172w ago - SCEE Blog Manager James Gallagher has shared a LittleBigPlanet 2 PS3 video interview from GamesCom 2010 today with Alex Evans of Media Molecule.
To quote: Gamescom 2010 is over but our coverage on the PlayStation Blog is still in full swing. I managed to capture several interviews that there simply wasn't time to publish last week so we'll be spreading them throughout this week, starting with Media Molecule's Alex Evans, talking about the highly anticipated LittleBigPlanet 2.
Just when I thought MM had spilled all the beans on the sequel to one of the most lovable games on PlayStation 3, Alex hit me with a bunch of details I had no idea about, including an outline of the story and an incredible new music generator.
I really enjoy seeing how people went about creating tunes on the original LBP and the idea of this being expanded, with the possibility of it becoming a huge collaborative music project, just blows my mind.
More videos to come later in the week, with MotorStorm Apocalypse coming same time tomorrow.
173w ago - SCEE Blog Manager James Gallagher has shared an inFamous 2 PS3 interview today with Bruce Oberg and a video tour of the PlayStation booth at GamesCom 2010.
To quote: After the SCEE gamescom press conference, we had an event where press and developers could mingle, overindulge and try out the latest PlayStation Games.
I got talking to Bruce Oberg, co-founder of Sucker Punch Productions and development lead in inFAMOUS 2; without further ado, here's what we said.
From what I've seen, you seem to have been working particularly hard on the game's graphics. Has this been an area in which you've placed special focus?
We've tried to leave no stone unturned in just about every facet of the game and the graphics have been helped by us having another year of learning about Playstation 3 under our belt. We're able to use more of the cell processors now than we finished the first inFamous, so we can have more characters on-screen, more complicated shaders, and much greater layering.
It basically means we're able to up the amplitude when it comes to graphics and the number of breakable objects you see on the screen.
The characters, in particular, look a lot better as we have learned things like light...
176w ago - Today Klei Co-Founder Jamie Cheng has detailed the challenges of Skank's PSN co-op campaign as part of an EA video interview.
To quote: I'd like to share our journey leading up to our decision to include a co-op campaign in our new title, Shank - and why we felt so strong about creating it as a separate mode altogether.
When Shank was shown at PAX 2009, there were two questions that I couldn't answer which came up over and over again. The first was, "What platform is it coming out on?" The second "is there going to be co-op?"
I answered the first question, with my own question. I stuffed our dev kit into a ghetto cardboard box, labeled with a large question-mark and strung a handful of controllers (including Atari and Dreamcast ones) from underneath it for added effect.
At the time, nobody had played Shank, and I didn't have platform approval yet. Thankfully, the gaming community and our fans spoke up, and I got my wish – we were able to negotiate a deal to bring the game to the PlayStation Network.
The second, co-op question - proved to be much trickier.
On one hand, we felt strongly about the classic, couch-play...