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Commander Fury

CCFURY
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Everything posted by Commander Fury

  1. It’s Vita Time! 3PP bringing more titles to PlayStation Vita Hey PlayStation Fans, Throughout 2014, the Third Party Production team has been working with our partners across the game industry to bring all kinds of exciting, diverse and fun titles to our favorite portable powerhouse. During the PlayStation Experience keynote in Las Vegas, we announced some terrific new titles for the Vita: the legendary classics Suikoden I & II, the single screen competitive chaos of Towerfall: Ascension, the gorgeous Tactical Strategy RPG The Banner Saga, the ludicrous suburban Octopus simulator Octodad: Dadliest Catch, the craziest time traveling shooter of all time, Super Time Force Ultra and the latest entry in the legendary shambling zombie franchise, Resident Evil Revelations 2. All this and that’s not even including all the other great Vita content we announced, like, Bastion, Darkest Dungeon, Severed, Shovel Knight and Broken Age: the Complete Adventure. Whether you’re into twitchy arcade action, deep strategy games with epic tales, or clumsy mollusks that have trouble with the most basic of tasks, there’s never been a better time to own a Vita. Check out more about the exciting games coming to my favorite video game machine Q1 2015 Super Time Force Ultra (PS4/Vita) Are side-scrolling platformer/shooters too difficult for you? Too bad because Capy Games’ Super Time Force Ultra isn’t going to hold your hand through its bite-sized but intense levels. Luckily, you can rewind time, bring back fallen characters, and add their previous runs to your current one for absurd extra firepower (or just a little help to get past timing-based obstacles). The just-announced Vita edition comes with bonus content like extra playable characters, including our very own Shuhei Yoshida, president of Worldwide Studios, Sony Computer Entertainment. Towerfall: Ascension (PS4/Vita) Perhaps shooting your friends in the head is more your style? In Towerfall, up to four players compete in arena-based combat, launching super-powered arrows at each other until only one (or one team) survives. It’s fast and addicting, and on the Vita! Along with Towerfall Ascension the new Dark World expansion content with new characters, levels, and power-ups will also be available for both Vita and PS4! The Banner Saga (PS4/Vita) The critically acclaimed strategy role-playing game is coming to the Vita. The Banner Saga features beautiful, hand-drawn art and animations; deep, tactical combat; and an epic story influenced by Viking legends that players can shape with their choices. Octodad: Dadliest Catch (PS4/Vita) Our eight-legged — and intentionally difficult to control — hero is back for the Vita, sloppily knocking over everything in his path as he attempts to complete normal, everyday tasks (like mowing the lawn or going grocery shopping). Octodad just wants to be a normal guy, after all, and live peacefully with his human wife and kids in this lighthearted and hilarious adventure. Broken Age (PS4) The Complete Adventure is a love letter to the classic adventure games of the 90s, written by the creator of some of those famous games, Tim Schafer. The tiny title that became a Kickstarter juggernaut features two characters in independent, parallel stories—Vella, a young woman destined to be sacrificed to a giant monster and Shay, a young man coddled and overprotected on a mysterious space ship. Both Vella and Shay attempt to change their fate, but doing so sends their respective stories on a crash course into each other. Resident Evil Revelations 2 (PS4/Vita) Famous series protagonist Claire Redfield returns (and goes portable) in the latest release in the Revelations Franchise! The Vita version is being produced and digitally published by Third Party Production Darkest Dungeon (PS4/Vita) Darkest Dungeon focuses on the humanity and psychological vulnerability of the heroes and asks: What emotional toll does a life of adventure take? It is a game about hard trade-offs, nearly certain demise, and heroic acts. Prepare to experience an RPG like nothing you have played before. Suikoden I & II (PS3/Vita) The legendary PS1 RPGs are finally coming out West as Suikoden I & II make their PS1 Classic debut on Vita (and PS3) this coming Tuesday, December 9th thanks to our good friends at Konami and countless #BuildingTheList requests! All of these titles will be released throughout the Spring of 2015. No Matter where you play and no matter what kind of games you love the Vita’s got something for everyone! What games would you like to see come to the Vita next? Add your games to the comments below or continue to tweet your suggestions to #BuildingTheList! Believe it or not, we’re always listening! View the full article
  2. Hello PlayStation Nation! We all love to personalize our consoles, and today, we’re kicking off a new initiative that lets you personalize your PS4 − codenamed Project SkyLight. During this early preview of the project, we’re starting out with two limited edition faceplate designs, and we plan to have even more options to choose from when the program fully launches in the future. Starting today, you can choose from one of these Limited Edition Project SkyLight faceplates, each available for $24.99: The Order: 1886 – featuring a shot of the Knights from the highly anticipated third-person action title Little Big Planet 3 – featuring Sackboy and his new burlap gang But hurry – we are creating these custom faceplates in very small quantities. You can purchase these initial faceplates now on the online Sony Store. We hope you’ll enjoy these two custom faceplates. We are planning on launching new faceplate designs in the near future so check back often. We are also planning a few other fun enhancements to this personalization initiative and will have more to share soon. Be sure to check back for the latest info on Project SkyLight. We’d love to get your feedback on the designs you’d like to see as we work on ways to make your PS4 more personalized to fit your style. Let us know what you think below. All the news from PlayStation Experience Uncharted 4: A Thief’s End First Gameplay MLB 15 The Show Out 3/31 for PS4, PS3, and PS Vita Destiny Expansion I: First Look at the PS-Exclusive Mars Strike – The Undying Mind Tripwire Interactive bringing Killing Floor 2 to PS4 – The Time is Right! The Forest: Open-World Survival Horror Comes to PlayStation Madness Awaits You…In the Darkest Dungeon Bastion Coming to PS4, Vita Next Year Orcs Must Die! is Invading PlayStation for the First Time! Skytorn Coming to PS4 Severed Coming to Vita in Spring 2015 Shovel Knight Digs into PS4, PS3, PS Vita in 2015 Batman Arkham Knight: Ace Chemicals Infiltration Part 3 and a First Look at the Scarecrow Nightmare Missions Suikoden II Coming to PSN Street Fighter V: Console Exclusive to PS4, First Gameplay Video Super Time Force Ultra Headed to PS4,Vita Tim Schafer on Why You Need to Check Out Grim Fandango on PS4 & PS Vita Fat Princess Adventures announced for PS4 Introducing Wattam, the new PS4 game from Katamari Damacy creator Keita Takahashi Enter the Gungeon Coming to PS4 in 2015 Introducing What Remains of Edith Fitch, a New PS4 Exclusive The Order: 1886 at PlayStation Experience Tearaway Unfolded: New Trailer Revealed Yakuza 5 Announced at PlayStation Experience New No Man’s Sky Videos Revealed Drawn to Death, a Hand-Drawn Arena Shooter, Coming to PS4 Introducing Project SkyLight: Limited Edition Faceplates to Personalize Your PS4 View the full article
  3. Hey y’all! David Jaffe here, game director at The Bartlet Jones Supernatural Detective Agency. Today’s a big, big day for all of us at our little game making and ghost hunting studio. As for the ghost hunting team, Bartlet and crew have made some big discoveries in the whole Al Capone opera house haunting. Keep an eye out for an update that should be hitting your favorite ghost hunting site soon (and perhaps major news sites as well if what Bartlet thinks they’ve found ends up being authenticated!) As for the game making part of the company, today is the day we’re finally able to reveal DRAWN TO DEATH, the game we’ve been making with the fantastic crew at Sony San Diego! And if I may, before I jump into details, I gotta say: MAN it feels great to be back with my Sony family!!! I remember sitting in Scott Rhode’s office 18 months ago, pitching him the game and trying to be cool and pro and not express my excitement when it started to become clear that Scott was going to give Drawn To Death the go ahead and that PlayStation 4 would be the home of the studio’s first ever game! What a day that was! And what a day today is. We are so pumped! Hopefully you’ve already clicked on the above video and are liking what you see. There’s lots more Drawn To Death info on the way in the coming weeks and months (y’all know how I love to gab about the stuff we make!), but for now, a few things: Drawn To Death will be an arena shooter like you’ve never played before. Part of the reason for this is our unique gameplay. And part of the reason is that the game takes place inside the notebook of a very creative teenage kid; it’s a violent and bizarre landscape filled with all of the weird, amazing, passionate, and exciting fantasies that are swimming around in the head of our teenage artist. We want Drawn To Death to play like the offspring of an old school arena shooter (with updated, modern sensibilities) and a hardcore brawler/fighting game. We want our signature launch mode – a 4 Player Free For All Deathmatch – to be action packed while also giving Players the need and ability to master advanced environment movement, learn and exploit enemy tells, and form clever strategies that pay off in big victories! Unveiling Drawn to Death at PSX is just the beginning of what we have in-store. The game itself will be in continual development and we’ll be very active on our forums and on social media, reaching out to the game’s fans in order to learn what you love about the game and to discuss the things you feel we need to work on in order to improve the title. Man, there’s just so much to share about the Drawn To Death! For now though, we’re diving back in: back in to the amazing PlayStation Experience and back in to the game development process. In the meantime, please head over to drawntodeath.com to sign up for the game’s early access. If you sign up during the PlayStation Experience weekend you’ll get a super rare, super limited in game mystery item. But hurry and do it soon- after this weekend that item goes away FOREVER!!! Ok y’all- nice chatting with you again- looking forward to sharing the game and the game making process with you all! Thanks! All the news from PlayStation Experience Uncharted 4: A Thief’s End First Gameplay MLB 15 The Show Out 3/31 for PS4, PS3, and PS Vita Destiny Expansion I: First Look at the PS-Exclusive Mars Strike – The Undying Mind Tripwire Interactive bringing Killing Floor 2 to PS4 – The Time is Right! The Forest: Open-World Survival Horror Comes to PlayStation Madness Awaits You…In the Darkest Dungeon Bastion Coming to PS4, Vita Next Year Orcs Must Die! is Invading PlayStation for the First Time! Skytorn Coming to PS4 Severed Coming to Vita in Spring 2015 Shovel Knight Digs into PS4, PS3, PS Vita in 2015 Batman Arkham Knight: Ace Chemicals Infiltration Part 3 and a First Look at the Scarecrow Nightmare Missions Suikoden II Coming to PSN Street Fighter V: Console Exclusive to PS4, First Gameplay Video Super Time Force Ultra Headed to PS4,Vita Tim Schafer on Why You Need to Check Out Grim Fandango on PS4 & PS Vita Fat Princess Adventures announced for PS4 Introducing Wattam, the new PS4 game from Katamari Damacy creator Keita Takahashi Enter the Gungeon Coming to PS4 in 2015 Introducing What Remains of Edith Fitch, a New PS4 Exclusive The Order: 1886 at PlayStation Experience Tearaway Unfolded: New Trailer Revealed Yakuza 5 Announced at PlayStation Experience New No Man’s Sky Videos Revealed Drawn to Death, a Hand-Drawn Arena Shooter, Coming to PS4 Introducing Project SkyLight: Limited Edition Faceplates to Personalize Your PS4 View the full article
