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Video: The Unfinished Swan Dev Diary: Original Music & Sound

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115w ago - Composer Joel Corelitz has shared a Developer Diary video today spotlighting The Unfinished Swan original music and sound alongside a list below of ten things fans should know!

To quote: At its core, The Unfinished Swan is about the joy of creation and self-discovery. These themes revolve around two central characters: one young, who has dealt with great loss and loneliness, and one old, who must reconcile his current stage of life as well as his fate.

One of the initial conversations I had with Peter Scaturro, music supervisor at the Santa Monica Studio involved using the key components of the score to offset the melancholy of the story. I consciously steered away from anything that felt too sad, stark or desolate. Instead,

I focused on crafting a mood that was lush, curious, and warm. We wanted the music to serve as a companion for Monroe and the player as they explored the world of the game. To achieve this, I chose to highlight certain instruments and sounds that were inspired by the characters themselves.

Monroe's signature sound is played by plucked and mallet instruments like marimba and harp - youthful, resonant sounds that highlight his innocence as well as the storybook-quality of the game. The bizarre, pompous King is heralded by gritty, electronic harpsichord...
 

Video: Foosball 2012 Dev Diary: PlayStation Move Motion Controls

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136w ago - Grip Games CEO Jakub Mikyska has made available some video footage today of Foosball 2012 as part of their developer diary series which spotlights the PlayStation Move motion controls below.

To quote: In March, we announced our upcoming PS3 and PS Vita game Foosball 2012.

And now we've returned to showcase a series of short developer diaries where we introduce you to some of the game's coolest features, like PlayStation Move support, full cross-platform compatibility between PS3 and PS Vita and also the online multiplayer mode.

Our first video demonstrates Foosball 2012 and PlayStation Move motion controllers in action, showing that you can play this game exactly the way you are used from a real table football ("foosball") game.

Thanks to the precision and zero lag of PlayStation Move, even the slightest movements of your hands can be properly translated into the game, allowing you to precisely control the shot power, positions of your foosmen, and so on.

One or two PS Move controllers can be used by one player, or you can ignore motion controls and play with the time-tested DualShock 3 controller, where the left stick controls the poles and movements of the ball and the right stick is used to shoot, allowing you to accurately aim and control the shot power.
 

Video: Papo & Yo PlayStation 3 Dev Diary: Fantastic Realities

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137w ago - Minority Creative Director Vander Caballero has made available the first in a series of PlayStation 3 developer diaries spotlighting Papo & Yo dubbed Fantastic Realities below.

To quote: Hello again! Last time I was here I talked about the redesign of Monster - now I want to give everyone an even closer look at the creative and design process for Papo & Yo in our first-ever dev diary.

Please take a look - you'll get a glimpse of Minority's office, some new ways you can interact with Monster, and even see the first prototype I designed for the game!

If you've been following [Register or Login to view links]'s development, you know that the game was inspired by my childhood in South America and my relationship with my father.

But I don't want that to be the only thing that people see when they get to play the game. Papo & Yo is also about a child's imagination, and experiencing "fantastic realities" - transforming the real world into a special world that can both help and challenge you.

I feel such joy when I play with my boy and see him imagining his toys coming to life - I hope that everyone will feel this when they play Papo & Yo.



 

Video: Developer Diary: Skullgirls is a Feature-Rich PSN Fighter

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151w ago - Today Designer, Producer and Community Manager Peter Bartholow of Reverge Labs has posted up a developer diary video below showcasing the feature-rich PSN fighter Skullgirls.

To quote: Previously on the PlayStation.Blog, I introduced you to Skullgirls' story and characters and discussed its unique gameplay systems. Today, with the game racing towards completion, I'm here to shed a little more light on the game's features.

Even though Skullgirls is a downloadable game for PSN, we've got a feature set consistent with a full-priced fighter.

• Story Mode
• Arcade Mode
• Tutorials
• Practice Room
• Ranked and Unranked Online Play
• Custom Soundtracks
• PS3-exclusive Trophies

Story Mode

The world of Skullgirls is vast and full of colorful characters well beyond the eight playable characters we'll have in the game. These characters will show up throughout the characters' stories, which are told with a series of short vignettes, and are told with over 200 pieces of unique art, character portraits and new music.

Check out our new Story mode trailer above, which features Skullgirls' awesome attract mode and glimpses at some of the characters' stories.



 

Video: Skullgirls Dev Diary: Skullgirls' Perfected Pugilism on PSN

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165w ago - Today Reverge Labs Designer, Producer and Community Manager Peter Bartholow has shared some new Skullgirls development diary video footage and details on the PSN title below.

To quote: A few weeks ago I gave you a run-down on our new 2D fighter, Skullgirls. Last time I discussed the game's story and its characters, and exclusively revealed Ms. Fortune.

This week we'll be talking about the really important part: the gameplay.

As I noted last time, Skullgirls' lead designer and programmer is Mike "Mike Z" Zaimont, a noted tournament fighter and (regretful) creator of the "real soviet damage" [Register or Login to view links].

While our art team strives to make the game look amazing, gameplay always comes first. Mike's impetus to create Skullgirls was to make a game that was as fun to play as Marvel vs. Capcom 2, but addressed the system and balance problems that kept that game from being competitively viable.





The bane of many a fighter is the infinite combo: these are easily-repeated, inescapable attack patterns, and they can completely ruin games. Skullgirls gets around this by monitoring the players' attacks, and if the game detects a looping combo the...
 
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