262w ago - Sr. Producer Rusty Buchert of Sony Santa Monica Studios shared the following today via PS Blog:
Hi all, it's Rusty again from the Santa Monica Studio. We are getting ready to launch Everyday Shooter PSP on the PSN store today, and we are really thrilled about how it has turned out. Between Jon Mak, Backbone Entertainment and us, we have Jon's thoughts about how everything went on getting this made. Hope you all like what we've done.
First things first: the seaweed is gone, but the hashbrowns are still in the freezer.
So Rusty wanted me to write a little blog post about Everyday Shooter for PSP. I don't really know what to talk about so I guess I'll start chronological and see where that goes.
I actually tried porting Everyday Shooter to PSP way back around December 20th, 2007, and stopped around December 27th, 2007. Here's an old video I found from back then:
WHAT!!??!? WHY DIDN'T YOU RELEASE IT!?!?? WHY DID YOU SIT ON IT FOR 239846921487 MONTHS YOU SON OF SO MANY UNMENTIONABLE THINGS!!!!!!!
I thought the same thing until I remembered that it crashed every eight seconds, had a ridiculously low frame rate, was missing graphics and effects, and generally blew.
262w ago - Bluepoint Games President Andy O'Neil was pleased to reveal today that Blast Factor for PlayStation 3 will offer PS3 trophies as of this Thursday.
To quote: Hey All! We've had a lot of email over the last few months asking about Trophies for Blast Factor, so I'm very pleased to announce that a new updated version of Blast Factor with that sweet Trophy goodness will be winging its way to your PS3 this Thursday!
We've had a lot of fun putting the Trophy challenges together, and we reckon that we've got a good selection for Blast Factor fans of all abilities. Watch out though, there are a couple that are going to be a challenge to even the most hardcore of Blast Factor players!
We've added 25 Trophies in total across the original game and the 2 expansion packs, with around 15 Trophies in Blast Factor: Basic Research and its 90+ levels, and 10 Trophies split between the Multiplayer expansion and Advanced Research with its addition of 80+ levels and Hybrid mode.
We've also added rumble support for the DualShock 3 Controller for that extra tactile goodness. All existing versions of Blast Factor will get automatically patched when you start the game, so you won't even need to download the new version from the store.
266w ago - Great news from marcan of Team Twiizers as follows:
As you all know, we're getting busy with several other projects, and HBC isn't a priority. However, the BETA 9 release had a few rough edges, and some things that should have been fixed weren't.
So we're giving you the chance to voice your pet peeves about HBC now, and we'll release a new version soon. Consider this version "final" at least for the time being.
HBC is basically feature-complete, so we won't be adding any new major features, but we want to get rid of some remaining bugs and annoyances. Once this new version is out, you're going to be stuck with it for a while.
Things that we've already fixed/added for BETA 10:
• meta.xml now handles non-ASCII characters properly (you can use iso-8859-1 or utf-8 encoding, but utf-8 is restricted to the iso-8859-1 subset)
• Wiimote shutdown support (in libogc git now - we should have added this earlier)
• Wiimote rumble now honors the rumble setting
• A crash bug or two (hard to hit)
Post a comment if you want something fixed. We reserve the right to fix whatever we want and ignore the rest, but at least we promise we'll listen. Please read the comments before asking for something; we don't want...
267w ago - Even though Twilight Princess was in development for years, in some ways, fans were disappointed. The game, while not even close to being a bad game, simply fell short of some expectations.
In a way, Shigeru Miyamoto feels the same way in that he feels as though "there was something missing" from the experience.
To quote: "That's something that I talk to the members of my development team about on a regular basis. What I've been saying to our development teams recently is that "Twilight Princess" was not a bad game, by any means. But, still, it felt like there was something missing.
And while, personally, I feel like "Super Mario Galaxy" was able to do some things that were very new and were very unique, at the same time, from another perspective, certain elements of it do feel somewhat conservative in terms of how far we branched out with design.
And so this is something I've been talking to both of those teams about. Of course, as is customary with Nintendo, it's very rare that we are able to announce any games until they're ready for release, but I can say that these are themes that both of those teams are taking into account and the hope is that for both of those franchises, when we do release the next installments of the "Zelda" [franchise]...