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Cellar Door Games: Rogue Legacy Hits PS4, PS3, PS Vita on July 29th

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8w ago - Cellar Door Games Designer Teddy Lee announced today that Rogue Legacy is coming to PS4, PS3 and PS Vita platforms on July 29th, 2014.

To quote: What's up guys! We're crazy proud to announce that the official release date for Rogue Legacy on ALL PlayStation platforms will be July 29th, 2014! That's only 3 weeks away!

That's complete insanity, and we're totes mcgoats excited to finally bring it to consoles and handhelds.

Now, before I go into a list of the awesomeness that is the Playstation versions of Rogue Legacy, I just want to give a shout out to the guys at Abstraction Games.

They did almost all of the work on bringing the game to PlayStation, and this would never have happened without them. So big ups to them for all their help!

For those that don't know, I should probably explain to you guys what Rogue Legacy is. It's a rogue-lite game where you must conquer a magical castle which is constantly changing. Every time you die, your children succeed you.

Each child has his or her own unique genetic traits, so one child might be a near sighted wizard, and another could be a flatulent ninja. So every play through is unique, right from the get-go.

As an added bonus, all the money you earn is passed down to your children, giving each...
 

Bamtang Games: Kilka Card Gods on PS Vita: The Peruvian Influence

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10w ago - Bamtang Games Creative Director Adam Johnston detailed the Peruvian influence in Kilka Card Gods on PS Vita below today.

To quote: Have you had a chance to play Kilka Card Gods yet? The latest game from our studio, Bamtang Games, was released on June 10th for PS Vita - the first ever self-published launch by a Latin American game development studio on the PlayStation platform.

Needless to say, we're all excited here! Kilka Card Gods is the result of several years of development efforts, and we're extremely happy that one of our games is paving the way for more games developed in Peru and Latin America to be released for PlayStation.

We're especially proud about Kilka Card Gods because the game has been an opportunity for us to portray many elements from Peruvian culture. There are few games that have included Peru as part of their narrative, and in most cases, developers haven't paid much attention to the way Peru and its culture were presented in their games.

With Kilka, we set out to change that and show that things could be done differently - that the richness of Peruvian culture could be accurately and elegantly captured in a way that borrows from tradition while at the same time crafting new stories and characters that players could fall in love with.

This...
 

Steel Wool Games: Flyhunter Origins Buzzes Onto PS Vita Soon

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13w ago - Steel Wool Games Co-Founder Andrew Dayton announced today that Flyhunter Origins buzzes onto PS Vita soon with details below.

To quote: Hello, I'm Andrew Dayton, Co-Founder of Steel Wool Games. Getting the green light to make our first game doesn't seem that long ago. And now, we're living the dream and exhibiting Flyhunter Origins on PS Vita this year at E3!

Steel Wool Games was started by five animated film veterans (including myself) with a shared love for games, a desire to create something fun together and a combined 60 years of film animation experience. Sounds simple, probably makes for a good story. How hard could it be?

Well, hard... exceptionally hard in fact. But it was also an absolutely amazing experience.

We knew what we were good at and were well aware of what we lacked in experience. Being a gamer makes you no more fit to design a game than an avid movie watcher would be directing a film. Joshua (one of our other Co-Founders) had experience building game rules for his table top gaming company Zombiesmith, so we had a good grounding in game mechanics.

Building a game that we wanted to play ourselves was daunting but we were determined. We did our research, studied games of the genre and we took advantage of the experience in game craft from our...
 

Charlie's Games Announces Son of Scoregasm is Coming to PS Vita

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16w ago - Charlie's Games developer Charlie Knight announced today that Son of Scoregasm is coming to PlayStation Vita.

Below are the details, as follows: Hi, I'm Charlie of Charlie's Games.

I've been writing and releasing shooty games since 2005, including Irukandji, Bullet Candy,and - most recently - Scoregasm. I'm here to talk about my latest super amazing game Son of Scoregasm, which is coming to PS Vita very soon.

In Son of Scoregasm I've tried to create something slick, varied, challenging, and fun that plays really well on Vita. The game is a sequel to Scoregasm, which was released in 2011, and in essence is a refinement of that game, taking the best bits and improving the rest.

Son of Scoregasm is a twin stick shooter, though not in the typical survival style. Instead, the game is comprised of a series of interlinked levels that you progress through in a non-linear style. What this means is that there are multiple paths through the game, ranging from fairly easy routes to some that are pretty hardcore.

The levels themselves are designed to be different, and there's a real variety of enemies, traps, and bosses for you overcome as you explore the game and find all the exits.

In Son of Scoregasm, the pulse attack is a really helpful, close-range pulse...
 

Rain Games on The Art of Teslagrad for PS3 and PS Vita Platforms

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20w ago - Rain Games Developer Eduardo Garabito shared details today on the art of Teslagrad for PS3 and PS Vita platforms below.

To quote: Hi there! It's Teslagrad Minister of Propaganda, reporting again. We're going all out here, working on both the PS3 and PS Vita versions of the game, and making progress.

And although it's too soon to talk about a release date (Soon enough!), it's a perfect occasion to discuss Teslagrad's art and influences - questions we've been asked repeatedly both in interviews and on our social networks.

Of course, having three different artists on the team for a "small" game ensures that there are different influences along the way. And no less important, the game's art is a core element of Teslagrad, as we rely on visuals to build a silent story.

Character animation is one of the features that jumps out at you when playing Teslagrad. In that regard, and as [Register or Login to view links] notes, we shied away from a clean, modern look for the animations for several reasons.





We knew we wanted to do the game in HD, with hand-animated characters, which is a huge task for a tiny team such as ours. We opted to do most character animations in 12 FPS...
 
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