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Hello to everyone who plays games! We must first introduce ourselves. We are Glitchy Pixel, a small development group from Colombia, South America. We really love to make games! Glitchy Pixel is composed of 50% Diana Pacheco (artist, designer) and 50% Italo Capasso (programmer). We are writing to to tell you about our game Poltergeist: A Pixelated Horror, and also to write about the challenge of developing games in Latin America. Poltergeist is a puzzle game. Your objective is to scare the tenants that live in a haunted manor with the help of certain powers at your disposal. That’s right! You can now call it payback time for all those other games where you were the scared one! But be careful, it will not be easy. In each level, you’ll have a limited amount of powers and objects to use to scare the tenants. Possessions, spectres, and portals are just a sample of the powers you can use. You must be clever and not waste away your powers, or you will lose. Poltergeist is more of a calm puzzle game, than an endless, action type of game. But we hope you can feel like geniuses each time you manage to solve a level. In Poltergeist, you’ll witness the history of the manor across a variety of eras. You will scare people from the 30′s, the 80s, even in an office! The basic idea is to create nice environments of the different periods of time from the past century. You will take advantage of the objects of each era, and you will face different bosses, each one representative of their time period. We’ve been working on Poltergeist since November of 2011. It started from a very small prototype that barely worked. From that moment we’ve worked at every opportunity we can so we can build a great game that everyone can enjoy. From a Latin American point of view, the idea of creating video games seemed to be an impossible one a few years ago. But now, the world is increasingly interconnected, and with the rise in technology, and increased digital distribution systems, it has become a reality. Now there are opportunities that we from Latin America are able to take. Poltergeist had its first great breakthrough when it won the Square Enix Latin American Game Contest 2012 with a 20 level prototype. The current game has about 60 levels. At that point, we discovered that not only does Poltergeist have great potential as a game, but also that in Latin America, there is a lot of talent and passion, willing to work in the video game industry. We plan to bring Poltergeist: A Pixelated Horror to PS Vita this October. This was a long process that took lots of dedication, effort, and many long nights. Developers in Latin America are just beginning a big journey order to become big player in the video game development world. For the moment, we think that we’ve had a good start so far. We hope you’ll enjoy Poltergeist when it launches. -Italo Capasso & Diana Pacheco View the full article
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Eh up y’all! Pat from Honeyslug, the dream team behind Frobisher Says and Hohokum, here to chat about the best game about exploding animals you’ll play all decade: Super Exploding Zoo, our new game coming to PS4 and PS Vita! That old family favorite, the Super Exploding Zoo, is under attack from evil aliens who’ve come to devour all the lovely, tasty animal eggs! Only the rampaging herd of explosive animals can save the zoo in this arcade-y tower defence-y explode-em-up. Gather up herds of exploding animals and blast your way through 80 destructible levels as you defend your precious eggs against those greedy alien marauders by slamming into and blowing them up. Before we get into the meat and potatoes of the game, let’s take a stroll down memory lane and see where the fledgling game began. It all began with this humble prototype first knocked up back in the mists of time: As you can see the art style has totally changed since way back then, those rubbish rabbits got bumped out in favor of the far superior penguins. Menacing, cold hearted robots were replaced by nasty greasy aliens (Why would a robot want to eat eggs anyway, no one knows?). We’ve been pushing to fit as much lovely art into the game as we can with 30+ animals to unlock in 9 different skill classes so you’ll never be short of tactical ways to solve these levels. Those different animal classes can help defeat aliens with the terrifying roar of the Lion and the disgusting gooey spit missiles from the Llama, or open up new areas with the bridging ability of the Crocodile or the digging ability of the Meerkat. It’s not just more gormless animals we’ve added since the prototype — now there’s levels lovingly hand-crafted by steely unfeeling algorithms in our fabulous random mode where you can test the might of your herd against an unending stream of new levels. How many levels can you beat before you are overwhelmed by those nasty aliens?! Upload your score and impress your Nan with how high you got on the super important leaderboards! Once you’ve beasted round puzzle mode and found your way through the endless labyrinth of random mode, you can show off your animal herding skills to your friends in the thrilling multiplayer mode. Race against your friends on PS4 or PS Vita via cross play to gather up the biggest herds you can before slamming into each other and watching the carnage unfold! You’ll be able to blast your way around the zoo and save the eggs from those slimy alien scumbags at the Eurogamer Expo in London next week! View the full article
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Hey everyone, it’s Rob from Curve here. You know us by now, right? Here’s a reminder: we’ve developed some of the most well-known PlayStation indie titles including The Swapper, Thomas Was Alone, and Lone Survivor. We’re also massive PlayStation fans and we’re all about helping indie developers bring their games to console. Today I’ve got the honor of announcing a brand new title that we’re developing for PlayStation in 2015. It’s called Nova-111 (pronounced “Nova-one-eleven†if you were curious), and it’s something very special. We fell in love with the game the very first time we played an early preview version, and we think it’s going to be a perfect fit as an accessible but challenging puzzle game on PS4 and PS Vita. Nova-111 is a sci-fi themed adventure game that cleverly combines turn-based gameplay with real-time action, forcing players to utilize both real-time decisions and turn-based strategy to fight enemies and solve puzzles. The combination of two very different methods of interacting with the world creates a game that allows for that sense of urgency you get from real-time games while providing the depth of strategy and methodical combat decisions you might typically associate with turn-based titles. Designed by Funktronic Labs, the game has already been making a name for itself in the indie scene. The guys over at Funktronic are no strangers to PlayStation either — the head of the Studio Eddie Lee also worked on the popular PixelJunk series of games for PS3. Nova-111 will be a cross buy title and will be heading to PlayStation Store in early 2015. We’re already knee-deep in development of the game, so we’ll have some more information for you, including a shiny new trailer, in the next few months. View the full article
