Sunday, April 11, 2021

LOCATING THE Real Magic Mike Competition Show Announced for HBO Max

Finding The Real Magic Mike competition show announced for HBO MaxHBO Max is diving into the Warner Bros. vault to expand its unscripted content as the streaming platform has ordered the new reality competition The Real Magic Mike to series, with film star Channing Tatum and director Steven Soderbergh attached to executive produce and is expected to debut later this year.RELATED: The Lost City of D: Channing Tatum & Sandra Bullock-led rom-com sets 2022 release“From box office hits to sold-out live shows, Magic Mike has proven to be a pop-culture juggernaut that continues to delight people across the globe,” Sarah Aubrey, Head of Original Content, HBO Max, said in a statement. “We’re excited to work with Channing, Steven and the team behind Magic Mike Live to continue this successful franchise that celebrates self-confidence and sexiness both inside and out.”The exhilarating and sexy series will transform a group of men into real-life Magic Mikes as 10 men who have ‘lost their magic’ will compete for the title. Like any competition show, participants will undergo a full-body evolution as they learn to perform spectacular routines and develop a new level of self-confidence through stripping. Many will think they have what it takes but only one man can be the Real Magic Mike. The winner will receive a cash prize and an opportunity to perform on the blockbuster Magic Mike Live stage in Las Vegas.Click here to watch the Channing Tatum-led film!“Magic Mike is one of Warner Bros.’ most iconic franchises,” Mike Darnell, President, Warner Bros. Unscripted Television, said in a statement “We couldn’t be more excited to be working with Channing, Steven and HBO Max on an all-new vision of this amazing and legendary brand. We’re looking forward to giving fans a front-row seat as we search the country for undiscovered talent.”Loosely based on Tatum’s early days as a stripper before making it in Hollywood, Magic Mike quickly became a box office hit in 2012 grossing over $167 million worldwide. After the release of Magic Mike XXL, Executive Producer Channing Tatum, along with founders Peter Kiernan, Reid Carolin, Steven Soderbergh, Greg Jacobs and Nick Wechsler partnered with producer Vincent Marini to introduce audiences to the groundbreaking entertainment experience MAGIC MIKE LIVE. The live show has expanded internationally since it’s Vegas launch and has played to sold-out audiences in London, Berlin and Australia. Tickets are currently on sale for the recently announced 2022 UK Arena Tour.RELATED: New to Stream: HBO Max’s April 2021 highlightsA nationwide casting search for The Real Magic Mike is currently underway. In addition to Tatum and Soderbergh, the series will be executive produced by Reid Carolin, Peter Kiernan, Gregory Jacobs, Nick Wechsler, Vincent Marini, Alycia Rossiter, Cassie Lambert Scalettar, Chris Culvenor, Paul Franklin, Wes Dening and David Tibballs alongside co-executive producer Kevin Boyer, with Eureka Productions and Warner Bros. Unscripted Television producing in association with Warner Horizon.
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    Official PlayStation Podcast Episode 394: Crash Landing

    Email us at [email protected]! Subscribe via Apple Podcasts, Spotify, Google or RSS, or download here Hey y’all! This week we sit down with composer Bobby Krlic, who shares the creative process behind crafting Returnal’s soundtrack. Stuff We Talked About Mass Effect Legendary EditionOddworld: SoulstormReturnal (interview begins at 21:20)Outer Wilds The WitnessDisco Elysium – The Final CutGames that made us see things differently in the real world The Cast Sid Shuman – Senior Director of Content Communications, SIE Tim Turi –  Senior Content Communications Specialist, SIE Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

    Share of the Week: Golden

    Last week, we asked you to step into the sun or create moments centered around golden views using #PSshare #PSBlog. From sundripped scenery to garishly gold ensembles, here are this week’s golden highlights:  The sun burns down on the deserted world of Journey, shared by Herp_Derp23.  An ornate figure stands against a golden backdrop in this Mortal Shell share by m_nt_13. Leaves fall against the golden sunset of Ghost of Tsushima, shared by Chris25551. The golden get-ups catch the eye in Yakuza Kiwami 2 shared by oscar_smile. Sefwick shared a golden reflective moment from Gran Turismo Sport. Jesse pauses against a golden wall in the halls of Control, shared by jmsan5. Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?  THEME: Moonlight SUBMIT BY: Wednesday 9 AM PT on April 14 Next week, we’re spending time under the moonlight. Share your best moments glowing under the moon’s gaze from the game of your choice using #PSshare #PSBlog for a chance to be featured. Want to share more of your epic photo mode moments? U.S. players can enter the Red Bull Capture Point competition* for the chance to win some thrilling prizes. See full details at redbull.com/capturepoint. *Red Bull Capture Point Official Contest Rules: THIS IS A SKILL CONTEST. MUST HAVE ACCESS TO PS4/5 CONSOLE, PLAYSTATION™NETWORK, TWITTER® ACCOUNT, AND THE PARTICIPATING GAME(S). Starts February 1, 2021, ends May 21, 2021. Open to legal US residents, 18+. To enter, capture in-game image and share on Twitter with #RedBullCapturePoint and #contest. All entries must be submitted by May 2, 2021. Limit: 18 entries per person. For prize categories, judging information, restrictions, and Official Rules: redbull.com/capturepoint. Sponsor: Red Bull North America, Inc., 1740 Stewart St., Santa Monica, CA 90404.

