92w ago - Insomniac Games Community Intern Brandon Winfrey has posted up a new PS3 developer diary video today spotlighting the tools in Resistance 3 on the PlayStation 3 entertainment system.
To quote: Gamescom has been amazing. However, something is still missing - an unyielding void in the soul of Resistance that needs to be filled. Something cold. Something unyielding. Something... Sledgehammery?
Yes, that's it! We need to show you the Sledgehammer, Resistance 3's brutally blunt new melee weapon. Here - let me summon the video gods and see if they can whip something up for the latest R3 Dev Diary.
By George (or Rey), they've done it! Our all-new Resistance 3 Dev Diary features the first gameplay footage of Capeill's intimate side - intimate as in he's close enough to Grims to smash in their deformed faces with a giant Sledgehammer. It's pretty wicked (except if you're a Grim).
Plus, you will get a detailed look at the human guns at your disposal in the game. Just because they aren't modified with some fancy alien technology doesn't mean they won't plow through the Chimera faster than Rainbow Dash can clear the skies of Ponyville.
Go in-depth with the explosive nuances of the Magnum, the Carbine, and the Marksman, and...
94w ago - Bedlam Games Director of Production Tim Ernst has revealed details today from the Daggerdale PS3 development diary, covering the transition from Dungeons & Dragons to an Action-RPG on PlayStation Network.
To quote: When we first heard about the opportunity to not only work with Wizards of the Coast but on the Dungeons & Dragons property itself, well let's just say that the nerdgasm around the studio was at an all-time high.
We went with action-RPG as the genre based off of studio competency, market trends and general interest (basically, we thought it was cool and knew we can do a good job of it.) We knew that this the best fit for our first D&D game.
We wanted to make the game as accessible as possible, just let players play, harkening back to the 'old school' days of gaming. You should be able to play alone, call a buddy over and play locally or jump online and find a party of adventurers to group with.
There are definitely development issues with balancing and performance having a downloadable PSN game that is fully featured, but we felt strongly about the usability of the game. Besides, isn't that what D&D is about - freedom of play?
It was also important to us that the player has a persistent character without restrictions that he or she can continually...
97w ago - Today Insomniac Games Senior Community Manager James Stevenson has shared a Resistance 3 'full circle' PlayStation 3 development diary video for fans.
To quote: This one focuses on bringing back some of the classic Resistance: Fall of Man gameplay like the weapon wheel and the great heritage that Ratchet & Clank has provided the Resistance franchise.
There is a ton of exciting news about Resistance 3 these days. You hopefully saw all of the preview coverage that hit yesterday. There's much more to come, as next week, we will be staging a Resistance 3 panel at San Diego Comic-Con on Thursday, July 21st at 5 p.m. in Room 7AB.
"Go behind the scenes with Marcus Smith (Creative Director), Kevin Grow (Animation Director), Grant Hollis (Art Director), and voice actors Robin Atkin Downes (Joseph Capelli) and Crispin Freeman (Charlie Tent) from the cast and discover the secrets behind Insomniac's vision of a post-apocalyptic 50's era.
Attendees will be able to ask their burning questions in an exclusive Q&A session and might - just might - get a first look at a brand-new way for you to resist with your friends."
127w ago - FluffyLogic Designer James Parker has shared week four from their developer diary profiling Eat Them for PSN today.
To quote: I want to talk to you about Power Bars. I know, interesting stuff! It's all rock and roll here at top flight game developers FluffyLogic.
One of the aims of the game is to maintain the pace throughout. We want the game to be pick-up-and-play - so session times will be short but the nature of the game will encourage repeat play.
We are aiming for an old-school arcade feel and we want people to sneak in one more game before school, or when coming back from the pub, or between courses at a swanky dinner party!
A game that is played in five minute chunks needs to be pacey and efficient - there's no time for standing around when you should be beating the daylights out of a skyscraper or chomping through a bus load of tourists.
The other thing that's important is eating people; if monsters aren't eating, the game doesn't live up to its name and whoever came up with the title it is going to go away disappointed.