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Have you ever dreamed of your perfect game? Does it include a huge cast of lovably quirky shinobi girls whose fighting skills allow them to mow down armies of opponents? Can they unleash special attacks that crush their foes with giant pancakes? Do they hide the armories of entire militaries beneath their clothes? Is their entire epic saga of good versus evil set to the tune of a heart-pumping metal soundtrack? Well, we have heard your wishes, you people of frighteningly-specific desires! A follow-up to Senran Kagura Burst, Shinovi Versus on PS Vita kicks the series up a dimensional notch. Beefing up the formerly side-scrolling beat-em-up into a full-fledged 3D experience, there are now plenty of expansive environments for you to traverse — dashing, slashing, and smashing every enemy along the way. Bringing back the fast-paced, combo-heavy combat from the first game, Shinovi Versus makes use of all that extra space by packing it with even more adversaries and high-flying boss battles. Plus, while the first game sported two different routes to play through, Shinovi Versus has doubled the roster, including four different shinobi squads for a total count of 20, sparring shinobi, all with their own unique fighting styles and special moves. Returning from the first game are the heroic Hanzo girls and the morally ambiguous Hebijo girls, the latter of whom now go by their new moniker: Homura’s Crimson Squad. Taking their place back in the ol’ alma mater is a new Hebijo Elite team, and rounding out the roster is the immaculately good Gessen squad — both of which add their own perspectives to the story. Get ready to see the twisting Senran Kagura plotline play out in four very different ways as you search for the truth of good and evil shinobi and the purposes for which they all fight. On top of that, you can experience each of the girls’ personal side-stories through their individual arcade modes. Shinovi Versus also brings multiple 4-player battle royale modes to the table. On top of being able to go head-to-head against 3 of your friends (or completely random strangers online through matchmaking), you can opt instead to do 2v2 team matches. Senran Kagura Shinovi Versus launches on PS Vita this October 14th, 2014! There will also be a Limited run “Let’s Get Physical†Edition bursting with a 144-page art + strategy guide, and a 39-track musical selections disc, all in a shiny foil collector’s box. So if you want your copy in the flesh, make sure to pre-order! View the full article
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We are extremely honored to be part of Tokyo Game Show 2014. We’ve been humbled by the feedback we’ve received from all the Japanese fans and are excited to be here to reveal the next video in our Behind-the-Scenes series. With a growing number of weapons manufacturers around the world and Nikola Tesla as their chief scientist, the Knights of the Order have a vast array of armament at their disposal. The inclusion of Tesla into the game allowed us to ground many of the technological advancement we wanted to add to our history in reality. We used weapons based on existing technology in the Victorian-Era but also created others that stretched the realm of what was possible at the time. Because our Industrial Revolution is a result of the war between Humans and Half-Breeds, many of the inventions of our timeline are primarily focused on ways to aid in this fight. Guns such as the Carbine, the Coach Gun or the Maschinenpistole are common occurrence in the game and represent the technology of the era. While others based on electricity such as the Arc Gun, or based on alternate ammunition such as the Aluminum Iron Oxide of the Thermite Rifle, provide a way for us to use real technologies and materials of the times, while building weapons that did not exist. Whether real or invented, we always made sure that every weapon we designed followed specific guidelines regarding their assembly, their material use and their craftsmanship. They needed to feel grounded in the real world of the late 1800s. The end goal behind fusing all these weapons into the game was to provide diversity in combat and a fun-factor for the player by showcasing their advantages in different combat scenarios. Some of these weapons were even purposely designed to feel somewhat dangerous not only to your target but to the user as well. We made sure they retained the feeling that they were still in their prototype stage and being field tested. This also reinforced something that was true of the era as often inventions and innovations would find themselves in use well before they were deemed safe to the public, very much unlike the stringent testing and safety regulations that are required today. To find out more about the process Ready At Dawn went through to create the weaponry of The Order: 1886, I invite you to watch our latest Behind-the-Scenes video titled “Tools of the Trade.†View the full article
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You can now instantly watch the latest Hollywood blockbusters and hit TV episodes* from Video Unlimited on Windows and Mac OS PCs** through Sony Entertainment Network’s new web video player. The web player eliminates the need to download and view Video Unlimited content through a separate PC application and offers Mac OS compatibility for the first time. Simply navigate to the Sony Entertainment Network online store, rent or purchase a video, and select “Watch Now.†The in-browser web player window will open, offering easy to use playback controls and the ability to enter into full screen mode. You can also immediately watch owned and previously rented content through the “My Videos†section accessible in Account Settings. The new web player is available to all Video Unlimited countries including Australia, Brazil, Canada, France, Germany, Italy, Japan, Mexico, Spain, United Kingdom, and United States. In addition to Sony Entertainment Network online store, you can access Video Unlimited’s vast library from the PlayStation Store on PS4, PS3, and PS Vita, under the Sony Entertainment Network icon in the main menu of Sony connected TVs and Blu-ray Disc devices, and under the Movies app on Xperia smartphones and tablets. * Content varies by country ** Supported devices include:Windows 2.33GHz or faster x86â€compatible processor, or Intel® Atomâ„¢ 2.0GHz or faster processor for netbooks Windows Vista® (32 bit), Windows 7 (32 bit and 64 bit), Windows 8 (32 bit and 64 bit) Internet Explorer 10 or later, Mozilla Firefox 17 or later, Google Chrome 34 or later (recommended) 512MB of RAM (1GB of RAM recommended for netbooks); 256MB of graphics memory Flash 14.0 or later Web connection with 1.5 Mbps download speed or better Mac OS Intel Coreâ„¢ Duo 1.86GHz or faster processor Mac OS X v10.6, v10.7, v10.8, or v10.9 Safari 5.0 or later, Mozilla Firefox 17 or later, Google Chrome 34 or later (recommended) 512MB of RAM; 128MB of graphics memory Flash 14.0 or later Web connection with 1.5 Mbps download speed or better View the full article
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September has arrived and brought along with it, a whole heap of new videos for you to enjoy this week! In addition to the latest from Aussie hit-maker Iggy Azalea, VidZone has the massive comeback video from British Pop/RnB star Jessie J featuring Ariana Grande and Nicki Minaj, and a moving tribute from LA’s Five Finger Death Punch to the 300,000 homeless war veterans in the US. Read on for more info and to find out what else is new check out the latest Highlights video trailer above! Artist Of The Week: Taylor SwiftTaylor Swift is back with the fantastic new single ‘Shake It Off’ and its hilarious music video featuring all manner of dance moves. The up-tempo pop hit is from Miss Swift’s recently announced forthcoming album, 1989 and the video was directed by Mark Romanek who also worked on Coldplay’s ‘Speed of Sound’ and Jay-Z’s ’99 Problems’. So we suggest you watch it now along with all of her previous videos in her Artist Of The Week Playlist! And here are the highlights from the hottest Zones… RnB ZoneAfter an amazing and heartfelt performance at this year’s VMA’s, Sam Smith continues his reign as the hottest new star out of the UK to storm