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Ferine

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  1. Annapurna showed it off a month ago, so I'm not surprised it wasn't at this event. It's supposed to be out early next year.
  2. Given the Spider-Man games let you play as Peter in his pants and low-framerate Spider-Verse Miles, I imagine you'll get your wish. Probably not until 2024, though.
  3. I am fairly certain we'll see gameplay of the new GoW, a GT7 trailer with a release date, a trailer for Forspoken and something about the TLoU remake or the standalone multiplayer, possibly both. Oh, and the contractually obligated GTAV showing, whatever that is. A trailer for the Alan Wake remaster would make sense, as it's new to PlayStation and out soon. Kena would also be a likely candidate. Maybe some of the third-party stuff coming early next year, like Saints Row or that new Borderlands? You can actually rattle through quite a lot of trailers in 40 minutes. As for new announcements, I'm not expecting too much as Sony seems less inclined to announce things years in advance these days. We know they have a lot of irons in the fire but I'm not sure what's likely to be out in the next 12 months; maybe Spider-Man 2?
  4. I think some defining characteristics – such as the modal behaviour switching – just don't make sense in a modern game. However, you could really expand on a concept like the Magic Ball for things like physics puzzles, having it gain new abilities as you progress that unlock access to new areas; for example, maybe you could manually control the ball and use it to access restricted areas via vents and such, then have Twinsen teleport to it once inside. Basically, I think a 'faithful' sequel would do very little for most people. Mechanically speaking they really need to start fresh and consider what the originals were trying to achieve in terms of player expressivity, and how you would tackle that today, as opposed to recreating 25-year-old solutions. On a related note, a Kickstarted symphonic soundtrack covering some tracks from the first two games was released recently: You can purchase a physical or digital copy here.
  5. Not as far as I know. Seems to work for me via the Subscriptions section.
  6. Unless they've specifically decided not to allow that, yes. Don't believe you'll even need to download Hitman 2 after claiming it, just grab the starter edition of the third game and claim the second's content pack from within it.
  7. Some flavour of accessibility menu, ideally with toggles for enabling audio descriptions or other audio visualisations. Also, you should be prompted to choose your preference the first time the game boots, before you start a new game.
  8. I believe that should work. You can even use the same external drive interchangeably across PS4 and PS5. That said, I don't know if installs are generic or tied to a particular PSN account. I'd assume the former but I've never tried using a drive across different profiles.
  9. Installed my M.2 and seems to be working fine. I bought a 1TB WD SN850 without a heatsink and got an aftermarket one for £11. Assembling it wasn't much more complicated than removing some plastic protectors and sandwiching everything together in the right order, so I'd recommend it for anyone that doesn't fancy paying a premium for a built-in heatsink. Installing the actual drive was a cinch, too: the least obvious part is that you want to lift the rear corner of the right plate away from the PS5's body, then slide it down with very little resistance. The entire process took about 15 minutes. Could probably halve that now I know what I'm doing, so not exactly a weekend project.
  10. It's a traditional 'rumble' motor(s), basically a spinning weight. So not a linear actuator like you get in the DualSense. Presumably the older mechanism is more effective at mitigating motion sickness, although I don't know the scientific basis for the design; it's something to do with tricking your vestibular system via bone vibration. Sony do have a related patent but that isn't exactly the easiest thing to follow. If they're going ahead with the feature I guess it must've been shown to be of some benefit, though.
  11. I wonder if Sony could commit to all their first-party games being “playable in VR”. So something like the next GoW wouldn't allow you to throw the axe around or anything like that, but you could play it regularly with a DualSense whilst being able to look around in the headset, perhaps using your point of view for aiming or other logical remapping. The majority of Sony's PS4 games aimed for 30fps, whereas the trend this generation is to at least offer a 60fps performance mode. Combine that with VR-specific optimisations, such as foveated rendering and variable resolution scaling, and I wonder if including a no-frills VR mode isn't as onerous a proposition as it once was. If Sony has various guidelines/tools in place for its studios from the start, making their games VR compatible might only take a few more months. Obviously I'm more interested in games built with VR in mind, but I do think the sense of scale imparted by VR could add to most of Sony's games. It's also just a good way to get people in the door.
  12. Apparently Sony gave a 90-minute presentation to developers yesterday, so naturally new details have leaked: Referred to as NGVR rather than PSVR2; not necessarily indicative of final name. Has an HDR OLED screen, 2000x2040 per eye. FOV is 110º; 10 wider than the original headset, 20 wider than Quest 2. Makes use of eye-tracked foveated rendering to maximise fidelity where you're looking. Has rotary haptics in the actual headset to help reduce motion sickness. The new controllers come bundled with every headset, so developers can be sure people have them. Controllers include capacitive touch sensors for some degree of finger tracking/inference. Sony's internal push is for hybrid 'AAA' games that can be played in VR or on a TV, as opposed to separate 'experiences'. Launch plans will be announced in early 2022, so presumably releasing at some point next year. I'd say the only potential negative there is Sony's approach to making hybrid games, which could mean games aren't as VR-centric as they should be. On the other hand it should help to drive hardware adoption, plus it means you're getting VR games with massive budgets which seem to be increasingly rare. It really comes down to how they handle the approach: having GT7 fully playable on a screen or in a headset shouldn't be that disruptive, whereas adapting Horizon to make the most of VR would be a huge design challenge. It's mentioned that the VR and non-VR versions of games could be separate downloads, so it's possible VR 'branches' of games could differ quite a bit in terms of content, not just mechanics. Perhaps the rationale is that you could still build something specifically for VR whilst reusing 80% of the work on the flat version. Of course we're inferring a lot about Sony's intentions based on third-hand information. You could interpret the same comment as meaning Sony aren't interested in sideshow experiences like they made for The Last Guardian and only want to make more substantive games. Similarly I don't think it's necessarily a mandate that developers couldn't release VR-only games if they wanted.
  13. Something to be aware of with the expansion card is that it's treated as a separate drive, it doesn't extend the internal storage. Not an issue in terms of looking at or playing your library – that list is consolidated by default – but if you had 20GB available on the internal drive and 40GB on the expansion you couldn't install a 60GB game across the two. Ideally you should fill up one drive to the brim before using the other. It would be nice if the system would download games to whatever viable storage was available, rather than you having to flag an install drive ahead of time.
  14. Fable Anniversary is a 360 game, which are usually excluded from Achievement-tracking offers; I guess they're handled differently on the backend.
  15. If you own the prior games the relevant Access Passes for the third are free. Full FAQ here, if you need it.
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