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Video: Sidescrolling Skate 'Em Up OlliOlli Debuts New Footage at E3

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76w ago - Roll7 Creative Director John Ribbins shared a video today from E3 2013 debuting new footage of sidescrolling skate 'em up title OlliOlli for PS Vita below.

To quote: Hello! I'm John, the game designer at Roll7. You may have seen a few snippets about OlliOlli already but as we approach [Register or Login to view links] we wanted to go into a bit more depth about the game and let you know where the idea came from.

So, I've had a skateboard since I was about five. In my teens I actually got quite good and was sponsored for a while by Route One. Even now I still like to do the odd kickflip or whatnot (although breaking an arm is much more of a worry than when I was a kid).

I've played and loved all the skateboarding games from 720 and California Games to the more recent Tony Hawk and Skate games, but for me there was always something missing in the newer titles that meant it wasn't quite the same as real skateboarding.... Skateboarding is hard.

While Hawk and Skate are awesome games, the thing that bothered me was that if you did a kickflip, you would always land it except for if you hit the floor while your trick animation was playing.

Now,...
 

Video: KickBeat on PlayStation Vita: Strutting Its Stuff at E3 2013

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76w ago - Zen Studios Creative Director Neil Sorens shared a video today of KickBeat on PlayStation Vita strutting its stuff at E3 2013.

To quote: Hey there, Playstation fans. Lots of excitement in the air these days as this year's E3 is shaping up to be one of the most exciting yet.

Not only did we get our first real look at the PlayStation 4 - I'm pre-ordering it already, myself - but Vita got its share of E3 love, too. KickBeat, for one, is playable in the Sony booth!

If this is your first time hearing about KickBeat, introductions are in order. KickBeat is a rhythm action where you fight baddies in time with the music. It's different from other rhythm games in that you play the action itself instead of playing an interface (bars, arrows, button icons, etc.) that's slapped on top of the action.

Enemies come at you from all directions, and you fight them off by pressing the buttons representing those directions at the right time. So let's say an enemy is attacking you from the left.

Hit the Square or left button (or tap the left side of the screen) when he gets close enough, which will match up with a beat from the song, and you'll serve him some kung fu smackdown. Simple enough, right? There are some more advanced controls later on, but you...
 

Video: Pickles in Your Pocket: Bringing Runner2 to PlayStation Vita

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76w ago - Gaijin Games Associate Producer Dant Rambo posted up a video today announcing Runner2 for the PlayStation Vita handheld console.

To quote: Adapting a console game for a mobile platform is no walk in the Welcome Park. The reasons for this are numerous, but it ultimately boils down to an issue of faithfulness.

We can't speak for other developers - though we imagine they would agree - but we wanted our game, BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien, to feel the same on the Vita as it does on the rest of its platforms.

Furthermore, we wanted to provide players everywhere with the chance to carry [Register or Login to view links] around wherever they go. Though we've not yet finished our development of the Vita version, we're confident we've succeeded on both fronts.

For those unaware, Runner2 is a 2D platformer featuring vibrant worlds, unique characters, challenging (and rewarding!) gameplay, and the vocal stylings of Charles Martinet.

From the early planning stages to the finished product, our goal was to create a game that made people happy. If it just so happens that you're someone who likes to be happy, chances are good you'll enjoy it immensely.

Now, with the elevator pitch out of the way,...
 

Dakko Dakko: Floating Cloud God Goes HD on PlayStation Vita

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76w ago - Dakko Dakko Producer Dan Croucher announced today that Floating Cloud God is going HD on PlayStation Vita with details below.

To quote: Hello from [Register or Login to view links]! Today I'm here to talk about 'Floating Cloud God Saves the Pilgrims in HD!', which we're bringing to PS Vita this Summer!

This brand new Vita remake of Dakko Dakko's second game 'Floating Cloud God Saves the Pilgrims' (originally released on PSP minis last year) comes with a set of enhancements and upgrades over the original to take advantage of its new home on Vita.

When we embarked on this version there were two things we most wanted to do - the first was a full re-mastering of the game's art to make the most of the Vita's huge screen, and the second was a new way to control Floating Cloud God.

The original 'Floating Cloud God Saves the Pilgrims' on PSP featured beautiful artwork depicting Japanese folklore and myth, by Army of Trolls' Gary Lucken (http://www.armyoftrolls.co.uk). Drawn as pin-sharp vectors, the art was a perfect fit for the Vita.

It was great to go back to the original images and re-create all the sprite sheets at double the size (to match the Vita's resolution), and the results were amazing. Below is an image showing just how much better...
 

1001 Spikes on PS Vita: A Game for the Masochistic Gamer

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76w ago - Today Tyrone Rodriguez at Nicalis has announced 1001 Spikes on PS Vita, dubbed a game for the masochistic gamer.

To quote: What if you had 1,001 lives in your favorite 2D platformer? Think you could beat the game? That's 1001 Spikes.

1001 Spikes will likely be the most challenging game to come to the Vita this year. In developing the game, we looked to classic games such as the original 8-bit Spelunker and Hudson's Famicom game Challenger as inspiration.

Aside from utilizing a truly 8-bit art style, in developing 1001 Spikes, we've focused on making an incredibly difficult platformer with very precise controls requiring pixel-perfect inputs.

On the surface, the short levels seem minimalistic, but at the core, they're loaded with strategically placed obstacles hidden to the naked eye. The designers have spent countless hours fine tuning placement of every obstacle and item in the game, literally every detail of the game was meticulously planned and thought out, tested, tuned and retested.

Broken down to its most basic design, the goal in 1001 Spikes is to find the key to open the door to the next level. Each level will present a different challenge both in the procurement of the key and then making it to the door alive. Although some levels look impossible at...
 
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