the US charts. And now the British singer-songwriter is back with the heartbreaking ‘I’m Not The Only One’ with its video featuring Dianna Agron, from TV’s Glee portraying the tragic tale of a cheating husband. Watch it now as well as the massive track ‘Stay With Me’ and more in his Artist Focus Playlist. Sam Smith – Artist Focus Chris Brown – Artist Spotlight Usher – VidZone Recommends Jasmine V ft. Kendrick Lamar – Must See Video Hip-Hop ZoneIt’s undeniable that 2014 belongs to Iggy Azalea and so VidZone thinks it’s time to put the Australian hip-hop star Center Stage as her brand new video ‘Black Widow’ arrives. The cinematic Kill Bill inspired video sees the rapper pick up a sword and flex her acting skills alongside the UK’s Rita Ora. Check it out now in her playlist which also includes the No. 1 hit ‘Fancy’ with Charli XCX and her awesome collaborations – ‘No Mediocre’ with T.I. and ‘Problem’ with Ariana Grande. Iggy Azalea – Center Stage Nicki Minaj – VidZone Recommends Juicy J – Artist Spotlight Lil Wayne – Artist Focus Metal ZoneHeavy metal five-piece Five Finger Death Punch return with the striking new video for ‘Wrong Side of Heaven’ to coincide with their campaign to benefit organizations assisting war veterans suffering from posttraumatic stress disorder. The band has enjoyed tremendous support from their military fans over the years and has decided to give back to veterans with the video. Check it out now in their Artist Focus playlist. Five Finger Death Punch – Artist Focus Chelsea Grin – Artist Spotlight Mushroomhead – Must See Video Crown The Empire – VidZone Recommends Latest VideosCheck out our great selection this week… Taylor Swift – Shake It Off (Pop) Juicy J – Low (Hip-Hop) EXPLICIT Enrique Iglesias – Bailando (Latin) Florida Georgia Line – Dirt (Country) The Color Morale – Prey For Me (Rock) Counting Crows – Scarecrow (Alternative) EXPLICIT Elle Varner ft A$AP Ferg – Don’t Wanna Dance (RnB) EXPLICIT VidZone brings you a world of music videos tailored completely for you. Download it now for free from PlayStation Store under the Apps category. As always, please keep in touch on YouTube, Twitter, Google+, and Facebook. We read everything and love your comments, so don’t be shy! Got any requests for VidZone? Let us know! View the full article
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Ahoy, me hearties, I be writin’ you this message, t’ inform you of new treasures to be found! If you be playin’ Resogun between the dates of September 18th and September 20th, you will find one of me very own ship mates has joined your crew… and you can keep him, I don’t be wantin’ that traitorous dog back! Now that that bit is over, and I can type like a normal person again, we are of course celebrating the incredibly important and internationally recognized Talk Like a Pirate Day. Everyone who plays Resogun between the 18th and 20th of September will receive a pirate themed human for free and to keep forever (well as long as you have your save data). The pirate skin will only be available at this time, so if you miss it, you miss it. For those of you that are still frequent Resogun players, you will of course know that this will be the third themed human that we are releasing. We still have a bunch more human themed skins to release through the rest of this year and the next, so here are a couple of images to whet your appetite. I’m not giving away any dates though, that’ll spoil the surprise, although you can probably guess… View the full article
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Hi fellow sorcerers, it’s time to hit the download button again! We have a special treat for you today in the form of the mighty Marduk of Gods Eater 2 infamy. Your mission, if you accept it, is to take on the role of Gods Eaters and hunt down this blazing fiend. If you are to play as God Eaters you might as well look the part, so you will find nice leathery outfits in the Men and Women sections of Carnatux’s Shop. Defeat the Marduk not once, not twice, but three times and these frocks are yours to keep, ladies and gentlemen. Victory alone won’t be quite enough if you want to get your hands on the Red Lupine Ruby and Red Lupine Wing offerings, however and you will have to destroy the fiend’s cursed parts to claim the powerful spells. To Geoffrey Chaucer’s quote “All good things must come to an end,†Thornton Wilder added “[…] but all bad things can continue forever.†The Eternal Recursion could have been the inspiration for these words of wisdom. I also believe they are a fitting conclusion to the last blog post update for Soul Sacrifice Delta, for the dreaded time for long goodbyes has finally come, my fellow sorcerers. The very last Additional Pacts (number XII for those of you who keep count) will be released in 2 weeks and will conclude the series of updates. So on behalf of all involved in the game, let me thank you for your support and wish you the best of luck in your future quests. View the full article
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Hey Folks, We’re getting very close to the release of Frozen Synapse Prime, and I wanted to go over what is really the biggest aspect of the game – the online multiplayer. Online multiplayer in Prime is both synchronous and asynchronous, as the game is hosted off Double Eleven’s set of dedicated Amazon cloud servers. In other words, two players can either play against each other at the same time when they both have a PS Vita in hand, or they can play it like chess by post, where turns can be taken minutes to days at a time. So you could quick-match against an online opponent now, or take a weekly turn against your friend if you’re not able to meet at the same time to play. The asynchronous multiplayer aspect allows you to have several games on the go at once, against friends and opponents around the world. The game alerts you when a turn has been made in one of your matches, and players can track and manage their matches via their Active Matches area. There’s a variety of online modes to choose from; from classic deathmatch style of play to protecting VIPs, rescuing hostages, infiltrating and controlling areas of the map, collecting items to score points, and more. Extermination – Classic team deathmatch Hostage – Cover and escort hostages to safety Disputed – Collect and extract data cells safely off the battlefield Infiltration – Get one of your team into the enemy zone Secure – Control and defend your zone against the enemy Charge – Bid against an opponent as to how far you believe you can make it The person who takes the most risk becomes the attacker, the other the defender Dark Mode – For a deeper challenge across all of these modes. In Light matches the opponent’s squad can be seen on the map at all times. In Dark matches opponents can only be seen when entering one of your unit’s line-of-sight. Typically squads will contain a mix of different units, but players are free to customize their squads, in multiplayer and vs AI matches. The battlefield and match rules can also be customized. Leaderboards score and track player performance in all multiplayer match types, and allow you to inspect another’s match stats. Every individual online match is also saved on our FSP servers, allowing you replay the action, control the camera, toggle each squad’s plans, and learn tactics from the pros. Using the in-game Replay Theatre you can browse specific channels to replay your multiplayer matches, your friends’ victories, or the top matches chosen by the game. Each match generates a unique code, so you can share your coolest matches with friends. Finally, offline Skirmish matches allow you to battle against the AI, with all the squad and battlefield customization options available. The FSP AI think like human players do, they survey the map, consider the strengths of their squad against that of the player’s, predict the player’s moves and utilize built-in strategies to cover each other, flank, suppress, clear rooms and hold areas. That’s a quick overview of online multiplayer; hope you guys find it useful — thanks for reading! View the full article
