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Where Do Babies Come From: Conception II on PlayStation Vita

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41w ago - Atlus PR Manager John Hardin introduces Where Do Babies Come From: Conception II on PlayStation Vita today with details below.

To quote: As the hero in Conception II, you'll quickly learn that the seven heroines you meet and begin to form relationships with are an important aspect for surviving the game's deadly labyrinths.

But in addition to being a strong combatant by your side, the heroines also help you create an army of Star Children warriors through a magic ritual. Those Star Children are what we're going to focus on in today's Conception II update.

Making Star Children is called "Classmating" in the game (yes, really), but in order to do so, you must have a good relationship with the heroine. The stronger your bond with the mother, the more powerful your offspring will be, and there's also hereditary traits the children get as well.

Star Children inherit elemental affinity, stat focus, stat distribution, and even hair color; so Narika's kids will always have high TEC (hit/crit chance), while you can count on Feene's children for big defense. Of course, there's always the chance for abnormalities, but we'll leave that for players to find out on their own.

A Star Child's stats determine which classes are available to it. There are thirty classes to choose...
 

ThatGameCompany's Flow PS4 Game Comes to PlayStation 4 Tuesday

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50w ago - Associate Producer Eric Fong of Santa Monica Studio announced that ThatGameCompany's Flow PS4 game is coming to PlayStation 4 this Tuesday.

To quote: Hi all, season's greetings from everyone here at Sony Santa Monica!

For me, the holidays are a time for reverence, a time to give thanks to family/friends/co-workers, a time to look forward to the new possibilities the coming year has to offer and of course a time to enjoy some games.

This year, I had the good fortune to work on two ports of thatgamecompany's games with two amazing developers: Flower on PS4 and PS Vita with Bluepoint Games, and flOw on PS4 and PS Vita with SuperVillain Studios. I'd like to thank all of the fans out there who helped to make Flower the top-selling PS4 (Without Digital Upgrade) game on PlayStation Store.

If you are one of the many people who enjoyed Flower, be sure to check out flOw on PS4 and PS Vita when it comes out on December 17th (that's Tuesday!) - It's $5.99 for the base game and $1.99 for the DLC.

And if you're in the mood for something a little different, something a little dark but chock full of humor, check out Escape Plan - now available on PS4. Escape Plan is a cross-buy title for PS4 and PS Vita available for $14.99.

And just a reminder that these are Cross-Buy...
 

Video: How Light Comes Alive in Dying Light on PS4 / PlayStation 4

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53w ago - Techland Lead Technical Artist Maciej Jamrozik shared a video today on how light comes alive in Dying Light on PS4 / PlayStation 4 below.

To quote: Hi, I'm Maciej Jamrozik, the Lead Technical Artist at Techland, developer of the upcoming first-person, action survival-horror game Dying Light.

Light and shadow play a crucial role in Dying Light. They affect not only the gameplay and its day-and-night cycle, but also the visuals.

This video illustrates how the game uses a physically-based lighting system, which means that light is generated in accordance to the actual laws of physics.

This in turn assures that lighting looks convincing and cohesive, regardless of the conditions and surroundings. It's especially important as Dying Light features a variety of locations and environments, from open spaces to claustrophobic rooms, as well as a range of weather conditions and changing time of day.

One of the most important parameters of indirect lighting is "roughness," which defines the level of smoothness and dullness of a surface.

Implementing our new physics model eliminated the limitation of using only preset groups of materials, which translates to much more varied and faithful representations of materials in the game. Our artists now have full freedom...
 

Video: The Wolf Among Us Comes to PlayStation Vita This Fall

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57w ago - Telltale Games Community Lead Laura Perusco announced today that The Wolf Among Us is coming to PlayStation Vita this Fall complete with a video trailer below.

To quote: Hey everyone! We're super happy to announce that The Wolf Among Us, the latest episodic series from Telltale Games, is coming to PS Vita for download later this fall!

What's this "Wolf" stuff about? Based on the award-winning [Register or Login to view links] comic book series, The Wolf Among Us is an often violent, mature and hard-boiled thriller where the characters and creatures of myth, lore and legend are real and exist in our world.

These aren't quite the characters you might remember from childhood stories though. Playing as Bigby Wolf - the big bad wolf in human form - you'll discover that the brutal, bloody murder of a Fable is just a taste of things to come.

If you've already played The Walking Dead on PlayStation 3 or PS Vita, you'll be familiar with the gameplay in The Wolf Among Us. It's all about choice and consequence, but we've definitely upped the ante (especially in the action sequences)!

In case you missed it the first time around, be sure to check out the recent PlayStation Blogcast with Episode 1 co-director Nick Herman for more details on the...
 

Video: The Dark Sorcerer: A Next-Gen Comedy E3 2013 Trailer

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76w ago - Quantic Dream Director David Cage announced news today on The Dark Sorcerer: a next-gen comedy at E3 2013 alongside a video trailer below.

To quote: We Love Prototypes

In 2005, Quantic Dream started working on a short film in real-time 3D called The Casting, using the PS3 graphic engine we had just developed.

Our initial objective was to make a technical prototype to test the limits and performance of this new engine, but Sony, with whom we had not yet started working, quickly encouraged us to present it publicly at its booth at E3 in order to illustrate the graphic potential of the PS3, which was launched that same year.

Everything we learned from making the short, particularly the immense difficulty of creating emotion in real time, but also the importance of the actor's performance, facial motion capture, the challenge of lip synchronization and especially eye animation, would enable us to develop Heavy Rain.

After this somewhat fortuitous first effort (which succeeded in attracting the attention of the press and players, and largely contributed to creating interest in the small French company that is Quantic Dream), the idea of making it a recurrent principle quickly developed.

After all, our prestigious and infinitely more talented...
 
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