Additionally, a new “cards” system tops the access bar which includes an Official News Feed not too unlike the Nintendo Switch News Feed. You can see Recent Captures, Trophies earned within the game you’re playing as well as Activity and Challenge cards that track progress in certain games, while also giving you a percentage of what’s left to do.Click here for our in-depth PlayStation 5 review.
In some games, clicking on a specific challenge will jump you straight into that section and can even offer an estimated time of completion if it’s a contained challenge. This all happens very quickly, and you can jump in and out of up to three games through the Switcher tab -- though there’s no equivalent to the Xbox Series X “Quick Resume”, as each game loads from its title screen.
AG: While I have you, I'm wondering if you might be able to provide some insight in terms of design document language about haptics. Because the critic in me realised early on that the phrase, “you do action X in the game and the controller will RUMBLE” doesn't even come close to encapsulating the experience to somebody else. You mentioned “haptics expression” back there – do you and your team have more nuanced terms or phrases to better explain what's being felt through the DualSense?
ND: Expression is definitely a term we use a lot. You're trying to get either a texture across to the player or a situation. For example: we have a sandstorm section in our game and a moment elsewhere where rain starts. In the first you feel buffeted by the wind and in the other you feel the pitter patter of droplets “on” the DualSense. You can close your eyes – and this is a good test that we do – to feel that haptic expression of rain.
Obviously “feeling” is a very strong word we use here as well. You would have experienced it in the demo when you're running on the various different surfaces, transitioning across them. That's something we want you to feel a lot in Astro's Playroom.
We have been working diligently for almost three years on the legend that is Demon’s Souls. Together with the masters of the remaster Bluepoint Games, we have lovingly crafted this thrilling experience to bring it to stunning new life on PlayStation 5.
In Demon’s Souls, we send you back to the fog-ridden kingdom of Boletaria like you’ve never seen it before. Here, death is not the end, and again the challenge seems insurmountable. But this dark world draws you in nonetheless, with its sumptuous sights and chilling sounds. Through the power of haptics, you feel every visceral blow, making even small victories all the sweeter.
It was essential to us that we recreated Demon’s Souls in such a way that longtime fans are transported back to the Boletaria they love. It’s the Boletaria that has been growing and maturing in their imaginations for over a decade. A place where every room, corner, and corridor has a story to tell. Here, the original characters, encounters and battles are brought to life in greater fidelity, making the story even richer and darker.
Even as we went back to the drawing board to build upon the original art, sound, music, and feel, our goal was always to remain true to the vision of the original classic – its story, gameplay and level design. With this in mind, we fine-tuned the title to ensure the game remains fresh and appeals to new users accustomed to modern controls and experiences.
Above all, this is to ensure the lands of Boletaria are living and breathing worlds, home to all manner of terrors, brimming with tension and challenge. In this way, we hope that Demon’s Souls is both parts new and familiar, welcoming to veterans and newcomers alike.
Astro’s Playroom (Japan Studio) – pre-installed on PS5 Demon’s Souls (Bluepoint Games / Japan Studio) – $124.95 AUD (RRP) Destruction AllStars (Lucid Games / XDEV) – $124.95 AUD (RRP) Marvel’s Spider-Man: Miles Morales (Insomniac Games) – $94.95 AUD (RRP) Marvel’s Spider-Man: Miles Morales Ultimate Edition (Insomniac Games) – $124.95 AUD (RRP) Sackboy A Big Adventure (Sumo Digital / XDEV) – $109.95 AUD (RRP)
DualSense Wireless Controller (standalone) – $109.95 AUD (RRP) PULSE 3D wireless headset – with 3D audio support and dual noise-cancelling microphones $159.95 AUD (RRP) HD Camera – with dual 1080p lenses for gamers to broadcast themselves along with their epic gameplay moments $99.95 AUD (RRP) Media Remote – to navigate movies and streaming services with ease $49.95 AUD (RRP) DualSense Charging Station – to conveniently charge two DualSense Wireless Controllers $49.95 AUD (RRP)
Marvel’s Spider-Man Miles Morales
From Insomniac Games, this follow-up to 2018’s stellar Marvel’s Spider-Man lives up to its title by putting players in the web-slinging shoes of one Miles Morales. As per the trailer we get to see the same wonderful city-scape of the first game, but with the detail cranked all the way up to take advantage of PlayStation 5 hardware. As to the extent of just how big this game will be, that remains to be seen, mainly because this is shaping up to be a launch title for the console with a tentative ‘Holiday 2020’ release window. And the first game is only two years old. Will it be the same layout and underlying tech -- but now in winter form? Who knows. Not a lot of gameplay footage here unfortunately. We would have loved to see how the super-fast SSD of the PS5 changes the simple act of swinging through a bustling city from up high, which was pure joy the first time around.
Gran Turismo 7
Gran Turismo 7 builds on 22 years of experience to bring you the best features from the history of the franchise. Whether you’re a competitive racer, collector, fine-tuning builder, livery designer, photographer or arcade fan – ignite your personal passion for cars with features inspired by the past, present and future of Gran Turismo.
Microsoft has Forza, Sony has Gran Turismo. In the world of realistic racing sims these are the two biggest franchises, and the arrival of next-gen consoles means we get even more shiny car detail and impressive looking tracks. In this announcement trailer for Gran Turismo 7 (based on the series’ history who knows when it’ll actually get released) we do get to see the more open, online, and social side of the series that has emerged in recent years. But, we also get to see what can only be a hefty dose of ray-traced reflections. Very cool. It looks slick, and with developer Polyphony Digital’s perfectionist streak, this is shaping up to be the most impressive entry in the series to date in terms of pure high-def simulation.
Horizon Forbidden West continues Aloy’s story as she moves west to a far-future America to brave a majestic, but dangerous frontier where she’ll face awe-inspiring machines and mysterious new threats.
The games coming to PS5 represent the best in the industry from innovative studios that span the globe. Studios, both larger and smaller, those newer and those more established, all have been hard at work developing games that will showcase the potential of the hardware.
This digital showcase will run for a bit more than an hour and, for the first time, we will all be together virtually experiencing the excitement together. A lack of physical events has given us an amazing opportunity to think differently and bring you on this journey with us, and hopefully, closer than ever before. This is part of our series of PS5 updates and, rest assured, after next week’s showcase, we will still have much to share with you.
Nanite virtualized micropolygon geometry frees artists to create as much geometric detail as the eye can see. Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine—anything from ZBrush sculpts to photogrammetry scans to CAD data—and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.
Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in huge, detailed environments, at scales ranging from kilometers to millimeters. Artists and designers can create more dynamic scenes using Lumen, for example, changing the sun angle for time of day, turning on a flashlight, or blowing a hole in the ceiling, and indirect lighting will adapt accordingly. Lumen erases the need to wait for lightmap bakes to finish and to author light map UVs—a huge time savings when an artist can move a light inside the Unreal Editor and lighting looks the same as when the game is run on console.