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I’m excited to be at TGS announcing more news about The Tomorrow Children. As we continue to build and perfect The Tomorrow Children’s open world concept, we wanted to expand upon the details we revealed at Gamescom and share more about the game. The Tomorrow Children is an online game, combining synchronous and asynchronous gameplay. This is to encourage a fresh style of play. If you just want to explore by yourself you can and other players can’t see you. But if you want to interact with other players, your actions in the world will begin to pop up in their worlds. The world itself is synchronized too, so your interactions appear in both your own world and theirs. For example: if you dig a hole, that hole will be dug in the same place for other players in their world. It’s pretty interesting to see people working together within this system, digging out to find resources and using them to build up their towns together. People have asked what kind of roles players can assume in the game. The Tomorrow Children is a sandbox but there are some loosely defined roles you can take on such as Radio Officer which is a kind of scout role, and Engineer Commander who likes explosives and building roads, but you can mix and match your tools and weapons any way you like. The policemen around town will assign you roles and give you a default tool if they feel there is a shortage of a particular type of player. You can always ask them for advice, too. Sharing is a vital aspect of the game, whether it’s with resources or information to create a more connected community. In addition to helping build each other’s towns in online gameplay, there are a number of ways to communicate with other players, such as blowing a whistle, or gesturing, or using a megaphone, and later on we will be adding the ability to hijack the tanoy speaker system in the town to really get what you want to say across to other players. The back-story to the game involves a huge experiment performed in Soviet Russia in the late 1960s, an experiment to try and unify the entirety of human sub-conscious thought as one. However, it went wrong and nearly obliterated all living things on the planet, and the white void is what’s left of mankind and its dreams. The things that are created from the void come from those lost dreams… and of course nightmares too, in the case of the Izverg (Giant Monsters invading your town). Fast-forward almost 100 years and the remaining scientists have, while artificially extending their own lives, managed to rebuild society to some extent and they have invented a “projection clone†technology. However, the scientists can’t risk venturing out themselves because they are the only original human beings left. This is where you come in. As one of these clones, you’re tasked with searching out and discovering as much human DNA (stored safely in Matryoshka dolls) as possible and bringing it back to the town to restore it to human form again. Well, I hope that gives everyone a little insight into everything! View the full article
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Buy Minecraft PS4 Edition Hello everyone! As many of you already know, Minecraft: PlayStation 4 Edition has been available from PlayStation Store since the beginning of the month. Following the successful launch, we are pleased to announce the retail disc version will be available starting on October 7th. For those looking for the ultimate Minecraft experience, the PS4 Edition features worlds 36 times bigger than the ones you might be used to on the PS3 system. Existing players are able to import PS3 saves to the PS4 Edition, allowing them to continue work on their immense structure or delve even deeper towards the Nether. Also, to ensure you have the best Minecraft experience possible on the PS4, be on the lookout for a day 1 patch available on October 7th. In other Minecraft related news, for those waiting for the PS Vita Edition, we’ll have more information on this in a few weeks and will include all the proper info on how the cross-buy works between the PS3 and PS Vita Editions. Thanks for reading and see you in the world of Minecraft PS4! View the full article
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Here at Curve we’ve had the pleasure of bringing a variety of games to PlayStation in the last two years, made by a great mix of different indie developers. Thomas Was Alone was the very first of those games, and its ubiquitous creator Mike Bithell was the first indie developer who we got in touch with. A lifelong PlayStation fan, Mike was genuinely excited by the idea of having the game appear on PS3 and PS Vita, and we had a great time creating that version. With that in mind, we’re now happy to announce that we’re bringing Thomas Was Alone to PS4, and it will be available to everyone as a cross buy title. That means if you picked up Thomas on PS3 or PS Vita at any point last year, you’ll be able to grab the game completely free on PS4. If you missed Thomas Was Alone the first time around, the PS4 version will give you a chance to play one of the most popular independent games ever made. A game about rectangles and friendship, Thomas Was Alone’s graphics may be minimalist, but its gameplay is engaging, and the story it tells is quite unlike anything else in gaming. It also has the added bonus of being narrated from start to finish by the BAFTA-winning comedian, Danny Wallace. It’s great to be able to offer the game to a whole new generation of PlayStation fans who may not have had the chance to pick up Thomas on console before, and we’re also happy to be able to give people who have supported the game in the past a shiny new copy for their collections. Thomas will be arriving on PS4 later this year. View the full article
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Hi, Playstation.Blog! I’m Olga from Frogwares. After having explored Holmes’ new skills in previous trailers for Sherlock Holmes: Crimes & Punishments — coming from September 30th on PS4 and PS3 — I’m delighted to introduce today the complexity of not only the cases, but the people of Crimes & Punishments. It’s a trailer about empathy, blame, and punishment — not of the suspect, but of Holmes himself, as he lives with the decisions made throughout the game. Crimes & Punishments introduces moral changes to the Sherlock Holmes series. Not only are you charged with selecting the suspect who committed the crime, but also what to do with him, either handing him to the police or empathizing with his or her situation, setting them free after a dressing down in true Holmes style. Their fate will be left in your hands, with all the responsibility on Holmes’ conscience. Behind the guise of the prim and proper, Victorian England is a characteristically dark place, with its denizens as layered in extravagant clothing as they are in lies, deceit, and jealousy of their brethren. As culture revolves on an axis of polite euphemism, Holmes teeters on the edge, looking in, interjecting with a sport-like enthusiasm and surgical precision, manipulating the elements like a puppet-master on a stage. Through six unique cases, and up to five suspects per case, take advantage of many of Holmes’ famed skills. From the socially unacceptable character judgment sequences, allowing you to piece together information about a character from their clothing and appearance, to his ability to piece together a crime-scene from nothing but sharp observation and imagination, embark upon 6 dark and treacherous mysteries across London. View the full article
