硬派战斗,宏伟的场面及巨型BOSS是该游戏的一大特色。

美国末日制作者将负责PS4版本《神秘海域》的制作

  PS4版本《神秘海域》的总监Amy Hennig于今年早些时候离开顽皮狗工作室,现在《美国末日》的总监Bruce Straley和Neil Druckmann正式接手了这个项目。

  顽皮狗副总裁Evan Wells在一次采访中透露了这次的调动。在被问及Straley和Druckmann如何帮助《神秘海域》系列向PS4转型的时候,Wells表示:“其实这并不算是一个转型的阶段。我们已经请求他们负责这个项目了。作为系列的骨干他们很高兴能够接受这个职责,他们目前的工作也非常出色。”

  这两人都参与了第一和第二部《神秘海域》游戏的制作,Wells之处Straley曾经是《德雷克船长的宝藏》的艺术总监,并且是《神秘海域2:盗亦有道》的游戏总监,而Druckmann参与了两部游戏的剧本创作,并且在第二部中担任了首席设计师。也许是因为过往的经验,Hennig离去以后的转型非常的顺利。

  Wells表示:“转型一点都不困难。大家都接受了新的任命,然后开始继续努力工作。我们的进度非常好。工作的速度其实还加快了。”

  副总裁Christophe Balestra承认在领导职位更换的情况下,会有一些改变。他在被问及是否游戏会有新的感觉的时候说:“他们肯定会爱上自己制作的游戏。他们会做出自己认为正确的改变。他们将会对游戏做出他们认为正确的调整。肯定会有一些改变。”

  Wells和Balestra轻描淡写的谈论了工作室今年包括Hennig的一系列离职现象,Wells表示这种情况不值一提。他同时还表示顽皮狗从来不以一个人的意志来制作游戏,他强调顽皮狗的游戏都是团队合作的结果。

  他们同时还表示Straley和Druckmann忙碌于新的《神秘海域》并不会影响工作室的其他系列,比如《美国末日》。他说:“我们肯定有其他《神秘海域》规模的项目正处于初期阶段。我们有足够数量的人员在进行其他的项目,但是其他项目还需要很多的时间来完成。”

  除了PS4版本的《神秘海域》外,顽皮狗还一直在制作《美国末日重制版》。工作室还表示正在制作两个提供全新游戏体验的游戏,其中一个可能是《神秘海域》。

  有传言称新的《神秘海域》的游戏画面将会在下周的E3上展出。尽管两个总裁都没有给出具体的时间表,Wells给出了一点暗示,他说:“我们当然希望你们会被游戏的画面惊呆。游戏会有一个非常精彩的故事,我认为玩家会非常喜爱这个故事。这也会是一个独立的故事,我们不会希望玩家要玩过以前的游戏才会喜爱这款游戏。但是你将会以全新的方式体验德雷克和他的伙伴。”
kirassss
2014-6-3 06:43 PM
本帖最后由 kirassss 于 2014-6-3 06:48 PM 编辑

SCEH公开PSV2000型新色红黑与蓝黑 7.3发售

  SCEH宣布将于2014年7月3日推出PlayStation®Vita (PS Vita) Wi-Fi型号(PCH-2000系列)的新色「红/黑」和「蓝/黑」,建议售价港币1680元。

  简单的红色和蓝色添上一抹新鲜感,成为了PS Vita的全新颜色,能让各种年龄层的玩家按其生活方式选购。SCEH今后将继续推广PCH-2000系列并将继续推出充满魅力的丰富游戏软件阵容,让PS Vita 平台进一步扩展。





























SCE宣布PSP停止出货 推换购优惠与超值套装

  SCE宣布PSP将于2014年6月底正式停止日本地区的出货,这意味着这款主机正式退出历史舞台。同时SCE还宣布截至8月29日在索尼官方商店推出PSP至PSV的升级换机优惠活动,凡是将PSP交予索尼回收并购买PSV主机的用户均可获得最大4000日元的优惠。而针对PSP UMD游戏用户以少量金钱换取下载版用于在PSV上运行的UMD Passport服务仍在进行中。