    The music of Returnal: an interview with composer Bobby Krlic

    We’re only a few weeks away from Returnal’s release. But today you can get a taste of what awaits on Atropos in the form of the game’s first track, named – aptly enough, considering the circumstances that bring Selene to the alien planet – Crash. It as well as the rest of the soundtrack is the creation of Bobby Krlic. The British musician has a multitude of high-profile credits in his career to date. Alongside performing under stage name The Haxan Cloak, Krlic also composed the soundtrack of 2019 cinematic horror Midsommar.   In Returnal, Krlic renders a bristling, malevolent soundscape that pairs perfectly with the weaponized planet and the tenacious ASTRA scout who finds herself trapped in the dark heart of a cosmic mystery. On April 30, the Returnal album will be released alongside the game as part of the Digital Deluxe Edition, and will come to streaming platforms on May 7. But rather than simply replicating the game’s score, the album features a unique set of mixes created especially for the format by Krlic.  You can listen to The Crash below (and from various other sources here), and afterwards read our interview with the composer as he details the creative process behind that track and the rest of the game’s music. If you prefer your interviews fed straight into your ears, the chat will also appear in the latest PlayStation Podcast, going live later today. When did you come on board the project? To the best of my memory, I think Sony reached out to me in around July 2019. I started writing demos as soon as August, September, after those initial conversations.  What was the elevator pitch of what this game would be, or the soundscape they were looking for? There was a deck that was sent. You know; a brief description of the narrative, and then some renderings of characters, levels and that kind of thing. We didn’t get deep into the weeds. It was more giving an overview and seeing if there was, you know, some common interests there. Were those demos in the right ballpark, and you refined from there?  Yeah. We had a good two months of back and forth. Just sending things and discussing those and extrapolating elements from them, quickly finding which things didn’t [and which did] from both of us, it was about, you know, trying to carve out space, trying to do a kind of sci-fi horror that hopefully hasn’t really been done before.  Horror is something that you have experience in, but creating a wholly unique alien world? What’s your starting point for creating this whole new soundscape? I’ll try and do the same thing with, with most scoring projects. Gather as many materials as I can, ask for as much information as people are willing to give me and then, you know, just kind of soak myself in that. Just create without thinking about anything too specific, really, just really try and get in the zone of what the world is. Try and place myself there if I can, and then you know, just press record and play everything for a long time until things seem to be conjuring up the same feeling that I’m getting from the materials.  Play Video Do you build those themes around the world itself? I mean, is it hooked around characters, creatures? Or is it more around the moment to moment action?  There’s a certain way which the music is constructed within the game. There’s a main bed or a theme for each environment, and then [we] extrapolate out of different combat music, or music for different shifts in that environment, when you’re in different places. It gets bigger or smaller. But I think, for me, it’s always important to first and foremost think in a macro way, you know, to always remember the world that we’re in, and then come into it in a micro way, focus individually for each biome.  With scoring film, you’ve set moments within every scene. You know what the beats are, what the rhythm is, from start to finish. But within a game, that can change depending on what the player is doing. So what challenges does that give you in creating the score? In some ways, it’s a challenge. But I think in other ways I found that something I really loved leaning into, in the sense that you really just try to tap into an emotion and to articulate that emotion in the best possible way. You can elongate it, you can suspend it because the player has the autonomy to, to do that they could, they could live in that moment for way longer than you’ve ever imagined. So it’s about like, Okay, how do I grab that? And how do I kind of freeze it? But how do I also kind of keep it undulating and oscillating, moving and engaging? So yeah,the thing really is tapping into what the key emotion is, going in with a magnifying glass and figuring out how to keep it moving and not have it be still, which I found really, really awesome.  What are those key emotions for you, both in the soundtrack and in the game? This is really about one person’s determination to get to the bottom of this – I don’t want to give too much away – this mystery that’s surrounding her. There’s so many different things to speak to. There’s determination. There’s sadness, confusion. An ever lingering threat and horror that never really subsides through the game. It’s figuring out how to then have all these things complement each other and theoretically have them be a bit like a liquid jigsaw; everything tessellating together but also keep moving along. While it is a fast paced shooter the music is never really empowering. It still continues that theme of ever-threatening, lingering dread. Would you think that’s a fair assessment? Yeah, I think it’s fair. It’s all about Selene’s character. She’s clearly exceptionally strong, emotionally and physically. She doesn’t particularly need much empowerment through the music. I mean, her empowerment comes from her actions, her narrative. The fact is, she’s not going to stop until she gets these answers that she needs. So I felt it more important to accent the threat that surrounds her. In some ways, yes, it’s terrifying, but in some ways that also magnifies that strength as well. This planet does not give up and she doesn’t give up.  