Official PlayStation Podcast Episode 487: Riot Requirements

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Hey y’all! We’ve got a full show for you all this week, starting with a recap of the teams’ hands-on experiences at Summer Game Fest. Plus, we got to sit down with Riot Games Production Director Arnar Gylfason to discuss Valorant coming to PS5 and the Limited Beta starting today.

Stuff We Talked About

  • PlayStation Plus Game Catalog for June: Monster Hunter Rise, Football Manager 2024, Crusader Kings III, After Us and more
  • Summer Game Fest recap:
    • Elden Ring: Shadow of the Erdtree DLC | PS5
    • Monster Hunter Wilds | PS5
    • Neva | PS5
    • Dragon Ball: Sparking! Zero | PS5
    • Assassin’s Creed Shadows | PS5
    • Dragon Age: The Veilguard | PS5
    • LEGO Horizon Adventures | PS5
    • Tune in next week for all things Astro Bot
  • Interview w/ Arnar Gylfason (starts at 30:37)
  • Listener letter

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Kristen Zitani –  Senior Content Communications Specialist, SIE

O’Dell Harmon Jr. – Content Communications Specialist, SIE

Brett Elston – Manager, Content Communications, SIE


Thanks to 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.]

Star Citizen Exploit Crackdown Leads to Over 600 Account Bans

Star Citizen developer Cloud Imperium Games (CIG) has announced that it has suspended more than 600 in-game accounts following widespread complaints of cheating.

The developer revealed the move in a post on its Robert Space Industries website, saying that it has suspended accounts that participated in exploitative behavior following an investigation. Affected players are said to have manipulated Star Citizen’s systems to duplicate items and gain more of its in-game currency, Alpha United Earth Credits (aUEC). All aUEC gained using these methods have been removed from the ecosystem.

CIG thanks Star Citizen players for raising awareness about these issues, explaining that in-game exploits like the ones being squashed now “undermine the integrity of our game and the efforts of our dedicated backers who help us build Star Citizen.” The developer promises to continue addressing cheating players as issues arise.

“At this stage of development, exploits and issues like these are likely to arise, which is one of the benefits of open development and working closely with our community,” CIG said. “Identifying, testing, and reporting exploits is acceptable and encouraged. We’ve gained valuable insights through your issue council reports, and we thank you for that. However, once an exploit is identified and confirmed, continued abuse for personal gain will not be tolerated and will result in action on our part.”

Other Star Citizen players suspect the 600 suspensions are tied to players who were selling their unauthorized credits for real-world cash. Specifically, users called out those who have taken to third-party bidding websites like eBay, where millions of aUEC is sold for anywhere from one dollar to hundreds of dollars.

“Yup, I noticed a peculiar amount of posts here recently both defending and supporting third-party aUEC sales, which is very odd to me, as gold selling/buying is an almost universally reviled practice in most MMOs,” one Reddit user said. “I wouldn’t even be slightly surprised if it was the exploiters themselves encouraging that BS to make a quick shady buck.”

IGN has reached out to CIG for comment.

Star Citizen is CIG’s long-in-development sci-fi game. It’s been sold as an ambitious MMO that allows players to immerse themselves within an enormous space sim experience, but despite being announced in 2012, its launch build has never actually been released. Last month, we reported that Star Citizen managed to raise more than $700 million in the 12 years since its reveal.

Star Citizen’s drawn-out development has turned it into one of the most controversial games ever, but CIG has recently started to openly talk about a 1.0 launch. Regardless, it seems we are still far off from hearing a release date. While you continue to wait, you can read more about CIG’s $48,000 ship bundle. You can also learn more about its single-player story, Squadron 42, which includes big names like Mark Hamill and Gary Oldman, here.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Dragon Age’s former lead writer has many, mostly positive thoughts on Veilguard’s romance options, story and environments

Former Dragon Age lead writer and Summerfall Games co-founder David Gaider has strung together some opinions on Xitter – the original spawning ground for all opinions – about the full reveal video for Dragon Age: The Veilguard, expressing broad enthusiasm for the new RPG’s narrative tone, combat system and environments, while offering a more ambivalent analysis of BioWare’s decision to let players seduce every last member of their party.

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EA Sports Details Boom Tech, the One Big Gameplay Feature Debuting in Madden NFL 25.

Madden NFL 25’s cover athlete was revealed earlier this week, and today, EA has provided new details on what fans can expect from this year’s Madden, including Boom Tech, this year’s one big feature.

