3w ago - Sony Social Media Specialist Justin Massongill has gone hands-on today with Media Molecule's new PS Vita adventure game entitled Tearaway below.
To quote: Media Molecule have proven themselves the masters of cuteness and community creativity, constructing a passionate fanbase worldwide through the madly successful LittleBigPlanet series. But what happens when the house that built a Planet sets out to create something completely new?
Maybe I should rephrase that. Their new project, Tearaway, isn't completely outside the studio's comfort zone. It's still adorable, inventive, and a true showcase of its platform's capabilities. Built with PS Vita in mind, Tearaway makes impressive (but not excessive!) use of the integrated camera and rear touchpad to craft a more tactile and immersive world.
Case in point: You'll occasionally come across transparent surfaces marked with PlayStation symbols, an indication that you can interact with that area via PS Vita's rear touchpad.
Sometimes this means tapping on the back of your Vita to beat a drum, which will launch iota or atoi (your fearless paper protagonists) far into the air above. Other times, it means poking your finger straight into the game to protect your companion from incoming enemies, or to move an object that's...
3w ago - Sony Producer Kumi Yuasa announced that Free Soul Sacrifice DLC launches on PlayStation Vita this week.
Below are the details, to quote: Hello everyone! I hope you've been enjoying Soul Sacrifice.
Tomorrow we're releasing the first major update for Soul Sacrifice. Everything will be free, so don't forget to update your game to version 1.10 from LiveArea and then visit PlayStation Store to download unlock keys for free!
Eight new quests will be added upon using the unlock key. To play the quests, go to Mad Chronicle > Inside Avalon > Avalon Pacts > Forgotten Pact > Hour of Amber (game progress required).
In these new quests, you will see two new boss characters called Dullahan and Behemoth and a new map called Caverns of Goliath.
There was once a knight whose name was known the world over... But it was not his abilities that had made him famous. Indeed, he was viewed with curiosity, not respect. Many thought him downright unsettling; it was the way in which he did battle.
While most warriors took pleasure in striking their enemies and avoiding their blows, this knight was the exact...
3w ago - Dakko Dakko Producer Dan Croucher has announced that the HD Adventures of Rotating Octopus Character hits PS Vita this week with details below.
To quote Hello there! My name is Dan Croucher, and I'm the producer here at Dakko Dakko.
Today I'm going to talk about The HD Adventures of Rotating Octopus Character - a brand new PS Vita remake of Dakko Dakko's very first game, The 2D Adventures of Rotating Octopus Character - originally released on PSP minis. Phew.
First up, you're the first to hear that the game has cleared certification and will be released in Europe on 29th May. It'll cost €2.99 (or local equivalent), is available across Europe and Australia/New Zealand, and as well as English, is translated into Spanish, French, German and Italian. A US version is in progress now, and will be coming soon.
As we know you're all definitely going to buy it (right?), in this post I'm going to relax and take some time to explain some of the major changes we've made from the original, and share a bit of insight into how we went about it.
Our planned changes to the game to put it on PS Vita were a mix of new features and new assets. The full list was:
4w ago - Roll7 Creative Director John Ribbins announced today that the ice-cool skate 'em up OlliOlli video game kickflips onto PS Vita later this year.
Below are the details, to quote: Hello. I'm John. I'm the game designer at Roll7! We started in 2008, when I teamed up with two entrepreneurs Simon and Tom. The company's initial mission was to try and combine Simon and Tom's passion for training disengaged youth in video game design, with my love of making games.
The dream from day one was to make our own games, but as a business it seemed impossible to make it work, so for the next four years we worked for various clients, making everything from websites, to apps, to games controlled by your brain.
In the meantime I spent countless hours in the evenings making the games we really wanted to make, while Simon and Tom looked for viable ways to transition from an agency to an actual game developer.
By early 2012 we'd scraped enough cash together to take some time off from client work and we set about making a game for iOS called Gets to the Exit.
We got some nice reviews (an 8/10 in Edge), but not everyone liked it (Slide to Play):