Play Video Did you create a theme for Selene? Yeah. So I don’t want to say too much about this, because it’s… it would be a huge spoiler. I will say that there is something that happens at the end of the game, and is a particular harmonic progression there. That was the main thing that we focused on, really when we first started making the music for it. And that, in some way, shape or form is present through every other piece of music that’s in the game. And it should be a kind of eureka moment for the end.  You mentioned earlier on about getting a baseline for this world. Do you experiment and play around with the same instruments for every project? Are you testing new techniques or new instruments? There’s a few staple things, but with each project I try and always have something new, something different to play around with. With this one, I ended up building a pretty big, custom modular synth rack. I put this all together just for the game. And then, working with some software developers, we worked on some custom samplers so I would be making my own sounds, then also putting them in custom software, with custom effects and plugins and stuff. So yeah, it’s really kind of, it’s really bespoke.  Did you have “build huge synth rack” on the wishlist coming into this project?  It’s good to find an excuse [laughs]. It may have been a quarter of that size to begin with. It’s been really exciting, you know, to use things in a way that they’re probably not supposed to be used. And, you know, I think we’ve made some really, really cool sounds that I haven’t heard in video games before. But that’s what interests you creatively, right? Yeah, absolutely. Yeah, definitely. You often wonder why you pick the career path that you pick. And I think, you know, one of the exciting things about doing this is to have a clear voice and an ongoing musical conversation. And this project, while it’s uniquely you still, it’s very unique in itself?  Yeah. And that was really, really important to me. You know, it’s always important with everything I do, but for this specifically as well. I want this to hopefully be surprising and engaging for people. Play Video I need to talk about the album. There will be an album release, but it’s not just the tracks from the game itself, it’s your own – is interpretation too strong a word? How about you explain it, rather than me trying to. I’m fairly particular about the way that I deal with soundtrack releases for anything. And with this one, there was so much music that was written. For me, when I’m going to release something, my focus is always on making the most engaging listen possible.  When we’re dealing with something that’s a soundtrack, I want to ensure that whatever narrative is in the source material comes through in the soundtrack. There’s so much narrative material to draw from in the game. There’s certain themes I wanted to approach again. For me to pick the pieces of music that signify this journey that Selene is going on, and then use pieces of audio from the game. I want people to listen to the soundtrack, to not necessarily even have to play the game to get the same experience: the mystery, the journey, the payoff. It was taking as many elements as I could and weaving them together in a different way to how they appear in the game to make it as – hopefully – equally an engaging sonic experience. The Crash is the lead track that’s being released ahead of the full album. Can you touch upon the creative process behind that? It’s not one of the most subdued tracks, but definitely not as intense as some of the other ones.  For me, it felt like it really sums up the atmosphere of the game. You know, it sums up the narrative, it sums up the characters of Selene and the planet pretty succinctly. It also uses the breadth tonally of everything involved in Returnal: this custom granular processing, the strings, woodwinds, drum machines, distortions… everything that’s present in Returnal is somewhere to be found in that track. So it felt like a no brainer for me that would be kind of a lead – in inverted commas – single.  You’ve released albums, done music collaborations. Was working on video game soundtracks something you’d wanted to work on?  Yeah. I’ve always been a fan of video games and I think particularly video game music. I guess the first instance of that would have been when Quake came out. And then you know, realising that you could put the CD into the player and you get the soundtrack that Trent Reznor did. I loved Nine Inch Nails at the time. That soundtrack felt insane to me. Like, I still don’t think anybody’s made a video game soundtrack like that. That felt really exciting to me, you know, and it still does. I think this is one of the most exciting mediums right now. Looking back on Returnal, how do you feel it stands next to the rest of your work? That’s an interesting question. It’s funny, I’m not particularly a retrospective kind of person. It’s not often actually that I go back and listen to things. I’ve actually gone back and listened to [this soundtrack] purely in a narcissistic way.. And I think, you know, it’s music that I’ve been wanting to make for a really long time. It’s music that I haven’t found an application for in other schools: what I’ve done is music that I haven’t made purely for myself. And building things, custom synths, using a theme, then breaking that theme down to its DNA and reassembling it… there’s so many musical elements to this that I’ve just found really stimulating, I think, yeah, it made something that – for me – sounds really fresh to my ears, in terms of my catalogue. And you know, it’s kept me interested and excited and engaged the whole way along, which is great. So that’s all you can really hope for when you take on a project. Play Video