In a press release, EA revealed that Boom Tech is a new “dynamic physics-based” tackling system and the newest iteration of Maddens FieldSense technology that “unlocks the re-engineered Hit Stick” and should provide better ball carrier control. With Christian McCaffrey as this year’s cover athlete, the description of Boom Tech aligns with EA’s theme of trying to pick cover athletes that best fit the new editions coming to Madden in a given year.

Additional upgrades to FieldSense, thanks to Boom Tech, are needed to “deliver increased authenticity” in offense, defense, and special teams. This includes a reloaded hit stick that will now be a skill-based mechanic, with playing ratings influencing the impact of the hit stick.

To increase offensive immersion, EA notes that Ball Carrier will introduce new jukes, spins, and hesi releases. The new NFL kickoff rules will be added when the game is released this August. In addition to new branching catches, there will be new pass block strategy mechanics.

“It’s been incredibly rewarding to grow with the Maden NFL experience alongside our players the past two years, and we’re excited to deliver even more of the control, depth, and immersion they’re looking for in Madden NFL 25,” Madden NFL Senior Production Director Mike Mahar wrote in a press release. “Boom Tech has been multiple years in the making and represents the most impactful FieldSense improvement yet, and combined with a new audio and visual experience across the game, plus deepened modes and increased customization, Madden NFL 25 will look, feel, and sound different.”

Madden NFL 25 is out on August 16th and is now available for pre-order. Those who buy the $100 Deluxe Edition get access to Madden NFL 25 three days early. Those planning to buy Madden NFL 25 and College Football 25 could also buy the MVP Bundle, which retails for $150 and includes the Deluxe Editions for both games.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Cities: Skylines 2 achieves ultimate catharsis by deleting landlords to fix spiralling rent prices in its next patch

Cities: Skylines 2 has found a delightfully straightforward solution to the very real-world problem of greedy landlords demanding excessive rent payments. The city-builder sequel will simply delete all its virtual leeches in its next patch, helping to bring down the cost of living in your digital metropolis.

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Review: Sociable Soccer 24 (Switch) – A Sensible Option For Old-School Footy Fans

Definitely worth a punt.

The debate about which is the best football video game is one that has raged on for decades.

Until now, there hasn’t really been much of a choice on Switch. There’s EA Sports FC (which thankfully, finally, is worth getting now), but with Konami’s eFootball (formerly PES) nowhere in sight, the other options are arcade-style indie games whose quality varies wildly.

Read the full article on nintendolife.com

Single and Multiplayer Modes in Magical Drop VI – Out now on Xbox

Summary

  • Challenge your friends in an online match
  • Six different single-player modes
  • Unite the divided Magical Land

Prepare to be whisked away to a Magical Land of wonder in Magical Drop VI!

MD exterior

Reunite the Magical Land

Step into the shoes of the charming residents of the Magical Land. See the world through their eyes and experience the unique struggles and triumphs that come with inhabiting this extraordinary realm. The fate of this divided land rests in your hands. Can you unite the factions and restore harmony?

A Cast of Unforgettable Characters

On your quest, you’ll encounter a diverse cast of playable characters, each with their own distinct personalities and abilities. Befriend the valiant Justice and the wise World, whose unwavering determination will inspire you. But beware of those harboring ill intentions, such as the enigmatic Death and the power-hungry Empress. The path ahead won’t be easy, but with the right companions by your side, anything is possible!

Unveiling the Secrets of the Magical Land

The enchanting world of Magical Drop VI offers a wealth of ways to play. Dive deep into the rich lore of the Magical Land through the captivating Story Mode, where you’ll uncover the secrets of its history and inhabitants.

MD screenshot

A Multitude of Game Modes Awaits

But the adventure doesn’t stop there! The game boasts a staggering six single-player modes, ensuring there’s something for every kind of player. Test your reflexes in the fast-paced Match Mode, where you’ll go head-to-head against opponents in exhilarating battles. Or put your strategic thinking to the test in the brain-bending Puzzle Mode.

Challenge Accepted

For those seeking an ultimate test of skill, the game offers grueling Survival and Path of Destiny modes that will push you to your limits. Can you survive endless waves of bubble attacks or navigate a treacherous path fraught with challenging minigames? The choice is yours!

Fortune Favors the Bold

Test your luck in the whimsical Room of Fortune! This unique feature allows you to take a daily peek into your destiny across four key areas: Health, Work, Love, and Money. Each category unlocks a special minigame, and your performance determines your final luck score. A score above 17 grants you the coveted Good Fortune status, influencing the rewards you receive in the in-game picture lottery. Remember, a little daily dose of fortune-telling never hurt anyone!

