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Video: 10Tons Ltd Announces King Oddball is Out Tomorrow on PS4

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33w ago - 10tons Ltd PR Coordinator Jaakko Maaniemi shared a video below today announcing that King Oddball is out tomorrow on PS4.

To quote: Hello readers - exciting times! It's been pretty frantic bringing King Oddball over to PS4 from PS Vita, but we're really happy to have it as our first PS4 release.

We can't wait to see how the game is received on the big screen.

I've covered the game pretty well on Playstation.Blog in earlier posts, so I'll shed some light on the various special level sets and how they came to be.

First, a quick recap: King Oddball is a skill-based, physics puzzler, where your goal is to clear the screen of enemies with three throwable rocks. So far so ordinary, but in King Oddball, you don't get to fling the rocks any way you please.





The King swings a rock back and forth like a pendulum, and the rock is released when you hit X. Gravity takes over, and you hit your target if your timing was good.

Accurate timing takes you only so far though, because soon enough you need to be strategizing about where the rock will bounce after the first, second, and even third impact. Tip: it's often good to start from the topmost targets, as the rock will fall down eventually,...
 

Sony Details First 2 Hours of Child of Light PS4 on PlayStation 4

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33w ago - Sony Social Media Specialist Ryan Clements detailed the first two hours of Child of Light PS4 on PlayStation 4 below today.

To quote: Before a crumbling statue in a dark wood, Aurora faces her first enemy in Child of Light. As it screeches in the little girls' direction, she hefts her oversized sword into the air with supreme confidence.

She's unfazed by its arachnid frame and menacing gait. This encounter depicts Child of Light in its purest form: unflinching, beautiful, and defiant of expectations. It's a PS3 and PS4 RPG that celebrates the RPG tradition while striking out on a new path, wholly its own.

When I first wrote about Child of Light last year, Aurora had already embarked on her adventure through the enchanting world of Lemuria.

Earlier this week, I had the opportunity to play the opening two hours, uninterrupted. The result: an unassailable emotional connection to Aurora and her quest. The team at Ubisoft Montreal has crafted a heart-rending story, steeped in detail and welcoming to young gamers as well as old.

Aurora's arrival in Lemuria is immediately tragic. Daughter to an Austrian duke, the young girl falls ill and wakes in...
 

Video: Watch_Dogs: Welcome to Chicago on PS4 and PS3, Details

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34w ago - Ubisoft Community Developer Nik Schmidt made available a new Watch_Dogs video today dubbed Welcome to Chicago for PS4 and PS3 fans with details below.

To quote: As the third largest city in America and an iconic urban landscape, Chicago also holds the distinction of being the most surveilled city in the nation.

Its network of cameras and security systems makes Chicago the perfect setting for a game like Watch_Dogs. One of the challenges of rendering a real city in a game is balancing creative vision with reality: people must be able to recognize and believe in Watch_Dogs' Chicago while allowing the game's unique tone to shape its atmosphere.

With the freedom afforded by Disrupt, an impressive new game engine exclusive to Watch_Dogs, Ubisoft has created a version of Chicago that is almost impossibly alive. Learn all about the new engine and how we've created a living, breathing Chicago inside Watch_Dogs here:





Watch_Dogs is never just black and white; whether in expressing Aiden's morality or building the city in which he lives, there is always another layer to consider. On the surface, The Wards may be crime-ridden, festering in the shadow of the Mad Mile, but beneath the mirrored sky-scrapers and...
 

Video: Arkham Knight: Building the Ultimate Batmobile on PS4

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34w ago - Rocksteady Studios Game Director Sefton Hill posted up a video today showcasing Arkham Knight on building the ultimate Batmobile for PS4.

To quote: I've always said that working on a Batman game is a huge privilege for us. Even though we have been working on Batman for over seven years, we've never lost sight of the fact that we are the current custodians of a very special universe.

So it was with great excitement, and not a small amount of trepidation, that we decided to add the fully playable Batmobile into the Arkhamverse, knowing that it would disrupt all of our existing systems and bring with it a huge amount of pressure to deliver on expectations.

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I guess this is what excited me most about integrating this very special vehicle. Taking on challenges which don't have an easy answer is where the best innovations come, because you are forced to do the unexpected.

As it was with taking on a character that cannot kill and is powerful but vulnerable, so it is with taking on a car that is (in most right-minded people's heads) the single greatest vehicle ever.

Integrating the Batmobile married up with our design philosophy at Rocksteady:...
 

Roll7 Announces OlliOlli is Rolling to PS4 and PlayStation 3, Details

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35w ago - Roll7 General Dogsbody Simon Bennett announced today that OlliOlli is rolling to PS4 and PlayStation 3 platforms with details below.

To quote: Well, it's been quite a rollercoaster for us at Roll7 over the last few months!

Our submission process last year was pretty hardcore, with many a pizza-stained late night at our Deptford HQ, London. The team was pretty much broken by the time OlliOlli came out.

We had broken down everything that was 'wrong' about the game to such an extent that we had managed to successfully convince ourselves that the game would most likely be a flop, a mediocre launch at best...

What we were met with on the 21st and 22nd of January this year genuinely knocked us sideways. There was media frenzy for days, amazing review scores and most of all gamers, real people (not testers or our friends) were playing the game and enjoying it.

There were numerous late-night emotional drinking sessions in central London as we essentially came to the realisation that we were a 'proper' studio with a hit game - it has still not properly sunk in for most of us!

The BIG moment was almost fate-like. We were out doing a belated wrap party on the project at our local in New Cross and at about 10pm (after many rounds of tequila) we found out via...
 
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