    PlayStation Store: March 2021 top downloads

    And just like that, Spring 2021 is upon us! No surprise to see consistent hits like Black Ops Cold War, GTA V, Marvel’s Spider-Man: Miles Morales, FIFA 21, and NBA 2K21 atop the charts, but we’re also excited to see titles like  It Takes Two and Disco Elysium – The Final Cut make their debuts. Here are your most downloaded games of March 2021: PS5 Games US / CanadaEurope1Call of Duty: Black Ops Cold WarFIFA 212Marvel’s Spider-Man: Miles MoralesCall of Duty: Black Ops Cold War3NBA 2K21It Takes Two4It Takes TwoTom Clancy’s Rainbow Six Siege5Tom Clancy’s Rainbow Six SiegeMarvel’s Spider-Man: Miles Morales6Assassin’s Creed ValhallaCrash Bandicoot 4: It’s About Time7Crash Bandicoot 4: It’s About TimeAssassin’s Creed Valhalla8Demon’s SoulsWRC 9 FIA World Rally Championship9FIFA 21Mortal Kombat 1110Watch Dogs: LegionDemon’s Souls11Mortal Kombat 11Disco Elysium – The Final Cut12Madden NFL 21Watch Dogs: Legion13Disco Elysium – The Final CutNBA 2K2114Hitman 3Hitman 315Sackboy: A Big AdventureSackboy: A Big Adventure16Dead by Daylight: Special EditionImmortals Fenyx Rising17Immortals Fenyx RisingMortal Shell: Enhanced Edition18Yakuza: Like a DragonBorderlands 319GodfallDead by Daylight: Special Edition20Borderlands 3vYakuza: Like a Dragon PS4 Games US / CanadaEurope1Call of Duty: Black Ops Cold WarMinecraft2MinecraftCall of Duty: Black Ops Cold War3Grand Theft Auto VGrand Theft Auto V4NBA 2K21Tom Clancy’s Rainbow Six Siege5Little NightmaresFIFA 216The ForestLittle Nightmares7Tom Clancy’s Rainbow Six SiegeNBA 2K218Call of Duty: Modern WarfareThe Forest9Friday the 13th: The GameThe Crew 210Need for Speed HeatBattlefield V11Little Nightmares IIFall Guys: Ultimate Knockout12MLB The Show 20Call of Duty: Modern Warfare13Red Dead Redemption 2Guilty Gear Xrd Rev.214Ghost of TsushimaA Way Out15Gang BeastsNeed for Speed Heat16Shotgun FarmersFriday the 13th: The Game17The Crew 2Need for Speed18Assassin’s Creed ValhallaGran Turismo Sport19Watch Dogs: LegionTomb Raider: Definitive Edition20Mortal Kombat 11Gang Beasts PS VR Games US / CanadaEurope1Beat SaberBeat Saber2Job SimulatorJob Simulator3Superhot VRSuperhot VR4Swordsman VRAstro Bot Rescue Mission5The Walking Dead: Saints & SinnersBlood & Truth6GornSwordsman VR7Rick and Morty: Virtual Rick-alityDoom 3: VR Edition8The Walking Dead OnslaughtThe Walking Dead: Saints & Sinners9Vader Immortal: A Star Wars VR SeriesMarvel’s Iron Man VR10Doom 3: VR EditionGorn Free to Play (PS5 + PS4) US / CanadaEurope1FortniteFortnite2Call of Duty: WarzoneRocket League3Rocket LeagueCall of Duty: Warzone4Apex LegendsApex Legends5Destiny 2Destiny 26Genshin ImpactGenshin Impact7VigorBrawlhalla8Rec RoomRec Room9BrawlhallaWorld of Tanks10Rogue CompanyWar Thunder