  4. Hello PlayStation Blog! I’m Sean from Hello Games, and I’m having a bit of a crazy weekend here in Vegas! A year ago today we first revealed our game called No Man’s Sky. These twelve months have been life changing for all of us at our little studio. Your response to what we’re making has been inspiring, affirming, and only sometimes totally terrifying. But in the best way We’ve only shown the game off twice, once at VGX’s last year, and then again at E3. Since E3 we’ve been working incredibly hard, and I know some people were keen to see more of the game. No Man’s Sky is a science-fiction game, set in an infinite procedural universe. It’s a hard game to summarize sometimes, so I always want us to release direct gameplay, to just capture moments from the game, without lots of cuts. Yesterday at The Gaming Awards, we gave a glimpse of more gameplay. I’m also incredibly excited to announce that 65daysofstatic, probably my favorite band, is going to be writing a new album of music inspired by NMS. Their music has always provided the soundtrack to everything we’ve shown so far, and we’re going to collaborate to create a unique generative soundscape for the game. The universe you explore in No Man’s Sky is limitless… infinite. Today, at PlayStation Experience, we really wanted to show you what that scale looks like for the first time. Something that I hope will give you a sense of the extent of the galaxy, and your place in it. So here’s a new video, taken directly from a playthrough session: The music from that video is the first new track from the new album from 65daysofstatic. Hope you like it. If all that wasn’t enough, we’re holding something special tonight for fans. An event that everyone can experience with us. We’re calling it A Night Under No Man’s Sky. If you’re here at PlayStation Experience, you can come along to Sands Expo Hall A, or if you’re at home you can watch the stream on Twitch: http://www.twitch.com/playstation It’s been a lot to pull together for a very small indie team, but we’re having a lot of fun. We really hope you enjoy it too. Thanks so much! All the news from PlayStation Experience Uncharted 4: A Thief’s End First Gameplay MLB 15 The Show Out 3/31 for PS4, PS3, and PS Vita Destiny Expansion I: First Look at the PS-Exclusive Mars Strike – The Undying Mind Tripwire Interactive bringing Killing Floor 2 to PS4 – The Time is Right! The Forest: Open-World Survival Horror Comes to PlayStation Madness Awaits You…In the Darkest Dungeon Bastion Coming to PS4, Vita Next Year Orcs Must Die! is Invading PlayStation for the First Time! Skytorn Coming to PS4 Severed Coming to Vita in Spring 2015 Shovel Knight Digs into PS4, PS3, PS Vita in 2015 Batman Arkham Knight: Ace Chemicals Infiltration Part 3 and a First Look at the Scarecrow Nightmare Missions Suikoden II Coming to PSN Street Fighter V: Console Exclusive to PS4, First Gameplay Video Super Time Force Ultra Headed to PS4,Vita Tim Schafer on Why You Need to Check Out Grim Fandango on PS4 & PS Vita Fat Princess Adventures announced for PS4 Introducing Wattam, the new PS4 game from Katamari Damacy creator Keita Takahashi Enter the Gungeon Coming to PS4 in 2015 Introducing What Remains of Edith Fitch, a New PS4 Exclusive The Order: 1886 at PlayStation Experience Tearaway Unfolded: New Trailer Revealed Yakuza 5 Announced at PlayStation Experience New No Man’s Sky Videos Revealed Drawn to Death, a Hand-Drawn Arena Shooter, Coming to PS4 Introducing Project SkyLight: Limited Edition Faceplates to Personalize Your PS4 View the full article
  5. Today is a very special and exciting day for all of us at SEGA. Partnering with our friends at Sony Computer Entertainment America, we just revealed our plan to bring Yakuza 5 to the U.S. and Europe at PlayStation Experience in Las Vegas. We also announced that Yakuza 4 and Yakuza: Dead Souls are available on PlayStation Network starting today. We’ve received so many requests from our fans to bring Yakuza 5 to the U.S. and Europe. Yakuza 5 also made the top of the list of Sony’s #BuidingTheList campaign led by Gio Corsi at Sony Computer Entertainment and we were moved by all the support given to Yakuza 5 by the PlayStation community. Yakuza 5 continues the epic story of Kazuma Kiryu alongside four other protagonists, following their struggles and conflicts in the seedy underbelly of Japan’s Yakuza underworld. Featuring a new graphics engine versus its predecessor, Yakuza 5 takes players to five major Japanese cities to venture through a life of crime and power. Yakuza 5 features more mini-games than previous titles, a modified battle system as well as enhanced customizations and interactions in the signature hostess bars of the series. In addition to these features, Yakuza 5 also introduces “Another Drama†which is a series of side stories that focus on each protagonist in-depth and are separate from the main story of the game. Allow me to also share messages from Toshihiro Nagoshi, the Executive Director of Ryu Ga Gotoku Studio and the General Producer of the Yakuza series and Masayoshi Yokoyama, the Producer of Yakuza 5. Toshihiro Nagoshi (Executive Director and General Producer) “After receiving so many requests from fans of the series, we have decided to bring Yakuza 5 to the US and Europe. This title was enjoyed by over one million gamers in Japan. I’m looking forward to seeing how Yakuza 5 will be received by the gamers in the U.S. and Europe. ” Masayoshi Yokoyama (Producer) “Yakuza 5 is the largest and most definitive version of the Yakuza series. The game is filled with depictions of the Japanese way of life, culture, trends, social issues and dreams. You will play as 5 different main characters with a range of different ages, genders and professions and experience their challenges through a variety of character focused, in-depth stories. I hope you can immerse yourself in our rendition of modern time Japan. ” Yakuza 5 will be available exclusive to PlayStation 3 via PlayStation Network in 2015. Please stay tuned for more information on Yakuza 5! All the news from PlayStation Experience Uncharted 4: A Thief’s End First Gameplay MLB 15 The Show Out 3/31 for PS4, PS3, and PS Vita Destiny Expansion I: First Look at the PS-Exclusive Mars Strike – The Undying Mind Tripwire Interactive bringing Killing Floor 2 to PS4 – The Time is Right! The Forest: Open-World Survival Horror Comes to PlayStation Madness Awaits You…In the Darkest Dungeon Bastion Coming to PS4, Vita Next Year Orcs Must Die! is Invading PlayStation for the First Time! Skytorn Coming to PS4 Severed Coming to Vita in Spring 2015 Shovel Knight Digs into PS4, PS3, PS Vita in 2015 Batman Arkham Knight: Ace Chemicals Infiltration Part 3 and a First Look at the Scarecrow Nightmare Missions Suikoden II Coming to PSN Street Fighter V: Console Exclusive to PS4, First Gameplay Video Super Time Force Ultra Headed to PS4,Vita Tim Schafer on Why You Need to Check Out Grim Fandango on PS4 & PS Vita Fat Princess Adventures announced for PS4 Introducing Wattam, the new PS4 game from Katamari Damacy creator Keita Takahashi Enter the Gungeon Coming to PS4 in 2015 Introducing What Remains of Edith Fitch, a New PS4 Exclusive The Order: 1886 at PlayStation Experience Tearaway Unfolded: New Trailer Revealed Yakuza 5 Announced at PlayStation Experience New No Man’s Sky Videos Revealed Drawn to Death, a Hand-Drawn Arena Shooter, Coming to PS4 Introducing Project SkyLight: Limited Edition Faceplates to Personalize Your PS4 View the full article
  6. The 20th anniversary of PlayStation has been a great opportunity to reminisce about a brand we’re passionate about at Mm, but it’s also a chance for us to look to the future and what we’ve got in store for it. At the moment, we’re most excited about bringing Tearaway Unfolded to a brand new audience on PS4 and have just finished work on our first hands-on demo being shown at PlayStation Experience right now! To mark this special occasion, we have a brand new trailer to share with you all! As you’ll see, Tearaway Unfolded brings an entirely new experience to the game, thanks to the unique features of the DualShock 4. From swiping the touch pad to unleash great gusts of wind into the world, to throwing items and creatures out of your TV and into your controller, you’ll be able to break the fourth wall and make your mark on the world, all while having fun with your messenger! We’d also like to take this moment to wish you all happy holidays! We’ve had a busy and awesome year here at Mm, and we’re only just getting started! 2015 is going to be pretty big for us, and we really can’t wait to show you what we’ve been working on. We think you’re going to like it Happy Holidays everyone, have a great time! All the news from PlayStation Experience Uncharted 4: A Thief’s End First Gameplay MLB 15 The Show Out 3/31 for PS4, PS3, and PS Vita Destiny Expansion I: First Look at the PS-Exclusive Mars Strike – The Undying Mind Tripwire Interactive bringing Killing Floor 2 to PS4 – The Time is Right! The Forest: Open-World Survival Horror Comes to PlayStation Madness Awaits You…In the Darkest Dungeon Bastion Coming to PS4, Vita Next Year Orcs Must Die! is Invading PlayStation for the First Time! Skytorn Coming to PS4 Severed Coming to Vita in Spring 2015 Shovel Knight Digs into PS4, PS3, PS Vita in 2015 Batman Arkham Knight: Ace Chemicals Infiltration Part 3 and a First Look at the Scarecrow Nightmare Missions Suikoden II Coming to PSN Street Fighter V: Console Exclusive to PS4, First Gameplay Video Super Time Force Ultra Headed to PS4,Vita Tim Schafer on Why You Need to Check Out Grim Fandango on PS4 & PS Vita Fat Princess Adventures announced for PS4 Introducing Wattam, the new PS4 game from Katamari Damacy creator Keita Takahashi Enter the Gungeon Coming to PS4 in 2015 Introducing What Remains of Edith Fitch, a New PS4 Exclusive The Order: 1886 at PlayStation Experience Tearaway Unfolded: New Trailer Revealed Yakuza 5 Announced at PlayStation Experience New No Man’s Sky Videos Revealed Drawn to Death, a Hand-Drawn Arena Shooter, Coming to PS4 Introducing Project SkyLight: Limited Edition Faceplates to Personalize Your PS4 View the full article