  此外SCE还将推出三款PSV超值套装。其中2000型新色“红黑”、“蓝黑”超值套装将于7月10日在日本地区推出,价格为18980日元+税,而1000型3G/WiFi黑色主机超值套装将于7月24日推出,价格为19980日元+税。超值套装除了主机标配外,将附送内置各种免费游戏的8G记忆卡、屏幕贴膜以及PSV保护包。

官方更换Vita - http://store.sony.jp/Special/Game/Psvita/Trade-in_cp3/

kirassss
2014-6-4 07:21 AM
本帖最后由 kirassss 于 2014-6-4 06:37 PM 编辑

Playstation Vita Pets Launch Trailer
《索尼宠物狗》欧美发售 官方给出5个入手理由




   


PlayStation Vita Pets Out Today

Hey everyone, we’re excited to finally unleash PlayStation Vita Pets in stores and on PlayStation Store today. Check out our fetching launch trailer and the top five reasons why you should get your paws on the game. It’s sure to scratch an itch.

1 – The dogs!

Your new best pals are totally unique and unlike any other furry creature you’ve seen in other games. Each pup has a real personality (including likes and dislikes) that they express through their actions and their voice. We’ve gone to painstaking efforts to ensure that every line in the game is fully voiced… all 10,000+ of them!

They’ll also remember your face and voice — once you pick your dog it’ll take a good look at you and will want to make sure it’s you who’s come back to play each time you return. There’s lots of time to bond with your pup!

2 – Adventures

Once you pick your dog, your adventure begins on an island filled with caves, mazes, castles and treasure. Your task is to uncover secret clues to solve the mystery of an ancient legend of a king and his dog. You’ll have a blast sniffing out clues and romping around this fun filled game.

3 – Pet Play

The dogs are hungry for adventure but they’re also just hungry. You’ll have just as much fun looking after your dog, feeding it, petting it, bathing it, and playing games. Return each day to meet their daily needs, earn buddy points, and go for a walk in the forest to dig up some treasure to buy new toys and games. Our dogs also have the added bonus of being able to tell you when they need to relieve themselves so there shouldn’t be any accidents to clean up!

4 – Real world play

We are using the latest markerless AR technology in the game to allow you to take your dog into the real world. Just point your PS Vita and the dog will leap through its doggy door right into your home. Want to play ball in the back yard, run some obstacle courses, or dig up treasure from your own floorboards? Well, you can now!

5 – Dress up

We’ve created hundreds of items of clothing for you to dress up your dog, including full outfits, hats, jackets, collars, props, and more. Want to turn your Labrador into a mighty steed with a knight on his back? Want to turn your bold Collie into a flying ace? Well, you can here! You’ll be able to unlock new outfits as you progress in the game, and if you don’t want them you can always gift them to your PSN friends because what’s nicer than receiving a banana suit for your dog in the mail?

Don’t forget about the smart device companion app, PS Vita Pets: Puppy Parlor, where you can earn even more exclusive costumes for your dog.

We’ve hardly scratched the surface with those five points. There’s so much more in the game that we’ll delve deeper into in the coming weeks; things like all the side quests, collectables, gameplay variety, and even cooler Vita features.

PSBlog:http://blog.us.playstation.com/2 ... ita-pets-out-today/

  今天,PSV游戏《索尼宠物狗》正式登陆欧美地区PS Store,索尼官方给出了5条入手这款游戏的理由。

  1、狗狗

  你的新伙伴们绝对不同于你在其它游戏中见过的宠物,每一只狗狗都有自己真实的个性,它们用自己独特的动作和声音去展现自己的个性。我们花了很大功夫让游戏实现全程语音。

  2、冒险

  一旦你选择好了你的狗,你在岛上的冒险就开始了,岛上充满了洞穴、迷宫、城堡和宝藏。你的任务是发现秘密并探索古老国王和他的狗的传说。发现线索和解开谜题让游戏充满乐趣。

  3、和狗狗互动

  你的狗狗和真实的宠物一样,也要吃喝拉撒,你必须好好照顾它们,喂它们食物,陪它们玩耍,给它们洗澡。完成每天的任务就会增加好感度,带狗狗去森林里挖宝物就能赚到购买玩具和小游戏的钱。狗狗要便便的时候还会主动告知你。

  4、现实世界

  游戏中,我们使用了最新的无标记AR技术可以让你把狗狗们带到真实世界。想看到你的狗狗从PSV里跳到你的卧室吗?想和它在你家的花园里玩球吗?想和它在你家阁楼里寻宝吗?《索尼宠物狗》会让你的生活充满乐趣。

