68w ago - Today Game Designer Tam VooFoo at VooFoo Studios has announced that Hustle Kings is now available on the PS Vita handheld console.
To quote: Everyone here at VooFoo is proud that you can now play Hustle Kings on PlayStation Vita.
Once you've got your PS Vita all unwrapped, head to the PlayStation Store and you'll find Hustle Kings there for a superb £6.49. If you have pre-ordered a PS Vita then you can redeem your discount voucher to get Hustle Kings for just £1.49!
And if that wasn't tempting enough, you'll also get the PS3 version for free! That is a flabbergasting deal right there. The two versions are very different so you're almost getting two games for the price of one.
We have spent a lot of time and effort making Hustle Kings on PS Vita as great as possible. There are a lot of improvements from the PS3 version of Hustle Kings, along with a lot of entirely new content just for PS Vita.
We wanted to take full advantage of the Vita's unique inputs, and we think we've done so with a selection of control methods to cater for everyone from novice players right up to all you Hustle Kings pros.
If you want to bask in the PS Vita's touchscreen glory then it's really straightforward to...
74w ago - Today Creative Director John Garvin at Bend Studios has shared some video footage unmasking the Uncharted: Golden Abyss characters in the upcoming PS Vita video game.
To quote: Learning how to bring characters to life with all the nuances of personality, habits, quirks and mannerisms was really Sony Bend's first and most important job when we started to work on Uncharted: Golden Abyss.
We have an awesome example in the Uncharted series, and we wanted to give the characters a level of depth that transcends the screen. These videos show just a glimpse of our process and how we worked with our eclectic cast of characters.
I'm no stranger to writing, having written all the Syphon Filter games, but this title taught me some new tricks. By the time we started shooting in February 2011, I had gone through over 40 revisions, changing everything from setting, characters, names, dialogue and action. If we count all the in-game VO dialogue, we ended up with over 400 pages of script for Uncharted: Golden Abyss.
Of course, writing and performance capture was just beginning. What followed was an intense year of motion capture clean-up, animation,...
77w ago - Liverpool Studios Game Director Stuart Tilley and Lead Designer Karl Jones are here with details on WipEout 2048's Zombie Apocalypse for PlayStation Vita below.
To quote: The new WipEout game is our biggest and most adventurous ever, with loads of awesome new stuff for you to get your hands on come February 22nd.
But almost every game has at least one cool feature that sadly finds its way to the cutting room floor, and WipEout 2048 is no exception L. Earlier this year we prototyped a new (hidden) game mode called ZOMBIE.
Now, this is WipEout, so our zombies were never going to be the sluggish, lumbering, flesh-eaters you're familiar with. These are 1000mph steel and carbon fibre machines of menacing evil, and they want you dead...
The rules of ZOMBIE were simple enough - survive the horror for as long as possible by avoiding or taking out the Zombie ships. You start in darkness, alone on the track. Then you hear them in the distance, the digital scream of their engines filling you with dread.
They start to show up on your Zombie radar, a handful at first in hot pursuit and full of ominous darkness. Then they're on you, ramming you, destroying themselves if need be, but they're taking you with them.
84w ago - SCEE Blog Manager James Gallagher has shared an interview today with Ken Levine, which spotlights taking BioShock on PS3 from Rapture to Columbia.
To quote: BioShock's writer and Creative Director, Ken Levine, and his team are now working on BioShock Infinite, a departure from the dark, dystopian corridors of Rapture into the bright skies of Columbia, a floating city named after the female personification of the United States of America.
I recently had the chance to sit down with Ken to talk about the philosophies that underpinned the original BioShock and how, if at all, these are being applied to BioShock Infinite.
PlayStation.Blog: What's more important to you: surprising the player or making existing fans feel familiar?
Ken: When you look at BioShock Infinite, you can't deny that it's a BioShock game. However, and this might seem counter-intuitive, Rapture was a surprise to the player; you wanted to see what was around each corner because it was so strange.
If we were to take you back to Rapture then that surprise element would no longer be there. Weirdly, we had to change BioShock in order to make it BioShock, or at least to retain that core principle of the unexpected.