[UPDATE] As it turns out, Capcom isn’t quite ready to show off Street Fighter V. Just minutes after we published this story, Capcom set the Street Fighter V video to private. Expect a full announcement this weekend during PlayStation Experience.
Though the video is no longer available, NeoGAF users were able to capture some stills. You can see those in the gallery below.
The original story is below.
One of PlayStation Experience’s announcements has arrived a little early, as Capcom today posted a teaser trailer for Street Fighter V, coming exclusively to PlayStation 4 and PC.
The above teaser trailer was posted to Capcom’s YouTube channel this morning. We already know that Street Fighter producer Yoshinori Ono is in Las Vegas for PlayStation Experience, and now it appears we know why.
The upcoming console versions of Bethesda’s MMO The Elder Scrolls Online for Xbox One and PlayStation 4 have been pushed to 2015, director Matt Firor has announced. This is not much of a surprise, given Bethesda previously said that it could not guarantee their release by the end of 2014.
“As I’ve mentioned, we have been (and will continue to be) steadily working on the Xbox One and PlayStation 4 versions of ESO,” Firor said in a blog post. “They are playable and fun right now, but there’s still some work to do before we can set an official launch date.”
“First and foremost, we want to make sure that two of our most important systems still in development–the Justice and Champion Systems–are included in the console release,” he added. “Those two systems will introduce a huge amount of content to the game, and we know everyone is looking forward to the new types of gameplay they provide.”
Firor also stressed that the Xbox One and PS4 versions of The Elder Scrolls Online “are not just ports” of the existing PC and Mac editions, and as such, extra time is needed to ensure a solid experience.
“We have completely replaced the PC user interface with a console-specific UI designed from the ground-up with a controller and a living room play experience in mind,” Firor said. “We’ve also added voice chat and full integration with XBL and PSN. Expect to see lots of news about our console versions in early 2015.”
The console versions of The Elder Scrolls Online were initially expected to launch earlier this year alongside the PC/Mac edition, which arrived in April. However, in May, Bethesda announced a six-month delay. In an effort to “make it up to” fans holding out for the console version, Bethesda has revealed a special $20 upgrade offer–you can read more about it here.
BioWare has revealed that the opening scenes in the recently-released Dragon Age: Inquisition were re-worked approximately seven times. BioWare creative director Mike Laidlaw, senior writer David Gaider, and actor Freddie Prinze Jr. discussed the scene and more at a storytelling lecture hosted by NYU Game Center, which is the Department of Game Design at New York University’s Tisch School of the Arts.
Speaking about his favourite scene in the game, Mike Laidlaw described the moments in which the player’s character first meets the character Chancellor Rockerick.
“That scene is one that we re-worked probably seven times over the course of the game,” Laidlaw said. In earlier versions of the scene, Cassandra was a lot more hostile towards the player. In other versions, Chancellor Roderick did not exist in the scene and had his role filled by Leliana. Other variations saw party members Varric and Solas more involved.
“It needed to setup that initial opposition… we needed the sense that people weren’t willing to step up and solve the problem… I remember one of my clearer pieces of direction that I said to David [Gaider] and his team was that we basically needed that guy that shuts down the Ghostbusters containment unit,” Laidlaw said. The lecture was live streamed and can be watched for a few days before the archive is deleted on NYU Game Center’s Twitch channel.
UPDATE: A representative from developer 343 clarified one interesting facet of the game regarding console exclusive items. In addition to exotics that exist on both Xbox One and PlayStation 4 version of Destiny, we can confirm that Xur–Destiny’s shadowy salesman–can sell upgrades for PS4 exclusive weaponry, specifically Hawkmoon and Monte Carlo. Previously, it was thought he would be unable to do so since his inventory was identical across both platforms.
This doesn’t confirm that Xur will sell the items, just that he has the ability to do so.
The original story appears below.
The Dark Below expansion for Destiny is coming next week, and developer Bungie is already confident that it will “change the experience of playing Destiny for all.”
In a preview posted to the developer’s website, Bungie detailed the major changes that will be introduced to the game. One notable change for hardcore players deals with leveling exotic gear; the update will allow you to make your exotic weapons more powerful, but it comes at the cost of “resetting the progression” you’ve already put into that item.
New Exotic Upgrading
Exotic Gear in The Dark Below will have higher Attack and Defense values than current Exotic Gear. For players and their current caches of Exotics, a path will exist to bring them forward into The Dark Below.