  7. It’s only a few more months until The Order: 1886 is released and the team here at Ready At Dawn is looking forward to having everyone finally play the game. Before that happens, we’re making a quick trip to Las Vegas this weekend to show another glimpse of the game at the PlayStation Experience before the game hits the streets on February 20th, 2015. In the past year, we’ve revealed our version of Victorian Era London and some of the protagonists in the game. We’ve shown you a range of different gameplay mechanics. We’ve showcased our technology, our physics system and the graphical quality of the game. We’re at PlayStation Experience to reveal a very different moment in the game than what you’ve seen previously; the chapter we’re showcasing is an infiltration mission inside the airship Agamemnon. Galahad, Perceval, Igraine and Lafayette are on a mission to stop a rebel assassination plot against a government leader. From the first moments—rappelling down the side of an airship with a grand vista of London around you—to an all-out gun battle in the ship’s kitchens, this chapter showcases the diversity of gameplay that we have talked about in the past. We’re not only thrilled to show this new part of The Order: 1886 at The Game Awards and the PlayStation Experience Keynote, but we’re also happy to announce that everyone coming here to Vegas will have a chance to get their hands on a brand new demo on the show floor, that not only includes what we’ve already shown but an extended gameplay portion of this chapter. We‘ll also be joining a few fellow developers for two PlayStation Experience panels: “Music Magic: How Your Favorite Game Soundtracks are Made†featuring Jason Graves and “Storytelling in Video Games†with Neil Druckmann, Tim Schafer and yours truly, amongst others. Looking forward to seeing you all on the show floor… All the news from PlayStation Experience Uncharted 4: A Thief’s End First Gameplay MLB 15 The Show Out 3/31 for PS4, PS3, and PS Vita Destiny Expansion I: First Look at the PS-Exclusive Mars Strike – The Undying Mind Tripwire Interactive bringing Killing Floor 2 to PS4 – The Time is Right! The Forest: Open-World Survival Horror Comes to PlayStation Madness Awaits You…In the Darkest Dungeon Bastion Coming to PS4, Vita Next Year Orcs Must Die! is Invading PlayStation for the First Time! Skytorn Coming to PS4 Severed Coming to Vita in Spring 2015 Shovel Knight Digs into PS4, PS3, PS Vita in 2015 Batman Arkham Knight: Ace Chemicals Infiltration Part 3 and a First Look at the Scarecrow Nightmare Missions Suikoden II Coming to PSN Street Fighter V: Console Exclusive to PS4, First Gameplay Video Super Time Force Ultra Headed to PS4,Vita Tim Schafer on Why You Need to Check Out Grim Fandango on PS4 & PS Vita Fat Princess Adventures announced for PS4 Introducing Wattam, the new PS4 game from Katamari Damacy creator Keita Takahashi Enter the Gungeon Coming to PS4 in 2015 Introducing What Remains of Edith Fitch, a New PS4 Exclusive The Order: 1886 at PlayStation Experience Tearaway Unfolded: New Trailer Revealed Yakuza 5 Announced at PlayStation Experience New No Man’s Sky Videos Revealed Drawn to Death, a Hand-Drawn Arena Shooter, Coming to PS4 Introducing Project SkyLight: Limited Edition Faceplates to Personalize Your PS4 View the full article
  8. Our first project, The Unfinished Swan, was not a horror game. It was a surreal first-person painting game inspired by our love of classic children’s books. But when people saw our original prototype, of splattering an all-white landscape to reveal the world around you, lots of players assumed it was going to be a horror game. Which was weird because at Giant Sparrow we don’t really make horror games. We make strange experiences that give players a chance to explore things they’ve never seen before. The Unfinished Swan wasn’t meant to be scary but I think it ended up feeling that way for a lot of people because it was so unfamiliar. And there’s nothing scarier than the unknown. That brings us to our next game, What Remains of Edith Finch, which we’ve just announced. I think a lot of people are going to assume it’s a horror game too. This time around they’re a bit closer. What Remains of Edith Finch is a collection of short stories about a cursed family in Washington State. Each story offers a chance to experience the life of a different family member with stories ranging from the early 1900s to the present day. The gameplay and tone of the stories are as different as the family members themselves. The only constant is that each story is played from a first-person perspective and each ends with that family member’s death. You’ll follow Edith Finch as she explores the history of her family and tries to figure out why she’s the last Finch left alive. It may sound like a horror game but it isn’t. And by that I mean it’s not a game that’s designed to scare people. Instead, we wanted to make something that feels like looking up at the night sky and being simultaneously amazed by the majesty of the universe and humbled by how fragile and short your own life is. Like The Unfinished Swan, it echoes what it feels like to be a child: encountering forces beyond your ability to understand or control. That can definitely feel scary, but it isn’t meant to. More than anything this game was inspired by growing up in Washington State and being surrounded by forests, mountains and oceans where nature often feels both beautiful and unsettling. What Remains of Edith Finch is being published by our friends at Sony Santa Monica and it’ll be available sometime in 2016, exclusively for PS4. All the news from PlayStation Experience Uncharted 4: A Thief’s End First Gameplay MLB 15 The Show Out 3/31 for PS4, PS3, and PS Vita Destiny Expansion I: First Look at the PS-Exclusive Mars Strike – The Undying Mind Tripwire Interactive bringing Killing Floor 2 to PS4 – The Time is Right! The Forest: Open-World Survival Horror Comes to PlayStation Madness Awaits You…In the Darkest Dungeon Bastion Coming to PS4, Vita Next Year Orcs Must Die! is Invading PlayStation for the First Time! Skytorn Coming to PS4 Severed Coming to Vita in Spring 2015 Shovel Knight Digs into PS4, PS3, PS Vita in 2015 Batman Arkham Knight: Ace Chemicals Infiltration Part 3 and a First Look at the Scarecrow Nightmare Missions Suikoden II Coming to PSN Street Fighter V: Console Exclusive to PS4, First Gameplay Video Super Time Force Ultra Headed to PS4,Vita Tim Schafer on Why You Need to Check Out Grim Fandango on PS4 & PS Vita Fat Princess Adventures announced for PS4 Introducing Wattam, the new PS4 game from Katamari Damacy creator Keita Takahashi Enter the Gungeon Coming to PS4 in 2015 Introducing What Remains of Edith Fitch, a New PS4 Exclusive The Order: 1886 at PlayStation Experience Tearaway Unfolded: New Trailer Revealed Yakuza 5 Announced at PlayStation Experience New No Man’s Sky Videos Revealed Drawn to Death, a Hand-Drawn Arena Shooter, Coming to PS4 Introducing Project SkyLight: Limited Edition Faceplates to Personalize Your PS4 View the full article
  9. Hey there! I’m Dave Crooks from Dodge Roll, a small studio composed of myself and 4 good friends. After a few years making games at a larger company, we banded together to make games we love from the comfortable low-light conditions of our apartment. Earlier this year we had the opportunity to partner with Devolver Digital, and working with them has been totally rad. Our first game is Enter the Gungeon, a gunfight dungeon crawler. Players control of one of several misfits, each of whom are burdened by a deep regret. Seeking a way to change their past, these sorry few have made pilgrimage to a distant planet where a “gun that can kill the past†is said to be sealed in the deepest depths of an ancient temple to the terrifying might of firearms: the Gungeon. Enter the Gungeon is a fast-paced radial shooter fused with a dungeon-crawler lootfest. The Gungeon challenges players to fight, dodge roll, and table-flip their way through an increasingly difficult series of floors to the bottom of the Gungeon. Each floor is filled with enemies, bosses, NPCs, shops, and secrets. Shops are managed by gunsmiths, bats are bullets with wings, chests are guarded by shelletons and the gundead, and every meaningful trope of the dungeon crawler genre is skewed through the scope of a high-powered rifle. The result is a space that is our love-letter to the many inventive and memorable guns of videogames. Throughout their descent, challengers of the Gungeon must wield a massive and varied arsenal of guns. The Gungeon houses guns that shoot nails, fish, rainbows, foam darts, mail, cannonballs, genies, bees, lasers, magic, rockets, bullets, and much much more: The Gungeon is extremely dangerous, and each hero has limited HP. To survive, they’ll have to use the environment to their advantage: flipping tables to create cover, kicking and rolling explosive barrels, jumping pits, dropping chandeliers and more. To truly master the Gungeon though, the player must learn to make expert use of the dodge roll. With a tip of the hat to the Souls series, you have a brief period of invulnerability during the dodge roll, allowing you to pass through danger unharmed. To survive the Gungeon’s bullet-dense shootouts, you’ll need to time rolls perfectly as you lay your enemies to waste. The layout of each floor is procedurally assembled from a huge pool of hand-designed rooms. Every “run†of the Gungeon is different and affords you a single life, but as you descend further and accomplish various goals across lives, the Gungeon evolves. Playable characters all have their own past and motivation for challenging the Gungeon, and each one’s progress will unlock new items, guns, rooms, NPCs, characters, story fragments, enemies and bosses. Enter the Gungeon is Dodge Roll’s first shot at making our favorite kind of game; the kind that are fun and fast but difficult to master, and we aim to hit the mark! Working with Devolver and Sony to bring Enter the Gungeon to PlayStation is a dream come true for us, so we hope you’ll keep your trigger fingers itchy for when it drops on PS4 sometime in 2015. Look for updates from us on the website enterthegungeon.com or follow me and the team on twitter: @dave_crooks, @dodgerollgames, @devolverdigital. We’re on the floor at the PlayStation Experience in Vegas this weekend; if you’re around, come by and check out a demo! Oh yeah, and Doseone is doing the soundtrack. Boom! All the news from PlayStation Experience Uncharted 4: A Thief’s End First Gameplay MLB 15 The Show Out 3/31 for PS4, PS3, and PS Vita Destiny Expansion I: First Look at the PS-Exclusive Mars Strike – The Undying Mind Tripwire Interactive bringing Killing Floor 2 to PS4 – The Time is Right! The Forest: Open-World Survival Horror Comes to PlayStation Madness Awaits You…In the Darkest Dungeon Bastion Coming to PS4, Vita Next Year Orcs Must Die! is Invading PlayStation for the First Time! Skytorn Coming to PS4 Severed Coming to Vita in Spring 2015 Shovel Knight Digs into PS4, PS3, PS Vita in 2015 Batman Arkham Knight: Ace Chemicals Infiltration Part 3 and a First Look at the Scarecrow Nightmare Missions Suikoden II Coming to PSN Street Fighter V: Console Exclusive to PS4, First Gameplay Video Super Time Force Ultra Headed to PS4,Vita Tim Schafer on Why You Need to Check Out Grim Fandango on PS4 & PS Vita Fat Princess Adventures announced for PS4 Introducing Wattam, the new PS4 game from Katamari Damacy creator Keita Takahashi Enter the Gungeon Coming to PS4 in 2015 Introducing What Remains of Edith Fitch, a New PS4 Exclusive The Order: 1886 at PlayStation Experience Tearaway Unfolded: New Trailer Revealed Yakuza 5 Announced at PlayStation Experience New No Man’s Sky Videos Revealed Drawn to Death, a Hand-Drawn Arena Shooter, Coming to PS4 Introducing Project SkyLight: Limited Edition Faceplates to Personalize Your PS4 View the full article