  5、打扮

  我们设计了上百套衣服让你打扮自己的狗狗,衣服、帽子、夹克、衣领......还有更多。想要把你的拉布拉多打扮成骑士的战马吗?想要把牧羊犬装扮成飞行家吗?随着游戏一步步深入,你会解锁越来越多的服装。你还可以把这些服装送给你的PSN好友。

  索尼还放出了这款游戏的最新宣传片,喜欢养宠物的玩家们还等什么啊!







kirassss
2014-6-5 07:23 AM
本帖最后由 kirassss 于 2014-6-5 07:27 AM 编辑

Guerrilla Games开发商新作将不会参加今年E3展会



  《杀戮地带 | Killzone》的开发商Guerrilla Games目前正在制作一款非《杀戮地带》的全新游戏,但是这款游戏可能不会参加E3大展,也不会在很短的时间内出现在玩家的视野中。在今天网上的一次问答中,一名玩家问及是否Guerrila会在E3之前展示这款游戏。工作室的网络制作人Samrat Sharma回复道:“不,我们目前不会展示这款游戏。

  原因很简单:我们对游戏本身很有自信,但是这款游戏目前没有到可以展示来获得反馈的阶段。在展示给玩家之前我们有很多工作要做。”

  目前新游戏的信息并不多,但是工作室对游戏很有自信。上个月,工作室形容游戏为“非常棒”。在被另外一个玩家问及是否Guerrilla对于新游戏很兴奋的时候,Sharma用了一个Jonah Hill发癫的GIF回应了他。

  但是,我们现在已经知道的信息显示,这款游戏将完全同《杀戮地带》不同,有传言称这款游戏是一款开放世界RPG。考虑到索尼目前拥有Guerrilla,这款新游戏将必然成为PS平台的独占游戏。

顽皮狗《神秘海域3》PSN上免费下载

  顽皮狗工作室2011年的PS3大作《神秘海域3:德雷克的诡计》现在于PlayStation Network上免费向所有用户提供下载,不过仅限美国地区。

  本次下载不仅包括游戏的单人战役部分,还有多人模式,实际上去年的时候这已经成为了一款免费的独立游戏。现在尚不清楚这一措施是索尼的有意措施还是出现了某种错误导致。

  顽皮狗工作室在今年年初屡遭高层人事变动之扰,不过工作室目前还在针对PS4开发一款新的《神秘海域》系列游戏,预计将会在下周E3展上揭晓。

kirassss
2014-6-5 07:43 AM
本帖最后由 kirassss 于 2014-6-5 06:37 PM 编辑

One Way Trip Coming to PS4 & Vita in 2015

   








One Way Trip on PS4, Vita: A Hallucinatory Journey into Death

Now that we’re a year or so into development of One Way Trip, we have a pretty good idea of what we’d need from a platform to make the best possible “dream” version of our game — versatile/flexible controls, neat connectivity features, hardware powerful enough to push all the giant, detailed art assets we can dream of…

It’s for these reasons and more that we’re excited to announce that One Way Trip will be coming to PS4 and PS Vita exclusively when it makes its debut next year. Their power frees us to go bigger whenever possible, and lets us focus on making the game itself as exciting as we can.

In One Way Trip, you and your brother Barry discover that you’ve been poisoned in a mass attack on the water supply that has left a large portion of the nation with only six hours left to live, during which time they will be constantly hallucinating. To put it another way, it’s an atmospheric exploration of what it would be like to find out you and most everyone you love is about to die, and then have to process that while your limbs turn into cartoon dolphins.

But beyond that, One Way Trip is about mortality and opportunity cost. You probably won’t be able to accomplish all of your goals, but you’ll have the freedom to choose what your life is about, and what you decide is important to you.

The game accomplishes these goals in its story mode through a mixture of both constant choice-based branching and a deeper, more procedural systems-based approach. At any given point, wherever you are and whatever you do, everyone else is actively living their own lives and working towards their own goals, altering the fabric of the narrative.

It’s a game where you can get to know everyone or cling to a best friend the whole time, and the world — and all the rest of the characters’ relationships — will just adapt to your choices. This isn’t a game with meters and sliders and friendship points; we aim instead to make each of your relationships feel as deeply human and complex as possible, both on a moment-to-moment basis and over the course of a much longer playthrough.

