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Video: Severed Coming to PS Vita in Spring 2015, Gameplay Trailer

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2w ago - DrinkBox Studios COO Graham Smith announced today that Severed is coming to PS Vita in Spring 2015 with a PlayStation Vita gameplay trailer below.

To quote: Well it is an exciting month, with all the work we've put into our newest game Severed, and the announcement that we'll be launching on the PS Vita this Spring. But let me not get ahead of myself.

The PlayStation community has been unbelievably supportive since we first released the original Guacamelee!, so it was a no brainer to bring Severed to the same fans. The Vita is really a great fit for Severed as the game feels very natural there, taking full advantage of both the D-pad and multi touch screen. We can't wait for Vita owners to try it out!





At this point you're probably wondering "What the heck is Severed?"

In Severed you take control of a one-armed heroine wielding a living sword. Crazy, eh? You'll be using touch based mechanics to employ offensive and defensive techniques against a variety of enemies.

In Severed you gain abilities by wearing Totems - armor pieces that are created from the remains of defeated Bosses. These abilities, such as Sunder, can be used both in combat to destroy enemy defenses and in exploration to...
 

Ex-Sony Engineer Kazuya Sakakihara Left His Name Inside Every PS4

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5w ago - Today Kotaku reports that Ex-Sony Engineer Kazuya Sakakihara left his name inside every PlayStation 4 console, and requires no PS4 decryption to see it because it's written as a text string.

Below are the details, to quote: "Kazuya Sakakihara spent ten years working at Sony as a senior software engineer, helping bring both the PS3 and PS4 to the world. He's no longer at the company (parting ways in early 2013), but before he left he made sure his name quite literally lives on inside the code of pretty much every PlayStation 4.

As you can see here, in this snippet sent in by [Register or Login to view links], Sakakihara has left his name inside the PS4's HDD code. Now, coders leaving "calling cards" is nothing new, it happens all the time, but it's usually left in the "[Register or Login to view links]", the parts where humans leave human messages for other humans. And even then, it's often in the form of initials. Sakakihara's full name is lying there in the actual code, and doesn't require any kind of decryption to see it.

Sure beats scrawling it on the bathroom wall on his last day at the office.

Interestingly, his name also has a typo. I wonder if that was just that, a typo, or whether it was a concession...
 

ScummVM 1.7.0 PlayStation 3 Emulator Updated, The Neverrelease

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21w ago - Following up on their previous update, this weekend the ScummVM Team have updated their ScummVM PS3 Emulator release to version 1.7.0 dubbed The Neverrelease with details below.

Download: [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links]

To quote: ScummVM 1.7.0 "The Neverrelease" is out!

A year has passed and ScummVM 1.7.0 is here. With this release we have added support for 45 completely new games. These are:

  • The Neverhood
  • Mortville Manor
  • Voyeur
  • Return to Ringworld
  • Chivalry is Not Dead

Also, we have updated the MT-32 emulator, added an OpenGL backend, improved many aspects of the GUI, enhanced the AGOS engine, made Urban Runner's videos less CPU-demanding, fixed tons of bugs in dozens of SCI games, improved sound in Loom and Indiana Jones and the Last Crusade and improved platform portability for the Tony and Tinsel engines.

But this is not all. We have added experimental support for the OUYA console (we couldn't add GCW-Zero...
 

Video: New Trailer and Details for Everybody's Gone to the Rapture

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27w ago - Composer and Co-Director Jessica Curry posted up a new PS4 trailer video and details for Everybody's Gone to the Rapture from E3 2014 today!

To quote: For the last twelve months, we've had our heads down working hard on Everybody's Gone to the Rapture and it's really exciting to be able to share some more information with you as well as a new trailer:





If you already know The Chinese Room, you'll know that we make story-driven games. Creating a rich, deep world with strong drama and exceptional production values is key to what we're all about.

Rapture is set in a remote valley in June 1984 and is a story about people and how they live with each other. But it's also about the end of the world.

Rapture is inspired by the fiction of John Wyndham, J. G. Ballard, John Christopher and other authors who deal with ordinary people in extraordinary circumstances. There's a very particular English feel that we wanted to capture in the game, a combination of the epic and the intimate.

Rapture also came from our obsession with post-apocalyptic gaming, and the simple idea that whilst we normally play as the hero, in reality, most of us would be the piles of ash and bone littering the game world. That's...
 

DriveClub PS4 Could Be Most Realistic Sounding Racing Game Ever

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29w ago - Sony Blog Manager Fred Dutton proclaimed today that DriveClub on PS4 could be the most realistic sounding racing game ever!

To quote: If you've been keeping track of our recent DRIVECLUB videos - in particular the 4TheSense clip above - you should hopefully have twigged that developer Evolution Studios is hell-bent on delivering the most technically sophisticated console driving game on the market.

Its visuals and gameplay systems obviously play a huge part in achieving that goal, but there's another, less-trumpeted area in which the team are achieving some extraordinary things: audio.

Squirreled away in a corner of the sprawling Evolution complex outside Runcorn in the north of England, Audio Manager Alan McDermott and his team have been hard at work building an enormous library of sound effects for the forthcoming PS4 racer. And unlike most games in the genre, every single one of them is 100% bespoke.

"We did initially look and see if we could buy samples in, and approached manufacturers," McDermott tells me. "But it just wasn't good enough for us to do what we wanted to do."

Instead, his team has spent the last two and a half year travelling the globe painstakingly recording the sounds of every...
 
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