34w 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...
49w 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...
49w 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?!
80w ago - SCEE Blog Manager James Gallagher has shared an interview today with Ken Levine, which spotlights taking BioShock on PS3 from Rapture to Columbia.
To quote: BioShock's writer and Creative Director, Ken Levine, and his team are now working on BioShock Infinite, a departure from the dark, dystopian corridors of Rapture into the bright skies of Columbia, a floating city named after the female personification of the United States of America.
I recently had the chance to sit down with Ken to talk about the philosophies that underpinned the original BioShock and how, if at all, these are being applied to BioShock Infinite.
PlayStation.Blog: What's more important to you: surprising the player or making existing fans feel familiar?
Ken: When you look at BioShock Infinite, you can't deny that it's a BioShock game. However, and this might seem counter-intuitive, Rapture was a surprise to the player; you wanted to see what was around each corner because it was so strange.
If we were to take you back to Rapture then that surprise element would no longer be there. Weirdly, we had to change BioShock in order to make it BioShock, or at least to retain that core principle of the unexpected.