  10. Hi! This is Keita and Robin here to share with you this first glimpse of our new project at Funomena. When we told people that we had begun to collaborate on a new game, they were very curious about what it could be. It is called “Wattamâ€. The idea for this game came from when Keita was playing with his two-year old son, and wondered about what if all toys lived, and connected by themselves? It would be such a fun world to explore and play with! The word “Wattam†itself is actually composed of the Tamil and Japanese words for “making a circle” or “making a loop”. The initial prototype for this game was made by Keita and his friend Vikram, who are from these two cultures respectively, and this new word acknowledges one of the game’s core inspirations: making connections between different types of things. But what you’ll see here today is actually about a square-shaped person. It is a sneak peek into the life of the Mayor of the world of Wattam. We hope you enjoy meeting him, and the other characters of Wattam, as we reveal them throughout 2015. Until then, we wish you relaxing holidays and a lovely New Year! All the news from PlayStation Experience Uncharted 4: A Thief’s End First Gameplay MLB 15 The Show Out 3/31 for PS4, PS3, and PS Vita Destiny Expansion I: First Look at the PS-Exclusive Mars Strike – The Undying Mind Tripwire Interactive bringing Killing Floor 2 to PS4 – The Time is Right! The Forest: Open-World Survival Horror Comes to PlayStation Madness Awaits You…In the Darkest Dungeon Bastion Coming to PS4, Vita Next Year Orcs Must Die! is Invading PlayStation for the First Time! Skytorn Coming to PS4 Severed Coming to Vita in Spring 2015 Shovel Knight Digs into PS4, PS3, PS Vita in 2015 Batman Arkham Knight: Ace Chemicals Infiltration Part 3 and a First Look at the Scarecrow Nightmare Missions Suikoden II Coming to PSN Street Fighter V: Console Exclusive to PS4, First Gameplay Video Super Time Force Ultra Headed to PS4,Vita Tim Schafer on Why You Need to Check Out Grim Fandango on PS4 & PS Vita Fat Princess Adventures announced for PS4 Introducing Wattam, the new PS4 game from Katamari Damacy creator Keita Takahashi Enter the Gungeon Coming to PS4 in 2015 Introducing What Remains of Edith Fitch, a New PS4 Exclusive The Order: 1886 at PlayStation Experience Tearaway Unfolded: New Trailer Revealed Yakuza 5 Announced at PlayStation Experience New No Man’s Sky Videos Revealed Drawn to Death, a Hand-Drawn Arena Shooter, Coming to PS4 Introducing Project SkyLight: Limited Edition Faceplates to Personalize Your PS4 View the full article
  11. Tonight at The Game Awards in Las Vegas, we unveiled new footage from Bloodborne, the upcoming action RPG exclusively for PS4 from developers FromSoftware and SCE Japan Studio. This video showcases a new area in the game, culminating with a confrontation with the mysterious and fearsome hunter Gascoigne. It also demonstrates some of the expanded scope of multiplayer interactivity fans can expect. We have much more in store for you. Those who will join us at PlayStation Experience this weekend have a chance to see the reveal of a brand new gameplay feature. We are so excited to meet those of you will have made this journey to Las Vegas to celebrate the birth and future of PlayStation. View the full article
  12. It was almost exactly one year ago that we . So when Geoff Keighley gave us another amazing invitation to show it on The Game Awards 2014, of course we jumped.It’s kind of fitting that we should show you how the game looks today. In one year, we’ve done so much. The galaxy is fuller of life and consequence. We constantly find ourselves facing unexpected situations, and surrounded by unfamiliar forms. So here’s a tiny window into it: a new No Man’s Sky trailer, exclusively unveiled at The Game Awards tonight. We wanted to take you on a journey to demonstrate five ways you’ll travel through No Man’s Sky’s infinite worlds. From hearing a distress signal, we find ourselves spanning the galaxy. It’s just one story that you could find yourself writing as you play. There are so many more. That’s not all for No Man’s Sky. Watch out for more from us over the weekend at PlayStation Experience, including tomorrow night. We’re so excited. If you’re here with us in Las Vegas, please come. And if you’re at home you can catch it on Twitch. We can’t wait to experience it with you. View the full article
  13. I grew up playing the King’s Quest games at my uncle’s house, and it remains my favorite game series of all time. I still remember the simple joy of typing in “eat carrot” and discovering that Graham would actually respond. The day I solved the Cliffs of Logic puzzle before my uncle did stands as one of my proudest achievements in gaming. These titles were brimming with wonder, humor, engaging puzzles, and delightful gameplay, all wrapped up in a charming story that players of any age could appreciate. King’s Quest means something to everyone here at The Odd Gentlemen. It’s a part of who we are. And it’s why we are so proud to continue its tradition in a new and fully reimagined King’s Quest. Today we get to show the first footage of a game we’ve poured our hearts into for nearly a year now. From the beginning, we wanted to celebrate where King’s Quest came from while opening new areas for it to explore. Our game opens with King Graham — revered as the greatest adventurer who ever lived — sharing his life’s escapades with his curious granddaughter, Gwendolyn. It is through these tales that Gwendolyn discovers the true greatness of her grandfather. And it’s through these tales that we hope to impart to a new generation of gamers what makes King’s Quest so worth remembering. It was always very important to us to earn the approval of King’s Quest’s original creators, and so I was extremely nervous when we finally met Roberta and Ken Williams. We’ve felt so humbled to carry on Sierra’s legacy, and here were the people who actually founded the company — who gave us King’s Quest thirty years ago. Would they like our game? Did we find the right balance of gameplay and storytelling? Would our work resonate as powerfully for them as theirs had for us? It’s one thing to meet your heroes — it’s another thing entirely to try to live up to their accomplishments. My anxiety subsided as soon as the Williams’ stepped into the room. It was one of the most magical experiences of my career. Roberta and Ken are wonderful people, full of joy and true sages of adventure game knowledge. We showed them our concept art, dove into the overall story, and finally presented the game. The room was filled with smiles, laughs, and wows. We even got to have a very intimate conversation with Roberta on the future of Sierra, King’s Quest, and The Odd Gentlemen. Hearing advice from someone who has always inspired you is nothing short of amazing. Through the meeting we discovered how aligned our creative ideals are and how much we have in common. We left feeling very energized about the work we’re doing. And that was before we received this message from Roberta: To Matt and Lindsey, I, too, wish to thank you for a lovely morning yesterday re-living — to some extent — my old life as a Sierra game designer. I admit that I was a bit skeptical at first, and also somewhat nervous because I haven’t been in the computer game industry (notice I call it computer game industry rather that the video game industry; that shows how far back I go!) in too many years to contemplate! But you guys blew me away with your ideas, your creativity, and the beauty of the newest King’s Quest game. But best of all, I could see that you truly are the ones to take King’s Quest into the 21st century and reintroduce it to a whole new generation. You totally have it down! I can’t wait to see how it develops, I can’t wait to play it myself — and I truly can’t wait to see how it blows away the competition! Best to you — Roberta King’s Quest turns the page on a new chapter next fall on PS4 and PS3, and we can’t wait to share more with you in the coming months. Until then, we’ll be reading your questions and comments below and responding where we can. We’d love to hear what fond memories you’ve held onto from your own adventures! View the full article
  14. Hey there, Resogun fans. Ian Pickles from XDEV Studio Europe here with some big Resogun news coming straight from our good friends at Housemarque. As some of you may have seen in our last update, we’ve been busy working on the final expansion pack for Resogun, and are pleased to announce that Resogun: Defenders will be with you in early 2015. The Defenders DLC will be $4.99, and is also included in the Season Pass if you’ve already pre-purchased the content. We’re really excited about this expansion and can’t wait to share some more details with you over the next few weeks. What we can share right now is that the expansion will feature 2 all-new game modes — Protector and Commando — new ships, and all new planets featuring some of our most detailed artwork to date. We’ll also be releasing a major content patch for all players alongside the expansion pack. This patch, code named “Challengers” will update the game with new challenges and feats stretching across all existing game modes and will let you earn challenge points to increase your rank as a Resogun pilot. The patch is a free update for all Resogun PS4 owners. What’s more is that we’re very pleased to announce that both the content patch and expansion will be available to play this weekend exclusively at PlayStation Experience in Vegas! We’ll be back here in the coming weeks with lots more information regarding the patch and expansion, so stay tuned. View the full article