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For a little more than a month, the PlayStation Now Open Beta has allowed PS4 users to quickly access and play games from a rich and expanding library of PS3 titles directly from our cloud servers, without the need to wait for game downloads, installs, or patches. I am happy to announce that the Open Beta will be available to PS3 users* in mainland U.S. and parts of Canada starting today. PS3 users will now see PS Now titles integrated into PlayStation Store as part of the Open Beta. The library of PS Now games has grown to more than 150 titles, and will continue to grow as the service expands over time. I’m pleased to announce that God of War: Ascension, inFAMOUS, and the recently released Ultra Street Fighter IV are all coming soon to PS Now. PS Now offers a variety of rental periods depending on the game, and in most cases, you can rent a game for an entire week for about $1 a day. We are still in the early days of PS Now, but it’s been great to hear from users that have been pleased with the service’s performance. We want to thank everyone who has tried out PlayStation Now and encourage everyone to check it out. The service is still growing and evolving based on the feedback we’ve received from PS Now users. We recently reduced the pricing for select 4-hour rentals, and we are still working towards a PS Now subscription option. We will continue to collect feedback from PS3 and PS4 system Open Beta users and refine the service, so please keep your feedback coming! *Service not available in all areas. A steady broadband connection greater than 5Mbps hardwired is HIGHLY recommended. See us.playstation.com/playstationnow for details. View the full article
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Holy crap, guys, Borderlands: The Pre-Sequel is coming out so soon. We’re less than a month away from release, and there’s still so much more exciting stuff we have left to show off. Today, we have a new video featuring Mr. Torgue (Explosions!) and Sir Hammerlock (Scientific research!) explaining the ins and outs of life on Pandora’s moon of Elpis, ranging from new enemies and the impact of low gravity to our new playable Vault Hunters: Wilhelm, Athena, Nisha, and Claptrap. You’ll also get your first details about the Grinder, a new machine that lets you turn your crappy busted old guns and equipment, into shiny new ones. Beyond that, we’re also finally talking about some of the rad new characters you’ll meet this time around. There are plenty of returning favorites like Lilith, Roland, and Moxxi, but there are also a few new faces you may have spotted in a few of the previous Borderlands: The Pre-Sequel trailers, if you’ve been looking hard enough. For example, Janey Springs is a junk dealer who was mauled by Kraggons before you arrived on Elpis. She now owns the Grinder, and she’s super nice to all the Vault Hunters… especially Athena. Like, she really, really likes Athena. You’ll also meet Nurse Nina, a medic who thinks your pain is kind of hilarious. As described by Gearbox writer Anthony Burch, “she’ll always heal you, but she may zap you with a cattle prod just to hear the funny noise you make.†That’s just a tiny taste of what’s new; I’ll let Hammerlock and Torgue dive a little deeper into the other features and characters since they’re a lot more exciting to listen to than I am. But there are still plenty of surprises left before Borderlands: The Pre-Sequel comes to PS3 on October 14th, so keep an eye out for even more in the weeks to come. View the full article
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This past E3, PlayStation unveiled Bloodborne, the product of a close collaboration between famed Japanese developer FromSoftware and Sony Computer Entertainment’s own Japan Studio. At gamescom in Cologne, we revealed the first public gameplay with a hands-on demo and 6-minute gameplay video (catch it here if you missed it). Everyone involved with Bloodborne has been overwhelmed by the public response to the project, but the question we’ve received most of all, actually, is “when?†Today, we’re happy to announce that fans will be able to experience Bloodborne’s unique blend of gothic horror, terrifying enemy designs, fast-paced offensive combat (complete with brutal transforming weapons), RPG character customization and progression, and unique online features on Friday, February 6th, 2015, exclusively on PS4. We’re also happy to reveal the Collector’s Edition for Bloodborne, also available on February 6th, 2015, which will include a special Steelbook collector’s case, an exclusive premium art book featuring stunning concept art from the game, as well as the complete soundtrack featuring all of the haunting music from the game’s score. The Collector’s Edition will be available for $79.99 at participating retailers, and will only be available in limited quantities, so pre-order before it’s too late. To help celebrate this announcement, watch the brand new trailer for the game above that showcases all new content, including chilling environments, gruesome enemies, devastating transforming weapons, and even a sneak peek at some of Bloodborne’s online functionality including cooperative and asynchronous play. Now, for those of you who pre-order the game, either at your favorite participating retailer or through our digital PlayStation Store, we’ve got an exciting pre-order DLC for you. In Bloodborne, hunters have special companions called Messengers that have creeped up out of the nightmare world and facilitate some of the asynchronous online gameplay features. If you pre-order Bloodborne, you will be treated to an exclusive alternate skin for your Messengers. Stay tuned to PlayStation.Blog for more information about Bloodborne in the coming weeks and months. View the full article
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What a week! Since Destiny launched one week ago, it has officially become the biggest PS4 game launch in North America ever. The game broke records for being the fastest purchased and most played PS4 game during its first week on sale. In fact, last week was our single biggest PS4 hardware sales week since Christmas 2013! That’s a lot of PS4s. Thanks, Guardians! Click here for more on Destiny Destiny also racked up some impressive gameplay stats, with PS4 players across North America collectively accumulating more than 11 million gameplay sessions – that’s a lot of Guardians! Destiny players have also made full use of PS4’s social features; it was the most shared and most broadcasted PS4 game during its first week on sale. From everyone at PlayStation, we want to say thank you to the fans – none of this would be possible without you! If you’re like me you have been up until the wee hours of the morning playing ‘just one more match’ with your Fireteam (I’m still trying to get to 26 with my Warlock to prep for Vault of Glass!). Luckily, the Destiny journey has only just begun. New events are scheduled throughout the next few months, and upcoming expansions including “The Dark Below†and “House of Wolves†are in the works. Each expansion will provide brand-new story missions, cooperative and competitive Crucible arenas, and a wealth of all-new weapons, armor, and gear to earn (hopefully some legendary engrams!). Of course each will have more PlayStation exclusive content. We’re looking forward to giving you more details soon. Partnering with Bungie and Activision on Destiny has been a dream come true. See you in the Crucible where you probably just killed me as a BladeDancer… or in the Tower where I will be dancing on the Post Office. View the full article