While other games branch at points by letting you make certain key decisions, our goal was to make a game that adapts its entire focus even down to its genre so that, based on the choices you make, you could end up with anything from a surrealist action-movie-style romp complete with turret sequences to a quiet, meditative philosophical journey where you never fire a single shot.

As for combat, it’s often said that battles can dominate or overpower the experience of playing a game, if they are present at all. If there’s sufficient mechanical depth for battles to remain interesting over the course of a game, then you need to have a lot of different battles to show off and explore that depth, and pretty soon you’re trying to figure yet another reason for people to draw their guns and get shooting, instead of empowering the player with other options for expressive play.

As we came to realize this during development, we grew uncomfortable with this dynamic and how it affected the balance of the narrative, but we’d already fallen totally in love with the battle system we’d been developing on a pure gameplay level, so we decided to separate it out and make it its own complete mode, of comparable size and scope to the story mode.

We’ll have more details on this coming in a future post, but basically, this mode combines the best elements from turn-based strategy RPGs and modern first- and third-person shooters in a wave-survival dungeon crawler format. You’ll be able to build your squad of characters, customize their loadouts, and then try your best to survive to earn newer options and upgrades, all with every battle synchronized to the beat of our original hip-hop soundtrack!

We’ll certainly be letting you know more as development continues and wraps up, but for now, we’ll be putting everything we have into making One Way Trip as incredible an experience as possible, and we’re super excited that when you finally get to play it, it will be with a DualShock 4 or PS Vita in your hands!

PSBlog:http://blog.us.playstation.com/2 ... journey-into-death/

Hohokum Coming to PS4, PS3 & PS Vita on August 12
独立游戏《HOHOKUM》8月12日登陆索系三平台


  日前,索尼美国官方博客宣布,独立游戏《Hohokum》将于2014年8月12日登陆PS4、PS3和PSV平台。

  这款游戏由Ricky Haggett和Richard Hogg两人开发制作,从创意到完成经过6年时间。制作人透露,这是一款充满探索、创意和色彩的游戏。游戏是意象化的,他们希望每个玩家都能从游戏独到的设计中得出自己的体会和灵感。

  下面是这款游戏的介绍短片,玩家们先一睹为快吧!

   








Hohokum Coming to PS4, PS3, PS Vita on August 12th

Hey folks! We’re back with another behind-the-scenes look at Hohokum, and to share that Hohokum will be available on August 12th, 2014 for PS4, PS3, and PS Vita. This one is focused on the roots of the game’s design. A question we’ve been asked a lot is “How did you come up with this game?” The answer isn’t straightforward, but hopefully this video will help to illustrate something of the process, as well as reveal some of our inspirations and design goals.

Dick and I started designing Hohokum back in 2008, and since that time it’s gone through a lot of changes. For the first few years it was a side-project — something we worked on between other things, or when inspiration struck. We didn’t have a clear mechanic “hook” when starting out — more an overall sense of wanting to make a game that was relaxing and evoked a particular sense of free-form play. Over time this approach allowed the game we have today to emerge organically. I’m not sure we could have done it any other way.

Much of what the game is today stems from the epiphany of how much fun it was to fly around as the player’s character (the Long Mover). From there ideas came from various places: Dick’s artwork, toys that I programmed, and even real world places provided inspiration for things in Hohokum.

It’s been a long journey and loads of fun! Now we’re excited to finalize the game and send it out into the world for all of you to play.

If you’re attending E3, stop by and check out the game which will be on display in the PlayStation Booth on PS4 and PS3. We’re showing the new Jungle Plateau area, along with a number of smaller spaces included in the game. Hope to see you there!

We’ll be back soon with more updates. In the meantime, be sure to check out our website: hohokum.com. Hohokum will be available on PS4, PS3, and PS Vita as a digital download through PlayStation Store on August 12th, 2014. Cheers!

PSBlog:http://blog.us.playstation.com/2 ... ita-on-august-12th/
kirassss
2014-6-5 07:46 AM
EarthNight Announced for PS4 & Vita

   














EarthNight Coming to PS4, Vita: The Dragon Apocalypse Approaches

Two and a half years ago we set out to make the deepest, most beautiful runner game of all time. I’m so happy and proud to announce today that EarthNight will launch first on PS4, and shortly after on PS Vita in 2015. We will be showing off our first PS4 demo next week at E3 in Sony’s booth, and we can’t wait for people to get their hands on it.