– Starting December 9th, Xûr will offer players the opportunity to upgrade Exotics to the higher Attack and Defense values
– Upgrading an Exotic in this way will require an Exotic Shard
– The upgrade will reset the progression invested into the item
– Each week, Xûr will possess a selection of upgrades for existing Exotics in his inventory
You can find the other update notes copied below:
New Legendary Gear
Existing Legendary gear on display in the Tower will be replaced
New Legendary gear will feature higher Attack and Defense values
Legendary items will still require Ascendant Materials for upgrades
This new, more powerful gear will be available to all players of Destiny
Legendary gear will not be as powerful as new Raid gear or Exotics
New Rank Commendations
In addition to Crucible or Vanguard Marks, purchasing new Legendary items will require a Crucible or Vanguard Commendation
Commendations are received in Reputation Reward Packages delivered by the Postmaster upon reaching a new Reputation Level
Exotic Talent Changes
As part of the December 1st Destiny Update, Exotic Armor and Weapons no longer require Ascendant Materials for upgrades
The final power node of all Exotic Gear will require an Exotic Shard
This new material is obtained by one of the following means:
Dismantling unwanted Exotics
Purchased from Xûr for 7 Strange Coins
Crucible (PvP) Changes
Expansion I will include two new exclusive competitive playlists
New Crucible arenas (Pantheon, Skyshock, and The Cauldron) will be featured in map rotation
Playlists available in the Director will change week over week
Experiences will alternate between 12 and 6 player engagements
Map rotation will alternate between focusing solely on new expansion arenas and including original launch maps in the mix
Heroics and Nightfall (PvE) Changes
With the Light level increase to 32, Heroics and Nightfalls will be increased by 2 Light levels to keep up with new content, level increases, and gear items
New Raid: Crota’s End
The new Raid, Crota’s End, will unlock on December 9th
Players at Light level 30 can lead a Fireteam immediately upon release
The reward system in Crota’s End will address some issues reported in the Vault of Glass:
Raid loot in Crota’s End will drop at a higher rate
New Raid gear will contain a wider variety of potential perks
Weapons and Gear from Crota’s End will not require Ascendant materials for upgrades
Radiant Shards and Radiant Energy acquired in the Raid will be used to upgrade new Raid gear
Unwanted weapons and gear from Crota’s End will dismantle into Radiant materials
Primary weapons will only drop in the harder version of Crota’s End, released sometime in January
This week, Sony’s PlayStation turned 20. The original grey system launched in Japan back in December 1994, and through its ups and downs, the brand is still going strong. To commemorate the system’s anniversary, the GameSpot staff share some their standout PlayStation memories from across the various consoles.
Final Fantasy IX to the End
I lugged my PlayStation 2 with me everywhere before it finally died while I was in college. The last game I ever played on it was my third or fourth playthrough of Final Fantasy IX. I remember constantly cleaning out the system, cleaning the disc, switching cables, finagling with whatever I had to in order to get the console to work, just to finish FFIX one last time. And when the credits rolled, it died. It felt like I lost a beloved friend.
I’ve since replaced it, but that first piece of hardware saw me through my adolescence, numerous heartbreaks, the stress of getting into the best high school classes and THEN the best college. It was my companion, bringing me away from the cares of the world when I needed it most. — Alexa Ray Corriea
Snaaaaaaake!
Lame but true: During my first year of university, in 2002, I feared the dance floor. So when my housemates went out for the night, sometimes I would hang back and play a friend’s PS2. I probably would have regretted this more at the time had this social hang-up not led to all-nighters with Grand Theft Auto III and Metal Gear Solid 2. Both these games conjure beautiful memories, but the night I’ll never forget was my final stretch on Metal Gear.
I remember hearing the Colonel confessing his financial problems. I remember glimpsing at that skull overlaid on his face. I remember how he turned away from me. I remember hearing the rumours that my wife was having an affair. I remember the game becoming self aware, collapsing in on itself, presenting phoney game over screens with the words “Fission Mailed”. I remember freezing in my seat, awestruck, confused, legitimately paranoid. Each year that goes by, I look back on that breakdown with a sense of awe. It’s one of the bravest things a triple-A game could do, and considering how safe things have become, it’s something I don’t suspect we’ll see again. — Rob Crossley
To Midgar and Beyond
The first time I saw the PlayStation, I felt one emotion: incredible envy. For the longest time, Final Fantasy was synonymous with Nintendo consoles, and I bought a Nintendo 64 with the hope that the series might still come to the system that brought it so much initial acclaim. But that never happened. Instead, my first look at Final Fantasy VII, with it’s unbelievable (for the time) graphics and cinematics is the first game that made me question my unwavering devotion to Nintendo’s consoles.
