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Enter the characters you see below Sorry, we just need to make sure you’re not a robot. Enter the characters you see below Sorry, we just need to make sure you’re not a robot. Home allowed users to create a custom avatar, which could be groomed realistically. Each avatar was given a personal apartment that users could decorate with free, bought, or won items. Users could travel throughout the Home world, which was frequently updated by Sony and its partners.

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Public spaces were made for display, entertainment, advertising, and networking. The initial “Central Plaza” was indoors and separated from other spaces. Home was delayed and expanded multiple times before initially releasing. Home’s open beta test began on December 11, 2008. This beta test was for feedback on certain changes suggested by the Home community.

North American Central Plaza from version 1. North America’s central meeting point, the Central Plaza from version 1. The first global “public space” was released on June 10, 2010, allowing all users from the Asian, European, Japanese, and North American Homes to converge in one space. The Arena allowed all of Home’s users to participate in events and mini-games to celebrate the 2010 FIFA World Cup.

In June 2010, Sony released a virtual replica of their E3 2010 booth in all versions of Home. On April 20, 2011, Home released version 1. 50, which dramatically improved the physics and graphics engines. In November 2011, a new area known as the “Hub” was released, featuring a variety of games, including Cogs from Lazy 8 Studios.

The Hub also featured an “Activity Board” and a “User Generated Content” events system. Surrounding the Hub were districts based on game genres to suit users’ moods. In August 2014, Sony Computer Entertainment Japan announced that it was shutting down the service in Japan and other Asian territories. After September, users in these regions could no longer purchase content. Upon entering Home, users were greeted with the “Message of the Day” containing Home news.

During loading screens, users were presented with help tips on how to use Home. Home’s features were available from the controller. Options included “Quick Chat”, a gestures menu, the “Menu” and “Safe” screens, and an in-game XMB. Sony originally planned to allow users to play videos and music stored on their hard drives on virtual screens and stereos. There were seven categories on the menu, which were Navigator, Personal, Social, Wardrobe, Redecorate, Options, and Help. Users could take screenshots of Home in either first- or third-person view and save them to their PS3’s hard drive.

Home while in personal spaces or clubs. The “Safe Screen” was used for reporting, changing communication settings, and quick access to the user’s personal space and XMB friends list. XMB, and sorted locations into categories based on the space’s purpose. Users could communicate in a variety of ways in Home. Along with the existing PSN messaging system, users were able to write text messages to each other using either a physical or on-screen keyboard.

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These messages appeared in speech bubbles over the avatar’s head and in a chat log. Users could switch between text chat and voice chat from within the chat log. Although the service itself could be used free of charge, premium content was available to purchase from various stores in the shopping complex and in certain spaces. Advertising was prominent in Home’s public spaces. Most advertising was targeted to specific regional audiences. To advertise games in the North American Home, Sony released pre-order bonuses for PS3 games, mainly from Amazon.

The first Home pre-order bonus was for the PS3-exclusive Killzone 2. Users in the North American Home who pre-ordered Killzone 2 from Amazon. Clank Future: A Crack in Time also received a pre-order bonus from Game Crazy. 2011 and became Home’s unique way of promoting upcoming PS3 games that included Home pre-order bonuses from Amazon. Instead of pre-ordering directly from Amazon.

The first game to utilize the Total Game Integration was Killzone 3, with the bonus being the “Helghast Jetpack”. 90 days after the games’ release. The European and Japanese versions of Home also had chances to get these pre-order bonuses as well, but through different pre-order promotions and events. If users had a community event that they thought should have been featured on Home TV, or any other news, they could email Home TV. New episodes of Home TV were released monthly and were featured in the Home Theatre. Users were given an avatar and an apartment which they could personalize with their own choice of decor and furnishings.

The user’s avatar was the means of travel and communication, while personal spaces and clubs were means of expressing themselves and meeting new people and friends. Users could create their own avatar or use one of several preset avatars available. Users could customise a variety of their avatar’s features, which included gender, skin tone, hair, body shape, and facial structure. Users could access their wardrobe from the Menu Screen at any time and location, except when in another user’s personal apartment.

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Users could also filter the wardrobe view to only display favourite, purchased, rewards, or recently acquired items. Each user had a personal space which they could modify and change suitably. The initial basic apartment, the Harbour Studio, was free and offered users limited options for customization and personalization. Premium personal spaces were available from the Home Estates store in Home’s shopping complex. Sony released many premium personal spaces for Home, from both first party and third party developers.