MD screenshot

Become a Master of the Magical Land

Track your progress and accomplishments in the comprehensive Room of Records. This detailed log meticulously records your scores and performances across all game modes, giving you valuable insights into your strengths, weaknesses, and playing habits. Use this information to hone your skills and become a true master of the Magical Land!

Challenge Your Friends in a Multiplayer Mode

Duel your friends in a local multiplayer, or test your skill in an online competitive mode against players from all over the world!

Dive into Magical Drop VI today! Experience a captivating story, thrilling challenges, and a variety of game modes for every kind of player. Challenge your friends online or hone your skills in single-player. The fate of the Magical Land rests in your hands!

Xbox Live

Magical Drop VI

Forever Entertainment S.A. / TA Publishing

The legendary Japanese Arcade game is back!

Choose your favorite character – will it be World, the Overseer of the Magical Land, the mighty Justice or the devious Black Pierrot? – and play in one of the numerous game modes available.
Solve diabolical puzzles or beat strong opponents in versus matches.
Play through an exciting adventure full of twists and turns, in Story or Path of Destiny modes.
Challenge your friends and the best players online.

The post Single and Multiplayer Modes in Magical Drop VI – Out now on Xbox appeared first on Xbox Wire.

Share of the Week: Hogwarts Legacy – Photo Mode

With the release of Hogwarts Legacy’s new photo mode, last week we asked to see your most magical shares using #PSshare #PSBlog. Here are this week’s magical highlights:

OKPopJustin shares a student flying over the lake on a hippogriff, with Hogwarts castle in the background

Defalt368 shares students playing a game of Summoners Court

f0rgottengirl shares a masked wizard casting a blue-colored spell

CowboyDbop92 shares a wizard wearing a pumpkin mask casting a red spell toward a troll

NemesisNatVP shares a character wearing the Azkaban Set looking over a ridge at Hogwarts in the distance

Dande_Lion55 shares a portrait of a house elf with colorful bokeh lighting in the background

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:  Alan Wake 2 – Photo Mode
SUBMIT BY: 11:59 PM PT on June 19, 2024

Next week, we’re shining our flashlights on Alan Wake 2 and its new photo mode. Whether exploring the main game or the new Night Springs DLC, share heart-racing moments using #PSshare #PSBlog for a chance to be featured.

The Alters: Branching Narrative Explained – IGN First

We are our choices. It may be a cliche, but it’s true. Our choices define us: where we go, what we do, who we meet, how we handle problems, and why we are, ultimately, who we are. Imagine all the key decisions of your life laid out before you. How many would have to change to turn you into a different person? Two? Three? Or just one, in the right place, at the right time? What choice would that be for you? And who would you have become if you’d chosen differently?

Those are the questions at the core of The Alters, a narrative survival game from 11 bit Studios, the team behind This War of Mine. In The Alters, you take on the role of Jan Dolski, a simple worker on a mining mission gone horribly wrong. Stranded and alone on a strange planet after his ship crashes, Jan must figure out a way home. But he can’t do it by himself. He’ll need the help of alters, alternative versions of himself who made different choices in life and have the skills and expertise Jan needs. But alters aren’t just another body and set of skills; they’re entirely different people with unique personalities, hopes, dreams, traumas, and ambitions. To get home, Jan will need to not only get along with his alters, but make some hard choices – and come to terms with some of the choices he made in the past.

To better understand The Alters and how this unique set-up affects the many branching story paths you’ll encounter as you play, we sat down with game director Tomasz Kisilewicz and lead designer Rafał Włosek. The interview that follows has been lightly edited and condensed for clarity.

IGN: One of the most interesting things about The Alters is, well, the alters themselves, and the branching narratives that are going to come out of the possible lives of Jan Dolski, but to understand the branches, I think we have to start with the tree. Can you tell us a little about Jan, and this predicament he finds himself in?

Tomasz Kisilewicz: So Jan, the main character of our game, he’s got many regrets in his life, and he tends to ask himself this question, “what if?” “What if I’d made some different choices in the past? Where would I be right now?” So he’s using this space mining mission that he’s on as a chance to put his life on a different track, but unfortunately, things go south and he ends up all alone on this distant, desolate planet where, in order to survive and go back home, he needs to face even more tough choices, including the creation of the alters. But from that point on, the decisions he will have to make are entirely up to the players.

