64w ago - Zipper Interactive Community Manager Chris Roper has unveiled the first in a series of training videos on how to play Unit 13 on Sony's new PS Vita handheld console.
To quote: If you're going to go up against the world's deadliest foes you're going to need every advantage that you can get.
Fortunately for you we've got inside tips on how to best tackle Unit 13′s numerous missions, game types, connectivity features and more straight from developer Zipper Interactive.
Over the next week, we'll be rolling out a three-part in-depth video series to teach you everything from the core fundamentals of how to play the game to tips on how to tackle each mission type and even how to fully take advantage of Unit 13′s networking features.
Part 1, "How to Play", shows you what it will take to run with the best-of-the-best. It covers everything from a complete control breakdown to tactical combat strategies to Unit 13′s in-depth scoring system. This is as close to a Unit 13 boot camp as you'll get.
The next two videos in the series, "Game Types" and "Sharing and Competing", will be released in the near future right here on the PlayStation.Blog, so check back then for more...
85w ago - Sega's Associate Digital Brand Manager Ben Harborne has shared two videos today as part of double Dreamcast PSN Tuesday, which showcase both Sega Bass Fishing and Space Channel 5 Part 2 below.
To quote: Space Channel 5 Part 2 will be boogieing into the PlayStation Store later on today along with SEGA Bass Fishing - can you say Double Dreamcast Tuesday? Pick up either one for a smooth $10 each. Man, that's refreshing.
SEGA Bass Fishing has been an arcade favorite for years, gobbling up quarters since 1998 here in the US. Bass Fishing then caused quite a splash when it launched with the Dreamcast on 9/9/99 - a day very dear to all of us Dreamcast fans.
In terms of gameplay, Bass Fishing is surprisingly easy to pick up and get into, and it keeps you coming back for more with layers of depth added by the different fishing conditions and locations. Cast out in 8 different locations and lure in the biggest, baddest bass. Want to look like a pro? Use your Move controller!
If you're fishing in the morning try a surface lure. If you're fishing in the middle of the day, use a heavier lure to drop down to the cooler waters and pick up the prize bass you've been...
125w ago - As promised here is another video of Rebug in action with major breakthroughs, our ongoing project to turn a Retail PS3 console into a full Debug / TEST unit.
As I was uploading this video Cyberskunk had another major breakthrough so I will have a video of that up shortly if I'm not too drunk
We were already able to get the decrypted dev_flash from newer firmware and that's how Cyberskunk got Quick Signup working.
Then GeoHotcomes out with a much easier way... but that keeps an exploit in our pocket for later use. I see some of you are already asking about re-enabling the usb exploit in 3.42+ firmwares, we have already thought of that but currently won't be working on that until Rebug is finished.
131w ago - FluffyLogic Producer Ana Kronschnabl has shared part two today in their ongoing Eat Them! PlayStation 3 developer diary series.
To quote: So where are we? Well we have obviously done a fair amount of the game, since we demoed it at E3. Prior to this point we had spent a lot of time getting the basic structures of the game in place.
We use Sony's 3D engine PhyreEngine as the basis - it's a great engine and it gives us the important nuts and bolts of a game system, which frees us up to focus on making special graphical effects and gameplay.
One of these is the cartoon -shader effect which we have spent a fair amount of time developing and refining. We are using it to create the game's distinctive visual style. This was a time consuming process that involved our main graphics programmer and a couple of artists working together, trying to get the art tools into the PlayStation 3 and looking good.
The basic system takes the 3D models of the landscape and the monsters and draws a black line around them, as if they are flat on the page like a comic drawing. What makes it a complex process is that it's not a flat drawing, it's a 3D world that moves constantly, so our graphics tools have to draw this look on the...
137w ago - Last week we reported on the making of Heavy Rain PS3 Move Edition part one, and today SCEE's European Product Manager Ross Alexander is back with part two.
To quote: Here is the second video in our two-part 'making of' series for Heavy Rain Move Edition.
Heavy Rain writer/director David Cage and executive producer Guillaume de Fondaumiere from Quantic Dream provide an insight into implementing PlayStation Move motion controls into the interactive drama.