Burnout Crash Explodes on PS3 via PlayStation Network Today

200°
134w ago - Criterion Games Producer Dan McDonald has announced that Burnout Crash is exploding on PS3 via PlayStation Network today!

To quote: Burnout CRASH! is a spin-off from our much-loved Burnout series, but this time focusing solely on the Crash Mode gameplay which you may remember from previous Burnout games.

A lot of games take themselves too seriously, sometimes all you really need is to just kick back, relax, and blow stuff up. With that in mind, we designed Burnout CRASH! with a tongue-in-cheek style, harking back to the arcades we all used to hang around in.

Our inspirations were manic pinball gameplay, over-the-top game show-style presentation, all tied up with our favorite music tracks from yesterday.

But I hear you ask, "I loved the original Crash modes, will I like this?" But of course! We have kept the spirit of the original Crash mode alive, with its simple gameplay of drive into a junction and smash as much traffic as you can - layered with deeper puzzle elements to work out the highest scoring strategies. The perfect game to sit on the sofa passing the controller back and forth with your friends, showing action that is as fun to watch as it is to play.

Looking back at previous versions of Crash mode, the single biggest request from our fans was to keep...
 

RNA: Real Network Access Project for PS3 CFW Goes Open Source

1500°
135w ago - Following up on our previous update, today Spanish PlayStation 3 developer Blipi has announced that the RNA: Real Network Access Project for PS3 JFW DH CFW is going open source in hopes that another developer in the scene will pick up where he left off.

Download: Real Network Access Project for PS3 (SVN)

To quote: Since I'm leaving the scene for a while I've decide to make RNA open source.

It can be found here: https://bitbucket.org/blipi/rna/

In root / main .h and .cpp core files
In /temp/ code to be ported to ps3 yet
In /RNA/ PHP server files

Status/Progress:

Client (PS3, pkg):

  • Main core - 100%
  • Packet send/recv/connect - 100%
  • Blowfish encryptation - 100%
  • MD5, CRC32, security on packets - 100%
  • Login process - 100%
  • Packet sync core - 100%
  • Packet sync implementation - 20%
  • Friends core - 100%
  • Friends implementation - 0%
  • LAN gaming - 0% TheGrid pending

Server (PHP):

  • Packet recv/send/connect - 100%
  • Security...

 

Road of Devastation: New Weapons, New Enemies & New Rules

200°
135w ago - Today Petteri Putkonen at Housemarque has shared a Road of Devastation update, which includes new weapons, enemies and rules as detailed below.

To quote: As Road of Devastation begins, you (and your partner if co-op) escape from a laboratory and find yourself at a crossroads leading to three different roads.

Each road has its own perks and dangers lying in wait - with different environments, items and enemies for you to discover. Choose your road, and let the devastation begin...

New weapons.

Road of Devastation will give players several new tools and ways to dispose of enemies with. And not just something you can carry with you but also elements found in the environment.

Electrified fences will fry anything that touches them when you turn the power on, so keep your distance and timing right.

Eat 1.21 Gigawatts!!

You may even get to operate heavy-duty industrial saws - perfect for disposing masses of zombies with (personal safety measure - keep your distance from the cutting end while operating heavy industrial equipment).

A new heavy weapon you can carry with you comes with a computer assisted, automated targeting system - more details about this high-tech equipment will be revealed in the very near future...
 

Mortal Kombat Arcade Kollection for PS3 Hits PSN Tomorrow

300°
137w ago - Today Creative Director Ed Boon at NetherRealm Studios has confirmed that Mortal Kombat Arcade Kollection for PS3 will be hitting fans tomorrow on PSN.

To quote: About 20 years ago, Midway was at the cutting edge of arcade game development using a unique method of creating very realistic images. By digitizing live actors, shot in front of a green screen, a number of games were developed that had a photorealistic look not found in any other games.

Games like Narc, Smash TV, NBA Jam and Terminator 2: Arcade all used this technology. This approach was applied to a number of game categories including sports, gun games, and shooters. One genre, however, had not yet been attempted - the fighting game.

In 1991, a small team of four decided to try making a fighting game using digitized graphics. The goal was to make something bold, shocking, and as realistic looking as possible. The game would eventually become Mortal Kombat, the first in a series that have sold over 30 million games.

Mortal Kombat was the "bad boy" of fighting games. It unapologetically depicted blood and had a much more hard-edge presentation than its tamer competition. Mortal Kombat's bold presentation wasn't without its controversy, but that only fueled the game's unstoppable popularity. In addition, Mortal...
 

Video: Aliens: Colonial Marines PS3 Q&A - Not Bad For a Human

100°
138w ago - SCEE's James Gallagher has shared a video and Q&A on Colonial Marines for the PS3 today, as follows:

I checked out Aliens: Colonial Marines when I popped over to the SEGA gamescom booth to say hi to a friend and, within minutes, it became one my highlights of the show.

I'm not as familiar with the Aliens films as many - I remember seeing one of them on TV as a child and not sleeping well for a few days - but judging it purely as a shooter, it is looking very impressive.

The level shown was a beautifully lit labyrinth of corridors on-board a craft sent to investigate LV-426, 11 months after Ripley escaped in Aliens.

The most memorable aspect for me was the animation of the Xenomorphs and my skin is crawling as I type just thinking about them. This added to the level design, which always leaves you feeling exposed as creatures pour from every angle and air vent, produces an unnerving shooter that piles on the tension.

After the demo, I spoke with Gearbox Chief Creative Officer Brian Martel about working with such an iconic IP and why his team is best suited to bringing the essence of the Aliens films to the interactive space.



 







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