IGN: The idea of basing The Alters on different outcomes of decisions Jan regrets is really interesting. Can you talk about where that idea came from, a few of those decisions, and the alters they lead to? Are there any decisions Jan doesn’t regret that become an integral part of the game’s story?

Kisilewicz: When we were creating the life path of Jan and designing different decisions that shaped him into who he is in the game, we really wanted this to feel relatable. So we were gathering our own experiences internally in the team, asking ourselves, what is your what-if question, what is the thing maybe you regret in your life? And they can come from different places. It can be career-related or maybe relationship-related. Things like, “what if I didn’t leave my hometown? Or what if I fought harder to save this relationship I had,” things like that. In the end, we really want every player to find something relatable to them. At least one of the choices that Jan had in his past, I hope will be something the players can relate to.

“We were gathering our own experiences internally in the team, asking ourselves, what is your what-if question, what is the thing maybe you regret in your life?”

IGN: Creating alternate versions of yourself to get more manpower and access to different skillsets is a neat idea, but these are also different people with different hopes, dreams, fears, and regrets. Can you talk about how those things affect these different versions of Jan, and how they might behave as a result?

Kisilewicz: We are bringing new alters to the base in order to solve the problems that Jan, the main Jan, wouldn’t be able to solve on his own. So for example, we can bring the scientist Jan, who will be able to conduct research and create a technology that will allow us to move our base, and run away from the sun. And he solves our problem. But at the same time, we are bringing a new person to the crew with an entirely new personality. Jan’s scientist is a very career-driven, ambitious alter. Soon he might start undermining our decisions as a leader. So while solving one problem, we are creating new ones. And in order to effectively manage our crew and find solutions for everything, we have to really understand who they are, what is their personality, what affects them, and successfully manage them.

IGN: Jan is obviously going to have to manage the relationships between himself and his alters, and probably going to have to intervene when problems arise. Can you talk about what that looks like? What are some of the things we’re going to have to manage here, and how do those decisions affect the outcome of the narrative?

Rafał Włosek: In order to get along with the alters well, we’ll have to understand the emotions that they have and what people they become because of their life decisions. And the emotions are handled by a pretty sophisticated emotional system that is more complex than just they’re feeling good or bad, and a single bar. And because of that, we can have emotions like frustration or rebellion. They may be amused by something or maybe stressed by something or saddened by something. And all those different emotions allow us to create different alters who act differently in different situations because then those emotions translate to the things they do. So they may rebel against the player or may help the player somehow, or maybe boost the morale of the crew. Or on the other hand, they may be so sad that they don’t want to work anymore.

IGN: Clearly, keeping all of these different versions of Jan happy is going to be a big challenge. What happens when some of the alters aren’t happy or don’t have a good relationship with our Jan or the other alters? Can you talk about how that affects the narrative? What about when they are happy, or we’ve managed to build a productive relationship?

Włosek: If the alters are not happy, they’re angry, sad, afraid, or they’re in conflict with Jan or the other alters, they may influence the game on many different levels. They may try to rebel against the player. They will lower their efficiency. They will not want to work for the mission, but they will also influence the story of themselves, of their own storylines or the stories of the other alters.

Also, there’s a lot of things going on on the emergent storytelling level. So if they’re in a bad shape, they may start some narrative bits that will create a different gameplay experience. But let’s not forget about the fact that if the alters are in good shape and they’re happy and highly motivated, they will on the other hand help the player. They will help him in achieving his goals. It’ll be easier for them to fix their problems, but they can also help the other alters with fixing their problems and dealing with their past and decisions.

IGN: One of the things that fascinates me about The Alters is the base itself, and it seems the decisions you make regarding how it is managed have the potential to have just as much impact on what can happen in the story as the other Jans do. Can you talk about that, and maybe give us some examples of how the base itself plays into what happens in the story?

Włosek: Base management is very important for many aspects of the game. First, it influences the economy part. Of course, this is pretty obvious, but also has to be maintained. If you don’t maintain your base well, it’ll deteriorate. There will be accidents. Those accidents will create emergent stories and will influence the general alter storylines or the main story. And finally, the bigger the base is, the more rapidly we can bring back home. And this is very important for Jan, for the people back on earth. So this is another way you can influence the narrative.

Base management is very important for many aspects of the game.

