62w ago - SCEE Blog Manager Fred Dutton has shared an interview today with Capcom discussing their new Resident Evil 6 video game for the PS3 entertainment system.
Below are the details, to quote: It's a big week for gaming! The release of a new mainline Resident Evil game is one of those events where gamers the world over prepare to bunk off school/work and devote their every waking hour to the noble pursuit of zombie slaughter.
The sequel to 2009's Africa-set Resident Evil 5 is an absolute beast of a game, offering one of the largest single player campaigns in recent memory.
Ahead of its global release today, we caught up with executive producer Kobayashi-san, director Sasaki-san and producer Hirabayashi-san at Tokyo Game Show, to find out how Capcom went about creating such a mammoth title.
Fred Dutton, PlayStation.Blog Europe Manager: What makes Resident Evil 6 stand out from its predecessors?
Sasaki: I think it's the human drama that we really wanted to convey. The script is just so packed with stuff. Trying to blend everything from the script with the game design and make that come together was really a challenge. What we tried while writing the script was to incorporate the level design and the design of the game itself so they blended seamlessly...
63w ago - Killzone Community Editor Victor Zuylen has shared Part 1 of a Killzone HD Re-Developer PS3 interview with fans below today.
To quote: When Killzone HD drops on October 24th, the original Killzone will be one week short of eight years old.
In this (re-)developer interview we talk with Guerrilla Technical Director Michiel van der Leeuw and Senior Programmer Frank Compagner, who were there when Killzone was first released.
In part 1, Michiel and Frank talk about the challenges they faced and the discoveries they made during the conversion process.
Victor Zuylen: What prompted the HD remaster of Killzone?
Michiel van der Leeuw, Technical Director, Guerrilla: It was an idea whose time had come. Internally we had talked about bringing Killzone to PlayStation 3 before - Killzone fans frequently asked us about it, and we knew from other developers that such projects could be a lot of fun.
VZ: How many of the original team were involved?
ML: A number of developers who worked on the original Killzone for PlayStation 2 helped get this project off the ground, including Guerrilla's main producer, Angie Smets, who first started producing on Killzone; producer...
78w ago - Sony Blog Manager Fabio Santana of Brazil has shared a fresh Final Fantasy XIV PS3 update today including an interview and new details below, as follows:
When it was first launched back in 2010, Final Fantasy XIV for PC was criticized by players and the media, and eventually the planned PS3 version was postponed. Since then, Square Enix decided to reshuffle the leading developers of the game, with Naoki Yoshida now acting as Director and Producer.
His challenge is to helm the 2.0 version of Final Fantasy XIV, which is a re-imagination of the original release. It will mark a new beginning for the game when it gets launched this winter, coinciding with the release of the anticipated PS3 version.
The game was not ready to be demoed publicly at E3 this year, but we got a chance to see a brief live demo behind closed doors of the game still running on a PC. It featured lush visuals, with a richly detailed character running through a forest area with dense vegetation and impressive lighting effects passing through foliage.
It was something we definitely aren't used to see in an MMORPG. "Right now it's optimized for PC. We're about 50% into the development of the PS3 version, but it's pretty much how it's going to look on the console...
78w ago - Sony Content Producer Simon Bramble has interviewed EA Sports' David Rutter today on FIFA 13 for PS3.
Below is the interview, to quote: With Euro 2012 getting underway and the latest version of the beautiful game on PlayStation 3 mesmerising crowds at E3 2012, it was the perfect time to catch up with EA SPORTS FIFA 13 producer David Rutter.
Here, he explains how this year's online offering is second to none.
Simon: How has FIFA Street impacted on FIFA 13?
David Rutter: The Precision Dribbling 2.0 - that's the glamorous name for it - did owe something to that game, yes. We were looking at improved dribbling overall as a big holistic feature, we wanted the ability to move in 360 degrees, we wanted fidelity of distance and we also wanted face angle.
That was a big thing for us, the ability to have the player's face pointing in the right direction no matter which way they're going.
After that was achieved it became obvious that another cool part of it would be the ability to take defenders on using skill moves.
We've had some skill moves in FIFA before, but the key lesson we learned from the FIFA Street guys was that level of immediate control on the ball. It was really fun, something we thought would fit in nicely...
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?!