167w 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...
168w 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 Tokyo Game Show 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 Twitter 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.
171w ago - SCEE Blog Manager James Gallagher has shared a video interview today with Producer Zach Wood on Sorcery for the PlayStation 3 entertainment system.
To quote: For those not already sick of my blue T-shirt, here's another video interview direct from gamescom. I managed to get five minutes with Zach Wood, Senior Producer of Sorcery, which is being developed between SCEA's Santa Monica Studio and The Workshop.
Sorcery is an action adventure, designed specifically for the PlayStation Move motion controller, where you control a young apprentice wizard forced to master his newly-acquired skills deep in the Faerie Kingdom.
You use PlayStation Move for just about everything in the game, including positioning your wand, casting elemental spells towards your enemies and shaking and drinking bottles of potion that provide unique abilities, such as transforming into a rat to access new areas.
If I was a wizard, I would create clones of myself so I could sit at home playing Pandemonium 2 while they run around Cologne filming interviews (or maybe I already did)...
172w ago - SCEE Blog Manager James Gallagher has shared a LittleBigPlanet 2 PS3 video interview from GamesCom 2010 today with Alex Evans of Media Molecule.
To quote: Gamescom 2010 is over but our coverage on the PlayStation Blog is still in full swing. I managed to capture several interviews that there simply wasn't time to publish last week so we'll be spreading them throughout this week, starting with Media Molecule's Alex Evans, talking about the highly anticipated LittleBigPlanet 2.
Just when I thought MM had spilled all the beans on the sequel to one of the most lovable games on PlayStation 3, Alex hit me with a bunch of details I had no idea about, including an outline of the story and an incredible new music generator.
I really enjoy seeing how people went about creating tunes on the original LBP and the idea of this being expanded, with the possibility of it becoming a huge collaborative music project, just blows my mind.
More videos to come later in the week, with MotorStorm Apocalypse coming same time tomorrow.