99w ago - SCEA Director of Development Seth Luisi has made available a Covert Mission Walkthrough video today for Unit 13, which will be infiltrating the PlayStation Vita handheld on March 6, 2012.
To quote: We are at CES this week showing off the latest, near-final build of Unit 13 and we have something special in store for the community.
First, in case you missed the announcement from the PS Vita CES keynote yesterday afternoon, Unit 13 is scheduled for release on Tuesday, March 6th. We are quite excited to bring this new title to PS Vita.
Thanks to the excellent dual analogs sticks on the Vita, Unit 13 represents the first full shooter experience on a portable gaming device.
We also have, as another exclusive, the first view of the North American box front!
But what I am really here for is to provide an exclusive video walkthrough of a new level and game type in Unit 13. This is the first detailed video walkthrough of a Covert mission:
For those not keeping up on Unit 13, there are four different mission types. Direct Action missions are larger, multiple objective missions that reward tactical play.
Deadline missions are medium-sized missions where players have to...
99w ago - Today XSEED Localization Specialist Tom Lipschultz has posted up a video demonstrating the combination of classic Japanese Art and modern platforming action of Sumioni: Demon Arts for PS Vita consoles.
To quote: Before you stands a tower, and upon that tower stands an angry bowman, shooting wave upon wave of arrows in your direction. He's far out of reach, and the tower completely blocks your path, so you're forced to deal with this situation in order to proceed - but how do you go about it?
You could always hack at the tower's support structure with your sword, wearing it away bit by bit until the whole thing comes tumbling to the ground...but that might take a while, and the bowman would be shooting you in the head repeatedly the whole time.
Maybe you'd be better off taking out your paintbrush and drawing a sloped platform up, over and around the tower, creating a bridge to guide you past it safely. Or perhaps you could set the tower (and its occupant) ablaze, or spawn a lightning-spewing thundercloud above it and let Mother Nature handle the rest.
Or, if you're feeling particularly frisky, how about summoning a phoenix or a sacred lion and directing it to spew waves of holy energy at the tower, instantly reducing it and any threats beyond it to ashes?
99w ago - Today PS Vita hacker wololo has made available a Half Byte Loader (HBL) development FAQ for those interested in progress thus far on Sony's PlayStation Vita handheld console.
Also below he states that he has ported HBL for Teck4's exploit successfully and updated to EU/US versions.
To quote: I managed to port HBL to the US version of Teck4′s exploit in exactly 45 minutes (including writing the savedata exploit and the binary loader), which is a new personal record, thanks to the scripts included in HBL's repository, and also to the fact that the different versions of the game are internally fairly similar (which is to be expected because technically the game is supposed to be the same, just translated, but I seem to recall it wasn't that easy for the Hotshots golf exploit)
I also updated the EU/US versions of this HBL port to get the tweaks I worked on for the past weeks in order to get a fair amount of homebrews to work.
The next step for me is to write a bit of documentation on how to use all this, and then patiently wait. As far as a release is concerned... well check the FAQ I wrote yesterday.
100w ago - Namco Bandia Games Community Manager "Filthie" Rich Bantegui has shared details from Shinobido 2 developers on the Sounds of Assassination for PlayStation Vita today.
To quote: I'm back to share a post with you from our friends on the development team ACQUIRE Corp. Our friend Toshiko Tazaki has more details to share on how they shaped the tension and atmosphere in their upcoming assassin-thriller.
Have a look and a listen down below, and stay tuned as we lead up to the game's launch on February 22nd for more in-depth looks at how the team brought this killer game together on the PS Vita.
Toshio Tazaki, Sound Artist, Shinobido 2: Revenge of Zen (PSVita)
You may not think about it much when you are playing games, but creating tension and atmosphere takes a lot of work on the development side. I wanted to share with you a bit about how we did this in our game, Shinobido 2: Revenge of Zen.
Music and sound production of Shinobido 2 was actually started with a mandate from our director, Abe-san, who asked us, "Why not enhance the melody and atmosphere on our music unlike any game we've done before?" Every day, I made considerable efforts to adjust the melody balance to make it better than the day before. Composers tend to be desperate to give their music something...