    Neo: THE PLANET Ends with You involves PS4 on July 27

    Get ready for a vibrant adventure in Shibuya this summer: Neo: The World Ends with You is coming to PS4 on July 27, 2021! This marks the first time The World Ends with You series comes to PlayStation, but is the perfect time for newcomers and fans alike to jump in and explore the dazzling streets of Tokyo. Neo: The World Ends with You is the long-awaited follow-up to the RPG classic The World Ends with You. The story takes place in Shibuya, Tokyo. You may recognize some of the landmarks, but the city itself is depicted with an anime-style artistic touch unlike anything you’ve seen before. It is there you must attempt to uncover the mysteries behind the sinister Reapers’ Game, a life-or-death battle for survival in which you are forced to take part. Perhaps Some Familiar Sites if You have Visited Shibuya in Tokyo Take a look at a new trailer, which will give you a deeper look at the sights, sounds, and culture of the bustling city, characters you’ll meet along the way, and what the fast-paced battles and gameplay look like. Play Video We love that music! The composer for The World Ends with You, Takeharu Ishimoto, is back to bring you even more amped-up tracks. Fans of the original might also recognize a few remixes of previous tracks from the original game. Introducing the ‘Wicked Twisters’ RindoOne of the newest Players in the Reapers’ Game, Rindo is a high schooler to whom searching for info on his phone is second nature. He prefers to go with the flow, and although he doesn’t go out of his way to interact with others, he won’t turn them away if they come to him first. Thrust into the Game without even realizing it, he now serves as the de facto leader of the Wicked Twisters. FretRindo’s happy-go-lucky classmate and fellow Player in the Reapers’ Game, Fret boasts the ability to get along with just about anyone. While he styles himself as a natural conversationalist, he prefers to keep things light, subconsciously avoiding subjects that are too serious. He enjoys walking around town with his buddy “Rindude.” NagiAnother Player in the Reapers’ Game, Nagi is a college student whose youthful appearance leads others to mistake her for a middle schooler. She is deeply passionate about her pastimes, devoting all of her time and energy to her favorite games. Highly perceptive, she is acutely aware of others’ emotions, and shows disdain toward those she deems superficial and disingenuous. MinamimotoA fellow Player in the Reapers’ Game, Minamimoto puts his impressive psychic powers to use when he saves Rindo and the gang from a tight spot early on, then forces himself onto their team. He calculates every possible future using his own unique formulas and acts in accordance with the values he discovers, but he remains a mystery to all around him. He seems to have his sights set on something greater than Rindo and the gang. Scan the city and take down the Noise in battle As you and your band of allies explore Shibuya and compete in the Reaper’s Game, you’ll be fighting against the Noise in battle. Rindo can visualize these enemies through scanning, one of the fundamental psych abilities available in the game. Scanning also reveals what the people of Shibuya have on their minds. You might stumble upon some important pieces of information, so be sure to scan often. Scan your surroundings to read peoples’ thoughts or search for noise to fight In combat, you can control multiple party members as you fight foes in flashy action battles. Each teammate can equip one pin at a time—press the corresponding button to unleash the psych contained therein.  Simple controls keep combat moving, but with over 300 pins that let you attack the Noise, heal your team, or boost your allies’ abilities, you can create a nearly limitless combination of psychs to fit your gameplay style. Whether you’ve not picked up the original game yet, or have been eagerly awaiting this next installment, Neo: The World Ends with You will immerse you in a manga-inspired version of Shibuya as you team up with unlikely allies and investigate the mysteries of the city and the deadly Reapers’ game—all to an electrifying soundtrack.  If you want to prepare for the adventure that awaits, Neo: The World Ends with You is available for pre-order on PlayStation Store, and can net you some stylish bonuses, including the  Legendary Threads Set to give you a head start in battles that await, includes the following: Legendary Headphones – Increases Attack when the enemy’s remaining HP is high.Legendary Tank Top – Greatly increases user’s Attack.Legendary Shorts – Shortens the duration the wearer is knocked down.Legendary Sneakers – Increases movement speed in combat.Legendary Music Player – Enormously increases HP. PlayStation players will also receive a special Avatar set with their pre-order. Pre-order the game now at PlayStation Store. Stay tuned for more on Neo: The World Ends with You, launching on PS4 July 27.