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Heyo! My name is Scott Drader and I’m a co-founder of Metalhead Software, a tiny indie studio on an island floating somewhere off the Canadian west coast. I am most utterly delighted to tell you that we’ve got a new sports game cookin’ for you by the name of Super Mega Baseball and it’s going to be headed your way this fall on PS4 and PS3. I’m going to tell you a little bit about why we decided to make the game in the first place and then elaborate on the Various Heat This Game Be Packin’. There was once an era – and you’ll know what I’m talking about if you’ve been around for a while – when a variety of new sports games came out each year; indeed the genre has gravitated towards fewer new titles each year. We once had titles ranging from casual, to ridiculous, to arcade, all the way up to simulation. A lot of these games lived at this nice overall level of complexity where you could plop yourself on the couch with friends, even if they weren’t huge sports fans, and go from having no idea what you’re doing to having a blast in just an hour or two. It was a very cool era for the genre. I’ll acknowledge that there’s some nostalgia in my words. The reality is that games have improved, and so have expectations. There are reasons we see fewer sports games now. There are reasons that indie developers haven’t penetrated the sports genre in the same way they have other genres. I could talk all day about how these things came to be, but let’s just say that we decided it was absolutely necessary that we make a new couch-coop/competitive baseball game. Super Mega Baseball is an accessible, “lite†baseball simulation. It’s unlicensed which means we’ve been able to have a ton of fun with the characters and stadiums (and throw in some parody when necessary!). Our number one goal from the beginning was to nail a set of gameplay mechanics that make for a solid couch-coop/couch-competitive experience. That means accessible, but with subtleties that add depth over time. Here are the goods: 2-4 player couch co-op/competitive: This can be head-to-head, 2v1, 2v2, or co-op vs the CPU. When you’ve got a teammate, you’ll be alternating batting/running each at-bat, and alternating pitching/fielding each inning. This means everyone’s involved and you’ll have to be on your toes. There’s per-user, sliding difficulty settings, meaning you’ll be able to easily setup a close game between friends of any skill levels. Ultra responsive, blazing fast gameplay: In a nutshell, you’re going to spend most of your time telling your players what to do. All the cinematic stuff is skippable and you’ll be able to cut through 9-innings in 20 minutes. The basic controls are ultra-easy to learn, but you’ll need to master jumping, diving, wall-catches, power-swings, and cut-off plays to properly dominate your friends. Full batting/pitching stats: There’s not much to say here other than that the information you expect to see is all there. Realistic simulation and physics: Don’t be fooled by the light-hearted/comical presentation; the fundamentals of the sport of baseball are here. Leveling System: You’ll tally up Starpoints for hits/strikeouts/catches during each game, Level Up once you have enough, and then hire staff to train and coach your players, boosting their abilities. Use that jacked up team to win at higher difficulties (and post higher leaderboard scores than your friends!). Team customizations: Customize the look of your squad to your hearts delight. You can make as many aesthetic adjustments as you want. Laaaaadies… are in the house (and the game). I sometimes get the feeling the word “sports†is a dirty word for gamers that don’t also happen to be hardcore sports fans. And no doubt modern sports games can be an alienating experience if you don’t live for sports. That being said, I wholeheartedly believe that just as Shooting a Monster in the Face is a solid premise and implicitly provides an excellent underlying rule set for a video game, Smashing a Ball Over a Fence With a Stick is an equally wonderful and glorious premise. I hope many of you agree! If you have any questions, just post ‘em below and I’ll do my best to answer, and also hit up SMB’s Twitter feed for plenty of juicy details in the coming weeks. View the full article
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On the eve of TGS, I’m lucky to have so much to be excited about! In the West, I can at last reveal the complete new character roster for Samurai Warriors 4, along with new images and video for them all today. Here in Japan, tomorrow, I’ll get to experience reactions to Samurai Warriors Chronicles 3 for the first time… I cannot confirm if this game is coming to the West at this time, but do hope to see Western players experiencing the game for themselves as well. As we celebrate the 10th anniversary of Samurai Warriors, I thought you might be interested as to how the franchise came to be. Before there was Samurai Warriors, there was the historical tactical action series, Dynasty Warriors, which is based on the accounts of China’s “Annals of the Three Kingdoms†(known as “Sangokushi†in Japan), was and still is extremely popular. Samurai Warriors was conceived around this time as a spinoff of the Dynasty Warriors series. In February 2004, the first ever Samurai Warriors launched on PS2. There was a lot of excitement and hype for the title and the game sold more than one million copies in its first month of release in Japan, establishing Samurai Warriors as a key franchise for Koei Tecmo. The game has grown steadily since, and for every new installment, new characters have been added making it a popular talking point amongst the fans. For Samurai Warriors 4, we listened to the feedback from our loyal fans and decided to not only add new characters, but also update favorites from the series including Yoshitugu Otani, Toshiie Maeda, Aya, and others. Today, we introduced the characters Takatora Todo, Kagakatsu Uesugi, and Munenori Yagyu who join the cast of new warriors that includes Lady Hawakawa, Naotora Ii, Takakage Kobayakawa, Kojuro Katakura, Koshosho, Hisahide Matasunaga, Yoshitsugu Otani, Nobuyuki Sanada, and Toshisa Shimazu. Speaking about the evolution of the series, in addition to new characters, we always strive for an ever-evolving battle system to create the most exhilarating combat possible. In Samurai Warriors 4, some examples include Hyper Attacks which combine rapid movement on the battlefield with high-powered attacks, deadly finishing moves with Mighty Strikes, and the ability to switch between characters in real-time, broadening gameplay within the massive map that awaits players. Understandably the graphical capabilities and presentations differ between the platforms, but the core essence and fun of the game itself is more or less identical so the players have the option of choosing a platform that best suits their needs. Also the DLC and save data are transferable and can be shared so the players can opt to play on the Vita while on the move yet continue playing it on another system after returning home. Our team is grateful to all of the fans who have supported Samurai Warriors throughout the years since its initial launch. Without them, the 10 year milestone would have never been reached and we are filled with so much appreciation of just that fact alone. Obviously we have no intention of stopping here and will continue to explore expanding the franchise into different mediums such as anime and manga, to name a few. We want the fans to be the first to know our next steps for Samurai Warriors, so please look forward to that day. And most importantly, please do continue to show us your astounding support as it keeps us going day after day. View the full article