  15. Hey, PlayStation fans! Greg Bauman here from Edge of Reality, the lunatics behind Loadout. Last week, we told you that Loadout was going to launch on PS4 in the near future, but today I’m here to tell you just how near the future is: you’ll be able to download and play Loadout for free via PlayStation Store on Tuesday, December 16th, 2014. We’ve put together a launch trailer that shows off all the incredible stuff that PS4 players are going to get this month. Seriously, we’ve got a lot in store for everyone. It’s not just the billions of guns — we’d feel downright rude if we weren’t including the billions of guns. No, there’s way more that we’ve packed into Loadout. Take a look at some of it here… and pay attention near the end for an extra treat! We agonized for weeks over what we ought to get you guys for the holidays. I mean, we were already giving you all these guns and all the ammo to go with them — so what do you get for the PlayStation fan who has everything? That’s when it hit us: you help them to be a PlayStation fan. The launch of Loadout on PS4 is going to include the SuperFan Bonus Pack for PlayStation Plus members as a free gift from us to you! Slather up your character with some stylish and only slightly radioactive body paint in the classic PS4-themed blue and whites. Heck, if you get some red splattered in there — just saying, it’s a possibility — it becomes patriotic. See, it works on lots of levels! Speaking of Super Fans, we’re even inviting a bunch of PlayStation 4 fans to go hands-on with the game at PlayStation Experience this weekend! Loadout will be there in Las Vegas alongside a bunch of other incredible upcoming PS4 titles. You can join us at the Sands Expo and Convention Center, where we’ll be meeting and greeting fans, comparing gun choices, arguing who could beat who in a fight, and showing off Loadout on PS4 for the first time. Seriously, is there any more appropriate venue for us to be debuting Loadout on PS4 than Las Vegas? Our game is as shiny and exciting as any casino; it’s just that instead of shooting craps, you shoot the crap out of everyone. Add a horde of hardcore PS4 fans into the mix for PlayStation Experience, and I think the odds are pretty great for us to all have a wonderful time. For everyone who can’t join us in Vegas, you’ll be able to experience Loadout in just about two weeks, rendered in all the gruesome detail that PS4 can provide. We can’t wait to see all of you running around in our world. So, if you’re looking to try Loadout for yourself, we hope to see you this weekend in Vegas. If you can’t make it, we’ll miss you, but the game will be out pretty soon after that. We won’t miss you anymore at that point; we’ll be using laser-guided bouncy rockets by then. To sum up: free gift for PlayStation Plus, friend-annihilating fun times, and a gigantic pile of different gun combinations, all showing up on your PS4 on December 16th, just in time for the season of giving away all of your ammo at high speed. See you at PlayStation Experience! View the full article
  16. Hi PlayStation fans. I’m excited to announce that Super Stardust Ultra is blasting its way onto PS4 in early 2015 for $12.99! For those of you who aren’t familiar with the Super Stardust series, the critically acclaimed Super Stardust HD by talented developer Housemarque was originally released on PS3 in 2007, followed up on PSP and most recently on PS Vita as Super Stardust Delta in 2012. This timeless shoot ‘em up has you pilot a start fighter in the depths of space, defending planets against the onslaught of enemy attacks in the midst of a deadly meteor storm. Your mission is simple: use split second timing and pure arcade skill to make every shot count and destroy everything in your path. Super Stardust Ultra, has an array of new planets, glorious visual enhancements, and includes no less than nine different game modes, including new modes and established favorites from the series and its various add-ons. With the PS4 socially connected features, you can now show the world your skills in the new Interactive Streaming game mode, letting your viewers vote periodically to change up your gameplay as they watch. Because Super Stardust has always been about achieving high scores, we have added the feature that allows you to directly send and receive challenges from your online friends; or you can simply compare your scores across the global leaderboards. If you don’t fancy flying solo, you can also compete against friends in 2-4 player split-screen battles or team up in co-op mode. Super Stardust Ultra has been developed by D3T and XDEV and this latest edition in the Super Stardust series brings the spirit of Stardust to PS4 with new features, new gameplay, incredible depth and variety, and the best graphics possible, making it the most definitive and best version of Stardust ever! Keep checking back for more Super Stardust Ultra news, as we’ll have updates and a release date for you all very soon. View the full article
  17. Epic explosions; voxels crumbling in raging torrents; impossible maneuvers to dodge dozens of enemies. One year later, Resogun is still as mesmerizing as it ever has been on PS4, and I’m pleased to announce today that Resogun is coming to PS3 and PS Vita for $14.99. That’s right Resofans, starting December 23rd you’ll be able to save the last humans anywhere, anytime. The development team at Climax has done everything possible to make the PS3 and PS Vita versions of the game the very best they can be for each device, and I think you’ll be very impressed with what they have managed to achieve. Picking a game that was created specifically for PS4 and bringing it to PS Vita and PS3 is very difficult, and the hardest compromise to accept during development, especially in regard to performance and graphics, is that these platforms don’t have the capability and power of PS4. Duly, the biggest technical difference is that the PS Vita and PS3 games run at 30 instead of 60 frames per second. This was a very difficult decision to consider, but a very necessary one to allow the team to focus on what was possible and to make the best game possible for both of these platforms. The framerate is locked, so you can expect solid performance even under a big storm of voxels. It’s a great achievement that all of the features present in the original PS4 release are here in the PS Vita and PS3 versions and that the game is as addictive as ever, in great part due to having been tuned specifically for these versions. The results are amazing, and having also worked closely with the team at Housemarque throughout this past year to help them create the expansions for the PS4 game, I’ve especially enjoyed playing the PS Vita version, with plenty of people looking over my shoulder in disbelief at how the game looks and plays. Because we don’t want you to miss anything, the PS3 and PS Vita games have cross save functionality, so you can share your progress between both platforms. The PS Vita version also has ad-hoc co-op so that you can team up with a friend. It also makes use of the touch features so you can fully customize the controls, using either the face buttons or the touch controls for any action possible. You can even throw humans with a swipe of your fingers on the rear touch pad! I am pleased to confirm that these two versions will be cross buy — so if you own Resogun on your PS4, you will be able to download these for free! We are officially declaring December as Resogun month, so stay tuned for more news about the PS3 and PS Vita versions, details of the next PS4 expansion, and much more. Thank you for reading and sharing! View the full article
  18. Just a few more days until PlayStation Experience takes over Las Vegas! As promised, here’s the full schedule for panels for on-site PlayStation Experience attendees; see below for our planned livestream content schedule, which we’ll be streaming live on Twitch.tv/PlayStation. Protip: You definitely won’t want to miss the opening keynote presentation at 10am Pacific Time Saturday. If you can’t make it to the show (boo!), you’ll still be able to watch Saturday morning’s keynote presentation, live gameplay demos, and excerpts from select panels (yay!) on PlayStation’s Twitch channel. See below for our planned livestream schedule. TWITCH LIVESTREAM SCHEDULE Saturday, December 6th 10:00am PlayStation Experience keynote 11:30am Dying Light live gameplay 12:00pm Destiny: The Dark Below gameplay 12:30pm Virtual Reality: A New Era for Games (live panel) 1:30pm The Tomorrow Children live gameplay 2:00pm God of War: Retrospective (live panel excerpt) 2:30pm World Wide Studios Town Hall (live discussion) 3:00pm No Man’s Sky gameplay and discussion 3:300pm The Journey of Diablo III on PS4 (live panel excerpt) 4:00pm Tearaway Unfolded PS4 live gameplay 4:30pm LittleBigPlanet 3 Community Creations 5:00pm Inside the Dev Studio (live panel) 6:00pm Hohokum Live Music Jam – Featuring Ghostly International DJ’s Shigeto & Michna 9:00pm A Night Under No Man’s Sky Sunday, December 7th 10:30am Opening welcome and recap with special guests 11:00am The Witness live gameplay 11:30am Grim Fandango Remastered live gameplay 12:00pm The Tomorrow Children live gameplay 12:30pm Prototype to Product (live panel excerpt) 1:00pm Lara Croft & The Temple of Osiris live gameplay 1:30pm World Wide Studios Town Hall (live discussion) 2:00pm Far Cry 4: From the Developer’s Mind to the Gamer (live panel excerpt) 2:30pm Amplitude live gameplay 3:00pm Tearaway: How Media Molecule Built a Living Papery World 4:00pm Secret Mystery Game live gameplay 4:30pm Axiom Verge live gameplay 5:00pm Story Time (live panel) Stay in touch for more details at official PlayStation Experience headquarters as we move into a historic weekend. See you soon! View the full article
  19. Hi all, We’re excited that PS Experience is just around the corner, and in leading up to the show… we have an interesting poll for PlayStation Network users and fans of SNK / NEOGEO to participate in here on the official PS.Blog. Together with SCEA 3rd Party Productions, and in commemoration of next year’s 25th Anniversary of the AES & MVS, SNK PLAYMORE is very happy to bring back some of our best NEOGEO content to current-gen hardware / PSN – starting with METAL SLUG 3 on PS4 and PS Vita (compatible with PlayStation TV) platforms, as well as PS3. Being that we’re curious as to what the fanbase is looking for, please vote for which title(s) you would love to see on PSN in the near future! Make sure to spread the word that we’re asking for feedback from the fans via this poll, and listening to what you guys have to say. Please vote for one (or more?) title(s): ART OF FIGHTING 2 FATAL FURY SPECIAL GAROU: MARK OF THE WOLVES THE KING OF FIGHTERS ’97 THE KING OF FIGHTERS 2000 THE LAST BLADE 2 METAL SLUG X NEO TURF MASTERS REAL BOUT FATAL FURY 2: THE NEWCOMERS SAMURAI SHODOWN II SAMURAI SHODOWN V SPECIAL SENGOKU 3 SHOCK TROOPERS: 2nd SQUAD TWINKLE STAR SPRITES THE ULTIMATE 11: SNK FOOTBALL CHAMPIONSHIP For those of you who will be making the trip to Las Vegas this weekend, be sure to stop by our PS Experience Booth (I-9) and test out both PS4 & PS Vita versions of METAL SLUG 3! View the full article
  20. Hey Playstation Nation! Come join the entire LittleBigPlanet community to set the official Guinness record for most user generated LittleBigPlanet levels in a 24 hour period. From 3pm (PST) Saturday December 6th to 3pm (PST) Sunday, December 7th we will be tallying every user generated level from LittleBigPlanet, LittleBigPlanet 2, LittleBigPlanet 3, and LittleBigPlanet Vita. To participate in the first ever LittleBigPlanet Sack-a-thon simply hop on your console and create a level. Think of it as a marathon of handcrafted creativity for Sackfolk across the globe. Don’t forget to spread the word and share your masterpieces through Facebook / Twitter / YouTube – especially if you’re playing on the PS4 (it’s only one button away)! Sack-a-thon’s world record attempt will be monitored on site at the PlayStation Experience in Las Vegas where the a Guinness World Record official will be keeping track. You will be able to follow along by keeping an eye on LBP on Twitter. Additionally, the best creations will be featured throughout PlayStation Experience, giving your hard work the laurels and accolades it deserves. Get your creations ready! View the full article
