Sponsored Links

Sponsored Links

 

Need For Speed: Hot Pursuit PS3 Interview with Criterion Games

50°
219w ago - As a follow-up to the EA chat from last week, today SCEE Blog Manager James Gallagher has shared a Need For Speed: Hot Pursuit PS3 interview with Criterion Games.

To quote: I've been to some swanky venues and have taken part in some extravagant PR events in my time here at SCEE, so it's refreshing when a publisher keeps things simple.

That's exactly what EA did last week when it invited me and a few other bloggers and journalists to their Guildford offices with an undemanding itinerary: fizzy drinks, pizza and Need for Speed: Hot Pursuit.

In-between drifting at 200MPH, taking down street racers with spike strips and crashing sports cars that I'll never afford, I grabbed an interview with the game's creative director, Craig Sullivan.

Why is Criterion making a Need for Speed game all of a sudden?

While we were making the last Burnout game, in every interview we would be asked: "so when are you guys going to make a Need for Speed game?" I've been a big fan of the series since the original in 1994; in fact, I'd say that game is the reason I decided to get into the games industry.

We'd reached a point where Criterion (Games)...
 

Video: Need for Speed: Hot Pursuit - Social Modes and EA Chat

400°
220w ago - Today Sony Social Media Manager Jeff Rubenstein has shared a Need for Speed: Hot Pursuit video spotlighting Social Modes and an EA interview chat, as follows:

Recently, the [Register or Login to view links] caravan rolled into town for a media/community event bringing PS3s loaded with Hot Pursuit, a free rap show, and the Boston Celtics' [Register or Login to view links].

With the game only about 2 months away, the team from EA was eager to talk about the social elements of Hot Pursuit. Watch this video, then read my conversation with Need for Speed producer Jesse Abney, who not only answered my questions, but yours as well.





Jeff Rubenstein, PlayStation.Blog: How did Criterion end up at the wheel on [Register or Login to view links]?

Jesse Abney, EA: Criterion's a AAA developer of action-racing games, with many years of doing great designs, great innovations, and platform technologies - especially for PlayStation 3 and online connectivity. And they kind of just waited patiently for their turn to get the keys to develop their favorite Need for Speed - and revive Hot Pursuit.

Hot Pursuit...
 

Castlevania: Lord Of Shadow PS3 Interview with Dave Cox

50°
221w ago - As a follow-up to yesterday's article on Castlevania: Lords of Shadow for PS3, today SCEE Blog Manager James Gallagher has posted up an interview with the video game's producer Dave Cox today.

To quote: By now, quite a few PlayStation 3 owners will have had the chance to try out the Castlevania: Lords of Shadow demo.

What were you trying to put across with that teaser?

It was just a small taster of what to expect. The demo was created to showcase the visuals the game enjoys and as a basic introduction to how the user can enhance Gabriel's combat and abilities.

It is difficult showing the variety of the full game in just two levels, but the first stage is a sampler of the way combat works, while the second level, where Gabriel is horse-bound and battling Wargs and Lycans, highlights the variety of content the final game offers.

How would you describe the learning curve of your combat system?

It's a constantly evolving system, where the player can decide what to add and when. We wanted to remain true to the exploration ethos of the original Castlevania games, where a picture of the map would indicate areas you had...
 

Hustle Kings PS3 Interview with Tech Director Mark Williams

50°
221w ago - SCEE Contributing Editor Roland Fauster has shared an interview today with Technology Director Mark Williams on Hustle Kings for PS3.

To quote: Programming is maths and, in Hustle Kings, you've had to calculate friction, respect natural laws of spin and momentum, and have all these balls clashing with each other in chaotic order.

Who explained the physics and to you, Stephen Hawking?

Haha, well yes, you are right: programming is maths. Unfortunately, they don't teach you the equations for moving balls around a pool table in school. However, for most things a bit of imagination and intuition can help to combine several basic rules of maths and physics to do things that actually look quite clever.

For the really difficult stuff, we have to rely on other people's work and, luckily for us, one guy by the name of Wayland Marlow spent years researching exactly how billiard balls react with one another and with the table. We use his research extensively in Hustle Kings to get the motion of the balls as close to real life as possible.

Are you aiming to simulate reality or to gain the most entertaining gaming experience?

I think it's always very important to concentrate on the gaming experience first and foremost. There is no...
 

Video: Fumito Ueda PS3 Interview from Tokyo Games Show 2010

100°
222w ago - SCEE Blog Manager James Gallagher has shared a PS3 interview today with Fumito Ueda from the Tokyo Games Show 2010.

To quote: While I wasn't able to attend [Register or Login to view links] this year, I was able to get some questions out to Fumito Ueda, creator of ICO, Shadow of the Colossus and The Last Guardian, which is coming to PlayStation 3 in 2011.

Here's the trailer shown at TGS, in case you missed it, and thanks to all the people that helped me come up with questions via [Register or Login to view links] and Facebook earlier in the week.

Since you announced The Last Guardian at E3 last year you have been fairly quiet. What have you been up to?

We've been working on the final concept for the game over the past year, and I'm pleased to say that we have now locked that down and we've moved into full production.

We learned from our experiences on ICO and Shadow of the Colossus that doing Research & Development at the same time as making the game slows down the process, so we decided to spend more time on R&D up front, testing out technologies and mechanics, before moving into full production. I'm glad to say that, right now, we're in crunch mode.



 
Sponsored Links

Sponsored Links
Sponsored Links

Sponsored Links






Advertising - Affiliates - Contact Us - PS3 Downloads - Privacy Statement - Site Rules - Top - © 2015 PlayStation 3 News

Sponsored Links