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Begin Transmission: CounterSpy Comes to PS4, PS3, PS Vita on 8/19

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13w ago - Dynamighty Lead Designer David Nottingham announced today that Begin Transmission: CounterSpy comes to PS4, PS3, PS Vita on August 19, 2014 with details and a video trailer below.

To quote: Hey budding C.O.U.N.T.E.R agents! David Nottingham, (Dynamighty Creative Director) here with some exciting CounterSpy news!

Yesterday, the good folks at Sony, along with our co-conspirators at C.O.U.N.T.E.R declassified the Release Date information for CounterSpy.

The day that you will be able to get your hands on CounterSpy (and hopefully prevent this crazed superpower plot to destroy our moon), is August 19th in North America.

For those who are not familiar, CounterSpy is an Action Stealth side-scroller from Dynamighty (that's us) set during the Cold War. You play as an agent for C.O.U.N.T.E.R, whose singular goal is to prevent the superpowers from accomplishing their crazy race to destroy the moon with nuclear missiles.

The August 19th PSN release is for PS4, PS3 & PS Vita and the price is $14.99. As a reminder, the game is Cross-Buy & also Cross-Save, so purchase it once and you'll have a copy on all three devices!

As we count down to that date, we've also got some help from some talented folks at PlayStation, who helped us by putting together this launch...
 

Playrise Digital: Table Top Racing Coming to PS Vita on August 5th

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13w ago - Playrise Digital CEO Nick Burcombe announced today that Table Top Racing is coming to PS Vita on August 5th, 2014.

To quote: Hi, I'm Nick Burcombe, head of Liverpool-based indie development studio [Register or Login to view links]. We've joined forces with publisher [Register or Login to view links] to bring our award-winning game Table Top Racing to PS Vita on August 5th.

I was part of the original team that created WipeOut back in the mid '90s for PlayStation, and I have always loved combat racers and driving games above all other genres - games like Micro Machines and Mario Kart.

So when we were looking at building a new racer, it felt natural to reference those classics when crafting Table Top Racing. We set out to capture some of that essence of what made them so much fun, and I think we've done a pretty good job on that front!

Table Top Racing features a host of crazy tracks complete with shortcuts, over-sized obstacles, jumps, and all manner of other hazards. As the game picks up speed, you need to understand the best racing lines and drift momentum you can get with some of the later cars - it's pretty frantic.

We've included one shot weapon power-ups which give players a temporary advantage, be it a speed boost, missile...
 

Spry Fox Announces Road Not Taken Ventures to PS4 on August 5th

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17w ago - Spry Fox CEO David Edery announced today that Road Not Taken ventures to PS4 on August 5th, 2014 alongside a PlayStation 4 video trailer below.

To quote: Hi folks! We're thrilled to announce the official release date of Road Not Taken! It'll be coming to the PlayStation 4 on August 5th, 2014 and the PS Vita later this Fall.

To celebrate this announcement, we've put together a new trailer! This one is a bit, er, unusual. You might need to have lived through the late 80s or 90s to really get it.





If this is your first time reading about Road Not Taken, we've written a ton of blog posts about the game and it's development. Some of our favorite posts are this one about our inspiration for the game and this one about the changes we've made in reaction to playtests.

Lastly, we'd also like to take this opportunity to share some free artwork with everyone, in celebration of our launch date announcement! Our lead artist Brent Kobayashi has whipped up some [Register or Login to view links] to decorate your various and sundry devices.

If you love this art and haven't already done so, check out Brent's [Register or Login to view links]
 

Video: InFamous First Light is Coming to PS4 This August 2014

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19w ago - Sucker Punch Productions developer Jason Connell announced today at E3 2014 that InFamous First Light is coming to PS4 this August 2014 with a PlayStation 4 trailer video below!

To quote: My name is Jason Connell, and I'm one of the Creative Leads on inFAMOUS First Light, the new standalone inFAMOUS title for PS4 that we just announced at the PlayStation press conference tonight.

As someone who worked on the original cutscenes that we used to announce this character before, I'm pretty excited that my first PlayStation.Blog post revolves around the return of my favorite conduit from inFAMOUS Second Son: Abigail "Fetch" Walker.

Played once again by the brilliantly talented Laura Bailey, Fetch is back - and her story is not an easy one to tell. There is heartache, drug abuse and abandonment.

Playing as Fetch, you'll experience the events that transform her into the conduit you met in Second Son. You'll see her cope with life in Curdun Cay (the high alpine prison) after being captured by the DUP, and experience what happens when her brother Brent goes missing - and how far she will go to find him.

Check out our announce trailer below to get a glimpse of Fetch in Curdun Cay.





In...
 

Video: Hohokum is Coming to PS4, PS3, PS Vita on August 12th

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20w ago - Honeyslug Designer and Co-Founder Ricky Haggett made available a video today announcing that Hohokum is coming to PS4, PS3 and PS Vita platforms on August 12th, 2014.

To quote: Hey folks! We're back with another behind-the-scenes look at Hohokum, and to share that Hohokum will be available on August 12th, 2014 for PS4, PS3, and PS Vita.

This one is focused on the roots of the game's design. A question we've been asked a lot is "How did you come up with this game?" The answer isn't straightforward, but hopefully this video will help to illustrate something of the process, as well as reveal some of our inspirations and design goals.





Dick and I started designing Hohokum back in 2008, and since that time it's gone through a lot of changes. For the first few years it was a side-project - something we worked on between other things, or when inspiration struck.

We didn't have a clear mechanic "hook" when starting out - more an overall sense of wanting to make a game that was relaxing and evoked a particular sense of free-form play. Over time this approach allowed the game we have today to emerge organically. I'm not sure we could have done it any other way.

Much of what the game is today...
 
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