    Abandoned, a cinematic survival sim, later this season hits PS5

    Hello everyone! I’m Hasan Kahraman from Blue Box Game Studios based in The Netherlands. The team and I are working on our new title, coming exclusively to PS5 this year and I can’t wait to show off some gameplay footage from the game in action. However, since the game is at an early development stage, I wanted to announce the game today and show off a little announcement teaser we made. Abandoned is a cinematic, first-person horror survival shooter set in a highly detailed open world environment and favours a realistic approach to survival.  Play Video The story The story is centered around Jason Longfield, who wakes up in a strange forest. Abandoned and not remembering how he got there, Jason soon finds out that he was kidnapped and brought there for a dark purpose. Fighting for his survival, his main goal is escape.  Realistic character interaction We want to deliver a uniquely personal gameplay experience, one that feels realistic. Every event has an influence on your character. If Jason is out of breath after sprinting (or is afraid), his firing accuracy will suffer. Unlike action shooter titles, firing weapons in Abandoned will be realistically slow. You will need to be tactical in order to survive.  The development Our studio is focused on crafting a cinematic style, first-person story. This is no fast-paced shooter in which you just run, aim and shoot. Abandoned requires you to hide and plan every shot before pulling the trigger. We want you to be nervous come each and every enemy encounter. To be aware that a wrong move can be the deciding factor between surviving a combat scenario or not. Immersion through the DualSense wireless controller and 3D audio  We wanted to emphasise realism through user immersion. This would not be possible without the DualSense wireless controller. Players will feel each and every interaction during gameplay – such as being struck by a bullet. Pulling the trigger on a loaded or unloaded gun will feel different. Equally 3D audio will help shape your decisions and tactics, using the accurate positioning of gunshots out in the wilds to help decide your next move.  The power of PS5 Our team is still unravelling the power of PS5 but we’ve made amazing progress so far. The console allows us to process high quality motion capture, all running at 60 FPS and rendered at a native 4K resolution. We#re making sure the environmental quality is as close to the real thing as possible. In all, the result is realistic graphics, smooth character animations and minimal loading screens.  Announcement teaser and release window  While we don’t want to go through the full gameplay details just yet – a full gameplay video will be available soon! We couldn’t wait to give a glimpse of what to expect, so we hope you enjoy this sneak preview. Abandoned will be available exclusively on PS5 Q4 2021.

    Curse of the Dead Gods welcomes Dead Cells into its Temple

    Curse of the Dead Gods released on PlayStation 4 last month, and all of us here at Passtech Games have been glued to our screens watching all your amazing footage, feedback, and reactions. As thankful as we are for the response, we’re equally excited to show you new things. Today, we’re doing a deep dive into how we crafted the Curse of the Dead Cells Update, a collaboration between us and Dead Cells’ developers, Motion Twin and Evil Empire. Death in Curse is the gift that keeps on giving, and in this new update, we’re excited to deliver new ways for you to reach your unique fate. To that end, we’ve added new weapons, originally from Dead Cells, the Cursed Chest, and the Prisoner’s head skin for McCallister, Curse of the Dead Gods’ main character.  From a game design perspective it was a very interesting challenge because it meant taking elements of two similar but also different games and mashing them together. This also goes for the artistic direction, where Dead Cells has a somewhat cartoony, comedic vibe, which isn’t present in Curse. In Dead Cells for example, the Cursed Chest speaks to the player, pleading them to open it. This didn’t work as well for Curse, so we changed it to something we believe is true to both worlds – slightly less comedic, but still somewhat alien and quirky. We were also aware that some players don’t like crossovers, since it can pull them out of the world. That’s why we wanted to keep the content lore-friendly and fit the general vibe of Curse as well. Each new item and mechanic introduced in this update fits into our universe. Deciding which weapons to take from Dead Cells was a fun process. We started with a rather long list of badass Dead Cells weapons and then filtered it down until we had only the most iconic ones that also made the most sense for Curse: The Broadsword, the Cursed Sword, and the Explosive Crossbow. The crossbow is an entirely new weapon in Curse, which made it even more alluring to us. The Cursed Sword was a must, for obvious reasons. In Curse, we called these weapons the Broadsword of the Knight, the Sword of Conjunctivius, and the Crossbow of the Condemned. Both swords have the same effect as in Dead Cells. The Sword of Conjunctivius (see screenshot below) is a real devil – get hit once, and you’re toast. On the other hand, it’s very powerful. If that doesn’t fit Curse’s penchant for tempting players to their own doom, we don’t know what does! We took some liberties with the Cursed Chest. In Curse, there used to be two ways to get a cursed item (weapon or relic): get one at a starting altar or buy one at a sanctuary. Now, the Cursed Chest from Dead Cells gives you a third way. In Dead Cells, when you open a cursed chest, you are inflicted with a curse that lasts until you kill a certain number of enemies. We reinvented this mechanic to fit into Curse: to unlock the chest you have to kill a certain number of enemies in the room without getting hit. Fail, and the chest goes poof. Rather than simply give you a cursed item, the Cursed Chest presents you with a choice of three items, one of which is always cursed. We hope you all enjoyed this insight into how we brought a slice of Dead Cells into our own Curse of the Dead Gods. It was a pleasure to work with Motion Twin and Evil Empire, and we cannot wait to see how the update will be received by you, the players! Curse of the Dead Gods is available now for PlayStation 4. Its free update Curse of the Dead Cells will be available on April 14.

