172w ago - Zipper Interactive Sr. Community Manager Jeremy Dunham has shared a PS3 demo video tour today of SOCOM 4 from the GamesCom floor.
To quote: It's a proud week for us here at Zipper Interactive as tomorrow marks the 8th birthday of our first-ever PS2 game and the title that started a huge multimillion-selling franchise, SOCOM: U.S. Navy SEALs. To celebrate the eight-year mark, we've put together a special video for our fans.
In it, you'll experience the gamescom 2010 SOCOM 4 demo in its entirety with commentary by lead designer, Travis Steiner. This is the first time anywhere that you'll see the gamescom demo played all the way through and in high-definition, making it a "must watch" for anyone even remotely interested in what we have in store for 2011.
Let us know what you think below, and please accept our sincerest thanks for making the first eight years of SOCOM as great as they have been. Here's to many more to come!
174w ago - Today XSEED Localization Specialist Tom Lipschultz has shared a video tour of Ys Seven for PSP and PSPgo handheld consoles.
To quote: Today, our focus will be on the game world as we reveal to you all the Seven Wonders of Ys Seven – seven locations that help define the game and keep its story moving. So sit back, relax, take in the new trailer and enjoy!
1. Altago City
The centerpiece of the game's story. This is where Adol and Dogi first make landfall in the Altaginian countryside. And, unlike most of the cities they've visited over the years, it does NOT offer them a particularly warm welcome. Still, that doesn't make this trade capital any less impressive!
Not only is the city a real sight to behold, it also includes a sprawling port for some of the largest naval vessels in the world. Its sheer size and magnificence makes it one of Ys Seven's wonders, and its seedy, intricate history makes it a true contender for the #1 spot.
2. Shrine of Origins
Unearthed only recently, this mysterious cave contains artifacts from a distant time, featuring unknown markings. A sense of mystery pervades every last crevasse, and to any travelers who dare traverse its darkened spirals, I can...
204w ago - This week, as promised previously, we decided to show a video tour of the PS3 TOOL DECR-1000A XMB (XrossMediaBar) menu.
For anyone with a retail PlayStation 3 system, the options listed below are quite different. But, for those with PS3 Test units, the Debug settings are quite similar to that of a PS3 TOOL.
However, the biggest difference between a TEST and a TOOL is that of the TOOL's Communication Processor. Unlike the TEST, which relies on the PS3 hardware itself to do the work, the TOOL uses its CP for independent hardware debugging.
Going back to a Retail system - the major difference between a Retail and a Debug unit are the Check features (when pressing triangle), which runs a check on the installed application - reporting file size, location, contents etc. Another notable difference is, under the System Options setting, the Debug Settings - which contains a large number of features, detailed below in part.
One other significant difference between Retail systems and Development Systems is...
206w ago - United Front Games Lead Producer Julian Beak has shared a 'behind the scenes' video tour today of their PS3 studio where ModNation Racers was developed.
To quote: Today I'm going to talk about our studio at United Front Games in Vancouver, Canada where we make the game. Rob Oliveira, who you've met before, will walk you through so you can picture it for yourself.
We have a lot of design, technology and art direction to discuss every day. Sometimes this is done in meeting rooms which are very sensibly named after Mexican wrestlers. More often these discussions take place right at our desks.
There are no offices at United Front Games – not even for the President. This puts everyone on an equal footing when it comes to access. We believe making innovative games requires a touch of chaos and lots of communication.
Our character, kart and world artists make up the largest group on our team so we don't let them sit together or they would take over. Designers, artists and programmers are mixed up in small teams devoted to major features. All the people who design and build a particular feature sit close. This lets them play and improve these features very quickly.