  21. We’re back with more news about N++! Before we get into that, we want to let you know that we (and N++!) will be at Playstation Experience (December 6-7, Booth # I31)! In addition to showing the game, we’re also hosting a panel where we’ll discuss the development of N++. See you there! The question on everybody’s mind is probably “when the heck is N++ going to come out?!â€, or possibly “what the heck is N++?†– for the answers to those questions and more, check out our devblog and tumblr. For now, we’d like to announce that N++ will have a groundbreaking 1000 levels, and we’d like to tell you more about how they’re made. Settle in, this is a detailed process. N++ is a game that lives and dies by its levels, so making great levels is one of the main things we are making sure we nail. We at Metanet Software have been hand-crafting levels for the N series for ten years now (!), and have made somewhere upwards of 5000 in that time, which is equivalent to more than one level made every single day for ten years. We started making levels for N++ in 2010, and have amassed about 2000 to refine for N++, which will likely become about 1000 in the final game after we cull the weaker ones. That’s a lot of levels! How do we know when there are enough levels in the game? Tough question. The simple answer is, we listen to our hearts We really enjoy the process of making levels, and even though it’s safe to say we’re pretty good at it by now, we’re always learning: more recent levels tend to be a bit better, and older ones always get more interesting the more we work on them and revise. We have a particular style or design aesthetic, but it has grown and changed over time. Plus, we added new enemies just for N++, and we keep learning new ways to use them. Every time we go through the levels, we tweak them and change things, and that won’t really stop until the game ships! Here’s how we do it. Making a good N++ level takes anywhere from five minutes to an hour, depending on the complexity of the level. We get inspiration from all sorts of places: from architecture and the shapes of the structures around us; from typography; from graphic design, print design, and images; and from thinking about level mechanisms or ideas for puzzles. Often we find new ideas while designing other levels (sometimes we get an idea for a branch or sister-level) and occasionally levels grow on their own as we start mindlessly sketching in the editor. You can either start building a level based on the aesthetics or the mechanics, but at some point during the process, they intertwine. The natural tendency is to always want to add more stuff, so a large part of level design comes down to knowing when to stop. One of the best ways to summarize this game is: N++: Tough but fair. But tough. That’s one of the things we think about when designing the levels; another is the design of the game itself. Firstly, it’s a single-screen platformer, which is important for two main reasons: A single-screen level means players don’t have to make any leaps of faith where they can’t see what’s below them. That’s one of the things that we always find unfair in games; in N++, it would really be frustrating. It means players can plan their route through a level all at once, since they can see the whole thing on screen. The nature of N++ is that sometimes those plans don’t work out, but aspiring ninjas have split seconds to think on their feet and try to find a solution to the problem of impending death. Second, it’s a very acrobatic game, where your momentum and inertia allow precise control of the ninja, and allow you to pull off a variety of interesting moves purely based on your speed and agility. Because it’s so engaging to move quickly and fluidly through levels, we often design them around that movement, thinking about the many ways players might move through a space, and peppering their journey with challenges. We like to make levels more open and expansive to give people plenty of options and ways to express their own play style, but sometimes we make levels very cramped to give things a claustrophobic feel and test your skills. Actually, that’s why we’ve added viewable replays to all of the highscores in N++ – it’s really interesting to watch different people play and see how the choices they’ve made are different from the ones you might make. Sometimes all the replays are the same basic path, until someone discovers a new or faster way through the level – when you’ve been watching for a while, those moments are incredibly cool to see. Each level serves a different purpose (or combination of purposes), and designing great levels means we need to understand the variety of reasons people are playing, from the people who are just learning, to the people who are playing to get highscores or speed runs, to people playing at a party, or those playing competitively. Making the experience enjoyable for everyone is not an easy task, but it can be pretty rewarding when we get it right. Up to this point, we’ve covered how we make levels, but that’s only half the battle: the next step is organizing them into episodes and ordering them for the game. Let’s break that down. When we’re finished creating levels, we rigorously test them. As we play, we pay attention to difficulty and to what we call quality. There’s a “specialness” about some levels – it may be a unique level mechanic, a captivating drone pattern, or a really fun jump – some levels just have a little something extra about them. Contrary to what you might think, not every level should be “specialâ€: that would be overwhelming – levels lose what makes them special when they are not at least somewhat rare. Sometimes a well-placed calm level can make the following level feel even more intense, or alternately can give you a brief moment of respite. Every double act needs a “straight personâ€, which in N++’s case is solid skill-builders or quick little jaunts – simple, but as always, aesthetically pleasing, well-oiled machines designed to kill ninjas. We rate the difficulty of every level as we review them, noting changes that need to be made or tweaks that would make a level easier or harder depending on what is lacking (ok let’s be honest, we almost never need to make a level harder! Most of them are already pretty hard), and re-rating after every substantial change. We have an 8-level scale to measure the difficulty of any level: When they’re all rated, they’re ready to be organized into the Episode Grid. We start by organizing sets of 5 levels into an episode that feels both balanced and dynamic. We put a few each of “special†and standard levels, and a few difficulties – an easy episode is not simply 5 easy levels, but 3 easy, 1 easy-medium and maybe 1 medium just to keep things interesting and provide a bit of a dramatic arc: N++ is about skill-building, and we want players to relish the journey. Episodes are ~5 minute challenges, so they’re like a little snack — and while we’re on that food metaphor, each level is like a different flavour (eg salty, sweet, umami, sour) that combines with the others to make the perfect bite. Then we organize episodes into a grid of columns and rows, getting gradually more difficult diagonally down-right in the grid. We play through several times to tweak the order of each column and try to make sure there aren’t many huge spikes in difficulty. We’ve had the chance to watch a bunch of people of varying skill levels play N++ in the past year, and we’ve absorbed a lot about how people play and how people learn. One thing that is not obvious at first is that every person’s experience, skill level and play style is completely different. As we’ve discussed, N++ is a very performative game — each player has the opportunity to show their skills in their own personalized way — and this is part of what makes watching people, and watching replays, really interesting. For example, some people can lead a rocket around until the end of time, but some find them terrifyingly difficult. Some people are aces at bounceblocks, leaping around levels like an acrobat, and some use them for the task at hand and leave it at that. Some people enjoy taking the long route, and some prefer taking a short but risky path. And along all of those journeys, the particular flow of acceleration and deceleration, jumps and landings, lives and deaths is unique and nuanced. Each ninja is an individual, an avatar reflecting its player and their unique personality. It’s beautiful. “Each ninja is an individual, an avatar reflecting its player and their unique personality.” But that same beauty makes organizing levels into an order that is the same for all players incredibly difficult, if not impossible, because of the various ways players’ skills take shape. If you personally find chaingun drones impossible, you’re going to hit a spike that someone else won’t. Our main goal is to make every N++ player feel they’ve gotten their money’s worth regardless of their skill level, so this is the purpose of organizing levels in a grid instead of a line – if a level is too difficult, you can move over to the next column and try a new one, and you can always go back and try again later. N++ has 5 rows and 20 columns of episodes (sets of 5 levels), so at any given time there are 20 episodes unlocked for players to try (a respectable 20% of all episodes). As you play, you unlock the episode below the one you’ve just finished – but you don’t have to play them top to bottom and left to right, you can start at any unlocked episode and jump around the grid as you please. Why are any episodes locked at all, you ask? N++ is a delicate balance of frustration and satisfaction: if the levels are too easy, you don’t get a feeling of accomplishment from beating them. They need to be just difficult enough, the progression just deadly enough to keep you coming back for just one more try, instead of throwing your controller at your tv in a murderous rage. Our principal goal as level designers is to make you, the player, feel that you got this – and if it’s slightly beyond your skills, to know that you can get there. The game world needs to feel fair and predictable, and you need to know that if you screw up, it’s your fault. Sounds harsh, but that’s where the satisfaction comes in as well: when you beat that level that you’ve been stuck on, you get a surge of pride because you know it was your own skill that made that victory possible. It’s all about you. So if the game’s levels are too hard, your skills feel futile, the game feels unfair, and any fun you were having is overwhelmed by your frustration. It’s a fine line for us to walk. That’s why we made the call to restrict access to some levels until you’ve earned your way to them – we don’t want you to feel too frustrated, too soon. We know N++ is a game that is not everyone’s cup of tea, but we want to make sure we don’t alienate people too early. We’ve been talking generally about level design, but let’s briefly examine how that changes with each game mode. As you can imagine, each game mode in N++ has slightly different requirements of its levels. At a basic level, multiplayer levels need to be able to accommodate more than one player, and ideally in an interesting or unusual way compared to single player. This is one of the things that has kept level design interesting to us, even after ten years and 5000 levels – there is a lot of new ground in multiplayer. It’s refreshing! Single-Player: These highly varied levels often showcase one element or type of move, highlighting it as a tool aspiring ninjas can use. Later levels may combine elements for a series of challenges. The overall undercurrent of these levels is about developing one’s skills, perception of one’s mistakes, and the knowledge that the road to victory is paved