    Curse of the Dead Gods welcomes Dead Cells into its Temple

    Curse of the Dead Gods released on PlayStation 4 last month, and all of us here at Passtech Games have been glued to our screens watching all your amazing footage, feedback, and reactions. As thankful as we are for the response, we’re equally excited to show you new things. Today, we’re doing a deep dive into how we crafted the Curse of the Dead Cells Update, a collaboration between us and Dead Cells’ developers, Motion Twin and Evil Empire. Death in Curse is the gift that keeps on giving, and in this new update, we’re excited to deliver new ways for you to reach your unique fate. To that end, we’ve added new weapons, originally from Dead Cells, the Cursed Chest, and the Prisoner’s head skin for McCallister, Curse of the Dead Gods’ main character.  From a game design perspective it was a very interesting challenge because it meant taking elements of two similar but also different games and mashing them together. This also goes for the artistic direction, where Dead Cells has a somewhat cartoony, comedic vibe, which isn’t present in Curse. In Dead Cells for example, the Cursed Chest speaks to the player, pleading them to open it. This didn’t work as well for Curse, so we changed it to something we believe is true to both worlds – slightly less comedic, but still somewhat alien and quirky. We were also aware that some players don’t like crossovers, since it can pull them out of the world. That’s why we wanted to keep the content lore-friendly and fit the general vibe of Curse as well. Each new item and mechanic introduced in this update fits into our universe. Deciding which weapons to take from Dead Cells was a fun process. We started with a rather long list of badass Dead Cells weapons and then filtered it down until we had only the most iconic ones that also made the most sense for Curse: The Broadsword, the Cursed Sword, and the Explosive Crossbow. The crossbow is an entirely new weapon in Curse, which made it even more alluring to us. The Cursed Sword was a must, for obvious reasons. In Curse, we called these weapons the Broadsword of the Knight, the Sword of Conjunctivius, and the Crossbow of the Condemned. Both swords have the same effect as in Dead Cells. The Sword of Conjunctivius (see screenshot below) is a real devil – get hit once, and you’re toast. On the other hand, it’s very powerful. If that doesn’t fit Curse’s penchant for tempting players to their own doom, we don’t know what does! We took some liberties with the Cursed Chest. In Curse, there used to be two ways to get a cursed item (weapon or relic): get one at a starting altar or buy one at a sanctuary. Now, the Cursed Chest from Dead Cells gives you a third way. In Dead Cells, when you open a cursed chest, you are inflicted with a curse that lasts until you kill a certain number of enemies. We reinvented this mechanic to fit into Curse: to unlock the chest you have to kill a certain number of enemies in the room without getting hit. Fail, and the chest goes poof. Rather than simply give you a cursed item, the Cursed Chest presents you with a choice of three items, one of which is always cursed. We hope you all enjoyed this insight into how we brought a slice of Dead Cells into our own Curse of the Dead Gods. It was a pleasure to work with Motion Twin and Evil Empire, and we cannot wait to see how the update will be received by you, the players! Curse of the Dead Gods is available now for PlayStation 4. Its free update Curse of the Dead Cells will be available on April 14.

    Street Fighter V Spring Update brings news on the hermit Soul-Powered and Oro Rose

