81w 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.
83w 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 Papo & Yo'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.
96w 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
• Practice Room
• Ranked and Unranked Online Play
• Custom Soundtracks
• PS3-exclusive Trophies
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.
111w 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" Internet meme.
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...
119w ago - Insomniac Games Senior Community Manager James Stevenson has posted up a PS3 developer diary video today showcasing the Chimera enemy munitions below.
To quote: It's hard to believe that Resistance 3 is coming out next week! It's been an amazing journey for those of us at Insomniac Games, we've spent the last three years ensuring this is our most polished, focused, and consistent entry in the Resistance franchise.
We're very excited to share it with you. As we get close to release, it's time to show you our very last Dev Diary - this one focused on the high-tech weapons created or influenced by the Chimeran invaders.
As you may know by now, the Resistance 3 Multiplayer Beta is winding down on September 4th, but we wanted to get one last blast of testing on our servers, so we've made the beta available to all on the PlayStation Store. We also wanted to acknowledge that while the R3 beta wasn't always smooth sailing, we totally appreciated those of you who helped us test the game and stuck with us through the rough patches.
We've announced a Beta Player Appreciation program - if you download and play a few rounds of the Resistance 3 Beta before it ends on September 4th, you'll receive a couple of cool rewards for the final game....