with “just one more tryâ€s. Co-op: These levels are generally harder, since you’re a team, and tend to be more adventure themed – they are sprawling, have multiple enemies, and multiple rooms/locations. They are designed for two players, and can be played with up to 4 players, but only one player needs to hit the exit alive to win the level — and sometimes one player must sacrifice themselves for the greater good of the team. (LIFE LESSON.) Levels are built so that either each player has specific job only they can do, or any player can do any job. This encourages you to plan together and solve the puzzles together, divvying up tasks depending on your skills. The overall undercurrent is about the value of the team, and working together to succeed. Race: These levels are more linear than the others, so the playing field is even, and it comes down to skill…And sometimes luck. They’re highly competitive, and are playable by a whole range of skill-levels. As we developed the rules, we discovered that making the player become a rocket when they win so they can go back and kill the remaining ninjas was so fun and strategic, we made it a staple and have recently revised a lot of Race levels to add rocket windows or rocket turning space near the exit. Also interesting to note, Race levels usually assume a few lives will be spent retrying, and there are sometimes persistent effects across those lives. The level may get easier, if you die and explode a bunch of mines, clearing the path for your (or your competition’s) next life. Or it may get harder, if you lead a chase drone over to the spawn point, or turn a bunch of toggle mines on, ready and waiting to kill you next time. Racing requires some thought about potential outcomes, both as a player and as a level designer. The overall undercurrent of these levels is learning sneaky ways to use the elements of the level against your opponents and win the race. Userlevels: Levels designed by players are historically very different than those made by Metanet. The most common usually require very tight control and precision, and are firmly about aesthetics only as secondary to the challenge. These are levels built by and for an elite niche of the ultra-skilled. Watching replays of people succeeding on these levels is really amazing. But there is a fantastic range of ideas and looks, and since levels are built by people with a variety of skills, a range of difficulties as well. In N, there were a lot of “art†levels too: designed purely for aesthetics and not really playable, people created pixel art masterpieces using the enemies and objects of the game world. These levels are usually very detailed and quite beautiful. As another example, N player andymac has been creating functional calculators inside N, using only the in-game entities! Click here to try them out: www.thewayoftheninja.org/nv2.html?l=10183 www.thewayoftheninja.org/nv2.html?l=111986 www.thewayoftheninja.org/nv2.html?l=10592 And see this post for more detail on how they work. We hope people continue the trend of ultra-creative levels in N++! Segue! That brings us to the big news: yes, there will be a level editor included in N++! If the above post intrigued you, good news: you’ll be able to try your hand at making your own levels, customized to exactly your likes and dislikes. Metanet will be hosting servers so you can share your levels globally with other N++ players, as well as download and play new levels. N++ just got infinite levels! And that about wraps it up for now. Come say hi and try some of the levels we’ve made at the PlayStation Experience this weekend! View the full article
  22. As we wrap up the production of Dying Light, I took some time recently to sit down and reflect on the incredible adventure the development of this game was. The team members made me promise that at the release party for the game, I’ll perform a rap song for them (Don’t ask…) and I wanted to write lyrics that would recount the time we spent on this project. As I started digging deep in my memory I realized that I need to face one (perhaps the only one) personal regret that I have from that period. Early in the game’s promotion, I said in one of the interviews that I’m not really fond of the “Mirror’s Edge comparisons” journalists were making about our game. Taken out of context it might have sounded to some ears that I didn’t have respect for Mirror’s Edge, and it was certainly spun that way by some online media and internet commenters. That’s not what I meant! What I meant was that Dying Light is a very complex game, and I simply wanted it to have a better, more accurate description. I sincerely felt that in our case the blurb “It’s Mirror’s Edge with zombies” didn’t really do justice to what we aimed for with Dying Light. Some would argue though that such a summary is great. Perhaps even a dream one. Right after the announcement of the game, people started describing Dying Light as “Dead Island meets Mirror’s Edge.” So on one hand we had one of the bestselling zombie games in history and on the other a certified classic — one of the few truly stand-out titles of the last generation. Dead Island proved that the “first person open world co-op hack’n’slash zombie game” formula was something that gamers wanted. And Mirror’s Edge… well, it opened a lot of eyes to what you can do with first person movement. It was a title with a timeless visual design and one of the most genuinely charismatic characters in the history of video games. I was surprised that it didn’t start a new genre, and that it didn’t define a new way of playing games. I wish there could be more Mirror’s Edges — games that are courageous, visionary, left field. These are the games that make interactive entertainment go forward. And that was our ambition as well. When we started the project, we knew that we want to create a first-person, open-world game that tears down walls (visible or not). We aimed to create a game that would allow you to step outside of the corridors, hop over fences, climb on top of a building to see what’s on the other side. To achieve that we started with an approach similar to what Mirror’s Edge did — we started placing interactive elements by hand, putting “hooks” on edges of rooftops and walls so that the player could grab and climb on them. First there were hundreds of them, then there were thousands, and after a few weeks we had about 50,000 of these edges the player could interact with. That system had its advantages — for example, we always knew were the player will be after triggering the climbing animation — but it also had its limitations. The player could approach these objects only from a certain angle, and it was a nightmare to keep track of all the objects, making sure that level design changes will not leave them hanging in the air. Yet the most important thing was we still weren’t satisfied with what we had, because with each added “hook” we saw at least two or three locations where we would like to place the next one. Our appetite for freedom of movement was growing, but the approach didn’t allow us to satisfy it. So we had to try something different. Our gameplay programmers suggested that we could do a real-time time analysis of the area around the player to determine what kind of action he could perform — i.e. climb, jump over, slide, or wall-run. If the same system could then analyze the surrounding geometry, player parameters (like his speed and position) and potential animations to select the best possible action on-the-fly then we could have what we wanted. Unfortunately, it was the perfect case of “easier said than done.” Even though we knew from the start that this new idea — dubbed Natural Movement — had way more potential, implementing it really gave us lots of migraines. The level designers discovered that with the new system the player could reach places previously unreachable, and on top of that he can also create his own paths through the environment. The scripts and designs they already made went out the window so they had to create all of the main story and side quests missions from scratch, considering the fact that the player can move from point A to B using multiple ways, and that they can approach their objectives (point C) from multiple angles. It’s an open world game, after all. The animators found out that without strict control over what the player can grab and climb on, all of the animations they did are prone to clipping through objects. We basically opened up a Pandora’s Box of various glitches that we now needed to take into account. They also had to fix a set of very unusual problems stemming from the notions of motion sickness a small group of players were experiencing. We discovered the problem was quite easy to identify: the player’s brain sees unrestrained motion but his inner ear doesn’t register any movement. It was much harder to solve this though: we had to experiment with various settings for field of view or the saturation of colors. We also went through at least dozen iterations for the wobbliness of camera movement and we needed to work on interpolation algorithms for different cases to make sure that the camera (essentially the players’ eyes) were moving smoothly and naturally. The AI guys had to think of new ways of spawning enemies, so that the player, who could be basically anywhere on the level, would never see a zombie just appearing out of thin air. And our engine guy — and here it gets even more complex because at times I feel these guys speak in riddles — had to implement a caching mechanism on the level geometry around the player, and seriously optimize the geometry tracing algorithms to make everything work as smoothly as we intended it to be. And to be honest that’s just a tip of the iceberg of problems, issues and challenges we had to face and solve to reach the point where we are at with the project at the moment. So while Mirror’s Edge was absolutely a key inspiration, copying their system just didn’t work for us. Looking back I wish it was that simple. Thankfully though every hour spent on the development of Dying Light was 100% worth it. I know the gaming community expects developers to stay humble, and one of the many valuable things I learned in this industry is the fact that it’s always better to “under-promise and over-deliver” than the other way ’round. But I’m really excited about Dying Light, and I can’t wait for player to get their hands on the final game. I’m beaming with pride, because I know that our team created a game and a movement system that will open a lot of eyes. I’m confident that we have at least a shot at “evolutionizing” first-person games in general (I always was wary of the letter “R”). I can’t wait for player to see this thing in action and to hear what they think. View the full article