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Alien: Isolation‘s Survivor Mode was first seen at E3, where attendees got hands-on with the time-based challenge of escaping a level — and the Alien — in the fastest time possible. Others later experienced this terror, isolated in the dark chamber of a 10ft tall, giant Alien egg replica gaming station at San Diego Comic Con and PAX. For many, the challenge proved too frightening. Some met the challenge to survive and complete the level. All experienced the thrill of facing the universe’s deadliest killer — one-to-one. Survivor Mode is you versus the creature, against the clock and in a desperate bid for survival. With few resources on each map, players will have to take full advantage of what they can find to complete objectives and escape. On October 7th, those brave enough to face the challenge can experience the first map of Survivor Mode — Basement — with their copy of Alien: Isolation. And on October 28th, the first of five Survivor Mode add-on packs will be available to purchase, featuring three new maps. Each map has its own set objective, challenges, a variety of enemy types to deal with, and a new playable character to discover — plenty to sink your teeth in to. There will be more add-on packs to explore across the following month, and if you’re keen to sharpen those survival instincts, then don’t miss out on our Season Pass. The pass will give you access to all five Survivor Mode add-on packs, with up to a 25% discount! View the full article
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With Tokyo Game Show taking place this week (September 18th to 21st) in the home city for Shinji Mikami’s team, Tango Gameworks, it only made sense to come up with a new gameplay trailer for The Evil Within. In our newest footage, the game’s primary antagonist, Ruvik (voiced by Jackie Earle Haley), narrates and gives clues to the madness you will encounter. With less than a month until the October 14th release date, expect plenty of terrifying updates in the final stretch before launch. Whether you’re on PS4 or PS3, there’s still time to pre-order The Evil Within and its Season Pass on PlayStation Store. View the full article
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PS4 Games Air Conflicts Vietnam Ultimate Edition ($29.99) Anomaly 2 ($14.99) Fibbage: The Hilarious Bluffing Party Game ($6.99, Cross-Buy) Kickbeat Special Edition ($9.99) PS3 Games Alawar Minis Bundle ($3.99) Fairy Fencer F ($49.99) Fibbage: The Hilarious Bluffing Party Game ($6.99, Cross-Buy) Jetpack Joyride Ultra Bundle ($3.99) Meet The Robinsons ($9.99) Naruto Shippuden: Ultimate Ninja Storm Revolution ($49.99) PS Vita Games Murasaki Baby ($14.99) Jetpack Joyride Ultra Bundle ($3.99) Run Like Hell! 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(Psone Classic)PS3/PS Vita$1.99$5.99Proteus (Cross Buy)PS3$6.99$13.99Proteus (Cross Buy)PS Vita$6.99$13.99Quantum ConundrumPS3$4.99$14.99Resident Evil 4PS3$6.99$19.99Resident Evil 5 Gold EditionPS3$14.99$29.99Resident Evil 6PS3$9.99$19.99Resident Evil Chronicles: Hd CollectionPS3$13.49$26.99Resident Evil RevelationsPS3$13.49$39.99Stealth Inc Ultimate EditionPS4$7.49$14.99Stealth Inc: A Clone In The Dark (Cross Buy And Cross Play)PS3$4.99$9.99Stealth Inc: A Clone In The Dark (Cross Buy And Cross Play)PS Vita$4.99$9.99Street Fighter Alpha 3 MaxPS Vita/PSP$2.99$9.99Street Fighter III: Third Strike Online Edition TrialPS3$3.99$14.99Street Fighter X TekkenPS3/PS Vita$9.99$39.99Super Puzzle Fighter Ii TurboPS3$4.99$9.99Super Street Fighter Ii Turbo Hd RemixPS3$4.99$9.99Superfrog Hd (Cross Buy And Cross Play)PS3$6.99$9.99Superfrog Hd (Cross Buy And Cross Play)PS Vita$6.99$9.99The Swapper (3 Way Cross Buy)PS3$15.99$19.99The Swapper (3 Way Cross Buy)PS4$15.99$19.99The Swapper (3 Way Cross Buy)PS Vita$15.99$19.99Thief – Digital BundlePS4$19.99$49.99Thief – Digital BundlePS3$19.99$49.99Thomas Was Alone (Cross Buy)PS3$4.99$9.99Thomas Was Alone (Cross Buy)PS Vita$4.99$9.99Titan Attacks! 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Big Coin Pack ($4.99) Dead Man’s Chest ($19.99) Great Coin Pack ($9.99) Medium Coin Pack ($1.99) Small Coin Pack ($0.99) Themes Amazing Earth: Tropical Dynamic Theme ($1.99) Anime: Metropolis Dynamic Theme ($2.99) Ann Marcellino: Series I Static Theme ($1.99) David Lojaya: Giant Encounter Dynamic Theme ($2.99) Hatsune Miku: Project Diva F Theme ($1.99) Jerry Lofaro: Patriotic Eagle Dynamic Theme ($2.99) Jewel Dragons Static Theme ($1.49) Matt Bulahao: Stormbringer Dynamic Theme ($2.99) Matt Bulahao: Under Construction Dynamic Theme ($2.99) Matt Demino: Bug Dynamic Theme ($2.99) Mecha Rampage: Ready Dynamic Theme ($2.99) View the full article
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Among the brand new PS4 games announced by Sony Worldwide Studios at Gamescom last month was The Tomorrow Children – a striking, unusual open-world adventure title from the reliably eccentric PixelJunk developer, Q-Games. As you can tell from the reveal trailer, it’s an intriguingly out-there creation, placing you in the shoes of a clone as she explores a strange post-apocalyptic landscape in search of resources to restore humanity and protect her fledgling community from fearsome beasts. Duly, its reveal threw up all manner of questions about what exactly players should expect when it lands on PS4 in 2015. In search of some answers, I sat down with Q-Games founder and veteran designer Dylan Cuthbert to find out more about his studio’s big, bold and bizarre new project. I think it’s fair to say that The Tomorrow Children was one of the more unusual titles that debuted at Gamescom. Lots of people will have watched the trailer during the press conference and found it totally intriguing, but others may well have wondered, “What the hell did I just see?†For that latter group, can you give us a brief ‘elevator pitch’ encapsulating exactly what The Tomorrow Children is all about? Dylan Cuthbert: Very difficult! It’s basically an open-world sandbox game with some rules in there to encourage a feeling of ‘togetherness’ – that you’re working together to build things. If you were to distil it down to the most action-based elements – you explore the surrounding islands; you mine resources; you work out a way to get them back to town, then you use them to expand your town. You can even craft tree saplings and do some farming if you want to – you can farm apples to feed the population you’re restoring. The accumulation of all that is that you fight these marauding monsters who’ll try to destroy your buildings. That’s the base loop. Every little thing you do in the game is recognised by the state. Whenever you want to, you can go to the labour office and you’ll get a print out of every action you’ve done; such as, say, carrying an apple 10 metres. Then it’ll give you an income based on what you did and you can use that income to buy yourself perks, or better tools, or just play around with the game’s systems. How exactly did the project get started? Dylan Cuthbert: We wanted to make a game that had a social experiment element to it, and a game that played out in a manipulatable world. As for the art style, I really like wooden puppets from the Czech Republic, especially from the ‘60s. And more generally I like the fashion from the late ‘60s too. As we wanted the game to have this social experiment element to it we figured the best basis for that would be a Marxist setting – that ‘behind the iron curtain’ Cold War feel always gives you a bit of a thrill. We started experimenting from that point. We wanted a new visual style that utilised new 3D tech – not the standard stuff we see that has been extrapolated from old PS2 systems. We took a radically different approach and wanted to find a way to get an almost pre-rendered look, like a Pixar film perhaps. We looked around and found this tech called cascaded voxel cone ray tracing, where all the light around the game camera is encoded in a 3D structure. So as you walk through the scene you’re getting 3D lighting occurring around you. It’s not pre-baked – it’s all real time. We spent quite a lot of time developing that, and really used the PS4’s compute power to its extremes to implement the technology. That all started about three years ago. It was a smaller team back then and we slowly started adding people. I’ve heard you were under special orders from [PS4 system architect] Mark Cerny to make something a little bit different for the new hardware… Dylan Cuthbert: Right at the start of the project Mark said to us, “I want people like Q-Games and Media Molecule to create new technology – or do things in a different way to how the big AAA studios have had to operate.