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Video: PS All-Stars Zeus & Isaac, MediEvil + The Unfinished Swan Level

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95w ago - Sony Santa Monica Studio Lead Game Designer Seth Killian has shared some video footage today spotlighting the new PS All-Stars Zeus & Isaac, MediEvil + The Unfinished Swan level below.

To quote: Happy to be back to tell you about some new surprises from PlayStation All-Stars Battle Royale. More costumes? More minions? Well, okay, yes. But also more new characters!

Our newest challengers are Isaac Clarke from Electronic Arts' [Register or Login to view links], and Zeus from... well, from some of the foundational myths of Western society, but also from a little PlayStation game you might know called [Register or Login to view links] by SCEA Santa Monica Studio.

How did these two emerge as All-Stars from the vast PlayStation multiverse? Synchronicity. We were talking with some friends over at EA who were hard at work on Dead Space 3, and with a lot of Dead Space fans on our team and all the cool tools at Isaac's disposal, some quick concepts emerged and we knew he'd be a great addition.

We've also wanted to add another "heavy," hard-hitting character into All-Stars (Big Daddy was getting lonely), and with all the work on God of War: Ascension around Sony Santa Monica, Zeus emerged as a perfect fit.



 

Kat and Emmett in PS All-Stars Details, New Level Revealed

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107w ago - SuperBot Entertainment Game Director Omar Kendall has shared details today on Kat and Emmett in PS All-Stars alongside a new level reveal below!

To quote: It's been a couple of weeks since Seth let the Kat (and the Emmett!) out of the bag, so I thought I'd stop in and give you guys some insight into the philosophy behind putting these two great characters into PlayStation All-Stars Battle Royale.

The team and I attended an event at the Santa Monica Studios last night where we gave media attendees the first hands-on look at our new DLC, including the unveil of a brand new level, so I wanted to give you all a sneak peek at some of their moves and show off our newest level, Fearless! It's all exciting stuff that I'm eager to tell you all about, so let's get started.

Gravity Rush landed on PlayStation Vita earlier this year, introducing us to Kat. Her tremendous gravity powers, combined with a really charming personality made her an instant fan favorite, and thus an obvious candidate for PlayStation All-Stars.

When looking at Kat's play style in Gravity Rush two things immediately stood out to us: her reliance on aerial mobility and her arsenal of powerful kick-based attacks. We felt it was important to use these two elements as the cornerstone of Kat's play style, and as...
 

Video: Sound Shapes Preorder, Level Editor & Trophy Mode Detailed

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125w ago - Today Mathew Kumar has shared a fresh video trailer alongside preorder details for Sound Shapes complete with a Level Editor and Trophy Mode below!

To quote: Fellows! We've are absolutely gagging here to get Sound Shapes into your hands. Gagging! We wish it could be in your hands right now!

But unfortunately that can't be, as this week saw the release of The Expendables 2 as part of the PSN Play promotion, not us. However! If you're popping into PlayStation Store to pick it up at any point this week you can also pre-order Sound Shapes and get an exclusive PS3 theme.

That's not to forget PSN Play's money-saving promotion: the more games you pick up, the more money you save. So if you've already picked up The Expendables 2, you'll get a cool three bucks back if you pick up Sound Shapes.

But enough of that waffle. Because we're excited to get Sound Shapes into your hands, we wanted to kick start your imaginations by having one of our founders, Jonathan Mak, walk you through level creation using our level tools. And if you're the kind of player who is more excited to *play* than create (and that's fine, too) we're revealing our Trophy mode. And yes, there is a Platinum.

So, until this point we've been showing you lots of different parts of our...
 

Mad Riders Developer Interview with Level Designer Marek Sobol

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134w ago - Ubisoft International Product Manager Assistant Arnaud Marchand has shared a Mad Riders developer interview today with Lead Level Designer Marek Sobol below.

To quote: What is [Register or Login to view links]?

It's a super-fast, super fun arcade racer with beautiful environments, incredible stunts and unrivalled speed. Mad Riders is full of content: 45 tracks, customizable vehicles and drivers, various single-player and multiplayer modes.

The challenge was to do something different than the traditional package for a racing game and we think we have a game that offers great value for money!

Can you describe the idea behind the development of Mad Riders in one word?

Most definitely 'fun'! Mad Riders was never meant to be a simulator, it's an arcade game that had to be easy to pick up and enjoyable for anyone.

We needed to get into this crazy mind-set of creating an arcade game in the best sense of the word, old school fun for everyone but infused with the spirit of competition, and this "No way! Did you see THAT?!" feeling you get when playing with friends.

So you're getting hours of fun for the price of a large pizza, now is this stuff extreme or what?!

How does that...
 

Video: SSX on PlayStation 3, PS3-Exclusive Mount Fuji Level

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184w ago - Today SSX Creative Director Todd Batty has shared an E3 2011 video detailing the use of NASA satellite maps to create new SSX runs and footage of the PS3-exclusive Mount Fuji level!

To quote: To be honest, I was completely overwhelmed by the reaction to [Register or Login to view links] coming out of E3.

In the early days of this project, there was a lot of debate internally at [Register or Login to view links] about how many SSX fans still existed and how much interest remained in the market for games like SSX, and even some of the games we have taken further inspiration from such as Burnout and old-school Tony Hawk.

The huge reaction to our launch trailer at the [Register or Login to view links]'s was the first indication that the SSX fan base was still very much alive and as passionate as ever, but actually meeting some of these people and seeing their reaction to what we are building first-hand was truly inspirational.





Of course, with that passion comes a lot of strong opinions on what else we should be adding to the game or bringing back from the old games. We know we can't possibly please everyone, but our fans should know that we are listening to everything they say and that the...
 
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