318w ago - It's me, Travis, again. You know, the Senior Producer of PAIN. I want to thank everyone for responding so well to my first PLAYSTATION Blog post. It was the first time I had the opportunity to explain PAIN to more than a few people at a time.
It's always hard to describe a game that doesn't play like anything currently on the market. That's a good thing. No, it's a GREAT thing. Now that we are close to releasing the first PAIN Theme (Downtown), I get to sit back and enjoy other PLAYSTATION 3 gamers bringing the PAIN. Wait... no I don't.
PAIN is an evolving game and how it grows will largely depend on what people like you want to see (and play). I wish that I could tell you what plans we have for the next theme, but in the meantime, I can tell you that some of your responses to my first blog post made my arguments to management more "convincing."
Imagine me screaming, "LOOK HOW MANY PEOPLE SAY WE SHOULD SHOOT (THIS PERSON) OUT OF A LAUNCHER! Please go make it happen!"
To know me is to know that this is totally something I would say. I'm really not well, you know. I am 6'3" and Super-Sized - this is sooo not a pretty picture.
ANYWAYS... I digress.
The reason I am posting now is because we made a new trailer for PAIN. We are close...
325w ago - There's just something about outrageous physical harm that you can't take your eyes off of; at least, that's what the developers of Pain are banking on. For a game that's all about shooting your character (we recommend the Nurse) out of a large outstretched rubber band in order to create the most painful descent possible, the game spends a lot of time early on teaching you to sharpshoot monkeys off skyscrapers, and making sure you know exactly how much force you need until you can soar into that giant donut.
But this PSN game's controls are really simple to grasp from the get-go: the left analog stick controls aim, the right stick controls power, you press X to launch, R1 to relaunch, and Triangle to replay your last launch. Once in the air you can also use the left analog stick to control your drift, moving to the left or right in midair or slowing down and extending your distance. Unfortunately, the tutorial section seems unnecessarily long and particularly hand-holding; you do a series of launches according to the on-screen instructions, but most of your controls are restricted until the game decides you should use it in a particular launch.
Most of the launches don't even allow for you to aim yourself at all, because the game wants you to be knocking into very specific items or buildings. It seems...