Gaming PlayStation 5

You can play every PS4 game except

DWVR
Afro Samurai 2 Revenge of Kuma Volume One
TT Isle of Man - Ride on the Edge 2
Just Deal With It!
Shadow Complex Remastered
Robinson: The Journey
We Sing
Hitman Go: Definitive Edition
Shadwen
Joe's Diner


What a random list
TT Isle of Man - Ride on the Edge 2 and DWVR are being worked on so they will be compatible.
 
You can play every PS4 game except

DWVR
Afro Samurai 2 Revenge of Kuma Volume One
TT Isle of Man - Ride on the Edge 2
Just Deal With It!
Shadow Complex Remastered
Robinson: The Journey
We Sing
Hitman Go: Definitive Edition
Shadwen
Joe's Diner


What a random list

Quick question. Will any PS4 games assuming they're patched for PS4 Pro performance run in at least 4K 30fps or will they be exclusively 1080p? I'd absolutely kill to play God Of War again in 4K although I'd say an actual next gen remaster isn't far down the line.
 
Gameinformer preview of Spiderman MM

True sequel that likely sets the stage for what comes next, a bit shorter than the first game. Not considering it a side story
-Will have new and familiar characters
-Set 1 year after the first game Miles is 17 years old

They describe this whole sequence and set piece moments as larger and crazier than the first game
-Saying what Insomniac learned in the first game allowed Insomniac to add crazier action, and set pieces in the sequel and it's really apparent in what they witnessed

Combat Details:
-Hold L1 to charge the Venom in Miles
-While holding L1, each face button when tapped has a different move
-All the Venom attacks cause Venom Stun to enemies and they are more vulnerable to attacks in this state
-Venom isn't unlimited and is built up like Peter's focus meter
-Describes the sensation of charging the venom attack as building up in the left side of the Dual Sense controller and then flows to the right side and rumbles again when you push a face button
-Miles has his own set up gadgets and they are used just like in the first game
-Able to perform stealth takedowns from ceilings and walls now
-Can also reset stealth encounters after being seen by using Miles' Camouflage ability, enemies will then become frightened and fire wildly into the air and try to flush him out with grenades
-Some enemies are able to see you even when camouflaged

Swinging:
-Largely is the same as the first game, but Miles has more tricks he can do while swinging around to earn exp, inspired by sky diving techniques
-Feel a little rumble when shooting out a web and as you swing the trigger tightens as you reach the end of the swing

Open World:
- New York is broken up into districts like the first game, where you have to complete activities and stop crimes to 100%
- New crimes in this one, but there will be a couple returning from the first game
- No puzzle lab activity this time around
- Want to provide meaningful rewards to everyone that completes the activities, mention suits

Soundtrack:
- One of Miles hobby is mixing, so one of the collectibles in the game is related to music and possibly has to do with sampling.
- Game will feature original and licensed songs from Kid Cudi, and Jaden Smith as well as others.

Other Details:
-Talk about how detailed Harlem is, making you want to stop the character and just look around to soak it all in
- Although Harlem is the same size, they have increased the detail in the area and made it more lively, brought in consultants to make sure Harlem was brought to life. Treated Harlem like a character itself
-Swinging motion is not as good as Peter's, his body kind of jolts about as he's swinging through the air, with less control of his arms and legs. Describe him as a bit of a "helicopter" in his movements
-Other villains will be in the game besides Tinkerer and the one mentioned above in the opening sequence, but not as many as Peter faced.
-No more police scanner concept, it is replaced by something Ganke invented that helps all the neighborhoods connect and inform Miles of activities and crimes currently taking place. They call it the Friendly Neighborhood Spider App. Bring up the app whenever you want by swiping left on touchpad and the game slows down to allow you to choose crimes or activities by pressing L1 and R1
 
Gameinformer preview of Spiderman MM

Lots of really good stuff in there

But to say that a game in the exact same world and location (right? Or am mistaken?) is a true sequel doesn't feel right to me.

Imagine if more and more devs produced fully priced sequels that is just the same world but a new storyline.

