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Video: The Art of Journey Comes to Life, Pre-order Details Arrive

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115w ago - Sony Santa Monica Studio for Flower Associate Producer Randall Lowe has posted up a video today spotlighting how The Art of Journey comes to life for fans.

To quote: The roll-out of The Art of Journey up to this point has been simply amazing!

Today though, we're here to announce the release of the Art of Journey and its availability from [Register or Login to view links] for fans both in the US, and in countries [Register or Login to view links].

We are so excited about the book and all of its special features that we wanted to share one of them with you today by giving away some of the exciting technology that is included in The Art of Journey. Our talented friends at [Register or Login to view links] have out done themselves and put together a truly unique experience for the Art of Journey.

The Daqri team has developed an app that you can download for iOS [Register or Login to view links] or for Android [Register or Login to view links] and use it to enhance the book in a way we've never seen done.
 

Resident Evil 6 Interview: Can Capcom Inject New Life Into the Undead?

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116w ago - SCEE Blog Manager Fred Dutton has shared an interview today with Capcom discussing their new Resident Evil 6 video game for the PS3 entertainment system.

Below are the details, to quote: It's a big week for gaming! The release of a new mainline Resident Evil game is one of those events where gamers the world over prepare to bunk off school/work and devote their every waking hour to the noble pursuit of zombie slaughter.

The sequel to 2009's Africa-set Resident Evil 5 is an absolute beast of a game, offering one of the largest single player campaigns in recent memory.

Ahead of its global release today, we caught up with executive producer Kobayashi-san, director Sasaki-san and producer Hirabayashi-san at Tokyo Game Show, to find out how Capcom went about creating such a mammoth title.

Fred Dutton, PlayStation.Blog Europe Manager: What makes Resident Evil 6 stand out from its predecessors?

Sasaki: I think it's the human drama that we really wanted to convey. The script is just so packed with stuff. Trying to blend everything from the script with the game design and make that come together was really a challenge. What we tried while writing the script was to incorporate the level design and the design of the game itself so they blended seamlessly...
 

Video: From Board To Screen: Dungeon Twister Lives on PSN

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129w ago - Following up on their previous details, today Game Creator Chris Boelinger at Ludically has shared a video dubbed From Board To Screen on Dungeon Twister for PSN.

To quote: Hi - I'm Christophe Boelinger, and I create board games.

My life is dedicated to games. I've made more than 30 games to date, and have always dreamt of seeing one of them turned into a video game. This week, that dream is going to become a reality when that will help you knock me off the top.

When I first designed Dungeon Twister as a board game way back in 2003, I knew it was the perfect candidate for a video game. Its infinite gameplay, the fact that no two games ever the same, the tremendous number of strategies that can be deployed and just how addicted we all got to it suggested that it would be a great videogame.





So I really am delighted that it is coming to PSN tomorrow for £7.99/ €9.99. PlayStation Plus subscribers can also enjoy a 50% reduction on that price for the first two weeks following launch.

As I said, my life is dedicated to games. So please come find me on Playstation Network...
 

Video: The Tester 2 Episode 5 Preview, Now Available on PSN

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212w ago - PlayStation Network Executive Producer Kevin Furuichi has shared some video footage today previewing The Tester 2 Episode 5, which is now available on PSN.

To quote: Last week's grueling teamwork challenge pushed the cast to their limits and this week, Episode 5 ramps up the pressure with an intense creativity challenge.

With nearly half of the original cast eliminated, the seven remaining gamers are given the opportunity to create a video game concept and actually pitch it to a focus group of real PlayStation testers.

Add to the mix the critical eye of this week's guest panelist, [Register or Login to view links] reviews editor [Register or Login to view links], and you won't want to miss what does down in Episode 5.





Download Episode 5 of [Register or Login to view links] from the video side of PlayStation Store and later today on the games side after the update. Or, watch in PlayStation Home starting on Wednesday when the next 'Game Over' shirt is available in The Tester theater.

This Week's Prize Package

To inspire your own gaming creativity, we're giving away one of the most innovative products of the year, the PlayStation...
 

Folding at Home / Life With PlayStation PS3 Research - Take 1

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256w ago - I just started to take a look at Folding@Home / Life with PlayStation as part of my PS3 research. There are several little details which are pretty interesting...

One thing which got me interested, is that the "game" has more permissions than any other game or application. Normal games do not have access to the root of /dev_hdd0/ but F@H has.

It can read, write and execute which was found out as it creates a folder called /cntlnk/ in /dev_hdd0/.

There it caches several music files you play while running the application. This is handled via a SQL Lite Format 3 DB (db1.1.sqlite) in /NPIA00002/USRDIR/data/wlop/.

Another thing is, that F@H/LWP can override the PARAM.SFO. Normally the option window when u press triangle in XMB on a game just reads the data, PARAM.SFO passes to it.

But here, the automatic start option is not loaded via the .sfo. It seems it comes from an external XML file in the game directory.

The last I want to write about now is, that older F@H versions were able to control the SPU's partly. For example it was possible to define how many SPU's are used at all.

These are just some points that came up so far. I will keep you updated when there is more!

-SKFU
 
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