The first premium personal space released was the Summer House. PS3 games could also have premium spaces dedicated to them. For example, the Visari Throne Room was based on Visari’s Throne Room from the last level of Killzone 2. Sony also provided the opportunity to receive free apartments.

The Chamber Apartment was the first and was only available in May 2009 in the North American Home. Blueprint: Home was a personal space designer tool which allowed users to create, build, and save up to five of their own personalized apartments. With a variety of different style packs, users could craft their own personalized apartment, ranging from 60 square metres to 25 rooms. Users could move their apartment to various places, ranging from a country field to the top of a skyscraper. Users were able to purchase and form clubs.

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Stage Sets were premium personal spaces where users who had a video capture system could make their own machinimas. Home consisted of various locations for players to interact and participate in activities, which were produced by both Sony Computer Entertainment and various third parties. Spaces’ names and availability varied based on the user’s location. There were four different versions of Home, which were based on four regions: Asia, Europe, Japan, and North America.

Countries joined whichever Sony Computer Entertainment division they were under. Japan was the only country with its own version of Home. North America’s new central meeting point as of November 3, 2011 featuring Cogs at the centre. The Core Spaces were the spaces made by Sony Computer Entertainment specifically for the Home environment, and served as the central meeting point for users. These were the main spaces of Home and were updated the most. They were also where most events occur.

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Home’s central meeting point where users commonly met and chat. Action District was reminiscent of a first-person shooter level providing access to action and horror games. From the Action District, users could access the games Bootleggers ’29, Dead Island Total Game Integration, and Novus Prime. Sportswalk featured instant major league sports scores, headlines and highlights, and sports-themed games. It featured a jungle with tropical areas to explore, including an ancient temple, a coastal shoreline, and a beachfront bar. The space also served as an access point for the game Cutthroats: Battle for Black Powder Cove. Pier Park was a waterfront boardwalk with a carnival, puzzle, outdoor, and arcade games.

Home” kiosk that was featured in the former “Central Plaza”. Indie Park” and the “Theater Lobby” could be accessed from Pier Park. Indie Park allowed users to access various mini-games showcasing various indie developers. This zone allowed indie developers to showcase their work.

The core space where the majority of purchases were made. The space had featured “developer talks” about certain games. Unlike other pan-Asia spaces such as the Home Square, this lounge was exclusive to users of the same region only. Users could come here to find out about country-exclusive events and news. Sony Computer Entertainment and various third parties could create dedicated “Game Spaces” for specific games. These spaces generally depicted a level of the game itself and had mini-games or interactions related to the game.

There were over forty Game Spaces that were released for Home. These Game Spaces varied depending on the region the user was in. The EA Sports Complex Red Poker Room. Video game developers were able to create “Developer Spaces” for their developing company to showcase their products in Home.

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These spaces acted similarly to Game Spaces except they were not for a specific game. These spaces generally had mini-games related to their company or games and offered a wide range of content for purchase based on their company. There were twelve Game Developer Spaces for Home. Non-gaming-related companies could also create sponsored “Company Spaces” for Home.

These also acted similarly to Game Spaces but were specifically made to sponsor the company’s products. The first company to do this was Red Bull with their Red Bull Space, which released on January 8, 2009 for Europe and North America and featured the Red Bull Air Race mini-game. The Air Race was a virtual version of the real-life event. Phil Harrison stated that locations built around famous coffee, drinks, clothing, and record companies, along with major retailers and other such companies could feature content depending on the company’s desire to create Home content. Game launching was a feature in Home which allowed users to launch PS3 games while in Home. There were two types of game launching: full and simplified. Full game launching support allowed users to organize and start multi-player games with other Home users, who may or may not be on their friends lists.

Users could set up a full game launching session by going into their menu screen, selecting “Game Launching”, and setting up a session with advanced options. Simplified game launching, also known as universal game launching, was implemented with Core Client update v1. 30 and allowed any PS3 game to be launched from Home. With simplified game launching, users could insert a game into their PS3 while in Home and follow the on-screen directions. Users had a limited number of options to select with simplified game launching.