Ubisoft would rinse it :lol:
 
To be fair to @esmufc07 the Kinda Funny Gamescast daily pod is titled 'IS BURGER KING ABOUT TO REVEAL THE PS5 UI?'

Not sure why they were shouting it but yeah.
 
BK is superior to maccy D's.

Agreed, tastes like actual BBQ’d burgers for a start. However for the context of this thread, they have never produced a game anywhere like the quality of this one:
250px-Mckids.PNG
 
Lots of really good stuff in there

But to say that a game in the exact same world and location (right? Or am mistaken?) is a true sequel doesn't feel right to me.

Imagine if more and more devs produced fully priced sequels that is just the same world but a new storyline.

Ubisoft would rinse it :lol:

I mean it's a Spiderman game exactly where else is it going to be set? It sounds like the actual content of the world is different so we'll see.

I wasn't going to bother with it but the more that comes out I'm quite tempted. I gave up on the original after all the slow Mary Jane and Miles bits so hopefully there's none of that nonsense again.
 
My only concern with Miles Morales is will I have the will to play through the whole Spider-Man original remaster then still have the energy to continue onto Miles. I know what I’m like at the moment where I pick up games and just seem to burnout quicker than ever.
 
Just a heads-up for anyone who is still looking for a pre-order - it appears to be possible to secure one via the Game website, but it requires a lot of refreshing. Several people have managed to do so by following the method described in the comments section on Stock Informer: https://www.stockinformer.co.uk/discuss-ps5-playstation-5-console-at-game.

This morning, I managed to get a disc version console and Spiderman bundle in my basket and eventually the payment processed after a few hours of trying. I've received a confirmation email, but I also DM'd the Game customer support account on Twitter to check whether they could provide any further confirmation. They said that it looks like my order was successful and has been secured in their system.

Seemingly Game are slowly re-releasing cancelled orders (either from customers who have cancelled themselves or where Game have cancelled multiple consoles to the same address), so it's not clear whether these will be launch stock or some time later.
 
https://blog.playstation.com/2020/10/14/nba-2k21-gameplay-deep-dive-movement-impact-and-more/

Really interesting stuff concerning next-gen PS5 2k. Information in spoiler. Full article in link above (with gameplay video examples of changes).

Dribble movement
The dribbler was rebuilt from the ground up for next-gen and the difference is night and day. We retained the concept of signature dribble styles that we introduced a couple years ago, but otherwise, everything was scrapped and re-architected bringing a completely different feel with the ball in your hands for next-gen. Additionally, protect and post movement saw massive upgrades. The aspect of dribble movement that excites me the most is the predictability and consistency of it. It’s much easier to go exactly where you want on the floor, and in the manner that you’d expect to get there. No unwanted turns or having your player face the wrong way. No bursting up to speed or failed cuts. It just works. And because it’s built using the same engine as the Pro Stick dribble move system, movement and moves work cohesively together. Player speeds are more accurate to real life and the sense of weight feels more lifelike. It’s a complete package and I don’t think I can overstate how much it’s elevated my enjoyment of playing the game.

Defense and Off-Ball
All non-dribbling movement from on-ball defense, to off-ball offense and defense is run by our motion engine which is in its third year of development. The motion team has been working tirelessly to bring a next-gen feel to moving without the ball, and it both looks and feels fantastic. Here are some of the upgrades that stand out:

  • Unique contextual motion assets for various basketball situations (Transition Stops, Leak Out, Guard Break, Anchor, Space Perimeter) bring an awareness to the look of the players on the floor and give them more life.
  • Improved pathing, cuts, and stops make defenders feel more grounded and fix a lot of the sliding from the previous generation.
  • Overall improvement to motion stability and response. In other words, we smoothed out the twitchiness and players can more accurately follow exactly what you’re doing on the sticks.
  • Updated player-size detection logic and greater emphasis on player differentiation. Bigs move like bigs, and guards move like guards. This includes a lot of new animation content to support signature motion styles.
  • Left stick taps allow you to play quick steps which are really helpful when you need to make subtle adjustments to your defensive position.