IGN: The root of any good story is conflict, and there are a lot of conflicts in The Alters. We’ve got to manage our relationships with the other Jans and we have to manage the base, but it also seems like we’re in a race against time because of how the star that the planet we’re on orbits. Does the amount of time we spend on this world affect the ways the narrative can play out? If we progress very quickly, do we get access to branches in the story we wouldn’t otherwise see? If we’re struggling and taking a long time to make progress, do certain paths become closed to us?

Kisilewicz: We want to spend time with our Alters. We need to invest time in our relationship because only then we will be able to uncover their stories and understand them fully, and with this crew that we understand, and that we know how to manage, we will be able to succeed in the mission.

Time is a very important resource in our game. Everything we do requires some time, whether it’s excavating the resources, or crafting stuff, or conducting the research, all of the tasks require some time. And that’s why we need the alters on board, because Jan won’t be able to make everything in time. He’s being chased by a giant rising star, so he’s got this ticking clock behind his back, but at the same time, we don’t want to rush things too much.

IGN: In the past, you’ve said that The Alters is “using a mix of classic and emergent” narrative and reflects how splitting the life of the main character opens up new paths for the story. Can you talk more about what that means, and how we’ll see that mix in the game specifically?

Kisilewicz: From the very beginning, we wanted to tell the story of Jan in a classic manner, but also create a game that is more open-ended and allows players more freedom in creating their own stories. So the narrative structure in our game consists of different layers. On top, we have this more classic narrative structure, which is a branching story of Jan landing on the planet and finding his way home. And it is a branching story with multiple different endings.

But underneath there is this second layer of the alter storylines, and it’s up to the players what alters they create. It’s not possible to have all the alters in a single playthrough. So when you replay the game, you will be able to create different alters and also within their storylines make different choices to shape their story in your own way. And underneath all of this, we have this giant layer of the emergent narrative that comes from the decisions you make. Economical decisions, strategic decisions, the way you handle your base, the way you treat your alters. It all affects them and can result in some unexpected outcomes, different reactions, different events, different mini-scenarios that can happen. In the end, we hope it all adds up to this unique experience of each player having their own unique playthrough.

IGN: You’ve talked about how The Alters is a spiritual successor to This War of Mine, which is really interesting given the drastic change in setting and genre. Can you talk about what you learned from This War of Mine, and the impact that had on The Alters in how the story plays out, or anywhere else?

Włosek: And there’s also the topic of emergent gameplay. This is also something that showed up in our games for the first time in This War of Mine. In The Alters, we do the same thing. We use a lot of emergent narration, but in this game, we also connect that with a more classic approach to the narration, where we have a single storyline that is branching and we enforce this storyline with those emergent systems that make this story richer.

IGN: Is there any aspect of The Alters that players can’t see or isn’t immediately obvious that you’re particularly proud of, and hope players get something out of?

Włosek: There are a couple of mechanics in-game that I am proud of, but they’re not easily visible at first glance. One of them is the emotional mechanic, which is pretty complicated. It consists of many different variables, and we don’t show them as values or numbers, but more like adjectives that are floating around the alters. They have different sizes and those variables connect into even more sophisticated emotions.

And all of this makes it very hard for our analytical brain to process. But it’s quite easy if you try to use your empathy to process. So the idea behind making this so complicated is not only to create different personalities for the alters that are very nuanced, but also to make the player use this proper part of the brain when they’re trying to cope with alters.

The other thing would be the way we use the exploration. Of course, it is a tool to get a gameplay loop. You’re going to go explore, look for the resources, go back to base, and face the problems with the alters, and so on. But it is quite important that we also wanted to use this exploration part to create a special environment for the player to actually think about all those decisions that the alters made and ultimately maybe create a space for them to think about their own decisions.

IGN: What are you most excited for players to experience in The Alters? Is there anything we haven’t covered that you’d like folks to know about?

Kisilewicz: We can’t wait for the players to meet the alters, learn their different stories, and, understand what made them who they are. In the end, we just hope that everyone will find something, and learn something about themselves through the alters.

Wishlist The Alters on Steam if you’re interested to learn more.

Souls devs FromSoftware also want Bloodborne on PC, even if the game’s own director can’t admit it

Look, everyone wants to play Bloodborne on PC. It’s one of those universally accepted truths, like gravity or pizza being delicious. And, yes, nobody really knows why Bloodborne isn’t on PC yet, almost a decade after it released on PlayStation 4 – despite Sony’s apparent delight in bringing every other PlayStation exclusive to PC, just to mock us. It’s one of those universally accepted unknowns, like how gravity works or the actual best pizza topping. (It’s glue, if you believe AI.)

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