Picture frames were the first feature to support user-generated content with photo sharing. The first game was Xi, which was released before the change in development to a gaming platform. The game was an adventure that took place in a series of secret areas in Home that changed frequently. The goal of the game was to help find “Jess” and the meaning of the letter Xi by collecting fragments and butterflies. In addition, the Xi Museum featured a Xi Museum Shop, with items such as a Maximum-Tilt bike and the robot Stapler for users’ personal spaces.

Users could also purchase the public space “Party at Jess’s Apartment” that was featured during Xi. Sodium was the first Home based massively multiplayer online game released on December 17, 2009 to the European and North American versions of Home and on June 17, 2010 to the Japanese version. Sodium 2: Project Velocity was released on June 16, 2011. Unlike its predecessor,Sodium 2 was completely free to play. The game involved high-speed racing, similar to the Wipeout series of games. Sodium 2 featured a single player mode that allowed users to hone their skills and progress through the Sodium 2 XP system. The Midway was a series of three games developed by Mass Media Inc.

The Midway was a carnival-style space released on July 1, 2010 in Europe and North America. The space featured ten mini-games with ten rewards for each mini-game, in addition to a free personal space called Darla’s Den. The Midway 2 was released on December 9, 2010 in Europe and North America and expands on from The Midway. The space also featured the random free-to-play mini-game, most of which occurred every 15 minutes. The Midway 3 was released on May 16, 2012 in Europe and North America and expands on from The Midway and The Midway 2. Like Midway 2, the space also featured the random free-to-play mini-game, most of which occurred every 15 minutes. Along with the release of The Midway 3, Mass Media released a central hub for the Midways called the Hot Zone.

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Ticket Booth to purchase more tickets for Midways mini-games, access to the three Midways, Darla’s Den personal space, and a registration for The Midway Cash Carnival Sweepstakes. The game allowed users to play missions in either single player or multiplayer cooperative format. Users could form teams of up to four players and embark on missions where they employed weaponry in battles against fleets of enemies. Aurora was a game world with challenges and secrets to uncover that evolved over time with new features, characters, games, and narrative. It also featured the mini-game “Sky Fishing” where users could sky fish for various items to add to their collection journal. There were also various information points with information about Aurora.

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No Man’s Land was a multiplayer third-person tactical shooter, featuring a cover-based movement system and 4v4 team battles. The game was developed by VEEMEE and released in North America on June 20, 2012 and in Europe on July 25, 2012. The game ” up the possibility for huge worlds and a depth of narrative that yet to be explored on the platform. It had a detailed XP system and rewards. Players could explore the world and dungeons, fight beasts, collect items, and complete quests. Players could also discover the Guardians who guided them on their journey. Home Tycoon was Home’s first 3D city-building game developed by Hellfire Games.

Home hosted many types of events organised by Home and its affiliated content providers. Live events such as developer interviews, E3, sports, and concerts were broadcast. 10 USD product voucher for virtual items in the shopping complex. Some events were used to promote and advertise upcoming films.

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In 2009 in Europe, there was a treasure hunt occurring in Home to promote the film Transformers: Revenge of the Fallen. There were some events in Home where users could win PS3 games. Fortune Hunter Edition by entering the Uncharted 2 space between the event times and playing the “Mask Mayhem” mini-game. The user who placed first on the leader board in the Uncharted 2 space received the Fortune Hunter Edition.

This event occurred on February 24, 2011 at 4:50 pm EST. From July 29 through 31, 2011, the EVO World Finals were streamed live in North America’s theatre. This stream was also used to test a new streaming method for Home. Rewards were given each day with the final reward, a virtual replica trophy of the EVO Championship Trophy. In the European and North American Home, the Home management teams set up days for users to meet up and launch the featured game of the night. For example, in the North American Home, there was a Resistance 2: SRPA Siege Night, which occurred every Friday from 6 pm PT to 10 pm PT. A variety of potentially offensive words and word combinations were automatically censored in messages that were typed in any chat channel, be it public, private, group, or club chat.

The core updates provided bug fixes and expanded the social and gameplay aspects of Home. 03 was the first open beta version and was released on December 11, 2008. 50, released on April 20, 2011, introduced real-time multiplayer, improved physics and graphics, and greater control over collision detection as part of a suite of new technology that developers could use to create connected gaming experiences. 60, released on December 8, 2011, increased furniture limit in personal spaces and clubhouses from 50 to 100 items, allowing 4 active items to be placed. The update also improved targeting in personal spaces. Portable items and companions were made to automatically reactivate after entering and leaving games and spaces. A new help system was also introduced to help beginners.