  23. Music has always been an important part of the Saints Row franchise: Saints Row was inspired by over-the-top hip-hop music videos. Saints Row 2 introduced sing alongs. Saints Row: The Third showcased the sing alongs as a bonding moment between characters, as well as key licensed tracks to enhance emotion. Saints Row IV added dance into the mix (originally we wanted to end with a Bollywood dance number but scope reduction transformed it into the soul train line). How The Saints Save Christmas ends with a Christmas montage (originally set to “All I Want For Christmas Is You” by Mariah Carey). So when we decided that Gat out of Hell was going to be Saints Row’s take on a Disney-esque fairy tale, we knew pretty early on that a musical number was essential to the experience. This was exciting to me for two reasons: First, the introduction of a musical number wasn’t going to be just some gag, it (like all musicals) was going to convey central plot points and character motivation just like any cutscene. And second: as a lifelong fan of Disney movies and musical theater (fun fact: we had an impromptu sing along to “Any Dream Will Do” while recording Robin Atkin Downes) writing an original song for Saints Row was a dream come true. The melody came to me while I was speaking at the Escapist Expo. Over the course of the con, in between panels and running a tabletop game for some Saints Row fans, inspiration would strike and I would run to various corners of the convention hall and sing a melody into my cell phone. Then each night I would listen to what I sang and write lyrics, tweak the melody, etc. By the time I came back from the expo I had a musical number that had four distinct sections. Section 1: Satan disciplines his daughter — this movement was inspired by great badguy songs: “Mother Knows Best: Reprise” from Tangled, “Be Prepared” from Lion King, “Confrontation” from Jekyel and Hyde. Section 2: Jezebel expresses her wants — this movement was inspired by Disney princess songs: “Reflection” from Mulan, “A Part of Your World” from Little Mermaid, “When Will My Life Begin” from Tangled, “Almost There” from Princess and the Frog. Section 3: Kinzie and Johnny have self-doubt — this was a nod to musical theater: lots of over-acting while a piano vamps, the singing dialogue rather than speaking it: think “Into The Woods (Prologue)” from Into The Woods, “My Friends” from Sweeny Todd. Section 4: Jezebel takes action — here’s the big reprise of Jezebel’s first number: a lot of times in Disney the reprise is used when things go bad (see “Prince Ali: Reprise” in Aladdin, or “Mother Knows Best: Reprise” in Tangled) but as this is Hell and things are a little backwards, here was where she finds confidence and resolve (Also: Little Mermaid has a similar “come to Jesus” moment with “A Part of Your World”). As soon as I got back to Volition from my trip the first thing I did was sing the song to Larry Gates and Ariel Gross. Larry and Ariel took my vocals and began writing music to go along with the melody (Larry did sections 1-3, Ariel did the piano for section 4). While they were working on the music, I was working on casting the right Satan and Jezebel. Finding Satan was easy: Travis Willingham is the voice of King Roland on Sophia the First (which is adorable by the way, if you have young kids watch it!) so having him play a darker, more menacing version of a father figure was perfect and right in his wheelhouse. Jezebel however, was a little more complicated. We needed someone who could nail the singing as she has the most heavy lifting, but she also needed to be a great Disney princess as well — someone with strength and vulnerability in equal parts. For the Jezebel auditions we had actresses act out a scene from the game as well as sing either “castle on a cloud” or “part of your world.” After the auditions came in, I started doing eliminations in a series of rounds: first I would only listen to the acting portion and make cuts. Then I would listen to the singing portion and make cuts. This back and forth happened until I narrowed down the insanely large list of actors down to three. As my wife also has a background in musical theater and opera, I played her all three auditions and asked which one had the best technical chops in the song, and she made the final call… little did either of us realize that we just cast Kate Reinders… who played Glinda from Wicked on Broadway. Our cast locked, we wanted to prepare materials for our actors to look at ahead of time. Larry recorded local theater folks to replace my scratch track and I wrote sheet music for the actors. We packaged up our little musical care package and sent them off into the wild, eager to record our musical number. There was just one little problem… Not every agent passed along the material to their client. There is a magical moment of terror that comes when you ask an actor if they have any questions about the full musical number and they look at you with blank stares… however everyone was a pro and dove in head first. I remember when Kate was singing, there was a time when Larry and I started prancing around the booth we were so giddy at how well it sounded. The vocals were done, but we still had a lot of work left: Austin Wintory had to compose music for live instruments and Zach Lowery, Ev Religioso, and I had to block a musical number. On the mocap set there were lots of little details we wanted to try to convey (for instance: in section 3, we wanted Kinzie and Gat to have over exaggerated body movements as if they were selling to people sitting in the back row, and at one point Johnny checks his ear to hear how he sounds), and so we knew that even though we were recording in a different studio than usual we needed the actors that we worked with for years. We flew in America Young and Andrew Ray to Chicago, and blocked out a full day dedicated just to getting the musical portion of the shoot correct. As usual they were consummate professionals and totally killed it (there may or may not have been tears of joy). When it’s all said and done, the musical number “When I Find Love” is my favorite thing that I worked on at Volition. My only regret is that we didn’t have the time or budget to make the whole thing a musical. View the full article
  24. Miegakure is a 4D game. It lets players explore a detailed 4D world and use their ability to move in 4D to perform miraculous feats. In this game, the fourth dimension is not time! It is an actual fourth dimension of space, that works just like the first three dimensions we are familiar with. If you count time, this game is 5D! For a while games used to be 2D, taking place solely along two directions. For example, a game character could only move forwards and backwards, or jump up and down. Then came computers powerful enough to render 3D graphics, which allowed for full 3D movement: up / down, backwards / forwards and left / right. (Of course, the graphics we see, while they are computed in 3D, are displayed on a 2D screen. They are projected down from 3D to 2D, in a way that mimics how our eyes perceive the third dimension.) But it doesn’t stop there. If in a 2D game every object’s position is represented in the computer using two numbers, and if in a 3D game every object’s position is represented using three numbers, what if each position was represented using four numbers? In other words, what if there was another direction you could move along in addition to the first three? Trying to answer this question is what that led us to develop this game. As far as we know, our universe has exactly three spatial dimensions — so it’s very difficult for us to picture what a four-dimensional world would look like. But a computer (or a PS4, as the case may be), on the other hand, does not care; it’s just working with numbers as usual (it’s just slightly more numbers in this case!). So we had to come up with a way to display this calculated 4D world so that our three-dimensional brains could comprehend it. The way we chose is a method that has been popularized in the novella Flatland. This novella talks about a 2D square that can only see a 2D cross section of a 3D world. For the square, the third dimension is invisible and mysterious; the square has no concept of it because it is stuck seeing a 2D world. If a 3D object visits the 2D plane it appears to be deforming, in a way that looks like an M.R.I. scan (of a brain, for example). In an M.R.I. what we see while moving the slice through the object appears to be deforming, but we know that we are just taking a different cross-section of the same 3D object. In Miegakure, a similar thing happens, but in one higher dimension: instead of taking a 2D slice of a 3D object, we are taking a 3D slice of 4D objects. It’s hard to imagine, but luckily we don’t have to — computers can display it for us! If you take a look at the trailer above you can see examples of what these “deformations” look like as we move and turn the 3D slice around within the 4D world. We are excited to bring the game to PlayStation 4, because we think its great computing power will help us deliver a truly innovative, visually stunning game. The gameplay focuses on exploring a 4D world and the consequences of being able to move in 4D. For example, for a 2D being, houses only need four walls (think of a drawing of a square on a piece of paper). If the doors are locked, there is no way to enter the house. But us 3D beings can see inside the house by just looking at it from above, and we can reach in and grab whatever is inside and move it outside the house, without opening any doors, to the bemusement of the poor 2D beings! Similarly, a 4D being can perform miraculous feats such as remove objects from a locked safe without opening it, bind together two rings without breaking them, or spy on 3D beings without them knowing. We have carefully designed each level in Miegakure to be about performing one of these feats, letting players become a sort of super hero from the actual fourth dimension. Miegakure is still very much a work in progress, but we hope to release the game next year. In the meantime, you can play a demo of the game at the PlayStation Experience event on December 6th and 7th. View the full article
  25. Hey all! Lucy from Curve Digital here, with the exciting news that action arcade blaster Ultratron will be coming to PS4, PS3, and PS Vita early next year. The game marks the second time we’ll be working with original developer Puppygames, who are also the creators of Titan Attacks, another arcade reinvention which we brought to PlayStation platforms earlier this year. Ultratron isn’t a direct sequel, but just like Titan Attacks, it takes a classic arcade game and coats in a layer of modern polish, vibrant, colorful graphics and addictive risk/reward play. Where Titan Attacks was all about expanding on classic Space Invaders, Ultratron takes its cue from Robotron and other classic twin-stick shooters adding upgrades, two player co-op, and adaptive difficulty that manually adjusts the pace of the game based on the skill of the player. During the game, you’ll attempt to avenge the human race as you blast your way through over 40 glowing neon levels, avoiding Chasers, Turrets, Minelayers, Spawners, bombs, and bullets before taking on the four evil ‘bot bosses of the Apocalypse. Ultratron is a pure arcade experience that makes it perfect for portable gaming on Vita and loud, music blaring big-screen TV sessions. We’re really excited to bring it to console, and we hope everyone who enjoyed the PC version will be delighted to play the game on the big screen from the comfort of their living room. Ultratron joins puzzle game Nova-111 in our 2015 PlayStation line-up, and we’ve got at least two more unannounced games coming to PS4 next year as well, so keep an eye on the blog for more announcements! View the full article

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