We didn’t get an RPG on N64 until the mediocre Quest 64 a year later. Instead, I was forced to watch my favorite franchise get better and better with each iteration on PlayStation’s platform. When the PlayStation 2 came out, I finally succumbed to the other side in the console war. After being a Nintendo fanboy for so long, I never thought that the PlayStation 2 became the place where I spent the majority of my gaming time. And it all started with FFVII. –Justin Haywald
My Summer Vacation
I was a Nintendo kid growing up, and had limited exposure to anything PlayStation-related. One fond memory, however, was a trip my family took to the Outer Banks of North Carolina one year in my youth. We were excited to enjoy the beach and some lovely, sunny weather, but my father’s “poor weather” curse held true and it rained for a good portion of our trip. Thankfully, the house we rented for the week had a PlayStation 2, and boy we put it to good use. Tony Hawk and Spyro dominated the TV, with me and my brothers fighting over the controller–there was only one, as I recall. Thank you, PlayStation, for saving our vacation. — Eddie Makuch
Cleaning up Liberty City
In early 2002, at the age of 15, I couldn’t afford a PlayStation 2. However my good friend Sheamus was leaving town for a week and was happy with lending me his console for a few days. It came with a bunch of games, but one stood out from the crowd. The sequel to a series I had relished on PC, and it’s entry into an exciting new 3D era. I must have spent fifty hours that week driving around the streets of Liberty City. For me, the world of Grand Theft Auto 3 opened up entirely new avenues for games that I hadn’t considered before.
I’d wake up early before school just to spend one extra hour exploring the city, shooting up crooks and scurrying away from keystone cops. The PlayStation 2 didn’t just play host to some of the most influential games of that era, it was the shepherd of an incredibly important and daunting era in game design. It set the pace for the industry for a decade. And I made sure that by the summer I’d saved up enough pocket money to explore the future of gaming, and Liberty City, whenever I wanted. — Danny O’Dwyer
Bringing the Arcade Home
My first PlayStation was the PlayStation 2, a machine I coveted the moment I saw screens of the wonderful Tekken Tag Tournament. It looked absolutely stunning–the first time a home console (at least in my mind) had adequately replicated the visuals I’d seen at my local arcade. I remember making my mind up about buying one whilst on an overseas trip, and was eager to buy it at the airport back home the moment I landed. Back then, I was living in Australia, and the cost of a PS2 was close to A$800, a staggering amount of money to spend at a time when I wasn’t exactly rolling in the stuff. But hey, it could also play DVDs, which was the key selling point for justifying this extravagant purchase to my partner. The PS2 was easily worth every cent. — Randolph Ramsay
Kick! Punch! It’s All in the Mind!
Fighting games have always had a spot in my heart for sparking my foray into esports, and it all started with Tekken 2 on the PS1. My uncle was the one who introduced me to the game as a child, and I remember starting off as most kids do: button mashing. It soon occurred to me that specific button presses strung together formed combos and moves. I realised that pressing square multiple times started a punching combo. That triangle and circle was a grab. The realisation that fighting games were not random and had a strategic element was a powerful one, and it would shape how I went on to approach other games. — Zorine Te
It is Useless to Resist Us
From the shining dunes of Journey to the dark depths of Demon’s Souls, my PlayStation 3 has stirred, shocked, and satisfied my soul on many, many occasions. However, the force that spurred me to buy my first PlayStation system was the social pull of…Resistance 2? Yes, Sony’s shooter franchise is far from the first name in cooperative play, but the class-based action in this sequel was stellar. Rushing to ever-shifting objectives and cutting through your ferocious alien enemies required sharp reflexes and even sharper teamwork. The simple, interwoven dynamics captivated me as I reviewed the game, gripping my imagination so strongly that it was no longer enough to play in the office or on borrowed time at friend’s houses. I finally had the motivation–and the paying job–to join the PlayStation family. — Chris Watters
What are your own PlayStation memories? Let us know in the comments below!
Next spring, a new Dragon Ball Z movie hits theaters in Japan. The anime marks the return of the greatest DBZvillain , Frieza. Here’s a first look at what we can expect.
“Press X to not die.” It’s a gaming cliche at this point, one that many view as a symptom of lazy game design. Quick time events, as they’re known, are glorified cut-scenes. Things happen, and we press buttons that don’t really match up with the action on screen. They can be pretty bad .
Thibaud de la Touanne spent twenty years working in the video game business, most recently with Ubisoft Montreal. He’s left that behind now, though, and is bringing that experience to board games.
Picture the scene: Christopher Walken gets home after a long day filming. He kicks back, wants to relax with some Destiny on Xbox One, but can’t. Because he’s been “hacked”. So Walken – or in this case, an excellent impersonator – makes the dreaded call to Xbox Support.