    Hey there PlayStation Nation! We hope that everyone has been enjoying Dan, the new V-Shift mechanic, and the major Battle Balance updates that came with the kickoff of Season 5. We are thankful for all your support with the new content so far. Now we’re back with the Street Fighter V Spring Update to give you the scoop on Rose, Oro, and a special look at the fourth character, Akira. Let’s dive into what was revealed during the Street Fighter V Spring Update.  For the full picture, check out the Spring Update video below:  Play Video Oro, the wandering hermit, appears in SFV   Making his return from Street Fighter III, Oro is coming equipped with his classic moveset along with a handful of new ones. He even retains his one-armed combat style. However, unlike SFIII where he sealed one of his arms, here he is holding his new turtle pet during combat. While Oro is not playable in SFV quite yet, he’s not a stranger to the rest of the cast, having appeared multiple times in other characters’ stories already:  He has appeared in Menat’s story, as well as Dhalsim’s Here’s a deeper look into Oro’s moves and what he’s bringing to the ring.  One of Oro’s classic moves, the leap attack, will avoid the opponent’s low attacks and lead to a counter hit when timed correctly. He is also able to perform his patented double jump, which gives him a breadth of offensive and defensive opportunities whether it’s shortening the gap from the opponent or changing his landing point. A hop, skip, and a double jump  Oro has a new move called Tsuranekeashi. This kick move is used to help keep opponents at bay but can also be used in combos. The EX version can allow for some follow-up attacks. A quick leg swing puts the hurt on opponents Oro’s V-Skill I is called Onibi. This move has Oro throwing out a smaller version of his SFIII projectile Super Art Yagyou Dama, which will bounce off the floor at different angles. This gives Oro a chance to put more pressure on his opponent. It’s a bit slow to come out, but has several hits of projectile damage so it can blow through opponents’ fireballs. His V-Skill II is a new move called Minomushi, where he makes a small hop. By inputting a punch or kick after this move, Oro can follow up with additional moves.  V-Skill I – Onibi V-Skill II – Minomushi Oro’s V-Trigger I is called Manrikitan. This gives him access to his Kishinriki command throw which snags opponents and slams them repeatedly into the ground. This command grab can be used in combos, on the ground, and in the air. Use Kishinriki on the ground or in the air Oro’s V-Trigger II is his popular returning move, Tengu Stone. Oro summons several rocks and objects that hover above him to use as follow ups to his normal attacks. Special items sometimes get pulled in that have different effects on opponents. Did Oro summon Blanka-chan?! BZZZZT! Oro is looking to make a powerful impact on Street Fighter V when he releases this Summer.  Rose makes her destined return to SFV on April 19 Rose, the soul-powered fortune teller, returns with her tarot cards in tow and some new moves to change the future of Street Fighter V. As we revealed with the SFV Winter Update, Rose is back with a handful of new powerful moves at her disposal. Let’s break down her moves a bit further. Rose’s V-Skill I is Soul Fortune. This move allows Rose to pull out a tarot card to either buff herself or debuff her opponents. Each card has a different color and has a different effect on Rose or her opponent. You can tell which card she has in her possession at the bottom of the screen next to her V-Gauge bar.  The white card, The Magician, will increase Rose’s V-Gauge when used. Hold down the command buttons and she will hold the card up and continuously gain V-Gauge. Be careful though: she is vulnerable during this state. The red card, The Chariot, will increase Rose’s attack damage, making all moves hit a bit harder than before.  The Magician fills her V-Gauge The Chariot increases her damage With her debuff cards, Rose throws them at her opponent. These cards count as a single hit projectile and they will also apply the debuff even if the opponent is blocking. The green card, The Tower, will decrease her opponent’s damage output. The purple Death card increases the amount of chip damage and gray life that Rose will inflict on her foe. The Tower lowers opponent’s damage Death increases chip and gray life taken This new V-Skill adds a whole new depth of play to Rose. Do you go on the offense and buff yourself, or play defensively and hinder your opponent’s offensive capabilities?  V-Trigger I, Soul Dimension, is a 2-bar V-Trigger that allows Rose to teleport to one of three spots on the screen: Back side of the screen, right behind her opponent, and mid-air behind her opponent. The teleport can be cancelled off of most of her special moves on the ground and in the air. Use this V-Trigger to mix up and confuse your opponents as well as extend combos.  Now you see her… Now you don’t Rose’s V-Skill II, Soul Satellite, makes a return from Street Fighter IV. When activated, Rose summons an orb that will circle around her. Hit V-Skill again to summon a second orb. Each orb can either hit once or negate a single projectile hit. Use this V-Skill to put more pressure on opponents.  Two orbs are better than one  Since the move has become a V-Skill, Rose can use it at no cost. However, she is a bit slower to summon the orbs compared to SFIV, so make sure to only use it at an opportune moment away from your opponents. Soul Illusion is another returning move, this time from the Street Fighter Alpha series. This 2-bar V-Trigger summons a mirrored image that follows Rose and performs the same attack after she does. Activate Soul Illusion And go combo crazy This V-Trigger opens a lot of combo opportunities. This also increases the damage of her Soul Spark projectiles. One thing to note is that if you use the same normal move twice in the same combo, the opponent will be sent airborne.  Rose is looking to be pretty dynamic in her playstyles, allowing for a frantic offensive style or a more classic defensive style.  “What’s the meaning of fate? You shall know.” During Rose’s victory screen, she throws a tarot card as the results display. This tarot card will change each match. How many different cards does Rose have up her sleeve? Find out on April 19 when Rose releases in SFV.  Here comes a new challenger: Akira Kazama is ready to school her opponents It wouldn’t be a SFV update without a little surprise. The development team snuck in some work-in-progress footage of SFV newcomer Akira Kazama.  Play Video Akira looks to be retaining some of her Rival Schools style in SFV. Also Akira’s older brother Daigo will be making an appearance too.  Is this…? “Nii-san!” We look forward to revealing more about Rival Schools veteran Akira in the near future. New Costumes for Vega, Seth, and Juri Coming alongside Rose’s release are these new Professional style costumes for Vega, Seth, and Juri.  These costumes will be available on April 19 as part of the Season 5 Premium Pass or can be purchased in-store individually for $3.99 each.  Season 5 Character and Premium Pass Speaking of Premium Pass, the Season 5 Character and Premium passes are available now. Check out what’s included with each one: We hope you all enjoyed taking a deeper dive into Rose and Oro as well as the little teaser of Akira we were able to show off. Look forward to more as we will have additional info soon on Oro, Akira, and that fifth mystery character. And don’t forget, the future is set with Rose releasing on April 19. Thanks again for all of your continued support. 

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