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Capcom: Dustforce Launches Today on PS3 and PlayStation Vita

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25w ago - Capcom Producer Rey Jimenez announced that Dustforce launches today on both PS3 and PlayStation Vita platforms with details below.

To quote: In any other context outside of games, "S" rank being the pinnacle of grades wouldn't make sense. But since we're talking games here, we all know that the "S" rank is where it's at.

I have a theory that it originated in Japanese games (where many of the great gaming traditions started) and their disregard for A being the first letter of the alphabet. Whether or not that's true, the tradition of Capcom platforming lives on in Dustforce, which launches today on PS3 and PS Vita.

Originally made by Hitbox Team and released for PC, Dustforce caught our eye because it shares a few elements of the best platformers we've made: challenge, design, and soundtrack.

Dustforce seems very simple at first glance, and it really is. The idea is to move your acrobatic janitor through the level as fast as you can, while cleaning all the dirt, dust, and grime. You're given a few abilities to do this: double jumps, wall runs, dashes, etc.

There are also some tricks that you need to learn, like down dashing onto a slope for max speed, or learning to dash as soon as you land to maintain dash speed. Using these tools, it's up to you to find the...
 

10Tons Ltd Announces King Oddball is Out Today on PlayStation Vita

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25w ago - 10Tons Ltd PR Coordinator Jaakko Maaniemi announced that King Oddball is out today on PlayStation Vita with details below.

To quote: Hi, readers! 10tons is back this week with another PS Vita game - a unique and eccentric, skill-based puzzler called King Oddball.

As the title states, King Oddball is... unusual. Sure, the Angry Birds comparison comes to mind quickly, but King Oddball stands on its own handsomely.

Like Angry Birds, King Oddball is about clearing the level of enemies by squashing them with lobbed objects. And the way it's done is all about physics.

Unlike Angry Birds, King Oddball's levels fit in single screen, and there's (basically) only one kind of ammo to lob: rocks. And you don't get to throw them around any way you please, either.

Oh, no. The King automatically picks up the rocks and swings them back and forth by his tongue, and the player merely releases the rock by pressing X or tapping the screen. That's it.

It may sound easy, and it is... until it gets hard. It may also sound simple, and it is... until it gets complicated. The beauty of the gameplay mechanics lies in the fact that we've tightened the physics engine's precision screws as tight as they go.

That way we achieve accuracy and predictability with the...
 

Video: Surge Deluxe Electrifies PlayStation Vita on February 4th, 2014

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25w ago - FuturLab's Dave Gabriel confirmed today that Surge Deluxe electrifies PlayStation Vita on February 4th, 2014.

Below are the details, to quote: Hello all! Dave from FuturLab here. I'm excited to announce that Surge Deluxe will be released on February 4th, 2014, exclusively for PS Vita! Check out the electrically charged game play trailer here:

Surge Deluxe features lightning-fast match-three gameplay, and rewards those who can think strategically under pressure!

Since Surge was originally released on PS Mobile we've had a ton of feedback, and Surge Deluxe on PS Vita is our response to that feedback.

We've added unique shapes for each color block, so colorblind people can compete on an even playing field, and we've added depth to the scoring system with new special block types that reward quick thinking and understanding of the game mechanics.





If you'd like to know more, please check out Surge Deluxe's official [Register or Login to view links], and follow [Register or Login to view links] on Twitter.

That's all for now. The leaderboards await - see you there on launch day!
 

Video: PlayStation Vita Indie Game Mega Pack Arrives Next Month

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25w ago - Sony European Product Manager Mayumi Donovan announced that the PlayStation Vita Indie Game Mega Pack arrives next month.

Below are the details, to quote: Hi everyone. You may already know about the PS Vita Mega Pack, which we released last summer, but for those that missed it, here's a quick recap: it's a great value collection of fun games that you can dive straight into, thanks to the bundled memory card.

Up to speed? Great, so here's what's coming next. In February we're releasing a new bundle: the Indie Game Mega Pack. It comes with 10 top titles from innovative and up-and-coming developers, to show our support for the burgeoning indie games scene.

Now you've got the perfect opportunity to enjoy some hardboiled gunplay with Hotline Miami, the unique narrative of Thomas Was Alone and the atmospheric - not to mention rather creepy - world of LIMBO.

Take a look at the complete list of games included:

- Alien Breed
- Thomas Was Alone
- Velocity Ultra
- Men's Room Mayhem
- Coconut Dodge Revitalised
- LIMBO
- Hotline Miami
- Total Recoil
- Superfrog HD
- Floating Cloud God Saves the Pilgrims in HD





There are two bundles available:
 

Artist's Perspective: The Main Character of Road Not Taken

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26w ago - Spry Fox Lead Artist Brent Kobayashi shared his perspective of the main character of Road Not Taken on PS Vita and PS4 below.

To quote: Hi everyone! I'm Brent, the lead artist for Spry Fox's upcoming PS4 & Vita game, Road Not Taken. We've gotten a lot of questions and compliments about the look of the game's main character, so I thought you might enjoy reading about the process I went through in creating it!

First, I guess I should say that designing a game's main character/avatar is always tricky. The avatar has to work as a functional asset within the context of the game, has to look good in marketing materials and screenshots, but most importantly, has to feel right as something that represents you, the player! Easier said than done.

In Road Not Taken, the main character is a forest ranger of sorts (who happens to be blessed with mystical powers of levitation). Although the theme of the game superficially calls for it, I knew right off the bat that I didn't want to go with a typical "park ranger" motif.

The forest of Road Not Taken is mysterious and enchanted, and I wanted the Avatar to have the same vibe. So instead, I drew inspiration from more delightful/whimsical figures. Some of my key inspirations include:

• I had the great pleasure and fortune of working...
 
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