6w ago - Roll7 Director Tom Hegarty shared a video explaining the Career Mode in OlliOlli on PlayStation Vita below today.
To quote: Hello! It was back in June that we last posted here. At that point we were about to embark on our first E3 trip with a very early build of the game.
Needless to say a lot has changed since then! Player physics have been tweaked, we've redesigned a ton of grindable assets and we've also settled on the final modes of the game (there are four in total!).
In this post we want to concentrate on the most important game mode, Career, as it helps you unlock both Spots Mode and Rad Mode as well as preparing you for the do-or-die, risk it all, Daily Grind.
In Career you are confronted with the task of completing 50 Levels split across five stages: Urban, Junkyard, Port, Base and Neon, with 10 levels per Stage. The levels are split into 'Amateur' and 'Pro' to help the player skill-up as they progress. The Amateur levels follow a linear path - complete Urban 1 to unlock Urban 2, Complete Urban 5 to Unlock Junkyard 1.
However, merely completing a level is least of your worries! Each level has five challenges, two of which are always score challenges, one based on overall score...
6w ago - XSEED Games Localization Manager Ryan Graff announced today that Ragnarok Odyssey ACE is coming to both PS3 and PS Vita in 2014.
To quote: Since we first announced our action RPG Ragnarok Odyssey ACE back in May, we've gotten all kinds of questions, the most popular among them being, "What exactly is Ragnarok Odyssey ACE?" Fans want to know if it's a DLC expansion for the original Ragnarok Odyssey, if it's a whole new game, whether your character and/or story progress carries over, and so on.
Because I've got a minute, in between proofreading ACE's script and heading out to the voiceover studio, I wanted to answer some of those questions now.
Ragnarok Odyssey ACE is a full game - a revised and expanded version of the original Ragnarok Odyssey. We'll be releasing it early next year in North America for both Vita and PS3, and up to four players will be able to cross-play between the two platforms.
Both versions will retail for $39.99. As a "thank you" to returning players on the handheld, ACE's Vita version will ship with a bonus soundtrack CD, with 25 songs - including one very nice composition from Nobuo Uematsu, called "Roar of the Black Dragon."
Players with existing Ragnarok Odyssey saves can import their character's physical appearance, voice, job class,...
7w ago - Guerilla Cambridge Tech Director Matt Porter announced today that Killzone: Mercenary for PlayStation Vita is updated today!
To quote: Hi, everyone. We're very pleased to announce the launch of the second update for Killzone: Mercenary.
Firstly, we need to start off with the bad news. You'll see that the patch size is similar to that of the previous patch, and you'll need a spare 1190MB in order to download it.
When this new patch installs, the first patch will essentially be deleted, but you will need the extra space initially. This download is necessary in order to pave the way for future planned revisions to the game.
We're currently investigating solutions to reduce the overall size of the title and free up more of your valuable memory card space. We hope to be able to share more news on that work very soon. However, it seems unlikely to us that the overall size of the downloaded game, plus the patch, will ever be under 4GB.
The main focus for the second patch has been in targeting some of the connectivity issues that have been experienced over the last month. We're hoping that many of you who were previously unable to connect into the community will now be able to enjoy Killzone: Mercenary to its fullest.
7w ago - Sony Community Manager James Spafford outlined some of Tearaway's papery challenges and PS Vita character customization for fans below today.
To quote: Even though Tearaway is a single-player game - a personal journey shared by you, and your little messenger friend, iota or atoi - we couldn't resist giving Tearaway players the chance to express themselves creatively.
We've already talked at length about the oodles of papercraft models you can collect as you play through the game, but there are also in-game challenges that will allow you to personalize the world as you travel through it.
A squirrel who needs a new crown, a chap whose moustache has been stolen by crows, and a pig that's too ugly... these are all examples of problems you'll be asked to solve through the cutting out of virtual paper shapes.
When the time comes to get crafty, you'll be presented with a virtual cutting mat, and a selection of colored paper sheets. Using the pencil tool, you can trace a shape that you want to cut out using the front touch. If you make a mistake, you can erase your flawed pencil lines with the eraser tool, but once you're happy with the shape, hit the scissors icon to cut it out.
You can layer multiple sheets on top of one another, just like using real paper, and once...
8w ago - XSeed Games Localization Lead Ryan Graff posted up a new PS Vita video today announcing that Valhalla Knights 3 is due out tomorrow on PlayStation Vita.
To quote: We're so thrilled that Valhalla Knights 3, our massive JRPG set in a sprawling prison, launches tomorrow for PS Vita. It's been a long, challenging, and rewarding process for the team.
The first thing you learn in this industry is how hard everyone works. Whether the project is a hundred-million-dollar blockbuster, or a smaller, niche title, dozens of people across many different teams spend months - if not years - of their lives carrying out a thousand different tasks. Some of those tasks are wildly creative, others bureaucratic and mundane, but it takes all of them together to deliver a game into players' hands.
On Valhalla Knights 3, I was a latecomer. I joined up in early September, when most of the hardest work had already been done. Most of my contributions have been on the bureaucratic side this time around, working with other XSEED members, the game's developers, and our friends at PlayStation to get everything ready for launch.
(To put my work on this project in RPG terms, think of the design phase as exploration, the programming phase as combat, and my work as the part where you open up the menu...