192w ago - SCEA San Diego Studio Producer Vernon Mollette has shared a ModNation Racers PSP: Track Studio Walkthrough today on the PlayStation Blog.
To quote: I'm here to give you a quick walkthrough of one of the themes available in ModNation Racers PSP Track Studio. Our goal for Track Studio was to give you the fun and freedom of the PS3 version and wrap all of it up into a version that fits in your pocket. I like to think that we have done just that.
We start off by selecting one of the four available ModNation Racers PSP themes; I am going with the Seaside Theme. In this post I'll explore the ability to drive the "spline" for the first time (to create the foundation of the track) and also shape, sculpt and paint the terrain to give the track some personality.
So, first we start off by deciding where we want to plop the Start Gate down by pressing the L button... and then we're off! You'll notice a couple of things on the "First Drive" screen.
The first thing of note is the mini-map in the lower right corner of the screen that gives you a birds-eye view of what shape your track will be. Another thing that you'll notice is the leader lines ahead of you.
These are the "Auto-Complete" lines that, if you hold down the Triangle button, will auto-drive...
206w ago - United Front Games Designer Mat Thomas has shared a ModNation Racers PS3 racing video walkthrough today on the PlayStation Blog.
To quote: Today I want to talk about our approach to the racing and give you an insight into the philosophy around developing the handling, weapons and AI.
When we started working on ModNation Racers we knew we couldn't simply create a basic physics system to deliver our core race experience. We were also weary of the fact that unlike many racers, the player in ModNation Racers will also be focused on weapon play.
Very early on in development we experimented with extremely tight handling (akin to driving on rails) and a much more physical race experience. What we soon realized is that when the handling model is tight, there is not much fun in the race experience, it was essentially too easy and likewise when the user is spending a lot of time concentrating on just keeping the vehicle on the track with a more complex handling model then this doesn't leave any mental power to experiment and use weapons.
So as you may expect we ended up with something in the middle which offered us the physicality and emergent feel that for us makes this feel like a true next generation karting title. What we found is that this made the handling very much pick...
206w ago - Today United Front Games designer Mark Riddell has shared a video walkthrough on ModNation Racers PS3 track studio, as follows:
Last week, Rob laid out even more details of the character creation features in the game, and today I'll be talking to you about some of the features of Track Studio.
One of the design goals of Track Studio has always been to cater to both casual and advanced users. You've probably seen and read about people easily creating tracks in just a few minutes. But as a track designer, I'm more interested in what I can do with the tools, and how far I can push them. So today I'm going to talk about a few powerful features that we use to create cool gameplay moments on our tracks.
When you drive out your track, we've tuned it so that you'll always make a track that is drive-able to ensure a good experience. But we don't want those constraints to stop you from making something unique and wild. That's why we've provided basic width, lift and bank in Quick Edit to allow further customization of the track after you've driven it out.
They are easy to use, and will give most people what they need to customize and tune their track. As a professional track designer I require an even finer level of control - and this led to the development...
208w ago - Sony's Social Media Manager Jeff Rubenstein has shared a video walkthrough today on the PlayStation Blog for BioShock 2 on PS3 which showcases some new gameplay features.
To quote: This week's Q1 PlayStation Showcase didn't just feature Sony-published games; a number of publishers brought along heavily-anticipated titles to show on PS3 and PSP.
I think that term - "heavily anticipated" - definitely applies to BioShock 2.
In this video, 2K Marin's Lead Environment Artist Hogarth Delaplante ("call me Hoagy") walks us through some of the new features and areas in BioShock 2, and details new gameplay features like setting traps, "dual-wielding", and the new hacking mechanic.
Hit the HD button underneath the video for best results.