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Everything You Need to Know About Assassin's Creed IV Black Flag

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40w ago - Ubisoft Community Developer Gabriel Graziani has outlined everything fans need to know about Assassin's Creed IV Black Flag below, as follows:

Assassin's Creed IV Black Flag is gearing up for launch on PS3 and PS4.

In anticipation of this momentous event, we've created a brand new trailer to deliver all the details you'll need in order to stride confidently in the daunting shoes of Captain Edward Kenway.

With compelling characters, an expansive world, and a near-infinite amount of pirate activities to engage in, Assassin's Creed IV Black Flag is the largest and most immersive game in the Assassin's series.

Get to know Captain Edward Kenway and his host of fearsome pirate allies, like Charles Vane, Anne Bonny, Calico Jack, and Blackbeard. Take on pirate hunter Woodes Rogers, whose ruthlessness is surpassed only by his infamy as the bane of outlaw sailors.





Board the Jackdaw and meet Adéwalé, your talented Quartermaster. He'll ensure the Jackdaw sails true, and will even guide you in upgrading the ship, adding additional cannons, swivel guns, fire barrels, and even the ability to rain hell from the sky with explosive mortars.

Board any ship you please and press its crew into...
 

PS4 Designer Tetsu Sumii: Every Angle Matters on PlayStation 4

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42w ago - Sony Blog Manager Fred Dutton reports today that PS4 designer Tetsu Sumii stated every angle matters on PlayStation 4 with details below.

To quote: There has been a huge amount of discussion across the media about the inner workings of PS4 since its unveiling back in February.

You've heard about its speed, its power, its storage capacity, and so forth. And in many cases, system architect Mark Cerny has spoken candidly about why it was built that way.

However, there are, of course, two sides to hardware design: a system's interior, and its exterior. Until now there hasn't been too much talk about the latter.

Duly, last month I spoke with Tetsu Sumii, the chief designer of the UX Platform Design Group - the man responsible for PS4's external appearance - to learn a little bit more about the design principles behind the new system.

"When we started the product design for PS4, we didn't start by thinking about what the shape would be. It was more about how we were going to create a new brand identity through the product," he explains.

Without offering details, Sumii tantalisingly admits that his first concept was "totally different" to how PS4 has eventually ended up. That said, his core philosophy for what the PS4 should be remained...
 

Your First Look at PS4 Adventure Everybody's Gone to the Rapture

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49w ago - The Chinese Room Co-Directors Dan Pinchbeck and Jessica Curry gave fans their first look at the PS4 adventure Everybody's Gone to the Rapture during Sony's Gamescom event today.

To quote: Hi there, we're Dan and Jessica, Co-Directors of The Chinese Room. We're based in Brighton, on the south coast of the UK. We made a game called Dear Esther for PC last year that was a first-person story-driven exploration and mystery title.

It was all about immersion and emotion, rather than having lots of complex gameplay, and was slow and poetic, with a really strong emphasis on the quality of the production - music, art, writing, voice-over.

It was one of the breakout indie hits of 2012, gathering up a whole bag of international awards and shifting over three quarters of a million copies. We were left thinking "how do you follow that?"

Everybody's Gone to the Rapture, our new game, is our attempt to answer that question, and I want to tell you a little about it.

Like Dear Esther, the new game is all about the story. It uses simple gameplay - basic exploration of a first-person world - so it's very friendly to people without a lot of game experience. But it's not casual in the classic sense - this is a deep and immersive game.

It's...
 

Video: KickBeat Never Ends - How to Make Your Own KickBeat Tracks

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49w ago - Zen Studios Community Manager Bobby Loertscher posted up a video today demonstrating to fans how to make your own KickBeat tracks.

Below are the details, to quote: In case you haven't heard, KickBeat is coming out for PS Vita and PS3 on September 3 and supports Cross-Buy.

If you are headed to PAX in a few weeks, make sure to stop by the PlayStation booth and play the game before it releases! HUGE thanks to Sony for having us in their booth at PAX!

One of the coolest things about KickBeat is that the game really never ends. Yes, we give you 18 licensed tracks in the single player campaign, but we thought that many of you would love to experiment with your own music and make your own KickBeat levels.

If you really want to beat your enemies to the latest Bieber track, well, you can do that in the privacy of your own screen.

The process of creating your own KickBeat tracks is quite simple and we do 99% of the work for you. We made a nice little video outlining the process of using your own music to make KickBeat tracks:





We have been experimenting with many different kinds of music, ranging from classical to rap, dubstep and even metal. It's really fun to see what kind of fight...
 

Critter Crunch and Everyday Shooter on Sale Today for $0.99 Each

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53w ago - Everyday Shooter Creator Jonathan Mak announced today that Critter Crunch and Everyday Shooter are on sale today for $0.99 each.

To quote: This week, Toronto-based developers (and good friends) Queasy Games & Capy are putting their classic PSN titles on sale.

To mark this occasion, Jon decided to dust off the actual guitar used to create the tunes in Everyday Shooter and jam out the games' first track, alongside our cuddly orange friend from Critter Crunch.

Everyday Shooter & Critter Crunch may be markedly different games that took alternate paths onto the PlayStation Store, but they share a lot in common. Here's a little bit about why these games are important to their creators/teams:

Five years ago I released my first game, Everyday Shooter, in which you play through an album of musical [Register or Login to view links], where every sound effect is a guitar riff or note harmonizing over an all-guitar soundtrack. So as you play the game, it feels like you're jamming along with the music. Each level/song/track has a different vibe, look, sound and gameplay mechanic - kind of like how songs on an album flow through different moods.

At least that's what it is for most people. In actuality the game was built on ten years'...
 
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