†Those giant studios have their pipelines, and they just have to get this stuff made. It’s fine, and it usually creates a great looking game, but Mark also wanted something that was a bit different, and that’s what he encouraged us to do right at the start. Looking at the trailer and sitting in on your behind-closed-doors sessions with media at Gamescom, I thought I noticed all kinds of other influences in there, as well as the Soviet imagery – Salvador Dali, Lars Von Trier, the Godzilla Kaiju elements. It’s a really eclectic, interesting mix… Dylan Cuthbert: Yes, but it’s all been honed down to create one vision. At the end of the day, it’s a game, so it’s nice to have big monsters to fight but our initial designs didn’t centre around that part of the experience so much. They were more about getting the social stuff right – the parody of Marxism, getting the black market in there – that kind of thing. Bringing everything in under one creative vision has been the major challenge, but I think we’ve pulled it off – when you play the game I think you’ll find it very consistent. What was the reaction of SCE Worldwide Studios bosses when you first showed them what you were working on? Dylan Cuthbert: We didn’t show Allan [becker, Japan Studio chief] and Shu [Yoshida, President of Sony Worldwide Studios] the exact vision until very late – maybe October or November last year. And they were just blown away by it, especially with some of the features that we haven’t announced yet. They’ve been great. They’ve been very hands-off – we’ve been left alone to make whatever we want to make, and I think that shows. Moving onto the game itself, is there some sort of leader or overseer in charge of your game world? Dylan Cuthbert: There’s the Administrator who you see at the end of the trailer. He’s the guy who introduces you to the world and is part of the original population – the remnants of mankind. They’ve found a way to make themselves live longer, which makes them look a bit scary and skeletal. They can’t go out and mine – it’s too dangerous as they’re the last remaining humans. That’s why they’ve created these clones – you – to go out and do their work for them. My understanding is that launch day is just the start, and you’ll be issuing regular updates. Can you give us an idea of how the game is going to evolve long-term? Dylan Cuthbert: We’ve got all kinds of ideas and want to release updates very regularly. There’ll be plenty of content in the initial release but there are all kinds of things we want to keep adding because it’s such an interesting world to build on. Being able to build giant robots, for example – they can then go out and defend your town for you. There’ll be big content like that, but lots of bits of small content too, such as being able to buy your own house on the black market, and then just going in there and hanging out, should you want to. We saw a few glimpses of the game’s monsters in the reveal trailer. Can you tell us a bit more about the different types of creatures players can expect to encounter? Dylan Cuthbert: Right now there are four basic types, and a few special types as well. Within the islands you’ll find creatures that spawn out little flying creatures. If you get attacked by them you get reset back to the town. You’ll lose the log of all the work you’ve done and won’t be able to claim income. So, you don’t want to be attacked by them, but you can take them out with a shotgun. There’s sentinel guardian type things in the islands as well, and treasure bosses you can fight too. These creatures just stay in the islands – they won’t come and attack your town. In this category we have three types. There are spiders, which come in hordes, attack buildings and explode themselves. Then there are the giant Godzilla-style Izverg creatures that will crush buildings and eat people. And then there are flying creatures that drop bombs. Those are the main ones at the moment. Post-release we can consider different things too. The giant Izverg is kind of like a boss character as you have to collaborate to bring them down. The spiders you can bring down by yourself. On the subject of friends and in-game relationships, how exactly will the social system work? Dylan Cuthbert: You can down-vote or up-vote other players depending on their behaviour, and that changes their status slightly. People normally show up as red figures in your world but if they get too many thumbs-down they’ll start getting darker, so you’ll know who is a bit of a wrong ‘un and you can steer clear of them. If you get too many thumbs-down the police – if you’ve built a police station, that is – might throw you in jail, so you’ll have to start evading them, which adds another element to the game. You’ve mentioned players will be split up across a number of different persistent towns. Will you be able to move between them and visit friends? Dylan Cuthbert: You can move freely back and forth between towns, though it may cost you some ration coupons. If you’ve got a friend playing in another town and they need help, you can go in and lend a hand. There’s a limited amount of guest slots in each town though. It’ll be more of a cooperative relationship at present, rather than antagonistic, but we’ll see where that goes after launch. You can get missions from NPCs in your town. From the regular NPC, the missions are fairly normal, but a bit later on you’ll be introduced to the black market – the seedy underground. Once you get exposed to that, you’ll start getting missions that are anti the state, and that’s a whole other part of the game we’re not quite ready to talk about. View the full article
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Hey everybody, it’s Massimo Guarini here from Ovosonico! To celebrate the launch of Murasaki Baby today, I’m bringing you another developer diary. It’s a behind-the-scenes look at the development of Murasaki Baby, which is out now exclusively for PS Vita for $14.99. PS Plus members can pick it up for 20% off / $11.99 during the first week only! During development, our main focus has been on the interaction with Baby, wanted to make her feel alive to the player so that they could form an emotional bond with her and want to protect her from harm. The simple act of leading her by the hand is one of the areas we spent most development time on, with our focus on making it as believable and lifelike as possible. We all are passionate about bringing craftsmanship to making games and not just relying on technology. The game has a strong hand drawn style, but this isn’t just an effect, almost everything in the game was hand drawn on paper and then scanned. Our amazing artist, Paride Bertolin spends more time drawing with a pen on paper than on a computer, and we think this is one thing that makes the game so visually unique. Check out the video to hear about how I got the idea for the game, and more about the development of the uniquely styled Murasaki Baby. We truly hope you enjoy this little adventure as much as we had fun creating it! View the full article
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