Foot Planting
Sliding in basketball is no good. But it’s something we’ve had to live with in the past because of limitations in technology. I’m happy to say that 2K21 next gen takes a huge leap in that department. Our engineers re-wrote our foot planting tech from scratch and it led to one of the most striking visual improvements when you put current gen side-by-side with next gen. Players can now take procedural steps instead of sliding their feet when they need to make micro-adjustments. I love seeing proper footwork as players are making hard cuts, accelerating, stopping… even just standing and making subtle movements in place. It just brings 2K hoops one more step (see what I did there?) closer to real life.

Body Ups
That’s our internal name for all of the interactions between the ball handler and defender. It’s always a tricky balance trying to accurately model the cat & mouse game between the offense and the defense. Our goal with body ups was to highlight the improvements that we were able to make to both dribbling and defensive movement. To that end, it meant less canned interactions and doing a better job of respecting user control. I think 2K21 strikes a great balance between rewarding taking proper driving angles and respecting contact. Attempting to drive head first directly into a defender will stop them in their tracks, lead to charges, or force pickups. When ball handlers get to the hip of the defender but the defender matches well, it will lead to more realistic rides that neither player will feel stuck in. And on the other extreme, slow footed (or slow to react) defenders will be punished with blow by’s and if they try to force the contact too late, might get hit with a blocking foul. Strong ball handlers can also hard stop out of a ride and crab defenders more effectively so it’s not always about speed when trying to probe into the paint. The logic for the types of resolutions that play out is much more robust and takes into account every little detail you can think of. The end result is a better 1-on-1 game that more accurately mirrors the real NBA.

Just like with body ups, we wanted to translate those same principles off-ball. The motion team completely re-worked the off-ball contact system, which now features everything from “let throughs” (incidental contact) to hard collisions. There’s a great freedom of movement when you’re working away from the ball but also realistic contact when it’s called for, all with no snatching or sliding. My favorite aspect of these collisions can be seen in the new screen interactions. Gone are the “vacuum screens” that have plagued basketball games in the past where defenders would get pulled into a screen collision and run in a direction they weren’t asking for. You can reject screens appropriately, go over or under as you’d expect, and “die” on a screen if you have a weak defender trying to barrel through a big. It all looks great, but more importantly, feels great for both the offense and defense to get the outcomes that make sense in such an important aspect of team basketball.

Impact Engine
One of the biggest challenges we face when balancing offense and defense is contact in the paint. As you can tell, with next-gen we really stressed the importance of respecting user control and not warping defenders into place for the sake of game balance. But it’s vital to be able to have reliable contact, especially for protecting the basket, in order to prevent bloated points in the paint. For NBA 2K21 next-gen, we developed a new in-air contact shot system that we internally call the Impact Engine. The goal was to completely remove the snatching that we’d been using in past games and resolve collisions on the fly as players hit each other in mid-air. The Impact Engine gives us the flexibility to do just that. By creating reliable contact when players are in flight, we no longer have to take control of defenders while they’re on the ground and pull them into place just to force certain outcomes. This will be most noticeable for paint defenders as they’ll have the freedom to maneuver their players into position and make a play on the ball themselves rather than the game dictating what happens based on whatever animations happen to trigger. To further aid paint defense, the logic that goes into block targeting was improved and we’re using IK more heavily now to get the hand to track the ball (as well as to minimize clipping.) One of the main beneficiaries of the new engine is that we now have contact alley-oop and putback dunk-ons for the first time in 2K, which look sick and feel rewarding when you can pull them off!

On-ground contact also saw major upgrades, specifically with charge and block fouls. Beating the shooter to the spot and getting set will yield a lot more successful charge calls on the offense while being late will give you more blocking fouls. We’ve also added “crash” layups for the situations where the shooter barrels into the defense but a charge or block aren’t warranted. These animations will help convey to the player that they’re forcing the issue and hopefully teach them to respect paint defenders next time they go inside. If you can’t get around the defense, sometimes it’s better to shoot a floater or pull-up jumper.

