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Videos: Housemarque: Resogun Out Now on PS4 / PlayStation 4

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44w ago - Housemarque Community Manager Tommaso De Benetti announced today that Resogun is out now on PS4 / PlayStation 4 with details below.

To quote: To celebrate the official release of RESOGUN and PS4 in North America, I am delighted to to share yet more details about the game, from the team at Housemarque, and of course, some more great explosions!

I know a lot of readers skip right ahead to the videos, but I am going to start with a piece of concept art, depicting a whole bunch of initial enemy designs.

A few of these may not have made the cut for the final game but most of them lie in wait for you to blast them to pieces.

Did I mention blasting? Ok, it's definitely time for some explosions then and the most epic RESOGUN video yet!





The best thing about RESOGUN of course is that the gameplay is just as epic as the explosions and so the last video I will share here today is all about the gameplay.





RESOGUN has lots of subtle tricks to master in order to achieve the best score possible and as you can see in the video, it's possible to play with a lot of style that is sure to amaze people watching over your...
 

Housemarque CEO Details Super Stardust HD 3D Story for PS3

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223w ago - Today Housemarque CEO and Co Founder Ilari Kuittinen has detailed his thoughts and concerns about Super Stardust HD 3D Story for Sony's PS3 entertainment system.

To quote: We first heard of Sony's 3D plans when our producer, Phil Gaskell, asked us to think about a stereoscopic 3D version of our PSN hit Super Stardust HD (SSHD) in summer 2009.

Our first reaction was that it sounded interesting, but we were doubtful whether 3D would ever work or be even possible to do for SSHD for a couple of main reasons. The first one was that we were really concerned over whether we would be able to develop a proper 3D version of the game without compromising full 60 frames per second gameplay.

Also, we hadn't personally seen proper 3D images in action and the premier of Avatar was half a year away. So, we got to work and thought about how on earth we are going to be able to render TWICE the amount of stuff than before as now we basically needed to get the refresh rate from 60fps to 120fps to produce stereoscopic pictures.

For the more technologically inclined people reading this blog, here's some insight on what we had to do.

We had been working on our next version of our game engine for over a year and replaced the core engine with a newer one. As the engine is highly...
 
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