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Hands-on with Deep Down on PS4: Ambitious Dungeon Crawling

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43w ago - Sony Blog Manager Fred Dutton went hands-on today with Deep Down on PS4, which he states offers some ambitious dungeon crawling!

Below are the details, to quote: Tokyo Game Show was arguably a little light on big, never-before-seen new games this year.

Sure, Killzone: Shadow Fall, Driveclub, Assassin's Creed IV Black Flag, Resogun, and the like were all present, correct, and looking very shiny. But if you were after something truly fresh out of the oven, pickings were slim.

There were a handful of exceptions, of course: Yakuza Ishin from Sega (as yet unconfirmed for a Western release), the very sexy looking Soul Sacrifice Delta on PS Vita, and Deep Down - Capcom's ambitious PS4 exclusive.

Along with Yakuza, Deep Down was the game that scored the biggest queues at the show, and my very first port of call. On the face of it, it looks like something gamers will have played more than a few times before.

You step into the sabatons of an armour-clad knight as he explores a dimly-lit dungeon, crawling with hideous creatures, and armed only with a lance. So far, so Dark Souls. However, there are three aspects to the Deep Down experience that set it apart as something entirely different.

Firstly, all its dungeons are procedurally generated. As with, say,...
 

Ken Levine: My crazy ambitious game is out of the blue-sky period

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312w ago - Ken Levine has confirmed that his new IP has entered development proper.

"We're not in the blue-sky period any more," said the developer, speaking to VG247 at Develop today. "We're actually building design elements and building it out... But it's, you know, it's going to be pretty crazy ambitious."

Levine refused to confirm specifically the identity of the new title, but did flesh out some primary details.

"I'll say this about it. It's important to us that whatever we do has the same impact on the gamer that BioShock did. And so, I think that the company's position on us and what we do is that we're going to be breaking down barriers and breaking down doors.

"Whether we succeed or not, that's our goal. In terms of our timeline and the resources we have and the people we have working on it, I'm really fortunate to have Bill [Gardner, BioShock's lead designer - Ed] and Nate [Wells, 2K Boston's art director - Ed] who designed the Big Daddy... that BioShock team, and sit around with the guys that did the original BioShock and come up with this thing that we're working on now."

Levine did said that he was "not substantially" working on BioShock 2.

"I'm doing my thing and making my game," he said.
 
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