EarthNight is a hand-painted roguelike runner about the dragon apocalypse. Dragons have taken over the Earth and exiled the decimated human population to outer space. Our outraged heroes Stanley and Sydney decide to skydive to the planet’s surface, taking out as many dragons as they can on their way. In terms of gameplay, Stanley is a good pick for beginners given his simpler control scheme. Sydney is for experts, with a less intuitive — but ultimately more rewarding — control scheme.

The game alternates between running on the backs of dragons and skydiving through a sea of the vile beasts. The running sections are frantic, fast-paced and filled with danger, while the skydiving sections serve as a living level select, and a break from the action.

From the very beginning, we wanted every moment of the game to look and feel like a living work of art. Every visual element is painted by the unbelievably talented Paul Davey (Mattahan). Paul’s unique, fantastical style and original characters inspired the entire EarthNight universe.

EarthNight also features a beautiful, epic original soundtrack by chiptune musician Chipocrite. Today, Chipocrite is releasing an EP titled 3P with two songs from the game and “Truce,” the song featured in our trailer. Check it out here.

Since most of the gameplay involves two buttons, EarthNight is accessible to anyone. But serious gamers shouldn’t be fooled; the controls have surprising depth, and the path to EarthNight is always different and riddled with danger. If you get flustered or start button mashing, you’ll be dead quick. A player can beat the game in 30 minutes, but it will take hundreds of runs to gain the skills to reach the final world. We expect many deaths, and few dragon kills at E3.

Stephen Orlando at IndieCade East called our game “Unbelievably beautiful and unbelievably hard”. It’s a game of finesse. You have to react quickly and understand the game’s systems to succeed. We make no apologies for the difficulty of our game; those who beat it will earn the respect they deserve.

My greatest hope is that people can play EarthNight for years and continue to discover new strategies and hidden layers. We’re really excited about PS4’s Twitch integration, as it will enable players to easily show off their best runs and learn from other gamers.

We are working tirelessly to finish the game as soon as we can so all you humans can exact revenge on those bastard dragons who stole our planet. For more information on EarthNight and the Cleaversoft team visit our website, and be sure to stop by at E3 if you’d like to run on some dragons.

A big thanks to Sony for making us feel incredibly welcome to PlayStation. If you have any questions I’d be happy to answer them. Thanks for checking out EarthNight!

PSBlog:http://blog.us.playstation.com/2 ... calypse-approaches/

Night in The Woods Coming to PS4

   








Night in The Woods Coming to PS4

We’re super happy to announce that Night In The Woods is coming out on PS4! You’ll be able to play our little game in the comfort of your living room, den, or Dedicated PlayStation Room.

Night In The Woods is an adventure/exploration game with a heavy focus on story, character, and place. You’ll be doing some running and jumping around, a lot of extracurricular activities, some bass playing, some smashing of things, and a lot of hanging out with your townie friends.

Night In The Woods takes place in the crumbling town of Possum Springs, a dead-end backwater that is barely holding on after the mining jobs left. Mae the cat is a college dropout who has returned home to reclaim her teenage life with her friends who stayed in town. Bea stayed home from college to take over the family business after a death sent her family into a tailspin. Gregg and Angus are highschool sweethearts, working hard to get out of Possum Springs. Germ is a weird kid that hangs around. No one knows what his deal is.

What Mae finds, however, is that life and her friends moved on while she was away. Strange things are happening to her and to the town. Things are changing. And there’s something in the woods up behind the park that might mean an end to all of it.

Night In The Woods is a story about letting go and holding on. We wanted to create something that got into some ideas that were kicking around in our heads, themes that hopefully resonate with a lot of people. We wanted to create characters people could identify with and the kind of town a lot of people are from, but with more talking animal people. Most towns don’t have more than a few talking animal people probably. If yours does, please get in touch.

Alec probably summed it up best: Night In The Woods is a game about the inevitability of death… and pizza parties.

PSBlog:http://blog.us.playstation.com/2 ... oods-coming-to-ps4/
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