PS5 Trigger effect
Something that always excites us as developers is the introduction of new hardware features that come along with new consoles. When we first heard about the DualSense controller’s adaptive triggers and haptic feedback, we immediately began brainstorming ways to use them to enhance the gameplay experience. As soon as we got our hands on the dev kits, our lead engineer experimented with several different prototypes to figure out what made the most sense for a basketball game.

For the adaptive triggers, we opted to use them to convey energy/fatigue. As you move around the court, you’ll feel more and more resistance on the Sprint trigger as your player’s energy drains. We also use adaptive resistance in the post game. Strong post players will feel very little resistance on L2 when backing down weaker opponents, but you’ll have to use more force to pull L2 when it’s the other way around. It’s very interesting to play with and helps immerse you into the experience of actually being on the basketball court!

As for haptic feedback, we used it to accentuate our various collision systems. Boxouts, body-up rides, off-ball collisions/deny/rides… basically any situation where players make significant contact will vibrate the controller at various intensities depending on the strength of the players involved and the severity of the impact. It’s so dope to feel the difference in your hands between a grazing bump and hard hit. It’s also a great reinforcement tool to understand when you’re making players work too hard on the court, which could hit their energy/stamina levels and potentially cause wear-and-tear on their bodies with our in-depth injury system.

There’s so much more that happened on the engineering front to raise the bar in building NBA 2K21’s next-gen tech, but these are just the main ones I wanted to bring to your attention for today. New technology is always exciting and I love seeing how advancements in the hardware lead to advancements in the software, which then birth new gameplay features and push the genre forward. Make sure to check out next week’s gameplay Courtside Report as I reveal details about player builds, badges, takeover, and improvements to AI!
 
I’ve had every Xbox and Sony console and have no loyalty/bias - got both new ones pre-ordered too. But sick of these PR interviews or in this case, on official blogs on how great things are...EA do their yearly “we’ve revolutionised X with this new engine”, they come out and I can barely tell the difference.

if you want to impress, how about showing the games?
 
I’ve had every Xbox and Sony console and have no loyalty/bias - got both new ones pre-ordered too. But sick of these PR interviews or in this case, on official blogs on how great things are...EA do their yearly “we’ve revolutionised X with this new engine”, they come out and I can barely tell the difference.

if you want to impress, how about showing the games?

I suppose at the moment they can do nothing but the bare minimum and people will still beg them to release more preorders

Cynical but accurate. The sales push will come later in the generation when they are trying to convince the masses of less hard core PS4 owners to upgrade their hardware
 
Lots of really good stuff in there

But to say that a game in the exact same world and location (right? Or am mistaken?) is a true sequel doesn't feel right to me.

Imagine if more and more devs produced fully priced sequels that is just the same world but a new storyline.

Ubisoft would rinse it :lol:

To be fair a Spiderman game can't really be set anywhere else but New York, can it?

If you get down to the dynamics of Spiderman as a superhero, there aren't a great many places in the world he would actually be viable. Needs an excess of skyscrapers.
 
I don't have any problem with using a lot of the previous game as a base for MM.

Spiderman was great fun, the world was great, the combat and web slinging were good fun and the story was phenomenal.

New story and more of the same fun gameplay without waiting 5 years for the full sequal is something that I am really looking forward to. The traditional expansion is something that has got overlooked in the modern world of DLC
 
To be fair a Spiderman game can't really be set anywhere else but New York, can it?

If you get down to the dynamics of Spiderman as a superhero, there aren't a great many places in the world he would actually be viable. Needs an excess of skyscrapers.
Tokyo - Spider-Man v Yakuza

I could smash his face in if he came to Preston
 
I suppose at the moment they can do nothing but the bare minimum and people will still beg them to release more preorders

Cynical but accurate. The sales push will come later in the generation when they are trying to convince the masses of less hard core PS4 owners to upgrade their hardware

You're of course right...I'm a gamer, I'm always going to buy new consoles regardless, so they could show nothing and I'd still get them but from a customer point of view, it would nice to actually see some proper reveals and extended gameplay, rather than vague promises.
 


This seems to be getting a bit of a backlash but it's a much needed safety feature surely. It's not like someone couldn't just record audio previously but this provides a proper mechanism that will stop people targeting kids or bullying through the service.